-------------------------------------------------------------------------- MAGIC: The Gathering Card Checklist, with complete card texts, version 6.0 -------------------------------------------------------------------------- If you find any errors or omissions on this list, send e-mail to devjoe@wilma.che.utexas.edu This list may be distributed freely; please do so! =====> This list is for educational use only and may NOT be sold or used in any product or program sold for profit. <===== "This listing is composed of copyrighted material from Magic: The Gathering, a product of Wizards of the Coast Inc. Wizards of the Coast{R}, Deckmaster{tm}, Magic: The Gathering{tm}, Magic{tm}, Arabian Nights{tm}, Antiquities{tm}, Legends{tm}, The Dark{tm}, Fallen Empires{tm}, Ice Age{tm}, Chronicles{tm}, Homelands{tm}, Alliances{tm}, and Mirage{tm} are registered trademarks of Wizards of the Coast Inc." Where did this information come from?: -------------------------------------- The following checklist was compiled using the lists available at the anonymous FTP site (marvin.macc.wisc.edu/ftp.itis.com), as well as my own cards, the changes listed in the Pocket Players' Guide and Duelist Magazine (various issues, and the Complete Card List from issue #8), personal e-mail, and messages on the newsgroups rec.games.deckmaster (defunct) and rec.games.trading-cards.misc and the mtg-l mailing list. Contributors include Nick Sauer, Dan Reynolds, the Snark (Dave Howell), Shawn Marier, Paul Waterman, Eddy J. Gurney, Chris Feltham, Kevin Meyer, Dylan O'Donnell, Tom Wylie, Charles Denny, Pat Lett, Jim Salem, Steve Snodgrass, Tom Christiansen, Lantius, Dave Lewis, Jacob Butcher, Craig Mackey, Cathy Nicoloff, Neutral Ground, Che Fox, and many others. Thanks goes out to everyone who has helped verify card text and/or correct errors. Frequency data: --------------- Rarities for all cards listed in the Complete Card List (CCL) distributed with Duelist #8 are used here. Previously, the data for Arabian Nights was taken from the Snark's "card codes" release. It appears that the CCL has mistakenly switched the definitions of the (a) and (b) types for the cards with light and dark mana-circle variants, as the same notation was used in the "card codes" release, with the definitions switched, and the known distribution of cards matches the "card codes" release. All sets from Alpha to 4th Edition and Arabian Nights through Ice Age and Homelands are printed on two, three, or four sheets of 121 cards each. Alliances is printed on 3 sheets of 110 cards each. C = Common, R = Rare, U = Uncommon, X = eXtra-common, L=Land sheet C1, C4, U2, etc. indicate number of times card appears on the common or uncommon sheet of an expansion set. Sets: g=Gathering (A/B/UL/RV/4E) c=Chronicles(CH) p=Promotional n=Arabian Nights(AN) q=Antiquities(AQ) l=Legends(LG) d=The Dark(DK) f=Fallen Empires(FE) i=Ice Age(IA) h=Homelands(HL) a=Alliances(AI) m=Mirage(MI) The single letter abbreviations are used in the frequency listings, while I usually use the more common two-letter abbreviations when describing differences in different versions of a card. gKLM indicates a card in the Gathering that appeared as a K in alpha, beta, and unlimited editions, as an L in revised, and as an M in 4th edition. K, L, and M may be letters C=common, etc., or a dash meaning "not present." For example: g-RqU1 means an Antiquities U1, which was added to the Revised as a rare. Ice Age did not have any cards (other than basic land) that appeared more than once on its printing sheet, so Ice Age cards are just listed as iC, etc., with no number. For basic lands X is approximately U5+C9 for each land in A/B/UL/RV, but the exact proportions are not known. Only 2 of the 3 artworks for each land were used in Alpha. In A/B/UL, the only basic land appearing on the rare sheet was the normal-looking Island with blue water. In 4E and IA the lands appear on their own printing sheet, designated by an L; each land is actually an L24 or L25. Each artwork is an L8 in 4E and an L6 in IA, except that one Plains art in each set appears one extra time. Only L is listed in the frequency code to save space. Promo cards are distributed differently from other cards, so they've just been classified as common (Norritt), uncommon (the others) and rare (what Nalathni Dragon would have been if it had not been reprinted in Duelist and Duelist Companion; no Magic promo so far is this rare). Note that the IA/HL/CH promos are no different than the regular-issue cards, but were printed in a separate printing and thus (especially for Norritt) there are more of these than other IA commons & HL U1's. Promo cards that are playable (i.e., they are the same size and have the same back design as normal Magic cards) are listed in the frequency data as pU or pC, etc. Promo cards and others which are not the same size as normal magic cards or have different back designs will not be listed, although they may be listed in the comments that appear with the errata for a card. I plan on adding the cards in the Quick Start sets when they are known, but I'm not yet sure how I will show these frequencies. Mana symbols: ------------- U=blUe mana, B=Black, W=White, R=Red, G=Green, T=tap, 1=any 1 mana (i.e., the "colorless" mana symbol) In card texts, these symbols are always shown between <>, using only one set of <> for several mana symbols in a row. In casting costs the <> are omitted. In A/B/UL/AN/AQ, the Tap symbol hadn't been invented yet, so the cards either said "Tap to foo..." instead of ": Foo..." or, in the case of artifacts, indicated the tapping by using the card type "Mono Artifact". Changes from this to the tap symbol aren't noted on the individual cards because it would waste a lot of space in the already-long listings; all cards are listed using the modern language. In RV/LG/DK/FE, and the the Arena promo card from the Magic novel of the same name, the tap symbol is a T, tilted to the right, in a gray mana circle. In the Ice Age promos, the Mana Crypt promo card from _Final Sacrifice_, and 4E/IA/CH/HL, the tap symbol is a black diamond shape with a white curved arrow in it. In the cards with the newer tap symbol, except the Ice Age promos, the white mana symbol is now a sun with 8 matching, jagged-looking points. All previous editions (A/B/UL/RV/AN/AQ/LG/DK/FE, and the Ice Age promo cards) have the original, scribble-looking 12-pointed-sun white mana symbol. The two white Ice Age promos appear with the old mana symbol even in Ice Age, most likely so as not to make the promos become rare "collectors' items", as happened with the promo Blue Elemental Blast and Fireball. The first promos have apparently experimental designs that were never used for a normal release. The Nalathni Dragon has the same red mana symbol as other cards, but the circle behind it is a weird pink color. The Sewers of Estark uses a black mana symbol in which the eyes and nose of the skull are smaller and lower on the skull -- more like a real skull -- and the cracks in the top of the skull are smaller and farther apart. These two cards and Arena all have deep, dark border colors, darker than even beta/unlimited cards. This looks like an attempt to fix the revised "lightness" problem that went too far. Many Arabian Nights cards use colorless mana symbols that are smaller than normal, and have a background the same color as the card, instead of gray. These same cards have differently-colored backgrounds behind the colored mana symbols. Some cards exist in two versions, one like this and one like other cards; these are marked as comments by the appropriate cards. How many cards were printed? ---------------------------- These are the best estimates to my knowledge of the overall print runs for each set. Where given, the numbers in the Duelist Magazine's Complete Card List are used. The Collectors' Edition and International Collectors' Edition are the square-cornered cards with gold borders on the back, which were sold as boxed sets in late 1993 and early 1994, and not intended to be played with. Alpha: 2.6 million (roughly 1100 of each rare) Beta: 7.3 million (3000 of each rare) Collectors Edition: 3.6 million (10000 sets of 363 cards) International C.E.: 1.8 million (5000 sets of 363 cards) Unlimited: 35 million (14,500 of each rare) Revised: est. 600 million (est. 289,000 of each rare) 4th edition: still in print, est. 700 million so far (354,000 each rare) Chronicles: still in print, est. 250 million so far (517,000 each U1) Arabian Nights: 5 million (20,700 of each U2) Antiquities: 15 million (31,000 of each U1) Legends: 35 million (19,300 of each rare) Dark: 62 million (128,000 of each U1) Fallen Empires: est.400 million (830,000 of each U1) Ice Age: still in print, est 400 million so far (200,000 each rare) Homelands: unknown, ca. 150-200 million?? (300,000-400,000 each U1) From these numbers a bit of analysis can be performed to determine the actual number of each card printed. Cards are printed on sheets of 121 cards, with all cards on the same sheet being printed in equal quantities EXCEPT that (so far, only in expansion sets) some cards appear more than once on their sheet, so are twice or three times or however many times as common as other cards. In AN/AQ/DK/FE/HL there were just two sheets, uncommon and common, printed in a 1 to 3 ratio (just like the cards in the packs). Legends had rare, uncommon, and common sheets printed in a 1:3:11 ratio. So divide any of the above numbers by 121 to find the total number of sheets printed, and divide that by 4 to get the number of uncommon sheets for any of the small expansions or by 15 to get the number of rare sheets of Legends. The Gathering sets are more difficult since there were both boosters and starter decks so we don't know the exact ratio. In Alpha and Beta WotC said they split the print run about evenly between starters and boosters; this is probably still true for Unlimited. This gives (using a starter and 4 boosters as a basis) a ratio of 6:25:89, or approximately 1:4:15. In revised it is likely the ratio was shifted more towards boosters, so if we use a starter and 8 boosters as the basis we get 10:37:133 or 1:3.7:13.3 -- uncommons are slightly more common than before, and rares are also more common, by a larger degree than uncommons -- now 1/18 of the cards are rares rather than 1/20 in A/B/UL. It's actually more than that since a lot of late-run starter decks were packed with 3 rares and 12 uncommons instead of the usual 2 and 13. If we estimate 1/5 of all the revised starter decks were like this, then we have 4 normal starters, 1 3-rare starter, and 40 boosters for a 51:184:665 ratio or 1:3.6:13. 4th edition rares and uncommons will be even more common compared to the uncommons and commons -- starters are 3:9:26:22 (22 land) and boosters are 1:3:11 so the overall ratio will be something like 1:3:10.4:2. For Ice Age, this means that there are 2x6=12 of each snow-covered basic land for each rare, making them only slightly more common than regular commons. Promotional Cards: ------------------ Starting in late 1994, quite a few promotional Magic cards became available. Some of these are unique cards that will likely only be available through a special offer, while others were printed in 4th edition or Ice Age. The 4th edition promos differ from the actual cards in the copyright line only; the promos say 1994 but the actual cards say 1995. The Ice Age promos say 1995, and are identical to the real cards, even including the old white mana symbol on the white cards, although some people claimed that the promos and the regular cards felt different. I haven't personally seen the Homelands and Chronicles promos but until I know otherwise, I will assume they are identical to the regular card. Altogether, the promos are: 13 Ice Age cards (normal Ice Age icon) 2 4th edition cards (no icon) 5 cards from the novels (pen icon) 1 DragonCon card (dragon icon) 3 Homelands cards (normal HL icon) 3 Chronicles cards (normal mutant Chronicles versions of expansion icons) The DragonCon card appeared in Duelist #3 and three were packed with each copy of Duelist Companion #4, in addition to the ones sent to convention-goers. The cards from the novels were available from the first four Magic:the Gathering novels by sending in a SASE, a receipt, and a certificate from the last page of the novel; the fifth novel had an offer to get one of the other cards for a SASE & $1. Two of the Ice Age cards, as well as the 4E, HL, and Chronicles cards, were distributed with various M:tG comic books from Acclaim. The other Ice Age cards were distributed in various gaming-related magazines. Along with Duelist Companion #8, each Convocation member received a packet of 20 of these cards -- Giant Badger, Sewers of Estark, 11 of the Ice Age cards, and duplicates of 7 Ice Age cards. In Companion #9, the two 4th edition previews and Gorilla Pack were included. Fylgja was the only Ice Age promo not mailed to Convocation members. Marc Schmalz (Sparky!!) said that there were a total of 4 million Ice Age promo cards distributed; this would mean roughly 1.9 million Norritts and an average of 175,000 of each of the other cards, but these were definitely not printed in equal amounts. If there are eventually a billion Ice Age cards printed, there will be about 5 million of each common, so only the promo Norritt will make any significant impact on the overall commonality of any of the Ice Age promo cards. The Homelands U1's printed in the comic book may be a different story, because there will be a lot less Homelands than Ice Age, and the rarest cards in the set are duplicated, not the commonest ones. If you use the (wild guess) figure of 100 million Homelands cards, that is about 200,000 of each U1. If there are 180,000 of the comic book printed, that makes 60,000 extra of each of the three cards, which is probably the minimum needed to make those cards noticeably more common. Stephen D'Angelo estimates 275,000 Nalathni Dragons, 150,000 each of Arena and Sewers of Estark, 100,000 each of Windseeker Centaur and Giant Badger, and 75,000 of Mana Crypt. This makes Mana Crypt about as plentiful as A/B/UL uncommons (like Berserk) and Nalathni Dragon about as plentiful as A/B/UL commons (like Sinkhole). 4th edition test print ---------------------- There was apparently a printing of cards in late summer 1994 which was intended to be 4th edition (back when it was going to be released in September 1994) which had borders and colors similar to (but not identical to) the now-released 4th edition. This was known to have the following features: * misprinted Hurricane with BLUE borders * correctly printed Serendib Efreet * 1994 copyright date, probably like Legends and Dark copyrights Tom Wylie just said this was a test print, and the cards were intended to be destroyed, but some were released accidentally. However (according to Eric Aldrich) at ConQuest in November, Richard Garfield spoke about this printing; this was intended to be the real 4th edition. Due to typos and other errors, like the Hurricane, the printing was stopped and 120 million cards were destroyed -- but apparently not all of them. This was probably part of the reason for the shortage of Revised cards that occurred in December 1994 -- almost two months of printing (at that time) was wasted. I will not attempt to note the changes for these cards on my list, but if anybody has any of them, let me know and maybe I can assemble a separate list. I particularly would like to know of any other misprints in the test print, and cards in the test print that were NOT in revised. Foreign language editions: -------------------------- Several printings of Magic in languages other than English have been released. I will try to list these here, but lists containing full text will be left to others. Some of this information may be inaccurate or incomplete. Italian Revised, limited and unlimited editions Italian Dark Italian Legends German and French Revised, limited edition German and French Revised, unlimited edition (These use 4E-style card layout). Italian, German, French "Renaissance" sets -- short runs of limited edition cards of the 122 cards being added in to 4th edition. These have the original expansion set logos. Note: since there are black bordered Italian Dark & Legends, the Italian Renaissance has all that AN & AQ reprinted in either 4E or CH, except Piety is missing. Spanish, Portuguese, and Japanese 4th edition, limited edition Italian, German, French, Spanish, and Portuguese 4th edition, unlimited ed. Italian, German, French, Spanish, and Portuguese Ice Age Various languages Chronicles (unlimited editions only) Italian, German, French, Spanish, and Portuguese Homelands German and French Alliances Planned for later in 1996: Korean and Chinese 4th edition Multiple artworks: ------------------ Each card with multiple artworks is only listed once. There are 3 different artworks for each basic land in B/UL/RV/4E. Only 2 of these for each land appear in Alpha. 3 new artworks (and a 4th "snow-covered" one) for each land appear in Ice Age. The Ice Age Plains artworks all fit together to form one long picture, with the snow-covered one at the end. Each card which appears in Ice Age that was also previously in the main set has new artwork in Ace Age. A Mountain (using one of the existing mountain artworks) appears in the Arabian Nights expansion set. Most of the lands in Antiquities have 4 different versions of the artwork. A couple had cards on both the common and uncommon sheets, and thus have weird frequencies like qU3C1. The individual rarity of each artwork is noted for each card. These two cards were both added into 4th edition; an uncommon artwork was chosen for each; the art chosen is listed by each card in the list. The C3 and C4 commons in Fallen Empires are actually 3 or 4 C1's with the same name and abilities but different art (usually by different artists), and different flavor text if there is any. Each version of each card is C1. The artwork for Plateau changed in the revised edition, supposedly because Wizards of the Coast lost the original computer file and the original art itself could not be found or had been damaged. The artwork for Unholy Strength changed in 4th edition -- the burning pentagram in the background was removed. The C4 commons in Homelands are actually 2 C2's with the same name and abilities but different art (by the same artist) and flavor text. On some of these (Anaba Shaman, Dwarven Trader, and Trade Caravan) the 2 pictures fit together to form one wide one, and the 2 Dark Mazes fit together no matter which way you put them, so you can make a long chain of repeating images. In Alliances, the C2, C3, and U6 cards all have two versions of the art (by the same artist). The C2's and U6's are split evenly; the C3's consist of a C1 and a C2, and which is which will be commented in the list when known. Alliances packs normally contain one card from the rare sheet, 3 from the uncommon sheet, and 8 from the common sheet. Thus R6 is similar in rarity to U2, and U6 is similar to C2. Changes in text for 4th edition, revised edition, and ERRATA: ------------------------------------------------------------- The latest version of the text appears first. "Latest" refers to release order, so the latest cards would be AI, HL, IA, 4E, FE, DK, LG, RV, AQ, UL, AN, Beta, and Alpha, in that order. Earlier text (or just the differences) follows, in {}. Errata, in card text, or in other parts of the card like casting cost, wrong artist, etc., is also in {} and follows the text changes. Global ERRATA not listed on individual cards: --------------------------------------------- Mono Artifacts have added to their activation costs, and otherwise are treated like normal artifacts. Other cards that say "Tap to ..." also should replace that with a : activation cost. On many cards that changed to this form in revised, no note is made that the pre-RV cards are different. Any irregularities (see Nevinyrral's Disk and Bottle of Suleiman) are noted. The following ERRATA are not necessarily listed everywhere they are appropriate; typically the latest text available should be used for old editions of such cards. 1. All cards that talk about "discarding" permanents should replace "discard" with "destroy". 2. Any card that specifically talks about destroying or discarding itself should say it sacrifices itself when used. The one exception is Nevinyrral's Disk. 3. Any card that talks about paying mana or using fast effects during the untap phase should have such things occur during the upkeep phase instead. General changes on most cards in Revised: ----------------------------------------- All Mono-Artifact, Poly-Artifact, and Continuous-Artifact cards from the A/B/UL/AN/AQ printings are just Artifact in Revised, and Mono-Artifacts now have in the activation cost. Any other card with in the activation cost formerly required tapping, and unless otherwise stated, ": Foo." was formerly "Tap to foo." All Mono, Poly, and Continuous artifacts are just listed as "Artifact" on this list, and a tap symbol is listed on Mono Artifacts, even if no printing of the card thus far actually has the symbol, since there is errata to put it there anyway. [Bottle of Suleiman is an exception to this.] The most significant changes made where applicable in Revised card text: ------------------------------------------------------------------------ 1. "Discard", when referring to permanents, was changed to "destroy" 2. Cards which change land types say they create "basic" land types 3. "Until end of turn" was removed from :+X/+Y abilities (since it's in the rulebook) 4. "Destroyed without possibility of regeneration" is now "buried" 5. Some [un]helpful reminders were removed; new ones were added to other cards. Go figure. 6. "Restricted" creature enchantments were rewritten, generally allowing them to be cast (with no effect) on inapplicable creatures. 7. Untap costs are paid during upkeep rather than the untap phase. The most significant changes made in 4E/CH card text: ----------------------------------------------------- 1. Most effects that target now use the word explicitly, and try to use "that thing" when needed to refer to the same target again. 2. "Until end of turn" was added back to :+X/+Y abilities (where removed in revised, and finally added to Frozen Shade.) 3. Some [un]helpful reminders were removed; new ones were added to other cards, just like in revised. Go figure. In at least one case, the text of a card was returned to its pre-revised form exactly. 4. Untap costs are written uniformly as ": Untap (self). Use this ability only during your upkeep." Also, text like "doesn't untap normally in untap phase" dropped the "normally". 5. Most counters are now named specifically, except for +X/+Y counters; abilities which use +X/+Y counters (Tetravus, Triskelion) refer to "these counters". 6. Many cards were rewritten in the "do this to do that" form if that was intended. Errata was also issued for a couple old cards, because the rules about this changed also. See Eater of the Dead. 7. Enchantments that talk about the card they enchant use the form "target foo This Card enchants" where foo is the type of Enchantment it is. This was only applied in activated effects. See Regeneration vs. Fear. 8. "Bands" and "Banding" were unified as "Banding". 9. That awful "a player" is now "each player". Unfortunately, it has shown up in new places where it means "any player" (see Mana Flare, which _should_ have been worded in parallel with Manabarbs). 10. Curiously enough, many cards that used to define the *'s in their power and toughness now just define the power and toughness. This is particularly confusing on the Shapeshifter. 11. Cards that restrict what can be untapped (Meekstone, Winter Orb) were reworded negatively: "No player may untap..." 12. On multi-color Chronicles cards, the mana symbols in costs are not always reprinted in the same order. I'm not necessarily trying to keep track of all such occurrences, but you may notice some in the list. In Ice Age, some of the templates are slightly different, but for the most part the 4E/CH changes also apply there. Finally, the list! Artif Adarkar Sentinel iU 5 Artifact Creature 3/3 <1>: +0/+1 until end of turn Artif Aegis of the Meek iR 3 Artifact <1T>: Target 1/1 creature gets +1/+2 until end of turn. Artif Aeolipile fU1 2 Artifact <1T>: Sacrifice Aeolipile to have it deal 2 damage to any target. Artif Aesthir Glider aC2 3 Artifact Creature 2/1, Flying Cannot be assigned to block. Artif Al-abara's Carpet lR1 5 Artifact <5T>: Prevents all damage done to you by attacking non-flying creatures. Artif Aladdin's Lamp g-RRnU2 10 Artifact : Instead of drawing a card from the top of your library, draw X cards but choose only one to put into your hand. Shuffle the leftover cards and put them at the bottom of your library. X cannot be 0. {RV/AN: "in" instead of "into", "You must" before "shuffle", and no "X cannot be 0." AN: two <5> mana circles used to show casting cost instead of a <10>. ERRATA: add "X cannot be 0." to the RV/AN versions.} Artif Aladdin's Ring g-RRnU2 8 Artifact <8T>: Aladdin's Ring deals 4 damage to target creature or player. {RV text: "<8T>: Aladdin's Ring does 4 damage to any target." AN text: "<8T>: Do 4 damage to any target."} Artif Alchor's Tomb lR1 4 Artifact <2T>: Change the color of target permanent you control to a color of your choice. Use counters. Cost to cast, tap, maintain, or use a special ability of card remains unchanged. Artif Amulet of Kroog g--CqC4 2 Artifact <2T>: Prevent 1 damage to any creature or player. {AQ: "... any target"} Artif Amulet of Quoz iR 6 Artifact Remove Amulet of Quoz from your deck before playing if you are not playing for ante. <0T>: Sacrifice Amulet of Quoz. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, that opponent loses the game. Otherwise, you lose the game. Effects that prevent or redirect damage cannot be used to prevent this loss of life. Use this ability only during your upkeep. The opponent may ante an additional card to counter this effect. Artif Ankh of Mishra gRRR 2 Artifact Each time a player puts a land into play, Ankh of Mishra deals 2 damage to that player. {A/B/UL/RV text: "Ankh does 2 damage to anyone who puts a new land into play."} Artif Apocalypse Chime hU1pU 2 Artifact <2T>: Sacrifice Apocalypse Chime to bury all cards from the Homelands expansion. {One of three Homelands rares is available in each copy of the first issue of the Homelands comic book.} Artif Arcum's Sleigh iU 1 Artifact <2T>: Attacking this turn does not cause target creature to tap. You cannot use this ability if defending player controls no snow-covered lands. {ERRATA: Second sentence should begin: "Ignore this effect if ...", which is supposed to mean the ability kicks in when it is declared as an attacker, and is ignored if the player that creature attacks controls no snow covered land at that time.} Artif Arcum's Weathervane iU 2 Artifact <2T>: Target snow-covered land becomes a non-snow-covered land of the same type. Mark the changed land with a counter. <2T>: Target non-snow-covered basic land becomes a snow-covered land of the same type. Mark the changed land with a counter. Artif Arcum's Whistle iU 3 Artifact <3T>: Target non-wall creature must attack. At end of turn, destroy that creature if it could not attack. Use this ability only during the creature's controller's turn before the attack. The creature's controller may counter this effect by paying X, where X is equal to the creature's casting cost. Arcum's Whistle does not affect creatures brought under their controller's control this turn. {Note: the first X should be in a colorless mana circle, but isn't.} Artif Arena of the Ancients lR1cU1 3 Artifact When Arena of the Ancients comes into play, tap all legends. Legends do not untap during their controllers' untap phase. {LG text: "All legends become tapped when Arena comes into play. Legends do not untap as normal during the untap phase."} Artif Armageddon Clock g-RRqU2 6 Artifact During your upkeep, put one doom counter on Armageddon Clock. At the end of your upkeep, Armageddon Clock deals X damage to each player, where X is the number of doom counters on Armageddon Clock. During any upkeep, any player may pay <4> to remove a doom counter from Armageddon Clock. {AQ/RV text: "Put one counter on Armageddon Clock during each of your upkeeps. At the end of your upkeep, each player takes damage equal to the number of counters on the Clock. Any player may spend <4> during any upkeep to remove a counter." ERRATA: During controller's upkeep, a counter must be added before the effect to remove a counter may be activated.} Artif Ashnod's Altar qU2cC2 3 Artifact <0>: Sacrifice a creature to add two colorless mana to your mana pool. Play this ability as an interrupt. {AQ text: "<0>: Sacrifice one of your creatures to add 2 colorless mana to your mana pool. This effect is played as an interrupt. You may not sacrifice a creature that is already on its way to the graveyard."} Artif Ashnod's Battle Gear g--UqU2 2 Artifact <2T>: Target creature you control gets +2/-2 as long as Ashnod's Battle Gear remains tapped. You may choose not to untap Ashnod's Battle Gear during your untap phase. {AQ: Begins "Give a creature of yours +2/-2 ...", no "your" before "untap phase".} Artif Ashnod's Cylix aR2 2 Artifact <3T>: Target player looks at the top three cards of his or her library and puts one of them on top of that library. Remove the remaining two from the game. Artif Ashnod's Transmogrant qU3cC2 1 Artifact : Sacrifice Ashnod's Transmogrant to put a +1/+1 counter on target non-artifact creature. That creature becomes an artifact creature, although it retains its color. {AQ text: "Target non-artifact creature gains +1/+1 and is now considered an artifact creature, though it retains its original color. Discard Ashnod's Transmogrant after it is used." ERRATA: on the AQ card, add "The +1/+1 and artifact status are represented by a counter," indicating that this condition is permanent.} Artif Astrolabe aC2 3 Artifact <1T>: Sacrifice Astrolabe to add two mana of any one color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep. Artif Balm of Restoration fU1 2 Artifact <1T>: Sacrifice Balm of Restoration to gain 2 life or prevent up to 2 damage to any player or creature. Artif Barbed Sextant iC 1 Artifact <1T>: Sacrifice Barbed Sextant to add one mana of any color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep. Artif Barl's Cage dU1cU1 4 Artifact <3>: Target creature does not untap during its controller's next untap phase. {DK text: "<3>: Target creature does not untap as normal during its controller's next untap phase."} Artif Basalt Monolith gUU- 3 Artifact : Add 3 colorless mana to your mana pool. Does not untap as normal during untap phase; you may spend <3> at any other time to untap. Drawing mana from this artifact is played as an interrupt. {A/B/UL: "... during untap phase; spend <3> to untap. Tapping this artifact can be played as an interrupt." Alpha: plain 3 (not mana symbol) in untap cost. ERRATA: After the first sentence, add "This mana may not be used to untap any Basalt Monolith." After the untap cost is paid, Basalt Monolith does not untap until the end of the phase.} Artif Baton of Morale iU 2 Artifact <2>: Target creature gains banding until end of turn. Artif Battering Ram g--CqC4 2 Artifact Creature 1/1, Banding when attacking At the end of combat, destroy all walls blocking Battering Ram. {AQ text: "Bands, but only when attacking. Any wall blocking Battering Ram is destroyed. Walls destroyed in this way deal their damage before dying." ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Artif Black Lotus gR-- 0 Artifact : Adds 3 mana of any single color of your choice to your mana pool, then is discarded. Tapping this artifact can be played as an interrupt. {ERRATA: proper text is: ": Sacrifice Black Lotus to add 3 mana of any single color to your mana pool. This ability is played as an interrupt." An oversized Black Lotus appears in issue 15 of Scrye.} Artif Black Mana Battery g--RlU1 4 Artifact <2T>: Put one charge counter on Black Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Black Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from BMB", "This ability is played as ..."} Artif Black Vise gUUU 1 Artifact At the end of target opponent's upkeep, Black Vise deals that player 1 damage for each card in his or her hand in excess of four. {RV text: "If opponent has more than four cards in hand during his or her upkeep, Black Vise does 1 damage to opponent for each card in excess of four." A/B/UL: like RV but no "his or her", "Black Vise" was not capitalized in text. ERRATA to pre-4E: Choose a target opponent when playing this card.} Artif Blue Mana Battery g--RlU1 4 Artifact <2T>: Put one charge counter on Blue Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Blue Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from BMB", "This ability is played as ..."} Artif Bone Flute dU2 3 Artifact <2T>: All creatures get -1/-0 until end of turn. Artif Book of Rass dU2cU1 6 Artifact <2>: Pay 2 life to draw a card. Effects that prevent or redirect damage cannot be used to counter this lose of life. {DK text: "<2>: Pay 2 life to draw one card. Effects that prevent or redirect damage may not be used to counter this loss of life."} Artif Bottle of Suleiman g-RRnU2 4 Artifact <1>: Sacrifice Bottle of Suleiman. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Bottle of Suleiman deals 5 damage to you. Otherwise, put a Djinn token into play. Treat this token as a 5/5 artifact creature with flying. {AN/RV text: "<1>: Flip a coin, with opponent calling heads or tails while coin is in the air. If the flip ends up in opponent's favor, Bottle of Suleiman does 5 damage to you. Otherwise, a 5/5 flying Djinn immediately comes into play on your side. Use a counter to represent Djinn. Djinn is treated exactly like a normal artifact creature, except that if it leaves play it is removed from the game entirely. No matter how the flip turns out, Bottle of Suleiman is discarded after use." AN version was a mono artifact, but was not added to activation cost of later editions. ERRATA: before activation effect, insert: "Sacrifice Bottle of Suleiman." on AN/RV cards. ERRATA: Each time you flip the coin, target an opponent to call it.} Artif Brass Man g-UUnU3 1 Artifact Creature 1/3 Brass Man does not untap during your untap phase. <1>: Untap Brass Man. Use this ability only during your upkeep. {RV text: "Brass Man does not untap as normal; you must pay <1> during your upkeep phase to untap it." AN: like RV but "untap" instead of "upkeep".} Artif Bronze Horse lR1cU1 7 Artifact Creature 4/4, Trample As long as you control any other creatures, damage dealt to Bronze Horse by spells that target it is reduced to 0. {LG text: "Damage done to Bronze Horse by spells which target it is reduced to zero as long as you control another creature."} Artif Bronze Tablet g--RqU1 6 Artifact Comes into play tapped. <4T>: Remove Bronze Tablet and target card opponent owns from the game. You become owner of opponent's card and opponent becomes owner of Bronze Tablet. Opponent may prevent this exchange by paying 10 life; if he or she does so, destroy Bronze Tablet. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. Remove Bronze Tablet from your deck before playing if not playing for ante. {AQ text: "<4T>: Target any card opponent has in play; remove it and Bronze Tablet from game. You become owner of that card, and your opponent becomes owner of Bronze Tablet. Exchange is permanent; play as interrupt. Opponent can prevent exchange by spending 10 life; this discards Bronze Tablet. Damage-preventing effects cannot counter such loss of life. Bronze Tablet comes into play tapped. Remove this card from deck if not playing for ante." 4E ERRATA: May only target cards in play. ERRATA: The effect may be used on a card controlled by any opponent.} Artif Candelabra of Tawnos qU1 1 Artifact : Untap X separate lands. Artif Celestial Prism gUUU 3 Artifact <2T>: Add one mana of any color to your mana pool. Play this ability as an interrupt. {RV text: "<2T>: Provides 1 mana of any color. This use is played as an interrupt." A/B/UL: like RV but "can be played" instead of "is played".} Artif Celestial Sword iR 6 Artifact <3T>: Target creature you control gets +3/+3 until end of turn. At end of turn, bury that creature. Artif Chaos Orb gR-- 2 Artifact <1T>: Flip Chaos Orb onto the playing area from a height of at least one foot. Chaos Orb must turn completely over at least once or it is discarded with no effect. When Chaos Orb lands, any cards in play that it touches are destroyed, as is Chaos Orb. {An oversized Chaos Orb appears in some issue of Inquest (ca. May 1996).} Artif City in a Bottle nU2 2 Artifact All cards from _Arabian Nights_ must be discarded from play, except for City in a Bottle. While City in a Bottle is in play, no further cards from _Arabian Nights_ can be played. Artif Clay Statue g--CqC4 4 Artifact Creature 3/1, <2>: Regenerate {AQ: "<2>: Regenerates"} Artif Clockwork Avian g--RqU1 5 Artifact Creature 0/4, Flying When Clockwork Avian comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Avian is assigned to attack or block, remove a counter. : Put X +1/+0 counters on Clockwork Avian. You may have no more than four of these counters on Clockwork Avian. Use this ability only during your upkeep. {AQ text: "Put four +1/+0 counters on Avian. After Avian attacks or blocks a creature, discard a counter. During his or her upkeep, controller may buy back lost counters for <1> per counter; this taps Avian." ERRATA to AQ version: The counter is not removed until the end of combat.} Artif Clockwork Beast gRRR 6 Artifact Creature 0/4 When Clockwork Beast comes into play, put seven +1/+0 counters on it. At the end of any combat in which Clockwork Beast is assigned to attack or block, remove a counter. : Put X +1/+0 counters on Clockwork Beast. You may have no more than seven of these counters on Clockwork Beast. Use this ability only during your upkeep. {RV text: "Put seven +1/+0 counters on Beast. After Beast attacks or blocks a creature, discard a counter. During the upkeep phase, controller may buy back lost counters for <1> per counter; this taps Beast." A/B/UL: like RV but "untap" instead of "upkeep", "... for 1 mana per counter instead of untapping beast; this taps Beast if it wasn't tapped already." ERRATA to A/B/UL/RV: The counter is not removed until the end of combat.} Artif Clockwork Gnomes hC1 4 Artifact Creature 2/2 <3T>: Regenerate target artifact creature. Artif Clockwork Steed hC1 4 Artifact Creature 0/3 Cannot be blocked by artifact creatures. When Clockwork Steed comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Steed attacked or blocked, remove one of these counters. : Put X +1/+0 counters on Clockwork Steed. You may have no more than four of these counters on Clockwork Steed. Use this ability only during your upkeep. Artif Clockwork Swarm hC1 4 Artifact Creature 0/3 Cannot be blocked by walls. When Clockwork Swarm comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Swarm attacked or blocked, remove one of these counters. : Put X +1/+0 counters on Clockwork Swarm. You may have no more than four of these counters on Clockwork Swarm. Use this ability only during your upkeep. Artif Coal Golem dU2 5 Artifact Creature 3/3 <3>: Sacrifice Coal Golem to add to your mana pool. This ability is played as an interrupt. Artif Colossus of Sardia g--RqU1 9 Artifact Creature 9/9, Trample Colossus does not untap during your untap phase. <9>: Untap Colossus. Use this ability only during your upkeep. {AQ text: "Trample, Colossus does not untap normally during untap phase; you may spend <9> during your upkeep to untap Colossus."} Artif Conch Horn fU1 2 Artifact <1T>: Sacrifice Conch Horn. Draw two cards, then put any one card from your hand back on top of your library. Artif Conservator gUUU 4 Artifact <3T>: Prevent up to 2 damage to you. {A/B/UL/RV: "<3T>: Prevent the loss of up to 2 life." A/B/UL/RV ERRATA: should say "<3T>: Prevent up to 2 damage to any player." Note that the 4E Conservator is more restricted than this errata.} Artif Copper Tablet gU-- 2 Artifact Copper Tablet does 1 damage to each player during his or her upkeep. Artif Coral Helm g--RqU1 3 Artifact <3>: Discard a card at random from your hand to give target creature +2/+2 until end of turn. {AQ text: "<3>: Give target creature +2/+2 until end of turn. Each time you use this ability, you must discard one card at random from your hand. Coral Helm cannot be used if you have no cards in your hand."} Artif Crown of the Ages iR 2 Artifact <4T>: Switch target enchantment from one creature to another; the enchantment's new target must be legal. The controller of the enchantment does not change. Treat the enchantment as though it were just cast on the new target. Artif Crystal Rod gUUU 1 Artifact <1>: Gain 1 life for a successfully cast blue spell. Use this effect either when the spell is cast or later in the turn but only once for each blue spell cast. {RV text: "<1>: Any blue spell cast gives you 1 life. Can only give 1 life each time a blue spell is cast." A/B/UL text: "<1>: Any blue spell cast by any player gives you 1 life." ERRATA: use RV text for older cards. Bethmo says there's also errata to use 4E text for all versions.} Artif Cursed Rack g--UqC1 4 Artifact Target opponent discards down to four cards during his or her discard phase. {AQ: "Opponent must discard down ..." ERRATA to AQ: Choose a target opponent when playing this card.} Artif Cyclopean Tomb gR-- 4 Artifact <2T>: Turn any one non-swamp land into swamp during upkeep. Mark the changed lands with tokens. If Cyclopean Tomb is destroyed, remove one token of your choice each upkeep, returning that land to its original nature. {Alpha: Casting cost missing. ERRATA: All versions: "leaves play" instead of "is destroyed", Alpha version: casting cost is <4>.} Artif Dancing Scimitar g-RRnU2 4 Artifact Creature 1/5, Flying Artif Dark Sphere dU2 0 Artifact : Sacrifice Dark Sphere to prevent half of the damage done to you by a single source, rounded down. Artif Delif's Cone fC1 0 Artifact : Sacrifice Delif's Cone. If target creature you control attacks and is not blocked, you may choose to gain its power in life. If you do so, it deals no damage to opponent this turn. {ERRATA: replace "opponent" with "defending player".} Artif Delif's Cube fU1 1 Artifact <2T>: If target creature you control attacks and is not blocked, it deals no damage to opponent. Instead, put a cube counter on Delif's Cube. <2>: Remove a cube counter to regenerate a target creature. {ERRATA: replace "opponent" with "defending player".} Artif Despotic Scepter iR 1 Artifact : Bury target permanent you own. Artif Diabolic Machine g--UdU2 7 Artifact Creature 4/4, <3>: Regenerate {DK: "<3>: Regenerates"} Artif Didgeridoo hU1 1 Artifact <3>: Take a Minotaur from your hand and put it directly into play as though it were just summoned. Artif Dingus Egg gRRR 4 Artifact Each time a player puts a land into the graveyard from play, Dingus Egg deals 2 damage to that land's controller. {A/B/UL/RV text: "Whenever anyone loses a land, Dingus Egg does 2 damage to that player for each land lost."} Artif Disrupting Scepter gRRR 3 Artifact <3T>: Target player chooses and discards one card from his or her hand. Use this ability only during your turn. {RV text: "<3T>: Opponent must discard one card of his or her choice. Can only be used during controller's turn." A/B/UL: same as RV but ends "... during your turn." ERRATA: Choose a target player each time the ability is used.} Artif Draconian Cylix fU1 3 Artifact <2T>: Discard a card at random from your hand to regenerate a target creature. Artif Dragon Engine g-RRqC4 3 Artifact Creature 1/3 <2>: +1/+0 until end of turn. {RV only: no "until end of turn."} Artif Ebony Horse g-RRnU2 3 Artifact <2T>: Untap target attacking creature you control. That creature neither receives nor deals damage during combat this turn. {AN/RV text: "<2T>: Remove one of your attacking creatures from combat. Treat this as if the creature never attacked, except that defenders assigned to block it cannot choose to block another creature."} Artif Ebony Rhino hC1 7 Artifact Creature 4/5, Trample Artif Elkin Bottle iR 3 Artifact <3T>: Take the top card from your library and place it face up in front of you. You may play that card as though it were in your hand; if you do not play it by your next upkeep, remove it from the game. Artif Elven Lyre fU1 2 Artifact <1T>: Sacrifice Elven Lyre to give a target creature +2/+2 until end of turn. Artif Feldon's Cane qC1cC2 1 Artifact : Reshuffle your graveyard into your library. Remove Feldon's Cane from the game. {AQ text: "<0T>: Reshuffle your graveyard into your library. If Feldon's Cane is used, remove it from the game, returning it to its owner's deck only when the game is over." ERRATA: "<0>: Sacrifice Feldon's Cane, but remove it from the game instead of putting it into the graveyard. Shuffle your graveyard into your library." ERRATA to the errata: Activation cost is .} Artif Fellwar Stone g--UdU2 2 Artifact : Add one mana to your mana pool. This mana may be of any type that any land opponent controls can produce. Play this ability as an interrupt. {DK text: ": Add 1 mana to your mana pool. This mana may be of any color that any of opponent's lands can produce. This ability is played as an interrupt." ERRATA: Can produce any mana that any land controlled by any opponent can produce.} Artif Feroz's Ban hU1pU 6 Artifact Summon spells each cost an additional <2> to cast. {One of three Homelands rares is available in each copy of the first issue of the Homelands comic book.} Artif Floodwater Dam aR2 3 Artifact : Tap X target lands. Artif Flying Carpet g-RRnU3 4 Artifact <2T>: Target creature gains flying until end of turn. If that creature is put into the graveyard before end of turn, destroy Flying Carpet. {AN/RV text: "<2T>: Gives one creature flying ability until end of turn. If that creature is destroyed before end of turn, so is Flying Carpet."} Artif Forcefield gR-- 3 Artifact <1>: Lose only 1 life to an unblocked creature. {ERRATA: should say "<1>: Prevent all but one damage to you from an unblocked attacking creature." This errata has been misprinted in official releases with an activation cost of <3T>; however, WotC never intended to make that modification.} Artif Forethought Amulet lR1 5 Artifact Pay <3> during your upkeep or Forethought Amulet is destroyed. If you receive more than 2 damage from a sorcery or instant source, that damage is reduced to 2. Artif Fountain of Youth dU2cC2 0 Artifact <2T>: Gain 1 life. Artif Fyndhorn Bow iU 2 Artifact <3T>: Target creature gains first strike until end of turn. Artif Gauntlet of Might gR-- 4 Artifact All red creatures gain +1/+1, and all mountains provide an extra red mana when tapped. Artif Gauntlets of Chaos lR1cU1 5 Artifact <5>: Sacrifice Gauntlets of Chaos. Choose a target artifact, creature, or land opponent controls and a target permanent you control of the same type. Exchange control of these permanents. Bury any enchantments played on these permanents. {LG text: "<5>: Sacrifice Gauntlets of Chaos. Take control of target land, creature, or artifact. Then give the former controller of that permanent control of a target permanent of the same type under your control. You each control these permanents until game ends. Gauntlets of Chaos does not tap or untap these permanents. Enchantments on traded permanents are destroyed."} Artif Glasses of Urza gUUU 1 Artifact : Look at target player's hand. {A/B/UL/RV text: ": You may look at opponent's hand." A/B/UL: Misspelled Shuler. ERRATA: Choose a target player each time the ability is used.} Artif Goblin Lyre iR 3 Artifact <0>: Sacrifice Goblin Lyre. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Goblin Lyre deals * damage to that opponent, where * is equal to the number of creatures you control. Otherwise, Goblin Lyre deals * damage to you, where * is equal to the number of creatures the opponent controls. Artif Golgothian Sylex qU1 4 Artifact <1T>: All cards from the _Antiquities_ expansion, including Golgothian Sylex, must be discarded from play. Artif Grapeshot Catapult g--CqC4 4 Artifact Creature 2/3 : Grapeshot Catapult deals 1 damage to target creature with flying. {AQ text: "Tap to deal 1 damage to target flying creature."} Artif Green Mana Battery g--RlU1 4 Artifact <2T>: Put one charge counter on Green Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Green Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from GMB", "This ability is played as ..."} Artif Gustha's Sceptre aR2 0 Artifact If Gustha's Sceptre leaves play or you lose control of it, put all cards under Gustha's Sceptre in the graveyard. : Put any card from your hand face down under Gustha's Sceptre. You may look at that card at any time. : Return any card under Gustha's Sceptre to your hand. Artif Helm of Chatzuk gRRR 1 Artifact <1T>: Target creature gains banding until end of turn. {RV text: "You may give one creature the banding ability until end of turn." A/B/UL: same as RV with "ability to band" instead of "banding ability"} Artif Helm of Obedience aR2 4 Artifact : Put the top card of target opponent's library into his or her graveyard. Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first. If the last card put into the graveyard is a creature card, bury Helm of Obedience and put that creature into play under your control as though it were just cast. X cannot be equal to 0. Artif Hematite Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a red spell is successfully cast and only once for each red spell cast. Artif Horn of Deafening lR1cU1 4 Artifact <2T>: Target creature deals no damage in combat this turn. {LG: "during" instead of "in"} Artif Howling Mine gRRR 2 Artifact Each player draws one extra card during his or her draw phase. {RV text: "Each player must draw one extra card during the draw phase of each of his or her turns." A/B/UL: same as _4E_ but insert "each turn" after "card". The art for Word of Command is a blown-up version of the eyes that are in the Howling Mine.} Artif Ice Cauldron iR 4 Artifact : Put a charge counter on Ice Cauldron, and put a spell card face up on Ice Cauldron. Note the type and amount of mana used to pay this activation cost. Use this ability only if there are no charge counters on Ice Cauldron. You may play that spell as though it were in your hand. : Remove the charge counter from Ice Cauldron to add mana of the type and amount last used to put a charge counter on Ice Cauldron to your mana pool. This mana is usable only to cast the spell on top of Ice Cauldron. {ERRATA: add "Removing the Cauldron from play causes any and all spells stored on it to be placed in the graveyard." and add "from your hand" after "spell card".} Artif Icy Manipulator gU--iU 4 Artifact <1T>: Tap target artifact, creature, or land. {B/UL text: "<1T>: You may tap any land, creature, or artifact in play on either side. No effects are generated by the target card. Alpha: like B/UL but second sentence not present; Douglas Shuler's name spelled "Schuler" -- corrected in B/UL, unlike most "Schuler" cards which were not corrected until revised.} Artif Illusionary Mask gR-- 2 Artifact : You can summon a creature face down so opponent doesn't know what it is. The X cost can be any amount of mana, even 0; it serves to hide the true casting cost of the creature, which you still have to spend. As soon as a face-down creature receives damage, deals damage, or is tapped, you must turn it face up. Artif Implements of Sacrifice fU1 2 Artifact <1T>: Sacrifice Implements of Sacrifice to add 2 mana of any one color to your mana pool. Play this ability as an interrupt. Artif Infinite Hourglass iR 4 Artifact During your upkeep, put a time counter on Infinite Hourglass. During any upkeep, any player may pay <3> to remove a time counter from Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. Artif Iron Star gUUU 1 Artifact <1>: Gain 1 life for a successfully cast red spell. Use this effect either when the spell is cast or later in the turn but only once for each red spell cast. {RV text: "<1>: Any red spell cast gives you 1 life. Can only give 1 life each time a red spell is cast." A/B/UL text: "<1>: Any red spell cast by any player gives you 1 life." ERRATA: use RV text for older cards. Bethmo says there's also errata to use 4E text for all versions.} Artif Ivory Cup gUUU 1 Artifact <1>: Gain 1 life for a successfully cast white spell. Use this effect either when the spell is cast or later in the turn but only once for each white spell cast. {RV text: "<1>: Any white spell cast gives you 1 life. Can only give 1 life each time a white spell is cast." A/B/UL text: "<1>: Any white spell cast by any player gives you 1 life." ERRATA: use RV text for older cards. Bethmo says there's also errata to use 4E text for all versions.} Artif Ivory Tower g-RRqU3 1 Artifact At the beginning of your upkeep, gain 1 life for each card in your hand in excess of four. {AQ/RV text: "During your upkeep phase, gain 1 life for each card in your hand above four."} Artif Jade Monolith gRRR 4 Artifact <1>: Redirect to yourself all damage done to any creature. The source of the damage does not change. {A/B/UL/RV text: "<1>: You may take damage done to any creature on yourself instead, but you must take all of it. Source of damage is unchanged."} Artif Jade Statue gU-- 4 Artifact 3/6, <2>: Jade Statue becomes a creature for the duration of the current attack exchange. Can be a creature only during an attack or defense. {This is the only Artifact not marked as Mono, Poly, Continuous, or Creature before the revised edition was printed.} Artif Jalum Tome qU2cU1 3 Artifact <2T>: Draw a card; then, choose and discard a card from your hand. {AQ text: "<2T>: Draw a card from your library, then immediately discard a card of your choice to your graveyard."} Artif Jandor's Ring g-R-nU2 6 Artifact <2T>: Discard a card you just drew from your library, and draw another card to replace it. Artif Jandor's Saddlebags g-RRnU2 2 Artifact <3T>: Untap target creature. {AN/RV: "a" instead of "target"} Artif Jayemdae Tome gRRR 4 Artifact <4T>: Draw one card. {RV text: "Draw one extra card." A/B/UL text: "You may draw one extra card."} Artif Jester's Cap iR 4 Artifact <2T>: Sacrifice Jester's Cap to look through target player's library and remove any three of those cards from the game. Reshuffle that library afterwards. Artif Jester's Mask iR 5 Artifact Comes into play tapped. <1T>: Sacrifice Jester's Mask to look through target opponent's hand and library. Give that player a new hand of as many cards as he or she had before. Reshuffle the remaining cards afterwards. Artif Jeweled Amulet iU 0 Artifact <1T>: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Use this ability only if there are no charge counters on Jeweled Amulet. : Remove the charge counter from Jeweled Amulet to add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability as an interrupt. Artif Jeweled Bird nU3cU1 1 Artifact Remove Jeweled Bird from your deck before playing if not playing for ante. : Draw a card. Put your contribution to the ante into your graveyard and replace it with Jeweled Bird. {AN text: ": Draw a card, and exchange Jeweled Bird for your contribution to the ante. Your former contribution goes to your graveyard. Remove this card from your deck before playing if you are not playing for ante."} Artif Joven's Tools hU3 6 Artifact <4T>: Target creature cannot be blocked except by walls until end of turn. Artif Juggernaut gUU- 4 Artifact Creature 5/3 Must attack each turn if possible. Can't be blocked by walls. Artif Knowledge Vault lR1 4 Artifact <2T>: Take a card from your library without looking at it and place it face down under Knowledge Vault. Sacrifice Knowledge Vault to discard entire hand and take the cards under the vault into your hand. If Knowledge Vault leaves play, put all cards under it in your graveyard. {ERRATA: after "leaves play" insert "or your control"} Artif Kormus Bell gRRR 4 Artifact All swamps become 1/1 black creatures. The swamps still count as lands, but cannot be tapped for mana the turn they come into play. {A/B/UL/RV text: "Treat all swamps in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack." ERRATA: 4E Bell should not have the word "black."} Artif Kry Shield lU1 2 Artifact <2T>: Target creature you control deals no damage this turn, but gains +0/+X until end of turn, where X is the casting cost of target creature. Artif Lapis Lazuli Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a blue spell is successfully cast and only once for each blue spell cast. Artif Library of Leng gUUU 1 Artifact Skip the discard phase of your turn. If a spell or effect forces you to discard, you may discard to the top of your library rather than to your graveyard. If the discard is random, you may look at the card before choosing where to discard it. {RV text: "You must skip the discard phase of your turn. If a card forces you to discard, you may choose to discard to top of your library rather than to graveyard. If discard is random, you may look at card before deciding where to discard it." A/B/UL: like RV text with 1st sentence "There is no limit to the size of your hand."} Artif Life Chisel lU2 4 Artifact Sacrifice a creature during your upkeep to gain life equal to creature's toughness. Artif Life Matrix lR1 4 Artifact <4T>: During your upkeep, put one counter on target creature. You may remove this counter at any time to regenerate that creature. Artif Living Armor dU2cC2 4 Artifact : Sacrifice Living Armor to put a +0/+X counter on target creature, where X is equal to that creature's casting cost. {DK: "the target" instead of "equal to that"} Artif Living Wall gUU- 4 Artifact Creature 0/6, Counts as a wall, <1>: Regenerates Artif Lodestone Bauble aR2 0 Artifact <1T>: Sacrifice Lodestone Bauble to put up to four target basic lands from any player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep. Artif Malachite Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a green spell is successfully cast and only once for each green spell cast. Artif Mana Crypt pU 0 Artifact During your upkeep, flip a coin. Opponent calls heads or tails while coin is in the air. If flip ends up in opponent's favor, Mana Crypt deals 3 damage to you. : Add two colorless mana to your mana pool. Play this ability as an interrupt. {Distributed by mail to purchasers of the novel _Final Sacrifice_, starting in April 1995.} Artif Mana Matrix lR1 6 Artifact Pay up to <2> less than required whenever casting an instant, interrupt, or enchantment spell. Artif Mana Vault gRRR 1 Artifact Mana Vault does not untap during your untap phase. If it remains tapped during your upkeep, Mana Vault deals 1 damage to you. <4>: Untap Mana Vault. Use this ability only during your upkeep. : Add three colorless mana to your mana pool. Play these additions as interrupts. {RV text: ": Add 3 colorless mana to your mana pool. Mana Vault doesn't untap normally during untap phase; to untap it, you must pay 4 mana during your upkeep. If Mana Vault remains tapped during upkeep, it does 1 damage to you. Drawing mana from this artifact is played as an interrupt." A/B/UL: like RV but no "during upkeep" after untap cost, and last sentence is "Tapping this artifact can be played as an interrupt". ERRATA: When the untap cost of Mana Vault is paid, it does not untap until the end of upkeep. Mana Vault no longer has any errata about the mana that may be used to pay the untap cost.} Artif Marble Priest lU1 5 Artifact Creature 3/3 All walls able to block Marble Priest must do so. Walls able to block more than one creature can still do so. If blocking wall is compelled to block more creatures than it is legally able to, defender chooses which of these attacking creatures to block, but must block as many creatures as it legally can. Damage dealt to Marble Priest from walls during combat is reduced to 0. Artif Meekstone gRRR 1 Artifact No creatures with power greater than 2 untap during their controllers' untap phase. {A/B/UL/RV text: "Any creature with power greater than 2 may not be untapped as normal during the untap phase."} Artif Mightstone qU3 4 Artifact All attacking creatures gain +1/+0. Artif Millstone g-RRqU3 2 Artifact <2T>: Take the top two cards from target player's library and put them into that player's graveyard. {AQ/RV: "...in target player's graveyard."} Artif Mirror Universe lR1 6 Artifact : Sacrifice Mirror Universe during your upkeep, and trade your number of life points with opponent. For example, if you had 2 life points and your opponent had 10, you would now have 10 life points and your opponent would have 2. Effects that prevent or redirect damage may not be used to counter this change of life. {ERRATA: Choose a target opponent when the ability is used.} Artif Mishra's Groundbreaker aU2 4 Artifact : Sacrifice Mishra's Groundbreaker. Target land becomes a 3/3 artifact creature. That creature still counts as a land. Artif Mishra's War Machine g-RRqU1 7 Artifact Creature 5/5, Banding During your upkeep, choose and discard one card from your hand, or Mishra's War Machine deals 3 damage to you. If Mishra's War Machine deals damage to you in this way, tap it. {AQ/RV: "Bands" instead of "Banding"; text: "During your upkeep, discard one card of your choice from your hand, or Mishra's War Machine becomes tapped and does 3 points of damage to you." ERRATA to 4E version: the second part of the penalty for not paying upkeep always occurs if upkeep was not paid, and is not triggered upon damage being successfully dealt.} Artif Mox Emerald gR-- 0 Artifact : Add 1 green mana to your mana pool. Tapping this artifact can be played as an interrupt. Artif Mox Jet gR-- 0 Artifact : Add 1 black mana to your mana pool. Tapping this artifact can be played as an interrupt. Artif Mox Pearl gR-- 0 Artifact : Add 1 white mana to your mana pool. Tapping this artifact can be played as an interrupt. Artif Mox Ruby gR-- 0 Artifact : Add 1 red mana to your mana pool. Tapping this artifact can be played as an interrupt. Artif Mox Sapphire gR-- 0 Artifact : Add 1 blue mana to your mana pool. Tapping this artifact can be played as an interrupt. Artif Mystic Compass aU2 2 Artifact <1T>: Target mana-producing land becomes a basic land type of your choice until end of turn. Artif Nacre Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a white spell is successfully cast and only once for each white spell cast. Artif Naked Singularity iR 5 Artifact CU: <3> Instead of their normal mana, plains produce , islands produce , swamps produce , mountains produce , and forests produce . Artif Necropolis dU2 5 Artifact Creature 0/1, Counts as a wall. <0>: Take a creature in your graveyard and remove it from the game. Put X +0/+1 counters on Necropolis, where X is the removed creature's casting cost. Artif Nevinyrral's Disk gRRR 4 Artifact Comes into play tapped. <1T>: Destroy all creatures, enchantments, and artifacts, including Nevinyrral's Disk itself. {RV text: "<1>: Destroys all creatures, enchantments, and artifacts in play, including Disk itself. Disk begins tapped but can be untapped as usual." A/B/UL: like RV but no "including Disk itself", add "Disk destroys itself when used." at end. A/B/UL Disk was a Mono Artifact, but did not get added to the activation cost of the revised card. ERRATA: RV Disk's activation cost is <1T>. Unlike other old cards that destroy themself when used, Nevinyrral's Disk does not sacrifice itself.} Artif North Star lR1 4 Artifact <4T>: You may cast one spell this turn by paying its casting cost with any type of mana. For example, <2GG> becomes <4>. However, the card still retains its original color. This ability is played as an interrupt. Artif Nova Pentacle lR1 4 Artifact <3T>: Redirect damage done to you from one source to target creature of opponent's choice. {ERRATA: Choose a target opponent each time the ability is used.} Artif Obelisk of Undoing qU1cU1 1 Artifact <6T>: Return target permanent you control and own to your hand. {AQ text: "<6T>: Return any of your permanents in play to your hand; enchantments on that permanent are discarded. Can be used only on permanents you cast." ERRATA to AQ card: replace "discarded" with "destroyed" and replace "you cast" with "you own".} Artif Obsianus Golem gUUU 6 Artifact Creature 4/6 Artif Onulet g-RRqU3 3 Artifact Creature 2/2 If Onulet is put into the graveyard from play, you gain 2 life. {RV text: "If Onulet is placed in the graveyard, its controller gains 2 life." AQ: like RV with "goes to" instead of "is placed in". ERRATA to AQ/RV cards: "If Onulet goes to the graveyard from play..."; RV card miscredits art to Kerstin Kaman, should be Anson Maddocks.} Artif Onyx Talisman iU 2 Artifact <3>: Untap target permanent. Use this ability only when a black spell is successfully cast and only once for each black spell cast. Artif Ornithopter g-UUqC4 0 Artifact Creature 0/2, Flying Artif Pentagram of the Ages iR 4 Artifact <4T>: Prevent all damage dealt to you from one source. Pentagram of the Ages does not prevent the same source damaging you again later this turn. Artif Phyrexian Devourer aR2 6 Artifact Creature 1/1 If Phyrexian Devourer's power is 7 or greater, bury it. <0>: Remove the top card of your library from the game to put a +X/+X counter on Phyrexian Devourer, where X is equal to that card's casting cost. Artif Phyrexian Portal aR2 3 Artifact <3>: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Choose one of those piles and remove it from the game. Search the remaining pile and put one of those cards into your hand. Shuffle the remaining cards into your library. Ignore this effect if you have fewer than ten cards in your library. Artif Phyrexian War Beast aC2 3 Artifact Creature 3/4 If Phyrexian War Beast leaves play, sacrifice a land, and Phyrexian War Beast deals 1 damage to you. Artif Pit Trap iU 2 Artifact <2T>: Sacrifice Pit Trap to bury target creature without flying that is attacking you. Artif Planar Gate lR1 6 Artifact Pay up to <2> less than required whenever casting a summon spell. Artif Primal Clay g-RRqU3 4 Artifact Creature */* When Primal Clay comes into play, choose whether to make it a 1/6 wall, a 2/2 creature with flying, or a 3/3 creature. {AQ/RV text: "When you cast Primal Clay, you must choose whether to make it a 1/6 wall, a 3/3 creature, or a 2/2 flying creature. Primal Clay then remains in this form until altered by another card or removed from play."} Artif Pyramids nU2 6 Artifact <2>: Prevents a land from being destroyed, or removes an enchantment from any land. {ERRATA: cannot save a land from destroying itself} Artif Rakalite qU3cU1 6 Artifact <2>: Prevent 1 damage to any creature or player. Return Rakalite to owner's hand at end of turn. {AQ text: "<2>: Prevent 1 damage to any target. If Rakalite is used, it returns to its owner's hand at end of turn; all enchantments on Rakalite are then discarded."} Artif Red Mana Battery g--RlU1 4 Artifact <2T>: Put one charge counter on Red Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from Red Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from RMB", "This ability is played as ..."} Artif Reflecting Mirror dU2 4 Artifact : Target spell, which targets you, targets the player of your choice instead. X is twice the casting cost of target spell. This ability is played as an interrupt. Artif Relic Barrier lU2 2 Artifact : Target artifact becomes tapped. Artif Ring of Immortals lR1 5 Artifact <3T>: Counters target interrupt or enchantment. Can only counter spells which target a permanent under your control. This ability is played as an interrupt. Artif Ring of Ma'ruf nU2 5 Artifact <5T>: Instead of drawing a card from the top of your library, select one of your cards from OUTSIDE THE GAME. This card can be any card you have that you're not using in your deck or that for some reason has left the game. Ring of Ma'ruf is removed from the game entirely after use. Artif Ring of Renewal fU1 5 Artifact <5T>: Discard a card at random from your hand and draw two cards. {ERRATA: should say "Discard a card at random to draw two cards."} Artif Rocket Launcher g-R-qU3 4 Artifact <2>: Do 1 damage to any target. Rocket Launcher may not be used until it begins a turn in play on your side. If it is used, Rocket Launcher is destroyed at end of turn. Artif Rod of Ruin gUUU 4 Artifact <3T>: Rod of Ruin deals 1 damage to target creature or player. {A/B/UL/RV text: "<3T>: Rod of Ruin does 1 damage to any target."} Artif Roterothopter hC1 1 Artifact Creature 0/2, Flying <2>: +1/+0 until end of turn. You cannot spend more than <4> in this way each turn. Artif Runed Arch iR 3 Artifact Comes into play tapped. : Sacrifice Runed Arch. X target creatures with power no greater than 2 cannot be blocked this turn. Other effects may later be used to increase a creature's power beyond 2. {The runes on the arch phonetically spell "Built by the quaint runed arch company."} Artif Runesword dU2cC2 6 Artifact <3T>: Target attacking creature gets +2/+0 until end of turn. Any creature damaged by that creature cannot regenerate this turn; if such a creatrue receives lethal damage this turn, remove it from the game. If the target leaves play before end of turn, bury Runesword. {DK text: "<3T>: Target attacking creature gains +2/+0 until end of turn. Any creature damaged by target creature may not be regenerated this turn; if such a creature is placed in the graveyard this turn, remove it from the game. If target creature leaves play before end of turn, Runesword is buried."} Artif Sandals of Abdallah nU3 4 Artifact <2T>: Gives one creature islandwalk ability until end of turn. If that creature is destroyed before end of turn, so are Sandals. Artif Scarab of the Unseen aU2 2 Artifact : Sacrifice Scarab of the Unseen to return all enchantments on target permanent you own to their owners' hand. Draw a card at the beginning of the next turn's upkeep. Artif Scarecrow dU2 5 Artifact Creature 2/2 <6T>: Until end of turn, all damage done to you by flying creatures is reduced to 0. Artif Sentinel lR1cU1 4 Artifact Creature 1/* When Sentinel comes into play, its toughness is equal to 1. <0>: Change Sentinel's toughness to 1 plus the power of target creature blocking or blocked by Sentinel. {LG text: "The * in the lower right hand corner is 1 when cast. While blocking, you may choose to change * to equal one plus the power of target creature sentinel blocks this turn. While attacking, you may choose to change * to equal one plus the power of target creature that blocks Sentinel this turn." ERRATA: One occurrence of "sentinel" on the LG card is not capitalized.} Artif Serpent Generator lR1cU1 6 Artifact <4T>: Put a Poison Snake token into play. Treat this token as a 1/1 artifact creature. Whenever a Poison Snake damages a player, he or she gets a poison counter. When a player has ten or more poison counters, he or she loses the game. {LG text: "<4T>: Put a Poison Snake token into play. Treat this token as a 1/1 artifact creature. If this creature damages opponent, opponent gets a poison counter. If opponent ever has ten or more poison counters, opponent loses game."} Artif Serrated Arrows hC1 4 Artifact When Serrated Arrows comes into play, put three arrowhead counters on it. During your upkeep, bury Serrated Arrows if there are no arrowhead counters on it. : Remove an arrowhead counter from Serrated Arrows to put a -1/-1 counter on target creature. Artif Shapeshifter g--UqU1 6 Artifact Creature */(7-*) Shapeshifter has power and toughness that add up to seven, but neither may be more than seven. Set them when Shapeshifter comes into play; you may change them during your upkeep. {AQ text: "The *s below represent any number from 0 to 6. You set * when Shapeshifter is cast, and you may change it during your upkeep."} Artif Shield Sphere aU2 0 Artifact Creature 0/6, Counts as a wall If Shield Sphere is assigned as a blocker, put a -0/-1 counter on it. Artif Shield of the Ages iU 2 Artifact <2>: Prevent 1 damage to you. Artif Skull Catapult iU 4 Artifact <1T>: Sacrifice a creature to have Skull Catapult deal 2 damage to target creature or player. Artif Skull of Orm dU2 3 Artifact <5T>: Bring one enchantment card from your graveyard to your hand. Artif Snow Fortress iR 5 Artifact Creature 0/4, Counts as a wall <1>: +1/+0 until end of turn <1>: +0/+1 until end of turn <3>: Snow Fortress deals 1 damage to target creature without flying that is attacking you. Artif Sol Grail aR6 3 Artifact When Sol Grail comes into play, choose a color. : Add one mana of the chosen color to your mana pool. Play this ability as an interrupt. Artif Sol Ring gUU- 1 Artifact : Add 2 colorless mana to your mana pool. This ability is played as an interrupt. {A/B/UL: "... Tapping this artifact can be played ..."} Artif Soldevi Digger aR2 2 Artifact <2>: Put the top card of your graveyard on the bottom of your library. Artif Soldevi Golem iR 4 Artifact Creature 5/3 Does not untap during your untap phase. <0>: Untap target creature opponent controls to untap Soldevi Golem at the end of your upkeep. Use this ability only during your upkeep. Artif Soldevi Sentry aC2 1 Artifact Creature 1/1 <1>: Regenerate. Target opponent may draw a card. Artif Soldevi Simulacrum iU 4 Artifact Creature 2/4, CU: <1> <1>: +1/+0 until end of turn Artif Soldevi Steam Beast aC2 5 Artifact 4/2, <2>: Regenerate Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life. Artif Soul Net gUUU 1 Artifact <1>: Gain 1 life when a creature is put into the graveyard from play. Use this effect only once each time a creature is put into the graveyard. {RV text: "<1>: You gain 1 life every time a creature is placed in the graveyard. Can only give 1 life each time a creature is placed in the graveyard." A/B/UL text: "<1>: You gain 1 life every time a creature is destroyed, unless it is then regenerated." ERRATA: use RV text for older cards.} Artif Spirit Shield fU1 3 Artifact <2T>: Target creature gets +0/+2 as long as Spirit Shield remains tapped. You may choose not to untap Spirit Shield as normal during your untap phase. Artif Staff of Zegon qC4 4 Artifact <3T>: Target creature loses -2/-0 until end of turn. Creatures with power less than 1 deal no damage. Artif Staff of the Ages iR 3 Artifact Creatures with any landwalk ability may be blocked as though they did not have those abilities. Artif Standing Stones dU2 3 Artifact <1T>: Pay 1 life and add 1 mana of any color to your mana pool. This ability is played as an interrupt. Effects that prevent or redirect damage may not be used to counter this loss of life. Artif Stone Calendar dU1 5 Artifact Your spells cost up to <1> less to cast; casting cost of spells cannot go below <0>. Artif Storm Cauldron aR2 5 Artifact During each player's turn, that player may put one additional land into play. Whenever a land is tapped for mana, return that land to owner's hand. Artif Su-Chi qU3 4 Artifact Creature 4/4 If Su-Chi goes to the graveyard, its controller gains 4 colorless mana. {ERRATA: insert "from play" after "graveyard"} Artif Sunglasses of Urza gRRR 3 Artifact You may use white mana in your mana pool as either white or red mana. {A/B/UL/RV: "White mana in your mana pool can be used as ..."} Artif Sunstone iU 3 Artifact <2>: Sacrifice a snow-covered land to have all creatures deal no damage in combat this turn. Artif Sword of the Ages lR1 6 Artifact Sword of the Ages comes into play tapped. : Sacrifice Sword of the Ages and as many creatures as you choose. Sword does the combined power of these creatures in damage to one target. Sacrificed creatures and Sword are then removed from the game entirely. Artif Tablet of Epityr qC4 1 Artifact <1>: You gain 1 life every time one of your artifacts goes to the graveyard. Can only give 1 life each time an artifact reaches the graveyard. Artif Tawnos's Coffin qU1 4 Artifact <3T>: Select a creature in play; that creature is considered out of play as long as Coffin remains tapped. Hence the creature cannot be the target of spells and cannot receive damage, use special powers, attack, or defend. All counters and enchantments on the creature remain but are also out of play. If coffin is untapped or removed, creature returns to play tapped. You may choose not to untap coffin during the untap phase. Artif Tawnos's Wand g--UqU3 4 Artifact <2T>: Target creature with power no greater than 2 becomes unblockable until end of turn. Other effects may later be used to increase the creature's power beyond 2. {AQ text: "<2T>: Make a creature of power no greater than 2 unblockable by all creatures except artifact creatures until end of turn. Other cards may be used to increase target creature's power beyond 2 after defense is chosen."} Artif Tawnos's Weaponry g--UqU3 2 Artifact <2T>: Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped. You may choose not to untap Tawnos's Weaponry during your untap phase. {AQ: "gains" instead of "gets", no "your" before "untap phase."} Artif Tetravus g--RqU1 6 Artifact Creature 1/1, Flying When Tetravus comes into play, put three +1/+1 counters on it. During your upkeep, you may move each of these counters on or off of Tetravus, regardless of who controls them. Counters that are removed become Tetravite tokens. Treat these tokens as 1/1 artifact creatures with flying. These creatures cannot have enchantments played on them and do not share any enchantments on Tetravus. {AQ text: "Tetravus gets three +1/+1 counters when cast. During your upkeep, you may move each of these counters on or off of Tetravus. Counters moved off of Tetravus become independent 1/1 flying artifact creatures. If such a creature dies, the counter is removed from play. Such creatures may not have enchantments cast on them, and they do not share any enchantments on Tetravus."} Artif The Hive gRRR 5 Artifact <5T>: Put a Wasp token into play. Treat this token as a 1/1 artifact creature with flying. {A/B/UL/RV text: "<5T>: Creates one Giant Wasp, a 1/1 flying creature. Represent Wasps with tokens, making sure to indicate when each wasp is tapped. Wasps can't attack during the turn created. Treat Wasps like artifact creatures in every way, except that they are removed from the game entirely if they ever leave play. If the Hive is destroyed, the Wasps must still be killed individually."} Artif The Rack g-UUqU3 1 Artifact At the end of target opponent's upkeep, The Rack deals that player 1 damage for each card in his or her hand fewer than three. {AQ/RV text: "If opponent has fewer than three cards in hand during his or her upkeep, the Rack does 1 damage to opponent for each card fewer than three." ERRATA: Choose a target opponent when playing this card.} Artif Throne of Bone gUUU 1 Artifact <1>: Gain 1 life for a successfully cast black spell. Use this effect either when the spell is cast or later in the turn but only once for each black spell cast. {RV text: "<1>: Any black spell cast gives you 1 life. Can only give 1 life each time a black spell is cast." A/B/UL text: "<1>: Any black spell cast by any player gives you 1 life." ERRATA: use RV text for older cards. Bethmo says there's also errata to use 4E text for all versions.} Artif Time Bomb iR 4 Artifact During your upkeep, put a time counter on Time Bomb. <1T>: Sacrifice Time Bomb to have it deal * damage to each creature and player, where * is equal to the number of time counters on Time Bomb. Artif Time Vault gR-- 2 Artifact : Gain an additional turn after the current one. Time Vault doesn't untap normally during untap phase; to untap it, you must skip a turn. Time Vault begins tapped. {ERRATA: new text that got DC to un-ban the card: "Comes into play tapped. Does not untap as normal. If Time Vault is tapped at the beginning of your turn and does not have a turn counter on it, you may skip your turn to untap Time Vault and put a turn counter on it. : Remove the turn counter from Time Vault to take an additional turn immediately before the next normal turn."} Artif Tormod's Crypt dU2cC2 0 Artifact : Sacrifice Tormod's Crypt to remove all cards in target player's graveyard from the game. Artif Tower of Coireall dU2 2 Artifact : Target creature cannot be blocked by walls until end of turn. Artif Triassic Egg lR1cU1 4 Artifact <3T>: Put a hatchling counter on Triassic Egg. <0>: Sacrifice Triassic Egg to take target creature from your hand or graveyard and put it directly into play as though it were just summoned. Use this ability only when there are at least two hatchling counters on Triassic Egg. {LG text: "<3T>: Put one counter on Triassic Egg. If there are at least two such counters, you may sacrifice Triassic Egg to take any creature from your hand or graveyard and put it directly into play. Treat this creature as though it were just summoned."} Artif Triskelion g--RqU1 6 Artifact Creature 1/1 When Triskelion comes into play, put three +1/+1 counters on it. <0>: Remove one of these counters from Triskelion to have Triskelion deal 1 damage to target creature or player. {AQ text: "Triskelion gets three +1/+1 counters when cast. Controller may discard a +1/+1 counter at any time to do 1 damage to any target."} Artif Urza's Avenger g--RqU1 6 Artifact Creature 4/4 <0>: Urza's Avenger gets -1/-1 until end of turn and your choice of flying, banding, first strike, or trample until end of turn. {AQ text: "<0>: Avenger loses -1/-1 and gains one of your choice of flying, banding, first strike, or trample until end of turn. Attribute losses and ability gains are cumulative."} Artif Urza's Bauble iU 0 Artifact : Sacrifice Urza's Bauble to choose a card at random from target player's hand; look at that card. Ignore this ability if that player has no cards left in hand. Draw a card at the beginning of the next turn's upkeep. Artif Urza's Chalice qC4 1 Artifact <1>: Any artifact cast by any player gives you 1 life. Can only give 1 life each time an artifact is cast. Artif Urza's Engine aR6 5 Artifact Creature 1/5, Trample <3>: Banding until end of turn. <3>: All creatures banded with Urza's Engine gain trample until end of turn. Artif Urza's Miter qU1 3 Artifact <3>: Draw one card from your library every time an artifact of yours goes to the graveyard. Can only let you draw one card per artifact destruction. May not be used when you destroy an artifact to gain benefits from another card. {ERRATA: the last sentence should say: "May not be used when an artifact was placed in the graveyard due to being sacrificed."} Artif Vexing Arcanix iR 4 Artifact <3T>: Target player names a card and then turns over the top card of his or her library. If that is the card named, put it into the player's hand. Otherwise, put it into the player's graveyard, and Vexing Arcanix deals 2 damage to that player. Artif Vibrating Sphere iR 4 Artifact During your turn, all creatures you control get +2/+0. During all other turns, all creatures you control get -0/-2. Artif Voodoo Doll lR1cU1 6 Artifact At the beginning of your upkeep, put one pin counter on Voodoo Doll. If Voodoo Doll is untapped at the end of your turn, it deals X damage to you, where X is equal to the number of pin counters on Voodoo Doll. If Voodoo Doll deals damage to you in this way, destroy it. : Voodoo Doll deals X damage to target creature or player, where X is equal to the number of pin counters on Voodoo Doll. {LG text: "Put one counter on Voodoo Doll during your upkeep. If Voodoo Doll is not tapped at end of your turn, it does X damage to you and is destroyed. X equals the number of counters on Voodoo Doll. : Voodoo Doll does X damage to any one target." ERRATA: During controller's upkeep, a counter must be added before the effect may be activated. ERRATA to CH version: If Voodoo Doll is untapped at the end of your turn, it is destroyed regardless of whether you prevent the damage it deals to you.} Artif Walking Wall iU 4 Artifact Creature 0/6, Counts as a wall <3>: Walking Wall gets +3/-1 until end of turn and can attack this turn. Walking Wall cannot attack the turn it comes under your control. Use this ability only once a turn. Artif Wall of Shields iU 3 Artifact Creature 0/4, Banding, counts as a wall. Artif Wall of Spears g--CqU3 3 Artifact Creature 2/3, First strike, counts as a wall Artif Wand of Ith dU2 4 Artifact <3T>: Look at one card at random from target player's hand. If the card is not a land, target player must choose either to discard it or pay an amount of life equal to its casting cost. If the card is a land, target player must choose either to discard it or pay 1 life. Effects that prevent or redirect damage may not be used to counter this loss of life. Can only be used during controller's turn. Artif War Barge dU2 4 Artifact <3>: Target creature gains islandwalk until end of turn. If War Barge leaves play this turn, target creature is buried. Artif War Chariot iU 3 Artifact <3T>: Target creature gains trample until end of turn. Artif Weakstone qU3 4 Artifact All attacking creatures lose -1/-0. Creatures with power less than 1 deal no damage. Artif Whalebone Glider iU 2 Artifact <2T>: Target creature with power no greater than 3 gains flying until end of turn. Other effects may later be used to increase that creature's power beyond 3. Artif Whirling Catapult aR6 4 Artifact <2>: Remove the top 2 cards of your library from the game to have Whiling Catapult deal 1 damage to each creature with flying and each player. Artif White Mana Battery g--RlU1 4 Artifact <2T>: Put one charge counter on White Mana Battery. : Add to your mana pool and remove as many charge counters as you wish. For each charge counter removed from White Mana Battery, add to your mana pool. Play this ability as an interrupt. {LG: no "charge" anywhere, "... mana pool. Remove ...", no "from WMB", "This ability is played as ..."} Artif Winter Orb gRRR 2 Artifact No player may untap more than one land during his or her untap phase. {RV text: "A player may not untap more than one land during the untap phase of each of his or her turns." A/B/UL text: "Players can untap only one land each during untap phase."} Artif Wooden Sphere gUUU 1 Artifact <1>: Gain 1 life for a successfully cast green spell. Use this effect either when the spell is cast or later in the turn but only once for each green spell cast. {RV text: "<1>: Any green spell cast gives you 1 life. Can only give 1 life each time a green spell is cast." A/B/UL text: "<1>: Any green spell cast by any player gives you 1 life." ERRATA: use RV text for older cards. Bethmo says there's also errata to use 4E text for all versions.} Artif Yotian Soldier g--CqC4 3 Artifact Creature 1/4 Attacking does not cause Yotian Soldier to tap. Artif Zelyon Sword fU1 3 Artifact <3T>: Target creature gets +2/+0 as long as Zelyon Sword remains tapped. You may choose not to untap Zelyon Sword as normal during your untap phase. Artif Zuran Orb iU 0 Artifact <0>: Sacrifice a land to gain 2 life. Black Abomination g--UlU1 3BB Summon Abomination 2/6 At the end of combat, destroy all green and white creatures blocking or blocked by Abomination. {LG text: "All green or white creatures blocking or blocked by Abomination are destroyed at the end of combat." ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Black Abyssal Specter iU 2BB Summon Specter 2/3, Flying Whenever Abyssal Specter damages any player, that player chooses and discards a card from his or her hand. Ignore this ability if the player has no cards in hand. Black All Hallow's Eve lR1 2BB Sorcery Put two counters on this card. Remove a counter during your upkeep. When you remove the last counter from All Hallow's Eve, all players take all creatures from their graveyards and put them directly into play. Treat these creatures as though they were just summoned. You choose what order they come into play. {ERRATA: should be an Enchantment.} Black Animate Dead gUUU 1B Enchant Dead Creature Take target creature from any graveyard and put it directly into play under your control with -1/-0. Treat this creature as though it were just summoned. If Animate Dead is removed, bury the creature in its owner's graveyard. {RV text: "Any creature in any graveyard comes into play on your side with -1 to its original power. At end of game, or if this enchantment is discarded without removing target creature from play, target creature is returned to its owner's graveyard. Target creature may be killed as normal." A/B/UL: like RV, but "either player's" instead of "any", 2nd sentence began "If this enchantment is removed, or at end of game, target"} Black Armor Thrull fC4 2B Summon Thrull 1/3 : Sacrifice Armor Thrull to put a +1/+2 counter on a target creature. Black Artifact Possession qC4 2B Enchant Artifact Artifact Possession does 2 damage to target artifact's controller each time target artifact is tapped or its activation cost is paid. Has no effect if cast on a continuous artifact. Black Ashen Ghoul iU 3B Summon Ghoul 3/1 Ashen Ghoul can attack the turn it comes into play. : Return Ashen Ghoul to play under your control. Use this ability only at the end of your upkeep and only if Ashen Ghoul is in your graveyard with at least three creature cards above it. Black Ashes to Ashes g--UdC3 1BB Sorcery Ashes to Ashes removes two target non-artifact creatures from the game and deals 5 damage to you. {DK: "does" instead of "deals"} Black Bad Moon gRRR 1B Enchantment All black creatures get +1/+1. {A/B/UL/RV: "gain" instead of "get".} Black Balduvian Dead aU2 3B Summon Zombies 2/3 <2R>: Remove target summon card in your graveyard from the game to put a Graveborn token into play. Treat this token as a 3/1 black and red creature that can attack the turn it comes into play. Bury Graveborn token at end of turn. Black Banshee dU2cU3 2BB Summon Banshee 0/1 : Banshee deals X damage, half (rounded up) to you and half (rounded down) to target creature or player. {DK text: ": Banshee does X damage--half (rounded up) to you and half (rounded down) to any one target."} Black Baron Sengir hU1pU 5BBB Summon Legend 5/5, Flying Whenever a creature is put into the graveyard the same turn Baron Sengir damaged it, put a +2/+2 counter on Baron Sengir. : Regenerate target Vampire. {One of three Homelands rares is available in each copy of the first issue of the Homelands comic book.} Black Basal Thrull fC4 BB Summon Thrull 1/2 : Sacrifice Basal Thrull to add to your mana pool. Play this ability as an interrupt. Black Black Carriage hU1 3BB Summon Carriage 4/4, Trample Does not untap during your untap phase. <0>: Sacrifice a creature to untap Black Carriage. Use this ability only during your upkeep. Black Black Knight gUUU BB Summon Knight 2/2, Protection from white, first strike Black Blight g--UlU1 BB Enchant Land If target land becomes tapped, destroy it at end of turn. {LG: "... it is destroyed at the end of the turn."} Black Bog Imp g--CdC3 1B Summon Imp 1/1, Flying Black Bog Rats dC3cC3 B Summon Rats 1/1 Cannot be blocked by walls. Black Bog Wraith gUUU 3B Summon Wraith 3/3, Swampwalk Black Breeding Pit fU3 3B Enchantment During your upkeep, pay or bury Breeding Pit. At the end of your turn, put a Thrull token into play. Treat this token as a 0/1 black creature. Black Brine Shaman iC 1B Summon Cleric 1/1 : Sacrifice a creature to give target creature +2/+2 until end of turn. <1UU>: Sacrifice a creature to counter target summon spell. {ERRATA: play the second ability as an interrupt} Black Broken Visage hU1 4B Instant Bury target non-artifact attacking creature and put a Shadow token into play. Treat this token as a black creature with power and toughness equal to the power and toughness of that attacking creature. Bury Shadow token at end of turn. Black Burnt Offering iC B Interrupt Sacrifice a creature to add that creature's casting cost in any combination of red and/or black mana to your mana pool. Black Carrion Ants g--UlR1 2BB Summon Ants 0/1 <1>: +1/+1 until end of turn. Black Casting of Bones aC2 2B Enchant Creature If enchanted creature is put into the graveyard, draw three cards. Choose and discard one of those cards. Black Cemetery Gate hC4 2B Summon Wall 0/5, Protection from black Black Chains of Mephistopheles lR1 1B Enchantment Every time a player draws a card, that player must first discard a card from his or her hand. If there are no cards in player's hand, take top card from library and place it in the graveyard instead of drawing. This enchantment does not apply to the first card drawn by a player during the draw phase. Black Cloak of Confusion iC 1B Enchant Creature If target creature you control attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, that player discards a card at random from his or her hand. Ignore this ability if that player has no cards in hand. Black Contagion aU2 3BB Instant You may pay 1 life and remove a black card in your hand from the game instead of paying Contagion's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Put two -2/-1 counters, distributed any way choose, on any number of target creatures. Black Contract from Below gRR- B Sorcery Discard your current hand and draw eight new cards, adding the first drawn to your ante. Remove this card from your deck before playing if you are not playing for ante. {A/B/UL: Misspelled Shuler} Black Cosmic Horror g--RlR1 3BBB Summon Horror 7/7, First strike During your upkeep, pay <3BBB> or destroy Cosmic Horror. If you destroy Cosmic Horror in this way, it deals 7 damage to you. {LG text: "Pay <3BBB> during your upkeep or Cosmic Horror does 7 damage to you and is destroyed." ERRATA to 4E version: the second part of the penalty for not paying upkeep always occurs if upkeep was not paid, and is not triggered upon successfully destroying Cosmic Horror.} Black Cuombajj Witches nC4cC3 BB Summon Witches 1/3 : Cuombajj Witches deals 1 damage to target creature or player. Cuombajj Witches also deals 1 damage to target creature or player of target opponent's choice. Choose your target first. {AN text: "Tap to do 1 damage to any target; opponent may also do 1 damage to any target. You choose your target before opponent does, but damage is inflicted simultaneously." ERRATA: Choose a target opponent each time the ability is used.} Black Curse Artifact dU2 2BB Enchant Artifact During his or her upkeep, controller of target artifact may choose to bury target artifact. If controller chooses not to bury target artifact, Curse Artifact does 2 damage to him or her. Black Cursed Land gUUU 2BB Enchant Land Cursed Land deals 1 damage to target land's controller during his or her upkeep. {A/B/UL/RV: "does" instead of "deals". A/B/UL: "each" instead of "his or her".} Black Cyclopean Mummy g--ClC2 1B Summon Mummy 2/1 If Mummy is put into the graveyard from play, remove it from the game. {LG: "placed in" instead of "put into".} Black Dance of the Dead iU 1B Enchant Dead Creature Take target creature from any graveyard and put it directly into play under your control, tapped, with +1/+1. Treat that creature as though it were just summoned. The creature does not untap during its controller's untap phase. At the end of his or her upkeep, its controller may pay an additional <1B> to untap it. If Dance of the Dead is removed, bury the creature in its owner's graveyard. Black Dark Banishing iC 2B Instant Bury target non-black creature. Black Dark Ritual gCCCiC B Interrupt Add to your mana pool. {A/B/UL: "Add 3 black mana to your mana pool."} Black Darkness lC1 B Instant Creatures attack and block as normal, but none deal any damage. All attacking creatures are still tapped. Play any time before attack damage is assigned. {ERRATA: The effect only lasts until the end of the turn.} Black Darkpact gRR- BBB Sorcery Swap top card of your library with either card of the ante; this swap is permanent. You must have a card in your library to cast this spell. Remove this card from your deck before playing if you are not playing for ante. {A/B/UL: "Without looking at it first, swap..."} Black Deathgrip gUUU BB Enchantment : Counter target green spell. Play this ability as an interrupt. {RV: ": Counter a green spell as it is being cast. This ability is played as an interrupt, and does not affect green cards already in play." A/B/UL: like RV, but "Destroy" instead of "Counter", "action may be" instead of "ability is". ERRATA: use RV text for older cards.} Black Deathlace gRRR B Interrupt Change the color of target spell or target permanent to black. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to black. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Black Demonic Attorney gRR- 1BB Sorcery If opponent doesn't concede the game immediately, each player must ante an additional card from the top of his or her library. Remove this card from your deck before playing if you are not playing for ante. {ERRATA: Target opponent decides whether or not to concede, and if he doesn't concede, you and the target each ante an additional card.} Black Demonic Consultation iU B Instant Name a card. Remove the top six cards of your library from the game and reveal the next card to all players. If it is the card named, put it into your hand. If not, remove that card from the game and continue revealing the top card of your library and removing it from the game until the named card appears. Black Demonic Hordes gRR- 3BBB Summon Demons 5/5 : Destroy 1 land. Pay during your upkeep or the Hordes become tapped and you lose a land of opponent's choice. {Alpha: Letters BBB used instead of black mana symbols. ERRATA: Each time the effect applies, choose an opponent; this does not target the opponent.} Black Demonic Torment lU1 2B Enchant Creature Target creature deals no damage during combat. Creature cannot attack. Black Demonic Tutor gUU- 1B Sorcery Search your library for one card and take it into your hand. Reshuffle your library afterwards. {A/B/UL: "You may search...", and Misspelled Shuler} Black Derelor fU1 3B Summon Thrull 4/4 Your black spells cost an additional to cast. Black Diseased Vermin aU2 2B Summon Rats 1/1 During your upkeep, Diseased Vermin deal 1 damage to a single target opponent it has previously damaged for each infection counter on Diseased Vermin. If Diseased Vermin damages a player in combat, put an infection counter on it. Black Drain Life gCCC 1B Sorcery Drain Life deals 1 damage to a target creature or player for each you pay in addition to the casting cost. You then gain 1 life for each 1 damage dealt. You cannot gain more life than the toughness of the creature or the total life of the player Drain Life damages. {RV text: "Drain Life does 1 damage to a single target for each spent in addition to the casting cost. Caster gains 1 life for each damage inflicted. If you drain life from a creature, you cannot gain more life than the creature's current toughness." A/B/UL: like RV, but no "current", and Misspelled Shuler. Alpha: letter B appears in place of black mana symbol. A/B/UL/RV ERRATA: add "If you drain life from a player, you cannot gain more life than that player's life total."} Black Dread Wight iR 3BB Summon Wight 3/4 At end of combat, put a paralyzation counter on any creature blocking or blocked by Dread Wight and tap that creature. As long as the creature has a paralyzation counter on it, it does not untap during its controller's untap phase. As a non-interrupt fast effect, the creature's controller may pay <4> to remove a paralyzation counter. Black Drift of the Dead iU 3B Summon Wall */* Drift of the Dead has power and toughness each equal to the number of snow-covered lands you control. Black Drudge Skeletons gCCC 1B Summon Skeletons 1/1, : Regenerate {A/B/UL/RV: ": Regenerates"} Black Drudge Spell hU3 BB Enchantment : Remove from the game two target creatures in your graveyard to put a Skeleton token into play. Treat this token as a 1/1 black creature with ": Regenerate". If Drudge Spell leaves play, bury all Skeleton tokens. {ERRATA: The last sentence is an aspect of the enchantment, not of the fast effect. When a Drudge Spell leaves play, it removes all Skeleton Tokens, regardless of how they were created, and it will not bury Skeleton tokens it has generated but haven't come into play yet.} Black Dry Spell hC4 1B Sorcery Dry Spell deals 1 damage to each creature and player. Black Dystopia aR2 1BB Enchantment CU: 1 life During each player's upkeep, if that player controls any green or white permanents, he or she sacrifices a green or white permanent. Black Eater of the Dead dU2 4B Summon Eater 3/4 <0>: Take one creature from any graveyard and remove it from the game. Untap Eater of the Dead. {ERRATA: "<0>: Untap Eater of the Dead to remove target creature in the graveyard from the game."} Black Ebon Praetor fU1 4BB Summon Avatar 5/5, Trample, first strike During your upkeep, put a -2/-2 counter on Ebon Praetor. You may sacrifice a creature during your upkeep to remove a -2/-2 counter from Ebon Praetor. If the creature sacrificed was a Thrull, also put a +1/+0 counter on Ebon Praetor. Only one creature may be sacrificed in this manner each turn. Black El-Hajjaj g-RRnU2 1BB Summon El-Hajjaj 1/1 Gain 1 life for every 1 damage El-Hajjaj deals. You cannot gain more life in this way than the toughness of the creature or the total life of the player that El-Hajjaj damages. {AN/RV text: "You gain 1 life for every point of damage El-Hajjaj inflicts."} Black Erg Raiders g-CCnC5 1B Summon Raiders 2/3 If you do not attack with Erg Raiders during your turn, it deals 2 damage to you at end of turn. Erg Raiders deals no damage to you the turn it comes into play on your side. {RV: text "If you do not attack with Raiders, they do 2 damage to you at end of turn. Raiders do no damage to you during the turn in which they are summoned." AN: like RV, but "were" instead of "are". The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is a C3 and the usual-looking one is C2.} Black Evil Eye of Orms-by-Gore lU1 4B Summon Evil Eye 3/6 None of your creatures can attack except for Evil Eyes. Evil Eye can only be blocked by walls. Black Evil Presence gUUU B Enchant Land Target land becomes a basic swamp. {A/B/UL/RV: "is now" instead of "becomes". A/B/UL: no "basic"} Black Fallen Angel lU1cU3pU 3BB Summon Angel 3/3, Flying <0>: Sacrifice a creature to give Fallen Angel +2/+1 until end of turn. {LG card omitted activation cost. A Fallen Angel card is included in each copy of the first issue of the comic book _Fallen Angel_.} Black Fatal Lore aR2 2BB Sorcery Target opponent chooses one: you draw three cards; or you choose and bury up to two target creatures that opponent controls and he or she draws up to three cards. Black Fear gCCCiC BB Enchant Creature Target creature cannot be blocked except by artifact creatures or black creatures. {4E: "... except by black creatures and artifact creatures." RV: like 4E, "by any creatures except" instead of "except by" A/B/UL: "by any creatures other than" instead of "except by"; "black" and "artifact" are switched.} Black Feast of the Unicorn hC4 3B Enchant Creature Target creature gets +4/+0. Black Feast or Famine aU6 3B Instant Bury target non-black, non-artifact creature or put a Zombie token into play. Treat this token as a 2/2 black creature. Black Fevered Strength aC3 2B Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Black Flow of Maggots iR 2B Summon Insects 2/2, CU: <1> Cannot be blocked by non-wall creatures. Black Foul Familiar iC 2B Summon Spirit 3/1 Cannot be declared as a blocking creature. : Pay 1 life to return Foul Familiar to owner's hand. Effects that prevent or redirect damage cannot be used to counter this loss of life. Black Frankenstein's Monster dU1 XBB Summon Monster 0/1 When Frankenstein's Monster is brought into play, if you do not take X creatures from your graveyard and remove them from the game, Frankenstein's Monster is countered. For each creature removed from your graveyard in this way, you may choose to give Frankenstein's Monster a permanent +2/+0, +1/+1, or +0/+2. {ERRATA: read the 1st sentence as "When Frankenstein's Monster comes into play, remove X target creatures in your graveyard from the game or bury Frankenstein's Monster." The accompanying explanation says to choose the targets when declaring Frankie, and if some of them are not valid when he comes into play, you bury him and don't remove any of the creatures from your graveyard.} Black Frozen Shade gCCC 2B Summon Shade 0/1 : +1/+1 until end of turn. {A/B/UL/RV: no "until end of turn". A/B/UL: Misspelled Shuler ERRATA: The effect only lasts until the end of the turn.} Black Funeral March hC1 1BB Enchant Creature When target creature leaves play, that creature's controller sacrifices a creature he or she controls. Ignore this effect if that player controls no creatures. Black Gangrenous Zombies iC 1BB Summon Zombies 2/2 : Sacrifice Gangrenous Zombies to have it deal 1 damage to each creature and player. If you control any snow-covered swamps, Gangrenous Zombies instead deals 2 damage to each creature and player. Black Gate to Phyrexia qU3 BB Enchantment Sacrifice one of your creatures during your upkeep to destroy any one artifact. You may not sacrifice a creature that is already on its way to the graveyard. Black Gaze of Pain pUiC 1B Sorcery For each creature you control that attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, it instead deals damage equal to its power to any target creature. {Ice Age promo. Distributed with volume 6, #2 of Non-sports update, and with Duelist Companion #8.} Black Ghost Hounds hU3 1B Summon Hounds 1/1 Attacking does not cause Ghost Hounds to tap. If assigned to block any white creatures or any white creatures are assigned to block it, Ghost Hounds gains first strike until end of turn. Black Ghosts of the Damned lC2 1BB Summon Ghosts 0/2 : Target creature gets -1/-0 until end of turn. Black Giant Slug lC2cC3 1B Summon Slug 1/1 <5>: During your next upkeep, choose a basic landwalk ability. Giant Slug gains that landwalk ability until end of turn. {LG text: "<5>: During controller's next upkeep Giant Slug gains landwalk ability of controller's choice until end of turn. The type of landwalk chosen must correspond with one of the five basic land types."} Black Gloom gUUU 2B Enchantment White spells cost an additional <3> to cast. White enchantments with activation costs require an additional <3> to use. {RV: "3 more mana" instead of "an additional <3>" both places it appears. A/B/UL like RV, but 2nd sentence: "Circles of Protection cost 3 more mana to use."} Black Glyph of Doom lC2 B Instant All creatures blocked by target wall are destroyed at the end of combat. {ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Black Grandmother Sengir hU1 4B Summon Legend 3/3 <1BT>: Target creature gets -1/-1 until end of turn. Black Grave Robbers dU1 1BB Summon Robbers 1/1 : Take one artifact from any graveyard and remove it from the game. Gain 2 life. Black Gravebind iR B Instant Target creature cannot regenerate this turn. Draw a card at the beginning of the next turn's upkeep. Black Greater Werewolf hC1 4B Summon Lycanthrope 2/4 At the end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf. Black Greed g--RlR1 3B Enchantment : Pay 2 life to draw a card. Effects that prevent or redirect damage cannot be used to counter this loss of life. {LG: 1st sentence ": Draw a card and lose 2 life.", "may not" instead of "cannot". ERRATA: the LG version's first sentence should read like the 4E version.} Black Guardian Beast nU2 3B Summon Guardian 2/4 As long as Guardian Beast is untapped, your non-creature artifacts cannot be further enchanted, destroyed, or taken under someone else's control. If something occurs that would destroy the Guardian Beast and artifacts simultaneously, the Guardian Beast is destroyed but your artifacts are not. If an artifact is enchanted or stolen while Guardian Beast is tapped, it remains so when Guardian Beast becomes untapped. {ERRATA: will not save your artifacts from destroying, enchanting, or controlling themselves} Black Hasran Ogress nC5cC3 BB Summon Ogre 3/2 If you declare Hasran Ogress as an attacker, pay <2> or Hasran Ogress deals 3 damage to you. {AN text: "Unless you pay <2> each time Hasran Ogress attacks, Hasran Ogress does 3 damage to you." The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is a C3 and the usual-looking one is C2.} Black Haunting Wind qU3 3B Enchantment Each time an artifact in play is tapped or its activation cost is paid, Haunting Wind does 1 damage to that artifact's controller. Is not triggered by continuous artifacts. Black Headless Horseman lC1 2B Summon Horseman 2/2 Black Headstone hC1 1B Instant Remove from the game target card in any graveyard. Draw a card at the beginning of the next turn's upkeep. Black Hecatomb iR 1BB Enchantment When Hecatomb comes into play, sacrifice four creatures. <0>: Tap target swamp you control to have Hecatomb deal 1 damage to target creature or player. {ERRATA: add to 1st sentence "... or bury Hecatomb."} Black Hell Swarm lC1 B Instant All creatures get -1/-0 until end of turn. Black Hell's Caretaker lR1cU1 3B Summon Hell's Caretaker 1/1 : Sacrifice a creature to take target creature from your graveyard and put it directly into play as though it were just summoned. Use this ability only during your upkeep. {LG text: ": During your upkeep sacrifice a creature and take a creature from your graveyard and put it directly into play. Treat this creature as though it were just summoned."} Black Hellfire lR1 2BBB Sorcery All non-black creatures are destroyed. Hellfire does X + 3 damage to you; X is the number of creatures placed in the graveyard. Black Hoar Shade iC 3B Summon Shade 1/2 : +1/+1 until end of turn Black Horror of Horrors lU1 3BB Enchantment Allows caster to sacrifice a swamp to regenerate a target black creature. Black Howl from Beyond gCCCiC XB Instant Target creature gets +X/+0 until end of turn. {A/B/UL/RV: "gains" instead of "gets".} Black Hyalopterous Lemure iU 4B Summon Lemure 4/3 <0>: Flying and -1/-0 until end of turn Black Hymn to Tourach fC4 BB Sorcery Target player discards two cards at random from his or her hand. If target player does not have enough cards, his or her entire hand is discarded. Black Hypnotic Specter gUUU 1BB Summon Specter 2/2, Flying An opponent damaged by Specter discards a card at random from his or her hand. Ignore this effect if opponent has no cards in hand. {A/B/UL/RV: "must discard" instead of "discards", "left" before "in hand". A/B/UL: Misspelled Shuler} Black Icequake iU 1BB Sorcery Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller. Black Ihsan's Shade hU3 3BBB Summon Legend 5/5, Protection from white Black Imprison lR1 B Enchant Creature Pay <1> each time target creature attempts to attack, block, or tap. That action is prevented and the creature becomes tapped. Destroy enchantment if mana is not paid. {ERRATA: Triggers on an attempt to assign it as a blocker. Also, the gray circle for the mana symbol in the text is one line too high.} Black Infernal Darkness iR 2BB Enchantment CU: and 1 life All mana-producing lands produce instead of their normal mana. Black Infernal Denizen iR 7B Summon Infernal Denizen 5/7 During your upkeep, sacrifice two swamps. If you cannot, tap Infernal Denizen, and target opponent may gain control of target creature of his or her choice you control. The opponent loses control of that creature if Infernal Denizen leaves play. : Gain control of target creature. Lose control of that creature if Infernal Denizen leaves play. Black Infernal Medusa lU1 3BB Summon Medusa 2/4 All non-wall creatures blocking Medusa are destroyed at the end of combat, as are all creatures blocked by Medusa. {ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Black Initiates of the Ebon Hand fC3 B Summon Clerics 1/1 <1>: Add to your mana pool. Play this ability as an interrupt. If more than <3> is spent in this way during one turn, bury Initiates of the Ebon Hand at end of turn. Black Inquisition dC3 2B Sorcery Look at target player's hand. Inquisition does 1 damage to target player for each white card in his or her hand. Black Insidious Bookworms aC2 B Summon Worms 1/1 <1B>: Target player discards a card at random from his or her hand. Use this ability only when Insidious Bookworms is put into the graveyard from play. You cannot spend more than <1B> in this way each turn. Black Irini Sengir hU3 2BB Summon Legend 2/2 White enchantments and green enchantments each cost an additional <2> to cast. Black Jovial Evil lR1 2B Sorcery Jovial Evil does 2 damage to opponent for each white creature he or she controls. {ERRATA: Choose a target player when playing this card.} Black Junun Efreet g--UnU2 1BB Summon Efreet 3/3, Flying During your upkeep, pay or bury Junun Efreet. {AN text: "You must pay during your upkeep or Junun Efreet is destroyed and may not regenerate."} Black Juzam Djinn nU2 2BB Summon Djinn 5/5 Juzam Djinn does 1 damage to you during your upkeep. Black Keeper of Tresserhorn aR2 5B Summon Keeper 6/6 If Keeper of Tresserhorn attacks and is not blocked, it deals no damage to defending player this turn and that player loses 2 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Black Khabal Ghoul nU3 2B Summon Ghoul 1/1 At the end of each turn, put a +1/+1 counter on Khabal Ghoul for each other creature that died during the turn and was not regenerated. Black Kjeldoran Dead iC B Summon Dead 3/1, : Regenerate When Kjeldoran Dead comes into play, sacrifice a creature. {Note: this card has the special ability at the end of the text.} Black Knight of Stromgald iU BB Summon Knight 2/1, Protection from white : +1/+0 until end of turn : First strike until end of turn Black Koskun Falls hU1 2BB Enchant World During your upkeep, tap target untapped creature you control or bury Koskun Falls. No creature can attack you unless its controller pays an additional <2> whenever that creature attacks. Black Krovikan Elementalist iU BB Summon Wizard 1/1 <2R>: Target creature gets +1/+0 until end of turn. : Target creature you control gains flying until end of turn. At end of turn, bury that creature. Black Krovikan Fetish iC 2B Enchant Creature Draw a card at the beginning of the upkeep of the turn after Krovikan Fetish comes into play. Target creature gets +1/+1. Black Krovikan Horror aR2 3B Summon Horror 2/2 At the end of any turn, if Krovikan Horror is in your graveyard with a summon card directly above it, you may put Krovikan Horror into your hand. <1>: Sacrifice a creature to have Krovikan Horror deal 1 damage to target creature or player. Black Krovikan Plague aU2 2B Enchant Creature Play on a non-wall creature you control. Draw a card at the beginning of the upkeep of the turn after Krovikan Plague comes into play. <0>: Tap enchanted creature to have Krovikan Plague deal 1 damage to target creature or player. Put a -0/-1 counter on enchanted creature. Black Krovikan Vampire iU 3BB Summon Vampire 3/3 At the end of a turn in which any creature is damaged by Krovikan Vampire and put into any graveyard, put that creature directly into play under your control. Treat the creature as though it were just summoned. If you lose control of Krovikan Vampire or Krovikan Vampire leaves play, bury the creature. Black Legions of Lim-Dul iC 1BB Summon Zombies 2/3, Snow-covered swampwalk Black Leshrac's Rite iU B Enchant Creature Target creature gains swampwalk. Black Leshrac's Sigil iU BB Enchantment : When any opponent successfully casts a green spell, look at that player's hand and choose a card; he or she then discards that card. Use this ability only once each time a green spell is cast. : Return Leshrac's Sigil to owner's hand. Black Lesser Werewolf lU1 3B Summon Lycanthrope 2/4 : Lesser Werewolf gets -1/-0 until end of turn. Put a -0/-1 counter on target creature that blocks or is blocked by the Werewolf. Use this ability after defense is chosen but before damage is dealt. You may not use this ability to reduce the Lesser Werewolf's power below 0. Black Lich gR-- BBBB Enchantment You lose all life. If you gain life later in the game, instead draw one card from your library for each life. For each point of damage you suffer, you must destroy one of your cards in play. Creatures destroyed in this way cannot be regenerated. You lose if this enchantment is destroyed or if you suffer a point of damage without sending a card to the graveyard. {ERRATA: 3rd sentence says: "Cards lost in this way are considered sacrificed." and add "If Lich leaves play for any reason, you lose the game."} Black Lim-Dul's Cohort iC 1BB Summon Zombies 2/3 Creatures blocking or blocked by Lim-Dul's Cohort cannot regenerate this turn. Black Lim-Dul's Hex iU 1B Enchantment During your upkeep, Lim-Dul's Hex deals 1 damage to each player. Each player may pay or <3> to prevent the damage to himself or herself. Black Lim-Dul's High Guard aC2 1BB Summon Skeleton 2/1, First Strike, <1B>: Regenerate Black Lord of the Pit gRRR 4BBB Summon Demon 7/7, Flying, trample During your upkeep, sacrifice a creature. If you cannot sacrifice a creature, Lord of the Pit deals 7 damage to you. You cannot sacrifice Lord of the Pit to itself. {RV text: "You must sacrifice one of your own creatures during your upkeep or Lord of the Pit does 7 damage to you. You may still attack with Lord of the Pit even if you failed to sacrifice a creature. Lord of the Pit may not be sacrificed to itself." A/B/UL: like RV, but no "your" in "during upkeep", and last sentence not present. ERRATA: use RV text for older cards.} Black Lost Soul g--ClC2 1BB Summon Lost Soul 2/1, Swampwalk Black Marsh Gas g--CdC3 B Instant All creatures get -2/-0 until end of turn. Black Mind Ravel iC 2B Sorcery Target player chooses and discards a card from his or her hand. Ignore this ability if that player has no cards in hand. Draw a card at the beginning of the next turn's upkeep. Black Mind Twist gRRR XB Sorcery Target player discards X cards at random from his or her hand. If that player does not have enough cards, his or her entire hand is discarded. {A/B/UL/RV text: "Opponent must discard X cards at random from hand. If opponent doesn't have enough cards in hand, entire hand is discarded." ERRATA: Choose a target player when playing this card.} Black Mind Warp iU X3B Sorcery Look at target player's hand and choose X cards; that player then discards those cards. If the player does not have enough cards in hand, his or her entire hand is discarded. Black Mind Whip iR 2BB Enchant Creature During target creature's controller's upkeep, he or she pays <3> or Mind Whip deals 2 damage to him or her. If Mind Whip deals damage in this way, tap that creature. Black Mindstab Thrull fC3 1BB Summon Thrull 2/2 If Mindstab Thrull attacks and is not blocked, you may sacrifice it to force the player it attacked to discard three cards. If you do so, it deals no damage during combat this turn. If that player does not have enough cards, his or her entire hand is discarded. Black Minion of Leshrac iR 4BBB Summon Demon 5/5, Protection from black During your upkeep, sacrifice a creature or Minion of Leshrac deals 5 damage to you. If Minion of Leshrac deals damage to you in this way, tap it. You cannot sacrifice Minion of Leshrac to itself. : Destroy target creature or land. {ERRATA: the second part of the penalty for not paying upkeep always occurs if upkeep has not been paid, and is not triggered upon damage being successfully dealt to you.} Black Minion of Tevesh Szat iR 4BBB Summon Demon 4/4 During your upkeep, pay or Minion of Tevesh Szat deals 2 damage to you. : Target creature gets +3/-2 until end of turn. Black Misinformation aU2 B Instant Put up to three target cards from an opponent's graveyard on top of his or her library in any order. Black Mold Demon lR1 5BB Summon Mold Demon 6/6 When Mold Demon is brought into play, controller must sacrifice two swamps or Mold Demon is buried. Black Mole Worms iU 2B Summon Worms 1/1 You may choose not to untap Mole Worms during your untap phase. : Tap target land. As long as Mole Worms remains tapped, that land does not untap during its controller's untap phase. Black Moor Fiend iC 3B Summon Fiend 3/3, Swampwalk Black Murk Dwellers g--CdC3 3B Summon Murk Dwellers 2/2 When attacking and not blocked, Murk Dwellers gets +2/+0 until end of turn. {DK text: "When attacking, Murk Dwellers gain +2/+0 if not blocked." ERRATA: Murk Dwellers get a bonus when attacking and not blocked (i.e., it begins at the end of blocking declaration) and it wears off at the end of the attack. This errata applies to both versions; the Chronicles card's text is incorrect.} Black Nameless Race dU1 3B Summon Nameless Race */*, Trample Pay * life when bringing Nameless Race into play. Effects that prevent or redirect damage may not be used to counter this loss of life. When Nameless Race is brought into play, * may not be greater than the total number of white cards all opponents have in play and in their graveyards. Black Necrite fC3 1BB Summon Thrull 2/2 If Necrite attacks and is not blocked, you may sacrifice it to bury a target creature controlled by the player Necrite attacked this turn. If you do so, Necrite deals no damage during combat this turn. Black Necropotence iR BBB Enchantment Skip your draw phase. If you discard a card from your hand, remove that card from the game. <0>: Pay 1 life to set aside the top card of your library. At the beginning of your next discard phase, put that card into your hand. Effects that prevent or redirect damage cannot be used to counter this loss of life. Black Nether Shadow gRRR BB Summon Shadow 1/1 At the end of your upkeep, if Shadow is in your graveyard with at least three creature cards above it, you may return it to play. Shadow can attack the turn it comes into play. {RV text: "If Shadow is in graveyard with any combination of cards above it that includes at least three creatures, it can be returned to play during your upkeep. Shadow can attack on same turn summoned or returned to play." A/B/UL: like RV, but add "for its normal casting cost" after "your upkeep".} Black Nether Void lR1 3B Enchant World All spells cast are countered unless their casters pay an additional <3>. Black Nettling Imp gUU- 2B Summon Imp 1/1 : Force a particular one of opponent's non-wall creatures to attack. If target creature cannot attack, it is killed at end of turn. This ability can only be used during opponent's turn, before the attack. May not be used on creatures summoned this turn. {A/B/UL: "destroyed" instead of "killed", "tap should" instead of "ability can only". ERRATA: replace "summoned this turn" with "which entered their controller's territory this turn." Targets a creature controlled by any opponent and can only be played during that opponent's turn; does not target the opponent.} Black Nightmare gRRR 5B Summon Nightmare */*, Flying Nightmare has power and toughness each equal to the number of swamps its controller controls. {A/B/UL/RV text: "Nightmare's power and toughness both equal ... its controller has in play." Some beta edition Nightmares had lettering flaws in the word "swamp"; I have no idea why WotC thinks this is so important, but it made it into the Duelist!} Black Norritt pCiC 3B Summon Imp 1/1 : Untap target blue creature. : Force target non-wall creature to attack. If creature cannot attack, destroy it at end of turn. Use this ability only during target creature's controller's turn, before the attack. Cannot target creatures brought under their controller's control this turn. {Ice Age promo. Distributed in each magazine that had another Ice Age promo (but not in the comic books) starting in March 1995, and two in Duelist Companion #8.} Black Oath of Lim-Dul iR 3B Enchantment For each 1 damage dealt to you or 1 life you lose, sacrifice a permanent you control or choose and discard a card from your hand. You cannot sacrifice Oath of Lim-Dul in this way. Ignore this effect if you control no permanents other than Oath of Lim-Dul and have no cards in hand. : Draw a card. Black Order of the Ebon Hand fC3 BB Summon Clerics 2/1, Protection from white : +1/+0 until end of turn. : First strike until end of turn. Black Oubliette nC4 1BB Enchantment Select a creature in play when Oubliette is cast. That creature is considered out of play as long as Oubliette is in play. Hence the creature cannot be the target of spells and cannot receive damage, use special powers, attack, or defend. All counters and enchantments on the creature remain but are also out of play. If Oubliette is removed, creature returns to play tapped. {The AN card appears as two different versions, one with smaller, darker mana circles than normal; both versions are C2's} Black Paralyze gCCC B Enchant Creature Target creature does not untap during its controller's untap phase. That player may pay an additional <4> during his or her upkeep to untap it. Tap target creature when Paralyze comes into play. {RV text: "Target creature is not untapped as normal during untap phase. Creature's controller may spend <4> to untap during his or her upkeep to untap it. Tap target creature when Paralyze is cast." A/B/UL: like RV, but "...unless 4 mana are spent." instead of "Creature's ... to untap it." The art from this card and Guardian Angel appear to be parts of the same picture.} Black Pestilence gCCC 2BB Enchantment At the end of any turn, if there are no creatures in play, bury Pestilence. : Pestilence deals 1 damage to all creatures and players. {RV text: ": Do 1 damage to each creature and to both players. If there are no creatures in play at the end of any turn, Pestilence must be discarded." A/B/UL like RV, with 2nd sentence: "Pestilence must be discarded at end of any turn in which there are no creatures in play at end of turn." ERRATA: replace "discarded" with "destroyed" in A/B/UL/RV versions, and change "both" players to "all" players.} Black Pestilence Rats iC 2B Summon Rats */3 Pestilence Rats has power equal to the total number of other Rats in play, no matter who controls them. For example, as long as there are two other Rats in play, Pestilence Rats has power and toughness 2/3. Black Phantasmal Fiend aC2 3B Summon Phantasm 1/5 : +1/-1 until end of turn. <1U>: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that alter Phantasmal Fiend's power alter its toughness instead, and vice versa. Black Phyrexian Boon aC2 2B Enchant Creature As long as enchanted creature is black, it gets +2/+1; otherwise it gets -1/-2. Black Phyrexian Gremlins qC4 2B Summon Gremlins 1/1 Tap Gremlins to tap an artifact. As long as Gremlins remain tapped and in play, that artifact does not untap as normal during its controller's untap phase. You may choose not to untap Gremlins during your untap phase. Black Pit Scorpion g--ClC2 2B Summon Scorpion 1/1 If Pit Scorpion damages a player, he or she gets a poison counter. If a player has ten or more poison counters, he or she loses the game. {LG text: "If scorpion damages opponent, opponent gets a poison counter. If opponent ever has ten or more poison counters, opponent loses game."} Black Plague Rats gCCC 2B Summon Rats */* Plague Rats has power and toughness each equal to the number of Plague Rats in play, no matter who controls them. For example, if there are two Plague Rats in play, each has power and toughness 2/2. {RV text: "The *s below are the number of Plague Rats in play, counting both sides. Thus if there are two Plague Rats in play, each has power and toughness 2/2." A/B/UL: like RV, but used Xs instead of *s, and example said "2" rats instead of "two"} Black Pox iR BBB Sorcery Each player loses 1/3 of his or her life; then chooses and discards 1/3 of the cards in his or her hand; then sacrifices 1/3 of the creatures he or she controls; and finally sacrifices 1/3 of the lands he or she controls. Round each loss up. Effects that prevent or redirect damage cannot be used to counter this loss of life. Black Priest of Yawgmoth qC4 1B Summon Cleric 1/2 Tap to add an amount of black mana equal to target artifact's casting cost to your mana pool. This effect is played as an interrupt. Target artifact, which must belong to you, is discarded. This artifact cannot be one that is already on its way to the graveyard, and artifact creatures killed this way may not be regenerated. {ERRATA: new text: ": Sacrifice an artifact you own. Add an amount of black mana equal to that artifact's casting cost to your mana pool. Play this ability as an interrupt."} Black Quagmire lU1 2B Enchantment Creatures with swampwalk may be blocked as if they did not have this ability. Black Rag Man g--RdU1 2BB Summon Rag Man 2/1 : Look at target opponent's hand. If that player has any creature cards in hand, he or she discards one of them at random. Use this ability only during your turn. {LG: no "target" before "opponent", "opponent" instead of "that player", last sentence: "This ability can only be used during controller's turn." ERRATA: Choose a target opponent each time the ability is used.} Black Raise Dead gCCC B Sorcery Take target creature from your graveyard and put it into your hand. {RV: "Bring one creature from your graveyard to your hand." A/B/UL: like RV, but "Return" instead of "Bring one".} Black Ritual of the Machine aR2 2BB Sorcery Sacrifice a creature to gain control of target non-black, non-artifact creature. Black Royal Assassin gRRR 1BB Summon Assassin 1/1 : Destroy target tapped creature. {A/B/UL/RV: "a" instead of "target".} Black Sacrifice gUU- B Interrupt Sacrifice one of your creatures to add to your mana pool a number of black mana equal to that creature's casting cost. {A/B/UL: Text begins: "Destroy one of your creatures without regenerating it, and add to your...", and no "that"} Black Scathe Zombies gCCC 2B Summon Zombies 2/2 Black Scavenging Ghoul gUUU 3B Summon Ghoul 2/2 At the end of each turn, put a corpse counter on Scavenging Ghoul for each creature put into the graveyard during that turn. <0>: Remove a corpse counter from Scavenging Ghoul to regenerate it. {RV text: "At the end of each turn, put one counter on Ghoul for each other creature that was placed in the graveyard during the turn. If Ghoul takes lethal damage you may use a counter to regenerate it; counters remain until used." A/B/UL: like RV, but "destroyed without regenerating" instead of "placed in the graveyard"; "dies" instead of "takes lethal damage."} Black Season of the Witch dU1 BBB Enchantment At the end of each player's turn, all of his or her untapped creatures that could have attacked but did not are destroyed. If you do not pay 2 life during your upkeep, Season of the Witch is destroyed. Effects that prevent or redirect damage may not be used to counter this loss of life. Black Seizures iC 1B Enchant Creature Whenever target creature becomes tapped, that creature's controller pays <3> or Seizures deals 3 damage to him or her. Black Sengir Autocrat hU1 3B Summon Autocrat 2/2 When Sengir Autocrat comes into play, put three Serf tokens into play. Treat these tokens as 0/1 black creatures. If Sengir Autocrat leaves play, bury all Serf tokens. Black Sengir Bats hC4 1BB Summon Bats 1/2, Flying Whenever a creature is put into the graveyard the same turn Sengir Bats damaged it, put a +1/+1 counter on Sengir Bats. Black Sengir Vampire gUUU 3BB Summon Vampire 4/4, Flying Put a +1/+1 counter on Sengir Vampire each time a creature is put into the graveyard the same turn Sengir Vampire damaged it. {RV text: "Vampire gets a +1/+1 counter each time a creature dies during a turn in which Vampire damaged it." A/B/UL: add to RV text: "unless the dead creature is regenerated."} Black Sewers of Estark pU 2BB Instant If target creature is attacking, it cannot be blocked until end of turn; play before defense is chosen. If target creature is blocking, it and all creatures it blocks do no damage during combat. {Distributed by mail to purchasers of the novel _Arena_, starting in November 1994, and with Duelist Companion #8.} Black Shimian Night Stalker lU1cU3 3BB Summon Night Stalker 4/4 : Redirect to Shimian Night Stalker all damage dealt to you by any attacking creature. The source of the damage does not change. {LG text: ": Redirect all damage done to you from any one attacking creature to the Shimian Night Stalker."} Black Simulacrum gUUU 1B Instant All damage done to you so far this turn is instead retroactively applied to a target creature you control. Further damage this turn is treated normally. {RV: "... applied to one of your creatures in play. Even if there's more than enough damage to kill the creature, you don't suffer any of it. Further ..." A/B/UL: like RV, but 2nd sentence begins "If this damage kills the creature, it can be regenerated; even if ..."} Black Sinkhole gC-- BB Sorcery Destroys any one land. Black Soldevi Adnate aC2 1B Summon Cleric 1/2 : Sacrifice a black or artifact creature to add an amount of equal to that creature's casting cost to your mana pool. Play this ability as an interrupt. Black Songs of the Damned iC B Interrupt Add to your mana pool for each creature in your graveyard. Black Sorceress Queen g-RRnU3 1BB Summon Sorceress 1/1 : Target creature other than Sorceress Queen becomes 0/2 until end of turn. {RV text: ": Make another creature 0/2 until end of turn. Treat this exactly as if the numbers in the lower right of the target card were 0/2. All special characteristics and enchantments on the creature are unaffected." AN: like RV, without "and enchantments"} Black Soul Burn iC 2B Sorcery Soul Burn deals 1 damage to a single target creature or player for each or you pay in addition to the casting cost. Gain 1 life for each you spend in this way. You cannot gain more life than the toughness of the creature or the total life of the targeted player. {ERRATA: The limit on life given is based on the toughness or life total of its target at the time Soul Burn resolves.} Black Soul Exchange fU3 BB Sorcery Sacrifice a creature, but remove it from the game instead of putting it in your graveyard. Take a creature from your graveyard and put it directly into play as though it were just summoned. Put a +2/+2 counter on this creature if the creature sacrificed was a Thrull. Black Soul Kiss iC 2B Enchant Creature When Soul Kiss comes into play, choose target creature. : Pay 1 life to give creature Soul Kiss enchants +2/+2 until end of turn. You cannot spend more than in this way each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life. {ERRATA: delete everything before "choose"} Black Spirit Shackle g--UlC1 BB Enchant Creature Put a -0/-2 counter on target creature every time it becomes tapped. These counters remain even if Spirit Shackle is removed. {LG 2nd sentence: "Counters remain even if enchantment is removed."} Black Spoils of Evil iR 2B Interrupt For each artifact or creature in target opponent's graveyard, add one colorless mana to your mana pool and gain 1 life. Black Spoils of War iR XB Sorcery Put X +1/+1 counters on any number of target creatures, distributed any way you choose, where X is equal to the number of creatures and artifacts in target opponent's graveyard. Black Stench of Decay aC2 1BB Instant All non-artifact creatures get -1/-1 until end of turn. Black Stench of Evil iU 2BB Sorcery Destroy all plains. Stench of Evil deals 1 damage to each player for each plains he or she controls that is destroyed in this way. Each player may pay <2> for each 1 damage he or she wishes to prevent from Stench of Evil. Black Stone-Throwing Devils nC4 B Summon Devils 1/1, First strike {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual- looking version is C1.} Black Stromgald Cabal iR 1BB Summon Knights 2/2 : Pay 1 life to counter target white spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. Black Stromgald Spy aU2 3B Summon Spy 2/4 If Stromgald Spy attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, defending player must play with his or her hand face up on the table until Stromgald Spy leaves play. Black Swamp Mosquito aC3 1B Summon Mosquito 0/1, Flying If Swamp Mosquito attacks and is not blocked, defending player gets a poison counter. If a player has ten or more poison counters, he or she loses the game. Black Syphon Soul lC2 2B Sorcery Syphon Soul does 2 damage to all players except caster. Caster gains life points equal to the amount of damage done by Syphon Soul. Black Takklemaggot lU1cU3 2BB Enchant Creature During target creature's controller's upkeep, put a -0/-1 counter on that creature. If the creature is put into the graveyard, its controller chooses a new target creature for Takklemaggot. If there are no legal targets, Takklemaggot becomes an enchantment; during his or her upkeep, Takklemaggot deals 1 damage to the controller of the last creature Takklemaggot enchanted. Control of Takklemaggot does not change when its target changes or when it becomes an enchantment. {LG text: "Put a 0/-1 counter on target creature during its controller's upkeep. If the creature is placed in the graveyard, its controller chooses a new target for Takklemaggot. If there are no legal targets, Takklemaggot becomes an enchantment AND does 1 damage to the controller of the last creature Takklemaggot was on, during his or her upkeep. Takklemaggot does not revert to a creature enchantment even if other creatures are afterwards brought into play."} Black Terror gCCC 1B Instant Bury target non-black, non-artifact creature. {RV text: "Buries target creature. Cannot target black creatures or artifact creatures." A/B/UL text: "Destroys target creature without possibility of regeneration. Does not affect black creatures and artifact creatures."} Black The Abyss lR1 3B Enchant World All players bury one target non-artifact creature under their control, if they have any, during their upkeep. Black The Fallen dU2cU3 1BBB Summon Fallen 2/3 During your upkeep, The Fallen deals 1 damage to each opponent it has previously damaged. {DK text: "During its controller's upkeep, The Fallen does 1 damage to each opponent it has previously damaged."} Black The Wretched lR1cU1 3BB Summon Wretched 2/5 At end of combat, gain control of all creatures blocking The Wretched. Lose control of these creatures if The Wretched leaves play or if you lose control of The Wretched. {LG text: "At the end of combat take control of all creatures that blocked The Wretched. The Wretched does not tap or untap these creatures. You lose control of these creatures if The Wretched leaves play or if you lose control of The Wretched." ERRATA: change "blocked" to "are blocking" on the LG card.} Black Thrull Champion fU1 4B Summon Thrull 2/2 All Thrulls get +1/+1. : Take control of a target Thrull. You lose control of target Thrull if Thrull Champion leaves play or you lose control of Thrull Champion. Black Thrull Retainer fU3 B Enchant Creature Target creature gets +1/+1. Sacrifice Thrull Retainer to regenerate the creature it enchants. Black Thrull Wizard fU3 2B Summon Thrull 1/1 <1B>: Counters a target black spell if caster of target spell does not pay an additional or <3>. Play this ability as an interrupt. Black Timmerian Fiends hU1 1BB Summon Fiends 1/1 Remove Timmerian Fiends from your deck before playing if not playing for ante. : Sacrifice Timmerian Fiends to bury target artifact that any opponent owns in your graveyard. Put Timmerian Fiends into that opponent's graveyard. This change in ownership is permanent. The opponent may ante an additional card to counter this effect. Black Torture hC4 B Enchant Creature Choose target creature. <1B>: Put -1/-1 counter on creature Torture enchants. Black Touch of Darkness lU1 B Instant Changes the color of one or more target creatures to black until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or to use a special ability of target creatures remains entirely unchanged. Black Touch of Death iC 2B Sorcery Touch of Death deals 1 damage to target player, and you gain 1 life. Draw a card at the beginning of the next turn's upkeep. Black Tourach's Chant fU3 1BB Enchantment During your upkeep, pay or bury Tourach's Chant. Whenever a player puts a forest into play, Tourach's Chant deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls. Black Tourach's Gate fU1 1BB Enchant Land Can only be played on a target land you control. Sacrifice a Thrull to put three time counters on Tourach's Gate. During your upkeep, remove a time counter from Tourach's Gate. If there are no counters on Tourach's Gate, bury it. <0>: Tap land Tourach's Gate enchants. All attacking creatures you control get +2/-1 until end of turn. {ERRATA: The fast effect should read "<0>: Tap target land Tourach's Gate enchants to give all your attacking creatures +2/-1 until end of turn."} Black Transmutation lC1cC3 1B Instant Until end of turn, switch target creature's power and toughness. Effects that alter power alter toughness instead, and vice versa. {LG: "... turn, target creature's power and toughness are switched...."} Black Uncle Istvan g--UdU2 1BBB Summon Uncle Istvan 1/3 All damage done to Uncle Istvan by creatures is reduced to 0. Black Underworld Dreams lU1 BBB Enchantment Underworld Dreams does one damage to opponent for each card he or she draws. {ERRATA: Choose a target opponent when playing this card.} Black Unholy Strength gCCC B Enchant Creature Target creature gets +2/+1. {A/B/UL/RV: "gains" instead of "gets". A/B/UL: Misspelled Shuler. 4th edition has new artwork: burning pentagram in background was removed.} Black Vampire Bats g--ClC2 B Summon Bats 0/1, Flying : +1/+0 until end of turn. You cannot spend more than in this way each turn. {LG 2nd sentence: "No more than may be spent in this way per turn."} Black Veldrane of Sengir hU1 5BB Summon Legend 5/5 <1BB>: Forestwalk and -3/-0 until end of turn. Black Walking Dead lC1 1B Summon Walking Dead 1/1, : Regenerates Black Wall of Bone gUUU 2B Summon Wall 1/4, : Regenerate {A/B/UL/RV: ": Regenerates"} Black Wall of Putrid Flesh lU1 2B Summon Wall 2/4, Protection from white Damage done to wall by creatures with enchantment cards played on them is reduced to 0. Black Wall of Shadows lC2cC3 1BB Summon Wall 0/1 Damage dealt to Wall of Shadows by creatures it blocks is reduced to 0. Wall of Shadows cannot be the target of spells or effects that can only target walls. {LG text:"Damage Wall of Shadows receives from creatures it blocks is reduced to 0. Effects that target only walls may not target Wall of Shadows." ERRATA: All versions: change "it blocks" to "it is blocking". The Chronicles version has Antiquities expansion icon instead of Legends icon, but it should be treated as a Legends card.} Black Wall of Tombstones lU1 1B Summon Wall 0/1+* At the end of your upkeep, the * below is set to the number of creatures in your graveyard. Black Warp Artifact gRRR BB Enchant Artifact Warp Artifact deals 1 damage to target artifact's controller during his or her upkeep. {A/B/UL/RV: "does" instead of "deals". A/B/UL: "at start of each turn" instead of "during ... upkeep."} Black Weakness gCCC B Enchant Creature Target creature gets -2/-1. {RV: "loses" instead of "gets". A/B/UL: like RV, but add "if this drops creature's toughness below 1, it is dead.", and Misspelled Shuler} Black Will-O'-The-Wisp gRRR B Summon Will-O'-The-Wisp 0/1, Flying, : Regenerate {A/B/UL/RV: "... : Regenerates"} Black Withering Wisps iU 1BB Enchantment At the end of any turn, if there are no creatures in play, bury Withering Wisps. : Withering Wisps deals 1 damage to each creature and each player. You cannot spend more in this way each turn than the number of snow-covered swamps you control. Black Word of Binding g--CdC3 XBB Sorcery Tap X target creatures. {DK text: "X target creatures become tapped."} Black Word of Command gR-- BB Instant You may look at opponent's hand and choose any card opponent can legally play using mana from his or her mana pool or lands. Opponent must play this card immediately; you make all the decisions it calls for. This spell may not be countered after you have looked at opponent's hand. {The art for Word of Command is a blown-up version of the eyes that are in the Howling Mine. ERRATA: Choose a target player when playing this card.} Black Worms of the Earth dU1 2BBB Enchantment No new land may be brought into play. During any player's upkeep, any player may destroy Worms of the Earth by sacrificing two lands or taking 5 damage from Worms of the Earth. Black Xenic Poltergeist g--RqU3 1BB Summon Poltergeist 1/1 : Target non-creature artifact becomes an artifact creature with power and toughness each equal to its casting cost. Target retains all original abilities. This change lasts until your next upkeep. {AQ text: "Tap to turn non-creature artifact into an artifact creature with both power and toughness equal to its casting cost. This transformation lasts until your next upkeep; target retains all its original abilities as well."} Black Yawgmoth Demon qU1cU1 4BB Summon Demon 6/6, Flying, first strike During your upkeep, sacrifice an artifact or Yawgmoth Demon deals 2 damage to you. If Yawgmoth Demon deals damage to you in this way, tap it. {AQ text: "During your upkeep, choose one of your artifacts in play and place it in the graveyard, or Yawgmoth Demon becomes tapped and deals 2 points of damage to you. Artifact creatures destroyed in this way may not be regenerated." ERRATA to AQ text: change "During your ... or" to "Sacrifice an artifact during your upkeep or" and delete the last sentence.} Black Zombie Master gRRR 1BB Summon Lord 2/3 All zombies gain swampwalk and ": Regenerate". {A/B/UL/RV text: "All zombies in play gain swampwalk and ':Regenerates' for as long as this card remains in play."} Blue AEther Storm hU3 3U Enchantment No summon spells may be cast. Any player may pay 4 life to bury AEther Storm. Effects that prevent or redirect damage cannot be used to counter this loss of life. Blue Acid Rain lR1 3U Sorcery Destroys all forests in play. Blue Air Elemental gUUU 3UU Summon Elemental 4/4, Flying Blue Amnesia dU2 3UUU Sorcery Look at target player's hand. Target player discards all non-land cards in his or her hand. Blue Ancestral Recall gR-- U Instant Draw 3 cards or force opponent to draw 3 cards. {ERRATA: Choose a target player when playing this card.} Blue Animate Artifact gUUU 3U Enchant Artifact Target artifact becomes an artifact creature with power and toughness each equal to its casting cost; target retains all of its original abilities. Animate Artifact does not affect artifact creatures. {RV: "is now" instead of "becomes", "both" before "power", no "each", no "of" in "all of its", "as well" after "abilities". 2nd sentence was "Has no effect on artifact creatures." A/B/UL: like RV, but Spell type was "Enchant Non-creature Artifact", "a creature" instead of "an artifact creature", Misspelled Shuler, 2nd sentence was "This will destroy artifacts with 0 casting cost."} Blue Anti-Magic Aura lC1 2U Enchant Creature All enchantments on target creature are destroyed. Target creature cannot be further targeted by instants, sorceries, or enchantments. Blue Apprentice Wizard g--CdU1 1UU Summon Wizard 0/1 : Add <3> to your mana pool. Play this ability as an interrupt. {DK: "... This ability is played as an interrupt."} Blue Arcane Denial aC2 1U Interrupt Counter target spell. That spell's caster may draw up to two cards at the beginning of the next turn's upkeep. Draw a card at the beginning of the next turn's upkeep. Blue Arnjlot's Ascent iC 1UU Enchantment CU: <1>: Target creature gains flying until end of turn. Blue Awesome Presence aC2 U Enchant Creature Enchanted creature cannot be blocked unless defending player pays an additional <3> for each creature assigned to block enchanted creature. Blue Azure Drake lU1cU3 3U Summon Drake 2/4, Flying Blue Backfire g--UlU1 U Enchant Creature Backfire deals 1 damage to target creature's controller for each 1 damage dealt to you by that creature. {LG text: "For each point of damage done to you from target creature, Backfire does one point of damage to target creature's controller."} Blue Baki's Curse hU1 2UU Sorcery Baki's Curse deals 2 damage to each creature for each creature enchantment on that creature. Blue Balduvian Conjurer iU 1U Summon Wizard 0/2 : Target snow-covered land becomes a 2/2 creature until end of turn. The target still counts as land but cannot be tapped for mana if it came into play on a side this turn. Blue Balduvian Shaman iC U Summon Cleric 1/1 : Permanently change the text of target white enchantment you control that does not have cumulative upkeep by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Balduvian Shaman cannot change mana symbols. That enchantment now has CU: <1>. Blue Benthic Explorers aC2 3U Summon Merfolk 2/4 : Untap target tapped land an opponent controls to add one mana of any type that land produces to your mana pool. Blue Binding Grasp iU 3U Enchant Creature During your upkeep, pay <1U> or bury Binding Grasp. Gain control of target creature; that creature gets +0/+1. Blue Blue Elemental Blast gCCCpU U Interrupt Counter target red spell or destroy target red permanent. {A/B/UL/RV text: "Counters a red spell being cast or destroys a red card in play." 4th edition promo distributed with issue #2 of the Shadow Mage comic book, and Duelist Companion #9. Promo differs from 4E card only in the copyright line, which says 1994 for the promo and 1995 for the 4E card.} Blue Boomerang lC2cC3 UU Instant Return target permanent to owner's hand. {LG: "... hand; enchantments on target permanent are destroyed." Duelist #4 says to change "discarded" to "destroyed", but it already says "destroyed"!} Blue Braingeyser gRR- XUU Sorcery Target player must draw X cards. {A/B/UL text: Draw X cards or force opponent to draw X cards.} Blue Brainstorm iC U Instant Draw three cards; then, take two cards from your hand and put them on top of your library in any order. Blue Breath of Dreams iU 2UU Enchantment CU: Green creatures each require an additional CU: <1>. Blue Brine Hag lU1 2UU Summon Hag 2/2 On the turn during which Hag is placed in the graveyard, all creatures who dealt damage to Hag that turn become 0/2 creatures. Use counters to mark these creatures. Blue Browse aU2 2UU Enchantment <2UU>: Look at the top five cards of your library and put one of them into your hand. Remove the remaining four from the game. Blue Chain Stasis hU1 U Instant Tap or untap target creature. Whenever any player uses Chain Stasis to tap or untap a creature, that creature's controller may pay <2U> to use Chain Stasis to tap or untap any target creature. Blue Clairvoyance iC U Instant Look at target player's hand. Draw a card at the beginning of the next turn's upkeep. Blue Clone gUU- 3U Summon Clone */* Upon summoning, Clone acquires all characteristics, including color, of any one creature in play on either side; any creature enchantments on original creature are not copied. Clone retains these characteristics even after original creature is destroyed. Clone cannot be summoned if there are no creatures in play. {A/B/UL: all "normal" characteristics, no "creature" before "enchantments", "played" instead of "summoned"} Blue Control Magic gUUU 2UU Enchant Creature Gain control of target creature. {RV: "You control target creature until enchantment is discarded or game ends. If target creature is already tapped it stays tapped until you can untap it. If destroyed, target creature is put in its owner's graveyard." A/B/UL: like RV, but "You can't tap target creature this turn, but if it was..." instead of "If target creature is..." A/B/UL/RV ERRATA: 1st sentence should be "You control target creature until Control Magic is removed or game ends."} Blue Copy Artifact gRR- 1U Enchantment Select any artifact in play. This enchantment acts as a duplicate of that artifact; it is affected by cards that affect either enchantments or artifacts. The copy remains even if the original artifact is destroyed. Enchantments on the original artifact are not copied. {A/B/UL: "enchantment copy is..." instead of "it is...", "Enchantment copy" instead of "The copy", last sentence not present.} Blue Coral Reef hC1 UU Enchantment When Coral Reef comes into play, put four polyp counters on it. <0>: Sacrifice an island to put two polyp counters on Coral Reef. : Tap target blue creature you control and remove a polyp counter from Coral Reef to put a +0/+1 counter on any target creature. Blue Counterspell gUUUiC UU Interrupt Counter target spell. {A/B/UL/RV text: "Counters target spell as it is being cast."} Blue Creature Bond gCCC 1U Enchant Creature If target creature is put into the graveyard, Creature Bond deals damage equal to the creature's toughness to that creature's controller. {RV: "placed in" instead of "put into", "does an amount of" instead of "deals", no "the" and "that" before the two "creature's". A/B/UL: like RV, but "destroyed" instead of "placed in graveyard".} Blue Dance of Many dU1cU1 UU Enchantment When Dance of Many comes into play, choose a target summon card in play. Put a token creature into play and treat it as though an exact copy of that summon card were just summoned. If Dance of Many leaves play, remove that token creature from the game. If the token creature leaves play, bury Dance of Many. During your upkeep, pay or bury Dance of Many. {DK text: "When Dance of Many is brought into play, choose a target summon card in play. Then put a token creature in play and treat it as if you have just brought an exact copy of target summon card into play. If Dance of Many leaves play, remove token creature from game. If token creature leaves play, destroy Dance of Many. If you do not pay during your upkeep, Dance of Many is destroyed."} Blue Dandan nC4cC3 UU Summon Dandan 4/1 Cannot attack if defending player controls no islands. If at any time you control no islands, bury Dandan. {AN text: "Dandan cannot attack unless opponent has islands in play. Dandan is destroyed immediately if at any time you have no islands in play." ERRATA: replace "opponent" with "defending player".} Blue Dark Maze hC4 4U Summon Wall 4/5 <0>: Dark Maze can attack this turn. At end of turn, remove Dark Maze from the game. Dark Maze cannot attack the turn it comes under your control. {The two artworks can be placed side-by-side, in either order, to form a large picture, or alternating to form a very long wall.} Blue Deep Spawn fU3 5UUU Summon Homarid 6/6, Trample During your upkeep, take two cards from the top of your library and put them in your graveyard, or destroy Deep Spawn. : Deep Spawn may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If Deep Spawn is untapped, tap it. Blue Deep Water dC3 UU Enchantment : All mana-producing lands you control provide instead of their normal mana until end of turn. Blue Deflection iR 3U Interrupt Target spell, which must have a single target, targets a new legal target of your choice. Blue Devouring Deep lC2 2U Summon Devouring Deep 1/2, Islandwalk Blue Diminishing Returns aR2 2UU Sorcery Each player shuffles his or her hand and graveyard into his or her library. Remove the top ten cards from your library from the game. Each player draws up to seven cards. Blue Drafna's Restoration qC4 U Sorcery Take any number of artifacts of your choice from target player's graveyard and place them on top of that player's library, in any order. Blue Drain Power gRRR UU Sorcery Target player must draw all mana from his or her available lands; then, all mana in target player's mana pool drains into your mana pool. {RV: "Opponent must draw all mana from available lands; this mana and all mana in opponent's mana pool drains into your mana pool. You can't take less than all your opponent's mana." A/B/UL: "Tap all opponent's lands, taking all this mana and all mana in opponent's mana pool into your mana pool. You can't tap fewer than all opponent's lands." and Misspelled Shuler. ERRATA: Choose a target player when playing this card.} Blue Dream Coat lU1 U Enchant Creature Caster may change target creature's color to any other color. This ability is played as an interrupt. Limit of one change per turn. Cost to tap, maintain, or use a special ability of target creature remains entirely unchanged. Blue Dreams of the Dead iU 3U Enchantment <1U>: Take target white or black creature from your graveyard and put it directly into play as though it were just summoned. That creature now requires an additional CU: <2>. If the creature leaves play, remove it from the game. Blue Drowned dC3 1U Summon Zombies 1/1, : Regenerates Blue Elder Spawn lR1 4UUU Summon Spawn 6/6 Elder Spawn cannot be blocked by red creatures. Sacrifice one of your islands during your upkeep or Elder Spawn does 6 damage to you and is buried. Blue Electric Eel dU2 U Summon Eel 1/1 : +2/+0, Electric Eel does 1 damage to you. Electric Eel does 1 damage to you when it is brought into play. {ERRATA: The effect only lasts until the end of the turn.} Blue Enchantment Alteration lC1cU3 U Instant Switch target enchantment from one creature to another or from one land to another; that enchantment's new target must be legal. The controller of the enchantment does not change. Treat the enchantment as though it were just cast on the new target. {LG: no "that enchantment's ... legal.", had "New target of enchantment must be valid or this spell has no effect. Treat this as if the enchantment had just been cast on the new target." instead of last sentence.} Blue Energy Flux g-UUqU3 2U Enchantment During each player's upkeep, destroy all artifacts that player controls. The player may pay an additional <2> for each artifact he or she wishes to prevent Energy Flux from destroying. {AQ/RV text: "All artifacts in play now require an upkeep cost of <2> in addition to any other upkeep costs they may have. If the upkeep cost for an artifact is not paid, the artifact must be discarded." ERRATA to AQ/RV cards: replace "discarded" with "destroyed". ERRATA to all versions: treat Energy Flux as if it gives every artifact in play "Pay <2> during your upkeep or bury this artifact." The upkeep cost belongs to each artifact, not to Energy Flux, so the artifacts bury themselves if the cost is not paid.} Blue Energy Tap g--ClC2 U Sorcery Tap target creature you control. Add an amount of colorless mana equal to that creature's casting cost to your mana pool. {LG text: "Target untapped creature you control becomes tapped. Add an amount of colorless mana equal to target creature's casting cost to your mana pool." ERRATA: The 4th edition card needs "untapped" after "target".} Blue Enervate iC 1U Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Blue Erosion g--CdC3 UUU Enchant Land During his or her upkeep, target land's controller pays <1> or 1 life, or target land is destroyed. Effects that prevent or redirect damage cannot be used to counter this loss of life. {DK: 1st sentence: "Target land is destroyed unless its controller pays <1> or pays 1 life during his or her upkeep.", "may not" instead of "cannot".} Blue Errant Minion iC 2U Enchant Creature During target creature's controller's upkeep, Errant Minion deals 2 damage to him or her. He or she may pay <1> for each 1 damage he or she wishes to prevent from Errant Minion. Blue Essence Flare pUiC U Enchant Creature Target creature gets +2/+0. During each of its controller's upkeeps, put a -0/-1 counter on the creature. These counters remain even if Essence Flare is removed. {Ice Age promo. Distributed with issue #18 of Shadis Magazine, and two in Duelist Companion #8.} Blue False Demise aU6 2U Enchant Creature If enchanted creature is put into the graveyard, return that creature to play under your control as though it were just cast. Blue Feedback gUUU 2U Enchant Enchantment Feedback deals 1 damage to controller of target enchantment during that player's upkeep. {RV: "does" instead of "deals", "its controller's" instead of "that player's" A/B/UL: "does" instead of "deals", "each" instead of "that player's"} Blue Field of Dreams lR1 U Enchant World The top card of each player's library is always face up. Blue Fishliver Oil nC4cC3 1U Enchant Creature Target creature gains islandwalk. {AN: "Target creature gains islandwalk ability."} Blue Flash Counter lC2 1U Interrupt Counters target interrupt or instant spell. Blue Flash Flood lC2cC3 U Instant Destroy target red permanent or return target mountain to owner's hand. {LG version had comma after "permanent" and had "Enchantments on target land are destroyed." at end.} Blue Flight gCCC U Enchant Creature Target creature gains flying. {A/B/UL/RV text: "Target creature is now a flying creature."} Blue Flood g--CdU2 U Enchantment : Tap target creature without flying. {DK text: ": Target non-flying creature becomes tapped." ERRATA: Dennis Detwiller's name is misspelled in the DK version.} Blue Flying Men nC5 U Summon Flying Men 1/1, Flying Blue Force Spike lC2 U Interrupt Target spell is countered unless its caster spends an additional <1>. Blue Force Void iU 2U Interrupt Counter target spell unless that spell's caster pays an additional <1>. Draw a card at the beginning of the next turn's upkeep. Blue Force of Will aU2 3UU Interrupt You may pay 1 life and remove a blue card in your hand from the game instead of paying Force of Will's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell. Blue Foresight aC2 1U Sorcery Search your library for any three cards and remove them from the game. Shuffle your library afterwards. Draw a card at the beginning of the next turn's upkeep. Blue Forget hU1 UU Sorcery Target player chooses and discards 2 cards from his or her hand. If that player does not have enough cards in that hand, his or her entire hand is discarded. The player then draws as many cards as he or she discarded in this way. Blue Gaseous Form g--ClC1 2U Enchant Creature Target creature neither deals nor receives damage during combat. {LG text: "Damage done to target creature by creatures it blocks, or that block it, is reduced to 0. Creature deals no damage during combat." Note: this is a huge change from LG to 4E. The 4E version is much more of a penalty on the creature. since now it can't be banded to something and absorb the blockers' damage, and trample damage blows over it.} Blue Ghost Ship g--UdC3 2UU Summon Ship 2/4, Flying, : Regenerate {DK: ": Regenerates"} Blue Giant Albatross hC4 1U Summon Albatross 1/1, Flying <1U>: Bury all creatures that damaged Giant Albatross this turn. The controller of any of those creatures may pay 2 life to prevent that creature from being buried. Effects that prevent or redirect damage cannot be used to counter this loss of life. Use this ability only when Giant Albatross is put into the graveyard from play. Blue Giant Oyster hU3 2UU Summon Oyster 0/3 You may choose not to untap Giant Oyster during your untap phase. : Target tapped creature does not untap during its controller's untap phase as long as Giant Oyster remains tapped. During your upkeep, put a -1/-1 counter on that creature. If Giant Oyster becomes untapped or leaves play, remove all of these counters from the creature. Blue Giant Shark dC3 5U Summon Shark 4/4 If Giant Shark blocks or is blocked by a creature that has taken damage this turn, Giant Shark gains +2/+0 and trample until end of turn. Giant Shark cannot attack unless opponent controls at least one island. Giant Shark is buried immediately if at any time controller controls no islands. {ERRATA: The bonus is only given if Giant Shark blocks or is blocked by an already-damaged creature in the "assign blockers" step. ERRATA: replace "opponent" with "defending player".} Blue Giant Tortoise g--CnC4 1U Summon Tortoise 1/1 Giant Tortoise gets +0/+3 while untapped. {AN: "gains" instead of "gets". The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual-looking one is C1.} Blue Glacial Wall iU 2U Summon Wall 0/7 Blue Glyph of Delusion lC1 U Instant Put X counters on one target creature that target wall blocked during this turn; X is the power of the blocked creature. Creature does not untap as normal while it has one or more of these counters on it. Remove one counter during creature's controller's upkeep. {ERRATA: The blocking effect may be applied to any creature blocked at any point during the turn, regardless of how the block was made.} Blue High Tide fC3 U Instant Until end of turn, all islands produce an additional when tapped for mana. Blue Homarid fC4 2U Summon Homarid 2/2 Put a tide counter on Homarid when it is brought into play and during your upkeep. If there is one tide counter on Homarid, it gets -1/-1. If there are three tide counters on Homarid, it gets +1/+1. When there are four tide counters on Homarid, remove them all. Blue Homarid Shaman fU1 2UU Summon Homarid 2/1 : Tap a target green creature. Blue Homarid Spawning Bed fU3 UU Enchantment <1UU>: Sacrifice a blue creature to put X Camarid tokens into play, where X is the casting cost of the sacrificed creature. Treat these tokens as 1/1 blue creatures. Blue Homarid Warrior fC3 4U Summon Homarid 3/3 : Homarid Warrior may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If Homarid Warrior is untapped, tap it. Blue Hurkyl's Recall g-RRqU1 1U Instant All artifacts in play owned by target player are returned to that player's hand. {AQ/RV: "target" instead of "that", added: "Any enchantments on those artifacts are discarded." AQ: also added "Cannot be played during the damage-dealing phase of an attack." AQ/RV ERRATA: replace "discarded" with "destroyed".} Blue Hydroblast iC U Interrupt Counter target spell if it is red or destroy target permanent if it is red. Blue Iceberg iU XUU Enchantment When Iceberg comes into play, put X ice counters on it. <3>: Put an ice counter on Iceberg. <0>: Remove an ice counter from Iceberg to add one colorless mana to your mana pool. Play this ability as an interrupt. Blue Icy Prison iR UU Enchantment When Icy Prison comes into play, remove target creature from the game. When Icy Prison leaves play, return that creature to play under its owner's control as though it were just summoned. During your upkeep, destroy Icy Prison. Any player may pay <3> to prevent this. Blue Illusionary Forces iC 3U Summon Illusion 4/4, Flying, CU: Blue Illusionary Presence iR 1UU Summon Illusion 2/2, CU: During your upkeep, Illusionary Presence gains a landwalk ability of your choice until end of turn. Blue Illusionary Terrain iU UU Enchantment CU: <2> All basic lands of one type become basic lands of a different type of your choice. {ERRATA: the neginning of the text should say "All lands of one basic type..."; this will change multilands.} Blue Illusionary Wall iC 4U Summon Wall 7/4, Flying, first strike, CU: Blue Illusions of Grandeur iR 3U Enchantment CU: <2> When Illusions of Grandeur comes into play, gain 20 life. When Illusions of Grandeur leaves play, lose 20 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Blue In the Eye of Chaos lR1 2U Enchant World All instants and interrupts are countered unless their caster pays an additional , where X is the casting cost of the spell being cast. Blue Infuse iC 2U Instant Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Blue Invisibility gC-- UU Enchant Creature Target creature can be blocked only by walls. Blue Invoke Prejudice lR1 UUUU Enchantment If opponent casts a Summon spell that does not match the color of one of the creatures under your control, that spell is countered unless the caster pays an additional , where X is the casting cost of the Summon spell. {ERRATA: Choose a target opponent when playing this card.} Blue Island Fish Jasconius g-RRnU2 4UUU Summon Island Fish 6/8 Does not untap during your untap phase. Cannot attack if defending player controls no islands. If at any time you control no islands, bury Island Fish Jasconius. : Untap Island Fish. Use this ability only during your upkeep. {RV: "You must pay during your upkeep phase to untap Island Fish. Island Fish cannot attack unless opponent has islands in play. Island Fish is destroyed immediately if at any time you have no islands in play." AN: like RV, but "untap" phase instead of "upkeep". AN/RV ERRATA: add "Island Fish Jasconius does not untap as normal during the untap phase." and replace "opponent" with "defending player".} Blue Jinx hC1 1U Instant Target land becomes a basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep. Blue Jump gCCC U Instant Target creature gains flying until end of turn. {A/B/UL/RV: "is a flying creature" insteda of "gains flying"} Blue Juxtapose lR1cU1 3U Sorcery You and target player each choose one of the creatures you control with the highest casting cost. Exchange control of these creatures. Then do the same for artifacts. If one of the players does not control a creature or artifact, don't exchange that type of card. {LG text: "Target Player and caster each choose one of the creatures they control with the highest casting cost. Exchange control of these creatures. Then do the same for artifacts. Juxtapose does not tap or untap these cards. The control of any enchantment cards played on these permanents is unchanged. If one player does not have an artifact or creature do not trade that type of card."} Blue Krovikan Sorcerer iC 2U Summon Wizard 1/1 : Choose and discard a card from your hand to draw a card. If the card discarded was black, draw two cards instead of one; keep one and discard the other. Blue Labyrinth Minotaur hC4 3U Summon Minotaur 1/4 Creatures Labyrinth Minotaur is assigned to block do not untap during their controller's next untap phase. Blue Land Equilibrium lR1 2UU Enchantment If your opponent controls at least as much land as you do, he or she must sacrifice a land for each land he or she puts into play. {ERRATA: The effect applies to any opponent who plays land.} Blue Lat-Nam's Legacy aC2 1U Instant Choose a card from your hand and shuffle that card into your library to draw two cards at the beginning of the next turn's upkeep. Blue Leviathan g--RdU1 5UUUU Summon Leviathan 10/10, Trample Comes into play tapped and does not untap during your untap phase. During your upkeep, you may sacrifice two islands to untap Leviathan. Leviathan cannot attack unless you sacrifice two islands during your attack. {DK text: "Leviathan comes into play tapped, and does not untap as normal during your untap phase. Sacrifice two islands during your upkeep phase to untap Leviathan. Leviathan may not attack unless you sacrifice two islands during your attack."} Blue Library of Lat-Nam aR2 4U Sorcery Target opponent chooses one: you draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put it into your hand, and then shuffle your library. Blue Lifetap gUUU UU Enchantment Gain 1 life each time a forest controlled by target opponent becomes tapped. {A/B/UL/RV text: "You gain 1 life each time any forest of opponent's becomes tapped." ERRATA to pre-4E: Choose a target opponent when playing this card.} Blue Lord of Atlantis gRRR UU Summon Lord 2/2 All Merfolk gain islandwalk and get +1/+1. {A/B/UL/RV text: "All Merfolk in play gain islandwalk and +1/+1 while this card is in play." A/B/UL: was "Summon Lord of Atlantis".} Blue Magical Hack gRRR U Interrupt Change the text of target spell or target permanent by replacing all occurrences of one basic land type with another. For example, you may change "swampwalk" to "plainswalk." {A/B/UL/RV: 1st sentence: "Change the text of any card being played or already in play by replacing one basic land type with another." Also "can" instead of "may".} Blue Magus of the Unseen iR 1U Summon Wizard 1/1 <1UT>: Untap target artifact opponent controls and gain control of it until end of turn. If that artifact is an artifact creature, it can attack, and you may use any of its abilities that require as part of the activation cost. When you lose control of the artifact, tap it. Blue Mahamoti Djinn gRRR 4UU Summon Djinn 5/6, Flying Blue Mana Drain lU1 UU Interrupt Counters target spell. At the beginning of your next main phase, add to your mana pool, where X is the casting cost of target spell. Blue Mana Short gRRR 2U Instant Mana Short empties target player's mana pool and taps that player's lands. {B/UL/RV: "All opponent's lands are tapped, and opponent's mana pool is emptied. Opponent takes no damage from unspent mana." Alpha: like beta but did not have 2nd sentence. ERRATA: Choose a target player when playing this card.} Blue Mana Vortex dU1 1UU Enchantment Each player who controls land sacrifices one land during his or her upkeep. If at any time there are no lands in play, Mana Vortex is destroyed. If you do not sacrifice a land when Mana Vortex is cast, Mana Vortex is countered. Blue Marjhan hU1 5UU Summon Serpent 8/8 Does not untap during your untap phase. Marjhan cannot attack if defending player controls no islands. If at any time you control no islands, bury Marjhan. : Sacrifice a creature to untap Marjhan. Use this ability only during your upkeep. : -1/-0 until end of turn. Marjhan deals 1 damage to target attacking creature without flying. Blue Memory Lapse hC4 1U Interrupt Counter target spell. Put that spell on top of its owner's library. Blue Merchant Scroll hC1 1U Sorcery Search your library for a blue instant or interrupt. Reveal that card to all players and put it into your hand. Reshuffle your library afterwards. Blue Merchant Ship nU3 U Summon Ship 0/2 If Merchant Ship attacks and is not blocked, you gain 2 life. Merchant Ship cannot attack unless opponent has islands in play. Merchant Ship is destroyed immediately if at any time you have no islands in play. {ERRATA: replace "opponent" with "defending player", and "is not blocked" with "no creatures are assigned to block it".} Blue Merfolk Assassin dU2 UU Summon Merfolk 1/2 : Destroy target creature that has islandwalk. {ERRATA: Dennis Detwiller's name is misspelled.} Blue Merfolk of the Pearl Trident gCCC U Summon Merfolk 1/1 Blue Merseine fC4 2UU Enchant Creature Put three net counters on Merseine when it is brought into play. Target creature Merseine enchants does not untap as normal during its controller's untap phase as long as any net counters remain. As a fast effect, target creature's controller may pay creature's casting cost to remove a net counter. Blue Mesmeric Trance iR 1UU Enchantment CU: <1> : Discard a card from your hand to draw a card. Blue Mind Bomb g--UdU1 U Sorcery Mind Bomb deals 3 damage to each player. All players may discard up to three cards of their choice from their hands. Each card a player discards in this manner prevents 1 damage to that player from Mind Bomb. {DK: "does" instead of "deals"} Blue Mistfolk iC UU Summon Mistfolk 1/2 : Counter target spell that targets Mistfolk. {ERRATA: play the ability as an interrupt} Blue Musician iR 2U Summon Mage 1/3, CU: <1> : Put a music counter on target creature. During that creature's controller's upkeep, he or she pays <1> for each music counter on the creature, or destroy the creature. Blue Mystic Decree hU1 2UU Enchant World All creatures lose flying and islandwalk. Blue Mystic Might iR U Enchant Land CU: <1U> When Mystic Might comes into play, choose target land you control. <0>: Tap land Mystic Might enchants to give target creature +2/+2 until end of turn. {ERRATA: delete everything before "choose"} Blue Mystic Remora iC U Enchantment CU: <1> Whenever target opponent successfully casts a non-creature spell, you may draw a card. That player may pay <4> to counter this effect. Blue Narwhal hU1 2UU Summon Narwhal 2/2, First strike, protection from red Blue Old Man of the Sea nU2 1UU Summon Marid 2/3 Tap to gain control of a creature with power no greater than Old Man's power. If Old Man becomes untapped, you lose control of this creature; you may choose not to untap Old Man as normal. You also lose control of the creature if Old Man dies or if the creature's power becomes greater than Old Man's. Blue Part Water lU1 XXU Sorcery X target creatures gain islandwalk until end of turn. Blue Phantasmal Forces gUUU 3U Summon Phantasm 4/1, Flying During your upkeep, pay or destroy Phantasmal Forces. {RV text: "Controller must spend during upkeep to maintain or Phantasmal Forces are destroyed." A/B/UL: like RV, but no "to maintain". Alpha: Letter U instead of blue mana symbol} Blue Phantasmal Mount iU 1U Summon Phantasm 1/1, Flying : Target creature you control, which has toughness less than 3, gains flying and gets +1/+1 until end of turn. Other effects may later be used to increase the creature's toughness beyond 3. If Phantasmal Mount leaves play before end of turn, bury the creature. If the creature leaves play before end of turn, bury Phantasmal Mount. Blue Phantasmal Sphere aR2 1U Summon Phantasm 0/1, Flying At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere. During your upkeep, pay 1 for each of these +1/+1 counters or bury Phantasmal Sphere. If Phantasmal Sphere leaves play, put an Orb token into play under your opponent's control. Treat this token as a */* blue creature with flying, where * is equal to the number of these +1/+1 counters on Phantasmal Sphere. Blue Phantasmal Terrain gCCC UU Enchant Land Target land becomes any basic land type of your choice. {RV text: "Target land changes to any basic land type of caster's choice. Land type is set when cast and may not be further altered by this card." A/B/UL: like RV, but "enchantment" instead of "card."} Blue Phantom Monster gUUU 3U Summon Phantasm 3/3, Flying Blue Pirate Ship gRRR 4U Summon Ship 4/3 Cannot attack if defending player controls no islands. If at any time you control no islands, bury Pirate Ship. : Pirate Ship deals 1 damage to target creature or player. {RV text: ": do 1 damage to any target. Cannot attack unless opponent has islands in play, though controller may still use special ability. Pirate Ship is destroyed immediately if at any time controller has no islands in play." A/B/UL: like RV, but "tap" instead of "use special ability". ERRATA: replace "opponent" with "defending player".} Blue Polar Kraken iR 8UUU Summon Kraken 11/11, Trample, CU: Sacrifice a land. Comes into play tapped. Blue Portent iC U Sorcery Look at the top three cards of target player's library; then, either shuffle that library or put those three cards on top of the library in any order. Draw a card at the beginning of the next turn's upkeep. Blue Power Artifact qU3 UU Enchant Artifact The activation cost of target artifact is reduced by <2>. If this would reduce target artifact's activation cost below <1>, target artifact's activation cost becomes <1>. Power Artifact has no effect on artifacts that have no activation cost or whose activation cost is <0>. Blue Power Leak gCCC 1U Enchant Enchantment During the upkeep of target enchantment's controller, Power Leak deals 2 damage to him or her. That player may pay <1> for each damage he or she wishes to prevent from Power Leak. {RV text: "Target enchantment costs 2 extra mana during the upkeep phase of each of its controller's turns. If target enchantment's controller cannot or will not pay this extra mana, Power Leak does 1 damage to him or her for each unpaid mana." A/B/UL: like RV, but "each turn during upkeep" instead of "during ... turns."} Blue Power Sink gCCCiC XU Interrupt Counter target spell unless that spell's caster pays an additional . That player must draw and pay all available mana from lands and mana pool until is paid; he or she may also pay mana from other sources if desired. {4E: begins: "Counter a target spell if its caster does not pay . Target spell's caster must draw and pay ..." RV text: "Target spell is countered unless its caster spends X more mana. Caster of target spell must draw and spend all available mana from lands and mana pool until X is spent; he or she may also spend mana from other sources if desired. If this is not enough mana, target spell will still be countered." A/B/UL text: "Target spell is countered unless its caster spends X more mana; caster cannot choose to let it be countered. If caster of target spell doesn't have enough mana, all available mana from lands and mana pool must be paid but target spell will still be countered."} Blue Prodigal Sorcerer gCCC 2U Summon Wizard 1/1 : Prodigal Sorcerer deals 1 damage to target creature or player. {A/B/UL/RV text: ": Do 1 damage to any target." A/B/UL: Misspelled Shuler} Blue Psionic Blast gU-- 2U Instant Psionic Blast does 4 damage to any target, but it does 2 damage to you as well. {ERRATA: Misspelled Shuler; this is the only "Schuler" card not reprinted in a corrected version.} Blue Psionic Entity g--RlR1 4U Summon Entity 2/2 : Psionic Entity deals 2 damage to target creature or player and 3 damage to itself. {LG text: ": Psionic Entity does 2 damage to any target but does 3 damage to itself." ERRATA: LG version should credit art to Justin Hampton} Blue Psychic Allergy dU1 3UU Enchantment Choose a color when casting Psychic Allergy. During opponent's upkeep, Psychic Allergy does 1 damage to opponent for each card of this color that he or she controls. Sacrifice two islands during your upkeep or Psychic Allergy is destroyed. {ERRATA: Choose a target opponent when playing this card.} Blue Psychic Purge lC1 U Sorcery Psychic Purge does 1 damage to any target. If a spell cast by opponent or a permanent under opponent's control causes you to discard this card, opponent loses 5 life. Effects that prevent or redirect damage may not be used to counter this loss of life. {ERRATA: The effect applies to any opponent. Show Psychic Purge to all players before discarding it if the side-effect triggers.} Blue Psychic Venom gCCC 1U Enchant Land Whenever target land becomes tapped, Psychic Venom deals 2 damage to that land's controller. {A/B/UL/RV: "does" instead of "deals", "target" instead of "that", A/B/UL: "is" tapped, instead of "becomes"} Blue Puppet Master lU1cU3 UUU Enchant Creature If target creature is put into the graveyard, return it to its owner's hand. : Return Puppet Master to its owner's hand. Use this ability when the creature Puppet Master enchants returns to its owner's hand. {LG text: "If target creature is placed in the graveyard, return creature to owner's hand. All enchantments on target creature are destroyed. You may pay to return Puppet Master to its owner's hand if target creature returns to its owner's hand."} Blue Ray of Command iC 3U Instant Untap target creature opponent controls and gain control of it until end of turn. That creature can attack or use abilities that require as part of the activation cost. When you lose control of the creature, tap it. {ERRATA: "Ray of Command only taps the target creature if you lose control of that creature at end of turn."} Blue Ray of Erasure iC U Instant Target player takes the top card of his or her library and puts it in his or her graveyard. Draw a card at the beginning of the next turn's upkeep. Blue Reality Twist iR UUU Enchantment CU: <1UU> Instead of their normal mana, plains produce , swamps produce , mountains produce , and forests produce . Blue Recall lR1cU3 XXU Sorcery Choose and discard X cards from your hand to take X target cards from your graveyard and put them into your hand. Remove Recall from the game. {LG text: "Sacrifice X cards from your hand and then bring X cards from your graveyard to your hand. Then remove Recall from the game. ERRATA: use the Chronicles text, but show all players the cards chosen from your hand when you play Recall.} Blue Reconstruction g-C-qC4 U Sorcery Bring one artifact from your graveyard to your hand. {The AQ version is missing the AQ anvil icon, so it looks like a beta.} Blue Reef Pirates hC4 1UU Summon Ships 2/2 Whenever Reef Pirates damages any opponent, take the top card of his or her library and put it into his or her graveyard. Blue Relic Bind g--RlU1 2U Enchant Artifact When target artifact opponent controls becomes tapped, you may give 1 life or have Relic Bind deal 1 damage to target player. {LG text: "When target artifact is tapped, the controller of Relic Bind can choose to do 1 damage to any player or give 1 life to any player." LG ERRATA: after "target artifact" insert "that opponent controls" More ERRATA: "that any opponent controls".} Blue Remove Soul lC2cC3 1U Interrupt Counter target summon spell. Blue Reset lU1 UU Interrupt All your lands untap. Reset can only be played on an opponent's turn after his or her upkeep phase. Blue Reveka, Wizard Savant hU1 2UU Summon Legend 0/1 : Reveka deals 2 damage to target creature or player and does not untap during your next untap phase. Blue Reverberation lR1 2UU Instant Damage from one sorcery spell is redirected to its caster. Blue Riptide dC3 U Instant All blue creatures become tapped. Blue River Merfolk fU1 UU Summon Merfolk 2/1 : Mountainwalk until end of turn. Blue Sage of Lat-Nam qC4 1U Summon Sage 1/2 Tap to draw a card from your library. Each time you use this ability, you must choose one of your artifacts in play and place it in the graveyard. This artifact cannot be one that is already on its way to the graveyard, and artifact creatures killed this way may not be regenerated. {ERRATA: should say: ": Sacrifice an artifact to draw a card."} Blue Sea Kings' Blessing lU1 U Instant Changes the color of one or more target creatures to blue until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or use a special ability of target creatures remains entirely unchanged. Blue Sea Serpent gCCC 5U Summon Serpent 5/5 Cannot attack if defending player controls no islands. If at any time you control no islands, bury Sea Serpent. {RV text: "Serpent cannot attack unless opponent has islands in play. Serpent is buried immediately if at any time controller has no islands in play." A/B/UL: like RV, but "destroyed" instead of "buried". ERRATA: replace "opponent" with "defending player".} Blue Sea Spirit iU 4U Summon Spirit 2/3 : +1/+0 until end of turn Blue Sea Sprite hU3 1U Summon Faerie 1/1, Flying, protection from red Blue Sea Troll hU3 2U Summon Troll 2/1 : Regenerate. Use this ability only during a turn in which Sea Troll blocked a blue creature or a blue creature blocked Sea Troll. Blue Seasinger fU3 1UU Summon Merfolk 0/1 Bury Seasinger if you control no islands. : Gain control of a target creature if its controller controls at least one island. You lose control of target creature if Seasinger leaves play, if you lose control of Seasinger, or if Seasinger becomes untapped. You may choose not to untap Seasinger as normal during your untap phase. Blue Segovian Leviathan g--UlU1 4U Summon Leviathan 3/3, Islandwalk Blue Serendib Djinn nU2 2UU Summon Djinn 5/6, Flying During your upkeep, you must choose one of your own lands and destroy it. If you destroy an island in this manner, Serendib Djinn does 3 damage to you. Serendib Djinn is destroyed immediately if at any time you have no land in play. {ERRATA: The upkeep effect is a sacrifice.} Blue Serendib Efreet g-R-nU2 2U Summon Efreet 3/4, Flying Serendib Efreet does 1 damage to you during your upkeep. {Revised card has green border and art from Ifh-Biff Efreet (green AN), but it should be treated as a blue card. The artist name (Jesper Myrfors) is correct for the Ifh-Biff artwork. A corrected version appears in the foreign edition "revised" sets and in the "4th edition test print".} Blue Shyft iR 4U Summon Shyft 4/2 During your upkeep, you may change the color of Shyft to any color or combination of colors. Blue Sibilant Spirit iR 5U Summon Spirit 5/6, Flying Whenever Sibilant Spirit is declared as an attacker, defending player may draw a card. Blue Silhouette lU1 1U Instant Until end of turn, damage done to target creature by spells or effects that target it is reduced to 0. Blue Silver Erne iU 3U Summon Erne 2/2, Flying, trample Blue Sindbad g--UnU3 1U Summon Sindbad 1/1 : Draw a card. If it is not a land, discard it. {AN text: "Tap to draw a card from your library, but discard that card if it is not a land." ERRATA: should say ": Draw a card, and show that card to all players. If the card is not a land, discard it."} Blue Siren's Call gUUU U Instant All of target opponent's creatures that can attack must do so. At end of turn, destroy any non-wall creatures that did not attack. Play only during opponent's turn, before opponent's attack. Siren's Call does not affect creatures brought under opponent's control this turn. {RV text: "All of opponent's creatures that can attack must do so. Any non-wall creatures that cannot attack are killed at end of turn. Can only be played during opponent's turn, before opponent's attack. Creatures summoned this turn are unaffected by Siren's Call." A/B/UL text: "destroyed" instead of "killed", "Play" instead of "Can only be played". A/B/UL/RV ERRATA: replace the last sentence with "Creatures which entered their controller's territory this turn are unaffected by Siren's Call." ERRATA: Choose a target opponent when playing this card.} Blue Sleight of Mind gRRRiU U Interrupt Change the text of target spell or permanent by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Sleight of Mind cannot change mana symbols. {4E first sentence: "Change the text of target spell or target permanent by replacing all occurrences of one color word with another." RV first sentence: "Change the text of any card being played or already in play by replacing one color word with another", example uses "red" to "black" instead of "black" to "blue." A/B/UL: like RV but no "Sleight of Mind" in last sentence.} Blue Snow Devil iC 1U Enchant Creature Target creature gains flying. As long as you control any snow-covered lands, that creature also gains first strike when blocking. Blue Snowfall iC 2U Enchantment CU: Islands may produce an additional when tapped for mana. This mana is usable only for cumulative upkeep. Snow-covered islands may produce either an additional or an additional when tapped for mana. This mana is usable only for cumulative upkeep. Blue Soldevi Heretic aC2 2U Summon Heretic 2/2 : Prevent up to 2 damage to any creature. Target opponent may draw a card. Blue Soldevi Machinist iU 1U Summon Wizard 1/1 : Add two colorless mana to your mana pool. This mana may only be used to pay the activation cost of an artifact. Play this ability as an interrupt. Blue Soldevi Sage aC3 1U Summon Wizard 1/1 : Sacrifice two lands to draw three cards. Choose and discard one of those cards. Blue Soul Barrier iU 2U Enchantment Whenever target opponent casts a summon spell, Soul Barrier deals 2 damage to him or her. That player may pay <2> to prevent this damage. Blue Spectral Cloak lU1 UU Enchant Creature Target creature cannot be the target of instants, sorceries, fast effects, or enchantments unless creature is tapped. {ERRATA: add "Spectral Cloak does not cause any enchantments on target creature to be destroyed."} Blue Spell Blast gCCC XU Interrupt Counter target spell. X is the casting cost of the target spell. {RV text: "Target spell is countered; X is casting cost of target spell." A/B/UL: like RV but no "casting".} Blue Spiny Starfish aU2 2U Summon Starfish 0/1, : Regenerate At the end of any turn in which Spiny Starfish regenerated, put a Starfish token into play for each time it regenerated that turn. Treat these tokens as 0/1 blue creatures. Blue Stasis gRRR 1U Enchantment Players do not get an untap phase. During your upkeep, pay or destroy Stasis. {RV: 2nd sentence: "Pay during upkeep or Stasis is destroyed; cards still do not untap until the next untap phase." A/B/UL: 2nd sentence: "Pay during upkeep or Stasis is destroyed."} Blue Steal Artifact gUUU 2UU Enchant Artifact Gain control of target artifact. {A/B/UL/RV text: "You control target artifact until enchantment is discarded or game ends. If target artifact was tapped when stolen, it stays tapped until you can untap it. If destroyed, target artifact is put in its owner's graveyard." A/B/UL/RV ERRATA: First sentence ends: "until Steal Artifact is removed or game ends."} Blue Storm Crow aC3 1U Summon Bird 1/2, Flying Blue Storm Elemental aU2 5U Summon Elemental 3/4, Flying : Remove the top card of your library from the game to tap target creature with flying. : Remove the top card of your library from the game. If that card is a snow-covered land, Storm Elemental gets +1/+1 until end of turn. Blue Suffocation aU2 1U Instant Play only when a red sorcery or instant deals damage to you. Suffocation deals 4 damage to that spell's caster. Draw a card at the beginning of the next turn's upkeep. Blue Sunken City g--CdC3 UU Enchantment All blue creatures get +1/+1. During your upkeep, pay or destroy Sunken City. {DK text: "All blue creatures gain +1/+1. If you do not pay during your upkeep, Sunken City is destroyed."} Blue Svyelunite Priest fU3 1U Summon Merfolk 1/1 : Target creature may not be the target of spells or effects until end of turn. Use this ability only during your upkeep. Blue Tangle Kelp dU2 U Enchant Creature Target creature does not untap during its controller's untap phase if it attacked during its controller's last turn. Target creature becomes tapped when Tangle Kelp is cast. Blue Telekinesis lR1 UU Instant Target creature deals no damage during combat this turn. Creature becomes tapped and may not untap as normal during its controller's next two untap phases. Blue Teleport lR1cU1 UUU Instant Target creature becomes unblockable until end of turn. Cast only after attack is declared and before defense is chosen. {LG text: "Target creature cannot be blocked until end of turn. Play after attack is declared and before defense is chosen."} Blue Thought Lash aR2 2UU Enchantment CU: see text CU: Remove the top card of your library from the game. If you do not, remove your library from the game and bury Thought Lash. <0>: Remove the top card of your library from the game to prevent 1 damage to you. Blue Thoughtlace gRRR U Interrupt Change the color of target spell or target permanent to blue. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to blue. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Blue Thunder Wall iU 1UU Summon Wall 0/2, Flying : +1/+1 until end of turn Blue Tidal Control aR2 1UU Enchantment CU: <2> Any player may pay <2> or 2 life to counter target red or green spell. Play this ability as an interrupt. Effects that prevent or redirect damage cannot be used to counter this loss of life. Blue Tidal Flats fC3 U Enchantment : All your creatures that are blocking any non-flying creatures gain first strike until end of turn. The attacking player may pay <1> for each attacking creature to prevent Tidal Flats from giving that creature's blockers first strike. Blue Tidal Influence fU3 2U Enchantment Put a tide counter on Tidal Influence when it is brought into play and during your upkeep. If there is one tide counter on Tidal Influence, all blue creatures get -2/-0. If there are three tide counters on Tidal Influence, all blue creatures get +2/+0. When there are four tide counters on Tidal Influence, remove them all. You may not cast Tidal Influence if there is another Tidal Influence in play. Blue Time Elemental g--RlR1 2U Summon Elemental 0/2 <2UUT>: Return target permanent to owner's hand. You cannot use this ability on permanents with enchantment cards played on them. If Time Elemental blocks or attacks, destroy it at end of combat. In this case, Time Elemental deals 5 damage to its controller. {LG text: "<2UUT>: Return target permanent to owner's hand. Cannot target permanents with enchantment cards played on them. If Time Elemental blocks or attacks it is destroyed and does 5 damage to controller." ERRATA: For 4E text, replace "blocks or attacks" with "is assigned to attack or to block". Use (errataed) 4E text for LG card.} Blue Time Walk gR-- 1U Sorcery Take an extra turn after this one. {There is a circulating legend about a version of Time Walk which says "Opponent loses next turn" and someone misinterpreting this to mean "I win next turn". The Time Walk with this text was a playtest version, not the Alpha version as the legend claims. The story is related in the first edition of the Pocket Player's Guide on page 13, and the real list of errors in Alpha appear on pages 190-192.} Blue Timetwister gR-- 2U Sorcery Set Timetwister aside in a new graveyard pile. Shuffle your hand, library, and graveyard together into a new library and draw a new hand of seven cards, leaving all cards in play where they are; opponent must do the same. {ERRATA: The effect applies to all players.} Blue Transmute Artifact qU3 UU Sorcery Search through your library for one artifact and immediately place it into play; also, choose any artifact in play that you control and place it in its owner's graveyard. If the new artifact has a casting cost greater than that of the discarded one, you must pay the difference or Transmute Artifact fails and both artifacts are discarded. Shuffle your library after playing this card. {The ERRATA for this card is probably (hopefully) wrong in Duelist #4; the (probably) correct errata is that the artifact placed in the graveyard is a sacrifice, but still made at resolution time, after you've chosen a card from your library.} Blue Twiddle gC-C U Instant Tap or untap target land, artifact, or creature. {B/UL text: "Caster may tap or untap any one land, creature, or artifact in play. No effects are generated by the target card." Alpha: like beta but 2nd sentence missing.} Blue Undertow lU1 2U Enchantment Creatures with islandwalk may be blocked as if they did not have this ability. Blue Unstable Mutation g-CCnC5 U Enchant Creature Target creature gets +3/+3. During each of its controller's upkeeps, put a -1/-1 counter on the creature. These counters remain even if Unstable Mutation is removed. {RV text: "Target creature gains +3/+3. During the upkeep phase of each of its controller's turns, put a -1/-1 counter on the creature. These counters remain even if this enchantment is removed before the creature dies." AN like RV with second sentence: "Each round, put a -1/-1 counter on the creature during its controller's upkeep."} Blue Unsummon gCCC U Instant Return target creature to owner's hand. {RV text: "Return creature to owner's hand; enchantments on target creature are discarded." B/UL like RV, but no "target", and add "Unsummon cannot be played during the damage-dealing phase of an attack", and Misspelled Shuler. Alpha: like beta but with "CARD ed" instead of "discarded". A/B/UL/RV ERRATA: replace "discarded" with "destroyed".} Blue Updraft iU 1U Instant Target creature gains flying until end of turn. Draw a card at the beginning of the next turn's upkeep. Blue Venarian Gold lC1 XUU Enchant Creature Put X counters on target creature. Target creature becomes tapped when Venarian Gold is cast. Creature does not untap as normal if it has any of these counters on it. Remove one counter during creature's controller's upkeep phase. {ERRATA: "Put X counters on Venarian Gold...."} Blue Vesuvan Doppelganger gRR- 3UU Summon Doppelganger */* Upon summoning, Doppelganger acquires all characteristics except color of any one creature in play on either side; any creature enchantments on the original creature are not copied. During controller's upkeep, Doppelganger may take on the characteristics of a different creature in play instead. Doppelganger may continue to copy a creature even after that creature leaves play, but if it switches it won't be able to switch back. {A/B/UL: all "normal" characteristics; "except color" in (); "any enchantments" - no "creature"} Blue Viscerid Armor aC2 1U Enchant Creature Enchanted creature gets +1/+1. <1U>: Return Viscerid Armor to owner's hand. Blue Viscerid Drone aU2 1U Summon Homarid 1/2 : Sacrifice a creature and a swamp to bury target non-artifact creature. : Sacrifice a creature and a snow-covered swamp to bury target creature. Blue Vodalian Knights fU1 1UU Summon Merfolk 2/2, First strike : Flying until end of turn. Vodalian Knights may not attack unless opponent controls at least one island. Bury Vodalian Knights if you control no islands. {ERRATA: replace "opponent" with "defending player".} Blue Vodalian Mage fC3 2U Summon Merfolk 1/1 : Counters a target spell if caster of target spell does not pay an additional <1>. Play this ability as an interrupt. Blue Vodalian Soldiers fC4 1U Summon Merfolk 1/2 Blue Vodalian War Machine fU1 1UU Summon Wall 0/4 <0>: Tap target Merfolk you control to allow Vodalian War machine to attack this turn or to give Vodalian War Machine +2/+1 until end of turn. If Vodalian War Machine is put in the graveyard, all Merfolk tapped in this manner this turn are destroyed. Blue Volcanic Eruption gRRR XUUU Sorcery Destroy X target mountains. Volcanic Eruption deals 1 damage to each creature and player for each mountain put into the graveyard in this way. {RV text: "Destroys X mountains of your choice, and does 1 damage to each player and each creature in play for each mountain destroyed." A/B/UL: like RV, but with "X" instead of "1" and no "for each mountain destroyed", and Misspelled Shuler.} Blue Wall of Air gUUU 1UU Summon Wall 1/5, Flying Blue Wall of Kelp hU1 UU Summon Wall 0/3 : Put a Kelp token into play. Treat this token as a 0/1 blue wall. Blue Wall of Vapor lC2cC3 3U Summon Wall 0/1 Damage dealt to Wall of Vapor by creatures it blocks is reduced to 0. {LG: "done" instead of "dealt", ERRATA: change "it blocks" to "it is blocking".} Blue Wall of Water gUUU 1UU Summon Wall 0/5 : +1/+0 until end of turn. {RV only: no "until end of turn." ERRATA: The effect only lasts until the end of the turn.} Blue Wall of Wonder lU1cU3 2UU Summon Wall 1/5 <2UU>: +4/-4 until end of turn; Wall of Wonder can attack this turn. {LG text: "<2UU>: Gain +4/-4 and allow Wall of Wonder to attack this turn." ERRATA: The effect only lasts until the end of the turn.} Blue Water Elemental gUUU 3UU Summon Elemental 5/4 Blue Water Wurm dC3 U Summon Wurm 1/1 Water Wurm gains +0/+1 if opponent controls at least one island. {ERRATA: The effect applies if any opponent controls an island.} Blue Wind Spirit iU 4U Summon Spirit 3/2, Flying Cannot be blocked by only one creature. Blue Winter's Chill iR XU Instant Cast only during combat before defense is chosen. At end of combat, destroy X target attacking creatures; X cannot be greater than the number of snow-covered lands you control. For each attacking creature, its controller may pay <1> or <2> to prevent it from being destroyed in this way. If that player pays <1>, the creature neither deals nor receives damage in combat. If that player pays <2>, the creature deals and receives damage in combat as normal. Blue Word of Undoing pUiC U Instant Return target creature to owner's hand. Return any white enchantments you own on that creature to your hand. {Ice Age promo. Distributed with issue #1116 of Comics Buyer's Guide, and with Duelist Companion #8.} Blue Wrath of Marit Lage iR 3UU Enchantment When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures do not untap during their controller's untap phase. Blue Zephyr Falcon g--ClC2 1U Summon Falcon 1/1, Flying Attacking does not cause Zephyr Falcon to tap. Blue Zur's Weirding iR 3U Enchantment All players play with the cards in their hands face up on the table. Whenever any player draws a card, any other player may pay 2 life to force the drawing player to discard that card. Effects that prevent or redirect damage cannot be used to counter this loss of life. Blue Zuran Enchanter iC 1U Summon Wizard 1/1 <2BT>: Target player chooses and discards one card from his or her hand. Ignore this ability if that player has no cards in his or her hand. Use this ability only during your turn. Blue Zuran Spellcaster iC 2U Summon Wizard 1/1 : Zuran Spellcaster deals 1 damage to target creature or player. Green Aisling Leprechaun lC1 G Summon Faerie 1/1 All creatures that block or are blocked by Leprechaun become green creatures. Use counters to indicate changed creatures. Cost to tap, maintain, or use a special ability of target creature remains entirely unchanged. {ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Green An-Havva Constable hU1 1GG Summon Constable 2/1+* An-Havva Constable has toughness equal to 1 plus the total number of green creatures in play. Green An-Havva Inn hU3 1GG Sorcery Gain 1+* life where * is equal to the total number of green creatures in play. Green Arboria lU1 2GG Enchant World If a player does not cast a spell or put a card into play on his or her turn, no creatures may attack that player until after his or her next turn. Green Argothian Pixies qC4cC3 1G Summon Faeries 2/1 Cannot be blocked by artifact creatures. Any damage dealt to Argothian Pixies by artifact creatures is reduced to 0. {AQ: no "dealt to", "take from" instead of "by"} Green Argothian Treefolk qC4 3GG Summon Treefolk 3/5 Any damage Argothian Treefolk take from an artifact source is reduced to 0. Green Aspect of Wolf gRRR 1G Enchant Creature Increase target creature's power and toughness by half the number of forests you control, rounding down for power and up for toughness. {A/B/UL/RV: "Target creature's power and toughness are increased by half the number of forests you have in play, rounding ..."} Green Aurochs pUiC 3G Summon Aurochs 2/3, Trample When attacking, Aurochs gets +1/+0 for each other Aurochs that attacks. {Ice Age promo. Two in Duelist Companion #8; one in Duelist #5.} Green Autumn Willow hU1 4GG Summon Legend 4/4 Cannot be the target of spells or effects. : Target player may target Autumn Willow with spells or effects until end of turn. Green Avoid Fate lC1 G Interrupt Counters target interrupt or enchantment. Can only counter spells that target a permanent under your control. Green Balduvian Bears iC 1G Summon Bears 2/2 Green Barbary Apes lC1 1G Summon Apes 2/2 Green Berserk gU-- G Instant Until end of turn, target creature's current power doubles and it gains trample ability. If it attacks, target creature is destroyed at end of turn. This spell cannot be cast after current turn's attack is completed. {ERRATA: "target creature gets +X/+0, where X is the creature's power as Berserk resolves" instead of "target creature's power doubles" More ERRATA: The effect only lasts until the end of the turn.} Green Birds of Paradise gRRR G Summon Mana Birds 0/1, Flying : Add one mana of any color to your mana pool. Play this ability as an interrupt. {RV: "... This ability is played as ..." A/B/UL: "... This tap may be played as ..." Alpha: no "of any color", has "//" after "Flying"} Green Blizzard iR GG Enchantment CU: <2> You cannot cast Blizzard if you control no snow-covered lands. Creatures with flying do not untap during their controller's untap phase. Green Bounty of the Hunt aU2 3GG Instant You may remove a green card in your hand from the game instead of paying Bounty of the Hunt's casting cost. Put three +1/+1 counters, distributed any way you choose, on any number of target creatures. Remove these counters at end of turn. Green Brown Ouphe iC G Summon Ouphe 1/1 <1GT>: Counter target artifact ability requiring an activation cost. Play this ability as an interrupt. Green Camouflage gU-- G Instant You may rearrange your attacking creatures and place them face down, revealing which is which only after defense is chosen. If this results in impossible blocks, such as non-flying creatures blocking flying creatures, illegal blockers cannot block this turn. Green Carapace hC4 G Enchant Creature Target creature gets +0/+2. <0>: Sacrifice Carapace to regenerate creature Carapace enchants. Green Carnivorous Plant g--CdC3 3G Summon Wall 4/5 Green Cat Warriors lC2cC3 1GG Summon Cat Warriors 2/2, Forestwalk Green Channel gUUU GG Sorcery Until end of turn, you may add colorless mana to your mana pool at a cost of 1 life per one mana. Play these additions as interrupts. Effects that prevent or redirect damage cannot be used to counter this loss of life. {RV: "...pool at a cost of 1 life per point of mana. These additions are played with the speed of an interrupt. ... may not be used ..." B/UL: "...pool, at a cost of 1 life each. These additions are played with the speed of an interrupt. Effects that prevent damage may not be used..." Alpha: same as B/UL except last sentence missing.} Green Chub Toad pUiC 2G Summon Toad 1/1 Chub Toad gets +2/+2 until end of turn when blocking or blocked. {Ice Age promo. Distributed with issue #2 of the Ice Age comic book, and with Duelist Companion #8. Name is an anagram for "Bad touch."} Green Citanul Druid qU3 1G Summon Druid 1/1 Druid gains a +1/+1 counter each time opponent casts an artifact. {ERRATA: Choose a target opponent when playing this card. In the second multiplayer rulings post, WotC said they might change this to an "any opponent" effect, but they have not done so.} Green Cockatrice gRRR 3GG Summon Cockatrice 2/4, Flying At the end of combat, destroy all non-wall creatures blocking or blocked by Cockatrice. {A/B/UL/RV text: "Any non-wall creature blocking Cockatrice is destroyed, as is any creature blocked by Cockatrice. Creatures destroyed in this way deal their damage before dying." ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Green Cocoon lU1cU3 G Enchant Creature Tap target creature you control and put three change counters on Cocoon. If there are any change counters on Cocoon, that creature does not untap during your untap phase. During your upkeep, remove one change counter. During the upkeep after the one in which the last change counter was removed, put a +1/+1 counter on the creature, the creature gains flying, and bury Cocoon. {LG text: "Tap target creature you control and put three counters on it. Target creature does not untap as normal while it has one or more of these counters on it. Remove one counter during your upkeep. During the upkeep phase after the one in which the last counter was removed, Cocoon is destroyed and target creature gains a +1/+1 counter and flying ability. ERRATA to LG card: put the three counters on Cocoon.} Green Concordant Crossroads lR1cU1 G Enchant World Creatures can attack or use abilities that include in the activation cost as soon as they come into play on their controller's side. {LG text: "Creatures may attack or use abilities that include the symbol during the turn they are brought into play." ERRATA: all versions should make summoning sickness always be ignored} Green Craw Giant lU1cU3 3GGGG Summon Giant 6/4, Trample, rampage: 2 Green Craw Wurm gCCC 4GG Summon Wurm 6/4 Green Crumble g-UUqC4 G Instant Bury target artifact. Artifact's controller gains life equal to the artifact's casting cost. {RV text: "Buries target artifact. Artifact's controller gains life points equal to target artifact's casting cost." AQ: like RV, but 1st sentence: "Destroy target artifact; artifact creatures may not regenerate."} Green Cyclone nU3cU1 2GG Enchantment At beginning of your upkeep, put a wind counter on Cyclone. During your upkeep, pay for each wind counter on Cyclone or bury Cyclone. If you pay, Cyclone deals 1 damage to each player and each creature for each wind counter on it. {AN text: "Put one chip on cyclone each round during your upkeep, then pay for each chip or discard Cyclone. If not discarded, Cyclone immediately does 1 damage per chip to each player and each creature in play." ERRATA to AN text: replace "discarded" with "destroyed"} Green Daughter of Autumn hU1 2GG Summon Legend 2/4 : Redirect to Daughter of Autumn 1 damage dealt to a white creature. Green Deadfall lU1 2G Enchantment Creatures with forestwalk may be blocked as if they did not have this ability. Green Deadly Insects aU6 4G Summon Insect 6/1 Cannot be the target of spells or effects. Green Desert Twister g-UUnU3 4GG Sorcery Destroy target permanent. {AN/RV: "Destroy any card in play."} Green Dire Wolves pUiC 2G Summon Wolves 2/2 Gains banding if you control any plains. {Ice Age promo. Distributed with Scrye #7; two in Duelist Companion #8.} Green Drop of Honey nU2 G Enchantment During your upkeep, the creature in play with the lowest power is destroyed and cannot be regenerated. If there is a tie you choose which to destroy. Drop of honey must be discarded if there are no creatures in play. Green Durkwood Boars g--ClC2 4G Summon Boars 4/4 Green Earthlore iC G Enchant Land When Earthlore comes into play, choose target land you control. <0>: Tap land Earthlore enchants to give target blocking creature +1/+2 until end of turn. {ERRATA: delete everything before "choose"} Green Elder Druid iR 3G Summon Cleric 2/2 <3GT>: Tap or untap target artifact, creature, or land. Green Elven Fortress fC4 G Enchantment <1G>: Target blocking creature gets +0/+1 until end of turn. Green Elven Riders g--UlR1 3GG Summon Riders 3/3 Cannot be blocked except by walls and by creatures with flying. {LG text: "Cannot be blocked by any creatures except walls and flying creatures."} Green Elves of Deep Shadow dU2 G Summon Elves 1/1 : Add to your mana pool, and Elves of Deep Shadow do 1 damage to you. This ability is played as an interrupt. Green Elvish Archers gRRR 1G Summon Elves 2/1, First strike {Alpha: power and toughness was 1/2} Green Elvish Bard aU2 3GG Summon Elf 2/4 All creatures able to block Elvish Bard do so. If this forces a creature to block more attackers than allowed, defending player assigns that creature to block as many of those attackers as allowed. Green Elvish Farmer fU1 1G Summon Elf 0/2 During your upkeep, put a spore counter on Elvish Farmer. <0>: Remove three spore counters from Elvish Farmer to put a Saproling token into play. Treat this token as a 1/1 green creature. <0>: Sacrifice a Saproling to gain 2 life. Green Elvish Hunter fC3 1G Summon Elf 1/1 <1GT>: Target creature does not untap as normal during its controller's next untap phase. Green Elvish Ranger aC2 2G Summon Elf 4/1 Green Elvish Scout fC3 G Summon Elf 1/1 : Untap a target attacking creature you control. That creature neither receives nor deals damage during combat this turn. Green Elvish Spirit Guide aU2 2G Summon Spirit 2/2 If Elvish Spirit Guide is in your hand, you may remove it from the game to add to your mana pool. Play this ability as an interrupt. Green Emerald Dragonfly lC2cC3 1G Summon Dragonfly 1/1, Flying : First strike until end of turn Green Erhnam Djinn nU2cU3 3G Summon Djinn 4/5 During your upkeep, target non-wall creature an opponent controls gains forestwalk until your next turn. Ignore this effect if there are no legal targets. {AN text: "During your upkeep, you must choose one of opponent's non-wall creatures in play. Until your next upkeep, that creature gains the forestwalk ability. If opponent has no creatures, ignore this effect." ERRATA: Each time the effect applies, choose an opponent; this does not target the opponent.} Green Essence Filter iC 1GG Sorcery Destroy all enchantments or destroy all non-white enchantments. Green Eureka lR1 2GG Sorcery Both players may take any permanent in their hand and put it directly into play. Players take turns playing one card from their hand until neither wants to play more permanents. No other spells or effects of any kind may be used while Eureka is in effect. If a spell has an in its casting cost, X is 0. {ERRATA: The effect applies to all players.} Green Faerie Noble hU1 2G Summon Noble 1/2, Flying All Faeries you control get +0/+1. : All Faeries you control get +1/+0 until end of turn. Green Fanatical Fever iU 2GG Instant Target creature gains trample and gets +3/+0 until end of turn. Green Fastbond gRR- G Enchantment You may put as many lands into play as you want each turn. Fastbond does 1 damage to you for every land beyond the first that you play in a single turn. Green Feral Thallid fU3 3GGG Summon Fungus 6/3 During your upkeep, put a spore counter on Feral Thallid. <0>: Remove three spore counters from Feral Thallid to regenerate it. Green Fire Sprites lC2 1G Summon Faeries 1/1, Flying : Add to your mana pool. This ability is played as an interrupt. Green Floral Spuzzem lU1 3G Summon Spuzzem 2/2 If Floral Spuzzem attacks an opponent and is not blocked, then Floral Spuzzem may choose to destroy a target artifact under that opponent's control and deal no damage. {ERRATA: The effect only lasts until the end of the turn.} Green Fog gCCC G Instant No creatures deal damage in combat this turn. {RV text: "Creatures attack and block as normal, but none deal any damage or otherwise affect any creature as a result of an attack or block. All attacking creatures are still tapped. Play any time before attack damage is dealt." A/B/UL: like RV without "or otherwise ... block."} Green Folk of An-Havva hC4 G Summon Folk of An-Havva 1/1 If assigned as a blocker, Folk of An-Havva gets +2/+0 until end of turn. Green Folk of the Pines iC 4G Summon Dryads 2/5 <1G>: +1/+0 until end of turn Green Forbidden Lore iR 2G Enchant Land When Forbidden Lore comes into play, choose target land. <0>: Tap land Forbidden Lore enchants to give target creature +2/+1 until end of turn. {ERRATA: 1st sentence should read "Choose target land you control."} Green Force of Nature gRRR 2GGGG Summon Force 8/8, Trample During your upkeep, pay or Force of Nature deals 8 damage to you. {A/B/UL/RV text: "You must pay during your upkeep or Force of Nature does 8 damage to you. You may still attack with Force of Nature even if you failed to pay the upkeep." A/B/UL: Misspelled Shuler. Alpha: letters GGGG instead of green mana symbols.} Green Forgotten Lore iU G Sorcery Target opponent chooses target card from your graveyard. You may pay to have that opponent choose a new target that he or she has not already chosen. Put the last target card in your hand. Green Foxfire iC 2G Instant Untap target attacking creature. That creature neither receives nor deals damage in combat this turn. Draw a card at the beginning of the next turn's upkeep. Green Freyalise Supplicant iU 1G Summon Cleric 1/1 : Sacrifice a red or white creature to have Freyalise Supplicant deal an amount of damage equal to half the creature's power, rounded down, to target creature or player. Green Freyalise's Charm iU GG Enchantment : When any opponent successfully casts a black spell, draw a card. Use this ability only once each time a black spell is cast. : Return Freyalise's Charm to owner's hand. Green Freyalise's Winds iR 2GG Enchantment Whenever a permanent becomes tapped, put a wind counter on it. Permanents with any wind counters on them do not untap during their controller's untap phase; instead, remove all wind counters from those permanents. Green Fungal Bloom fU1 GG Enchantment : Put a spore counter on a target Fungus. Green Fungusaur gRRR 3G Summon Fungusaur 2/2 At the end of any turn in which Fungusaur receives damage but does not leave play, put a +1/+1 counter on it. {RV text: "At the end of any turn during which Fungusaur was damaged but not destroyed, put a +1/+1 counter on it." A/B/UL: like RV but begins "Each time Fungusaur is damaged but not destroyed..."} Green Fyndhorn Brownie iC 2G Summon Brownie 1/1 <2GT>: Untap target creature. Green Fyndhorn Druid aC2 2G Summon Druid 2/2 If Fyndhorn Druid is put into the graveyard the same turn it was blocked, gain 4 life. Green Fyndhorn Elder iU 2G Summon Elf 1/1 : Add to your mana pool. Play this ability as an interrupt. Green Fyndhorn Elves iC G Summon Elves 1/1 : Add to your mana pool. Play this ability as an interrupt. Green Fyndhorn Pollen iR 2G Enchantment CU: <1> All creatures get -1/-0. <1G>: All creatures get -1/-0 until end of turn. Green Gaea's Avenger qU1 1GG Summon Gaea's Avenger *+1/*+1 The *s below are the number of artifacts opponent has in play. {ERRATA: Choose a target opponent when playing this card. In the second multiplayer rulings post, WotC said they might change this to an "any opponent" effect, but they have not done so.} Green Gaea's Liege gRRR 3GGG Summon Gaea's Liege */* Gaea's Liege has power and toughness each equal to the number of forests you control; when Gaea's Liege attacks, these are instead equal to the number of forests defending player controls. : Target land becomes a basic forest until Gaea's Liege leaves play. {RV text: ": Turn any one land into a basic forest. Mark changed lands with counters, removing the counters when Gaea's Liege leaves play. Gaea's Liege has power and toughness equal to the number of forests controller has in play; when it's attacking, they are equal to the number of forests defending player has in play." A/B/UL text: "When defending, Gaea's Liege has power and toughness equal to the number of forests you have in play; when it's attacking, they are equal to the number of forests opponent has in play. Tap to turn any one land into a forest until Gaea's Liege leaves play. Mark changed lands with counters, removing the counters when Gaea's Liege leaves play." ERRATA: use RV text for older cards.} Green Gaea's Touch dC3 GG Enchantment You may put one additional land in play during each of your turns, but that land must be a basic forest. You may sacrifice Gaea's Touch to add to your mana pool. This ability is played as an interrupt. {One out of the three copies of this card on the DK common sheet has all the text, casting cost, and expansion icon shifted to the left.} Green Gargantuan Gorilla aR2 4GGG Summon Gorilla 7/7 During your upkeep, sacrifice a forest, or bury Gargantuan Gorilla and Gargantuan Gorilla deals 7 damage to you. If you sacrifice a snow-covered forest in this way, Gargantuan Gorilla gains trample until end of turn. : Gargantuan Gorilla deals an amount of damage equal to its power to any other target creature. That creature deals an amount of damage equal to its power to Gargantuan Gorilla. Green Ghazban Ogre nC4cC3 G Summon Ogre 2/2 During your upkeep, the player with the most life gains control of Ghazban Ogre. If the highest life total is shared by more than one player, the player currently controlling Ghazban Ogre retains control of it. {AN text: "During its current controller's upkeep, the player with the highest life total takes control of Ghazban Ogre." ERRATA: Add "If you are tied for highest life total, Ghazban Ogre does not change controller. If other players are tied for highest life total and you or not, choose randomly which player gets control of Ghazban Ogre." In the second multiplayer rulings post, WotC says they may change this ruling, but they never did.} Green Giant Badger pU 1GG Summon Badger 2/2 If assigned as a blocker, Giant Badger gets +2/+2 until end of turn. {Distributed by mail to purchasers of the novel _Shattered Chains_, starting in March 1995, and with Duelist Companion #8.} Green Giant Growth gCCCiC G Instant Target creature gets +3/+3 until end of turn. {A/B/UL/RV: "gains" instead of "gets"} Green Giant Spider gCCC 3G Summon Spider 2/4 Can block creatures with flying. {A/B/UL/RV text: "Does not fly, but can block flying creatures."} Green Giant Turtle lC2 1GG Summon Turtle 2/4 Giant Turtle may not attack if it attacked during your last turn. Green Gift of the Woods aC2 G Enchant Creature If enchanted creature blocks or is blocked by any creatures, enchanted creature gets +0/+3 until end of turn and you gain 1 life. Green Glyph of Reincarnation lC1 G Instant Play after combat is over. All surviving creatures blocked by target wall this turn are buried. For each creature buried in this manner, choose one creature from attacker's graveyard and return it to play under attacker's control. Treat these creatures as if they were just summoned. If there are not enough creatures in attacker's graveyard, all creatures in attacker's graveyard are returned to play. {ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Green Gorilla Berserkers aC3 3GG Summon Gorillas 2/3, Trample, rampage: 2 Cannot be blocked by fewer than three creatures. Green Gorilla Chieftain aC2 2GG Summon Gorilla 3/3, <1G>: Regenerate Green Gorilla Pack pUiC 2G Summon Gorilla Pack 3/3 Gorilla Pack cannot attack if defending player controls no forests. Bury Gorilla Pack if you control no forests. {Ice Age promo. Distributed with Hero Illustrated #23 and with Duelist Companion #9.} Green Grizzly Bears gCCC 1G Summon Bears 2/2 Green Hail Storm aU2 1GG Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. Green Hidden Path dU1 2GGGG Enchantment All green creatures gain forestwalk. Green Hornet Cobra lC2 1GG Summon Cobra 2/1, First strike Green Hot Springs iR 1G Enchant Land When Hot Springs comes into play, choose target land you control. <0>: Tap land Hot Springs enchants to prevent 1 damage to any creature or player. {ERRATA: delete everything before "choose"} Green Hungry Mist hC4 2GG Summon Mist 6/2 During your upkeep, pay or bury Hungry Mist. Green Hurricane gUUUiU XG Sorcery Hurricane deals X damage to each creature with flying and each player. {4E: "...to each player and each creature with flying." A/B/UL/RV text: "All players and flying creatures suffer X damage."} Green Ice Storm gU-- 2G Sorcery Destroys any one land. Green Ichneumon Druid lU1 1GG Summon Druid 1/1 Ichneumon Druid does 4 damage to any opponent casting an instant. This does not apply to the first instant cast by that opponent in each turn. Green Ifh-Biff Efreet nU2 2GG Summon Efreet 3/3, Flying While Ifh-Biff Efreet is in play, any player can pay to have Ifh-Biff Efreet do 1 damage to each player and each flying creature in play. This ability does not tap the Ifh-Biff Efreet, and can be used as soon as it is successfully summoned. Green Instill Energy gUUU G Enchant Creature Target creature can attack the turn it comes into play on your side. <0>: During your turn, untap target creature Instill Energy enchants. Use this ability only once each turn. {RV: "You may untap target creature one additional time during your turn. Target creature may also attack the turn it comes into play." A/B/UL: like RV text but insert "both during your untap phase and" before "one additional"} Green Ironroot Treefolk gCCC 4G Summon Treefolk 3/5 Green Johtull Wurm iU 5G Summon Wurm 6/6 For each blocking creature assigned to Johtull Worm beyond the first, Johtull Worm gets -2/-1 until end of turn. {Yes, the name of this card is misspelled twice in its text.} Green Joven's Ferrets hC1 G Summon Ferrets 1/1 If declared as an attacker, Joven's Ferrets gets +0/+2 until end of turn. At end of combat, tap any creatures that blocked Joven's Ferrets. Those creatures do not untap during their controller's next untap phase. Green Juniper Order Druid iC 2G Summon Cleric 1/1 : Untap target land. Play this ability as an interrupt. Green Kaysa aR2 3GG Summon Legend 2/3 All green creatures you control get +1/+1. Green Killer Bees g--UlR1 1GG Summon Bees 0/1, Flying : +1/+1 until end of turn. Green Kudzu gRR- 1GG Enchant Land When target land becomes tapped, it is destroyed. Unless that was the last land in play, Kudzu is not discarded; instead the player whose land it just destroyed may place it on any other land in play. {A/B/UL: "is" instead of "becomes"; "another land of his or her choice" rather than "any other land in play". ERRATA: should say: "If target land becomes tapped, target land's controller moves Kudzu to another land in play and destroys the previous target. Destroy Kudzu if it has no valid target."} Green Land Leeches g--CdC3 1GG Summon Leeches 2/2, First strike Green Leaping Lizard hC1 1GG Summon Lizard 2/3 <1G>: Flying and -0/-1 until end of turn. Green Ley Druid gUUU 2G Summon Cleric 1/1 : Untap target land. Play this ability as an interrupt. {RV text: ": untap a land of your choice. This ability is played as an interrupt." A/B/UL text: "Tap Druid to untap a land of your choice. This action can be played as an interrupt."} Green Lhurgoyf iR 2GG Summon Lhurgoyf */1+* Lhurgoyf has power equal to the total number of creatures in all graveyards, and toughness equal to 1 plus the total number of creatures in all graveyards. Green Lifeforce gUUU GG Enchantment : Counter target black spell. Play this ability as an interrupt. {RV text: ": Counter a black spell as it is being cast. This use is played as an interrupt, and does not affect black cards already in play. A/B/UL: like RV, but "Destroy" instead of "Counter", "may be" instead of "is" played. ERRATA: use RV text for older cards.} Green Lifelace gRRR G Interrupt Change the color of target spell or target permanent to green. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to green. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Green Living Artifact gRRR G Enchant Artifact Put a vitality counter on Living Artifact for each damage dealt to you. <0>: During your upkeep, remove a vitality counter to gain 1 life. Remove only one vitality counter during each of your upkeeps. {RV text: "Put a counter on target artifact for each life you lose. During your upkeep you may trade one counter for one life, but you can only trade in one counter during each of your upkeeps." A/B/UL: like RV but no "your" in "During upkeep", "each turn" instead of "during ... upkeeps." A/B/UL/RV ERRATA: replace "on target artifact" with "on Living Artifact" and "each life you lose" with "each point of damage dealt to you".} Green Living Lands gRRR 3G Enchantment All forests become 1/1 creatures. The forests still count as lands but cannot be tapped for mana the turn they come into play. {RV text: "Treat all forests in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack." A/B/UL: like RV but add "The living lands have no color; they are not considered green cards."} Green Living Plane lR1 2GG Enchant World Treat all land in play as both lands and 1/1 creatures. They may not be tapped for mana the first turn they are brought into play. Green Llanowar Elves gCCC G Summon Elves 1/1 : Add to your mana pool. Play this ability as an interrupt. {RV: "This ability is played as ..." A/B/UL: "1 green mana" instead of , "This tap can be played as an interrupt."} Green Lure gUUUiU 1GG Enchant Creature All creatures able to block target creature must do so. Lure does not prevent a creature from blocking more than one creature if blocker has that ability. If blocker is forced to block more creatures than it is allowed to, defender chooses which of these creatures to block, but must block as many creatures as allowed. {A/B/UL/RV text: "All creatures able to block target creature must do so. If a creature has the ability to block more than one creature, Lure does not prevent this. If there is more than one attacking creature with Lure, defender may choose which of them each defending creature blocks."} Green Lurker dU1 2G Summon Lurker 2/3 Lurker may not be the target of any spell unless Lurker was declared as an attacker or blocker this turn. {ERRATA: replace "declared" with "assigned".} Green Maddening Wind iU 2G Enchant Creature CU: During target creature's controller's upkeep, Maddening Wind deals 2 damage to that player. Green Mammoth Harness hU1 3G Enchant Creature Target creature loses flying. If any creature is assigned to block the creature Mammoth Harness enchants or has the creature Mammoth Harness enchants assigned to block it, that creature gains first strike until end of turn. Green Marsh Viper g--CdC3 3G Summon Viper 1/2 If Marsh Viper damages a player, he or she gets two poison counters. If a player has ten or more poison counters, he or she loses the game. {DK text: "If Marsh Viper damages opponent, opponent gets two poison counters. If opponent ever has ten or more poison counters, opponent loses game."} Green Master of the Hunt lR1 2GG Summon Master 2/2 <2GG>: Put a Wolves of the Hunt token into play. Treat this token as a 1/1 green creature with the ability bands with other Wolves of the Hunt. Green Metamorphosis nC4cC3 G Sorcery Sacrifice a creature to add an amount of mana equal to its casting cost plus one to your mana pool. This mana may be of any one color. Use this mana only to cast summon spells. {AN text: "Sacrifice a creature of yours in play for an amount of mana equal to its casting cost plus 1. This mana can be of any one color, and can only be used to summon creatures."} Green Moss Monster lC2 3GG Summon Monster 3/6 Green Nafs Asp g--CnC5 G Summon Asp 1/1 If Nafs Asp damages a player, it also deals 1 damage to that player during his or her next draw phase. Before then, the player may pay <1> to prevent this damage. {AN text: "If asp inflicts any damage on your opponent, your opponent must spend <1> before the draw phase of his or her next turn or lose an additional 1 life." The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C2 and the more normal-looking version is C3. ERRATA: The effect applies to any opponent.} Green Natural Selection gR-- G Instant Look at top three cards of any player's library. You may opt to rearrange those three cards or shuffle the entire library. Green Nature's Chosen aU2 G Enchant Creature Play on a creature you control. <0>: Untap enchanted creature. Use this ability only during your turn and only once each turn. <0>: Tap enchanted creature to untap target artifact, creature, or land. Use this ability only if enchanted creature is white and only once each turn. Green Nature's Lore iU 1G Sorcery Search your library for any forest and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards. Green Nature's Wrath aR2 4GG Enchantment During your upkeep, pay or bury Nature's Wrath. Whenever a player puts a swamp or black permanent into play, he or she sacrifices a swamp or black permanent. Whenever a player puts an island or a blue permanent into play, he or she sacrifices an island or a blue permanent. Green Niall Silvain dU1 GGG Summon Niall Silvain 2/2 : Target creature is regenerated. Green Night Soil fC3 GG Enchantment <1>: Remove two creatures in any graveyard from the game to put a Saproling token into play. Treat this token as a 1/1 green creature. Green Pale Bears iR 2G Summon Bears 2/2, Islandwalk Green People of the Woods dU2 GG Summon People of the Woods 1/* The * below represents the number of forests controlled by People of the Woods' controller. Green Pixie Queen lR1 2GG Summon Pixie Queen 1/1, Flying : Target creature gains flying until end of turn. Green Powerleech qU3 GG Enchantment Gain 1 life whenever one of opponent's artifacts becomes tapped, or whenever the activation cost of one of opponent's artifacts is paid. Is not triggered by continuous artifacts. {ERRATA: Choose a target opponent when playing this card.} Green Pradesh Gypsies g--ClU1 2G Summon Gypsies 1/1 <1GT>: Target creature gets -2/-0 until end of turn. Green Primal Order hU1 2GG Enchantment During each player's upkeep, Primal Order deals 1 damage to that player for each non-basic land he or she controls. Green Pygmy Allosaurus iR 2G Summon Dinosaur 2/2, Swampwalk Green Pyknite iC 2G Summon Pyknite 1/1 Draw a card at the beginning of the upkeep of the turn after Pyknite comes into play. Green Rabid Wombat lU1cU3 2GG Summon Wombat 0/1 Rabid Wombat gets +2/+2 for each creature enchantment on it. Attacking does not cause Rabid Wombat to tap. {LG text: "Wombat gains +2/+2 for each creature enchantment on it. Attacking does not cause Rabid Wombat to tap."} Green Radjan Spirit g--UlU1 3G Summon Spirit 3/2 : Target creature loses flying until end of turn. {LG: insert "ability" after "flying"} Green Rebirth g--RlR1 3GGG Sorcery Each player may be healed to 20 life. Any player choosing to be so healed antes an additional card from the top of his or her library. Remove Rebirth from your deck before playing if not playing for ante. {LG: "choose to" before "be healed", no "so" before "healed", "this card" instead of "Rebirth", "you are" before "not playing".} Green Regeneration gCCCiC 1G Enchant Creature When Regeneration comes into play, choose target creature. : Regenerate creature Regeneration enchants. {4E: ": Regenerate target creature Regeneration enchants." A/B/UL/RV text: ": Target creature regenerates." ERRATA: in IA version, delete everything before "choose"} Green Regrowth gUU- 1G Sorcery Bring any card from your graveyard to your hand. {A/B/UL: "Return" any...} Green Reincarnation lU1 1GG Instant If target creature is placed in graveyard this turn, bring a creature from that graveyard directly into play under the control of the owner of the target creature. Treat this creature as though it were just summoned. Green Renewal hC1 2G Sorcery Sacrifice a land to search your library for a basic land and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards. Draw a card at the beginning of the next turn's upkeep. Green Revelation lR1cU1 G Enchant World All players play with the cards in their hands face up on the table. Green Rime Dryad iC G Summon Dryad 1/2, Snow-covered forestwalk Green Ritual of Subdual iR 4GG Enchantment CU: <2> All mana producing lands produce colorless mana instead of their normal mana. Green Root Spider hU3 3G Summon Spider 2/2 If assigned as a blocker, Root Spider gains first strike and +1/+0 until end of turn. Green Roots hU3 3G Enchant Creature Tap target creature without flying. That creature does not untap during its controller's untap phase. Green Rust lC2 G Interrupt Counter target artifact effect, which must require an activation cost. Green Rysorian Badger hU1 2G Summon Badger 2/2 If Rysorian Badger attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, remove from the game up to two target creatures from that players graveyard. Gain 1 life for each creature removed in this way. Green Sandstorm g--CnC4 G Instant Sandstorm deals 1 damage to all attacking creatures. {AN text: "All attacking creatures suffer 1 damage."} Green Savaen Elves dC3 G Summon Elves 1/1 : Target enchant land is destroyed. Green Scaled Wurm pUiC 7G Summon Wurm 7/6 {Ice Age promo. Distributed in Combo Magazine #4 and with Duelist Companion #8.} Green Scarwood Bandits dU1 2GG Summon Bandits 2/2, Forestwalk <2GT>: Take control of target artifact. Opponent may counter this action by paying <2>. You lose control of target artifact if Scarwood Bandits leave play or at end of game. {ERRATA: Targets an artifact not controlled by you; that artifact's controller can pay to counter the effect.} Green Scarwood Hag dU2 1G Summon Hag 1/1 : Target creature gains forestwalk until end of turn. : Target creature loses forestwalk until end of turn. Green Scavenger Folk dC3cC3 G Summon Scavenger Folk 1/1 : Sacrifice Scavenger Folk to destroy target artifact. {ERRATA: Dennis Detwiller's name is misspelled on DK version.} Green Scryb Sprites gCCC G Summon Faeries 1/1, Flying Green Shambling Strider iC 4GG Summon Strider 5/5 : +1/-1 until end of turn Green Shanodin Dryads gCCC G Summon Nymphs 1/1, Forestwalk Green Shelkin Brownie lC1 1G Summon Faerie 1/1 : Remove the bands with other ability from target creature until end of turn. Green Shrink hC4 G Instant Target creature gets -5/-0 until end of turn. Green Singing Tree nU2 3G Summon Singing Tree 0/3 Tap to reduce an attacking creature's power to 0. {ERRATA: The effect only lasts until the end of the turn.} Green Snowblind iR 3G Enchant Creature Target creature gets -*/-*. When that creature attacks, * is equal to the number of snow-covered lands defending player controls. At other times, * is equal to the number of snow-covered lands its controller controls. If this reduces the creature's toughness to less than 1, the creature's toughness is 1. Green Spectral Bears hU3 1G Summon Bears 3/3 If Spectral Bears is declared as an attacker and defending player controls no black cards, it does not untap during its next untap phase. Green Spitting Slug dU2 1GG Summon Slug 2/4 <1G>: Spitting Slug gains first strike until end of turn. If this ability is not activated, all creatures blocking or blocked by Spitting Slug gain first strike until end of turn. {ERRATA: The blocking effect applies to all creatures blocked at any point during the turn, regardless of how the block was made.} Green Splintering Wind aR2 2GG Enchantment <2G>: Splintering Wind deals 1 damage to target creature. Put a Splinter token into play. Treat this token as a 1/1 green creature with flying and CU: . If this token leaves play, it deals 1 damage to you and to each creature you control. Green Spore Cloud fC3 1GG Instant Tap all blocking creatures. No creatures deal damage in combat this turn. Neither attacking nor blocking creatures untap as normal during their controllers' next untap phase. Green Spore Flower fU3 GG Summon Fungus 0/1 During your upkeep, put a spore counter on Spore Flower. <0>: Remove three spore counters from Spore Flower. No creatures deal damage in combat this turn. Green Stampede iR 1GG Instant All attacking creatures gain trample and get +1/+0 until end of turn. Green Storm Seeker lU1cU3 3G Instant Storm Seeker deals 1 damage to target player for each card in his or her hand. {LG text: "Storm Seeker does 1 damage to opponent for every card in his or her hand." ERRATA: Choose a target player when playing this card.} Green Stream of Life gCCC XG Sorcery Target player gains X life. Green Stunted Growth iR 3GG Sorcery Target player chooses three cards from his or her hand and puts them on top of his or her library in any order. If that player does not have enough cards in hand, his or her entire hand is put on top of his or her library in any order. Green Subdue lC1 G Instant Target creature deals no damage during combat but gains X toughness until end of turn; X is target creature's casting cost. {ERRATA: The effect only lasts until the end of the turn.} Green Sylvan Library g--RlU1 1G Enchantment You may draw two extra cards during your draw phase. If you do so, put two of the cards drawn this turn back on top of your library (in any order) or pay 4 life per card not replaced. Effects that prevent or redirect damage cannot be used to counter this loss of life. {LG: "... phase, then either put two ... or lose 4 lives per ... may not be used ..."} Green Sylvan Paradise lU1 G Instant Changes the color of one or more target creatures to green until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or use a special ability of target creatures remains entirely unchanged. Green Tarpan iC G Summon Tarpan 1/1 If Tarpan is put into the graveyard from play, gain 1 life. Green Taste of Paradise aC3 3G Sorcery Gain 3 life. Gain 3 life for each <1G> you spend in addition to the casting cost. Green Thallid fC4 G Summon Fungus 1/1 During your upkeep, put a spore counter on Thallid. <0>: Remove three spore counters from Thallid to put a Saproling token into play. Treat this token as a 1/1 green creature. Green Thallid Devourer fU3 1GG Summon Fungus 2/2 During your upkeep, put a spore counter on Thallid Devourer. <0>: Remove three spore counters from Thallid Devourer to put a Saproling token into play. Treat this token as a 1/1 green creature. <0>: Sacrifice a Saproling to give Thallid Devourer +1/+2 until end of turn. Green Thelon's Chant fU3 1GG Enchantment During your upkeep, pay or bury Thelon's Chant. Whenever a player puts a swamp into play, Thelon's Chant deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls. Green Thelon's Curse fU1 GG Enchantment Blue creatures do not untap as normal during their controller's untap phase. During his or her upkeep, a blue creature's controller may pay an additional to untap it. Each creature may be untapped in this way only once per turn. Green Thelonite Druid fU3 2G Summon Cleric 1/1 <1GT>: Sacrifice a creature to turn all your forests into 2/3 creatures until end of turn. The forests still count as lands but may not be tapped for mana if they were brought into play this turn. Green Thelonite Monk fU1 2GG Summon Cleric 1/2 : Sacrifice a green creature to turn a target land into a basic forest. Mark changed land with a counter. Green Thermokarst iU 1GG Sorcery Destroy target land. If that land is a snow-covered land, gain 1 life. Green Thicket Basilisk gUUU 3GG Summon Basilisk 2/4 At the end of combat, destroy all non-wall creatures blocking or blocked by Basilisk. {A/B/UL/RV text: "Any non-wall creature blocking Basilisk is destroyed, as is any creature blocked by basilisk. Creatures destroyed this way deal their damage before dying." ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Green Thorn Thallid fC4 1GG Summon Fungus 2/2 During your upkeep, put a spore counter on Thorn Thallid. <0>: Remove three spore counters from Thorn Thallid to have it deal 1 damage to any target. Green Thoughtleech iU GG Enchantment Whenever an island controlled by target opponent becomes tapped, gain 1 life. Green Timber Wolves gRRR G Summon Wolves 1/1, Banding {A/B/UL/RV: "Bands"} Green Tinder Wall iC G Summon Wall 0/3 <0>: Sacrifice Tinder Wall to add to your mana pool. Play this ability as an interrupt. : Sacrifice Tinder Wall to have it deal 2 damage to target creature it blocks. Green Titania's Song g-RRqU3 3G Enchantment All non-creature artifacts lose all their usual abilities and become artifact creatures with toughness and power each equal to their casting costs. If Titania's Song leaves play, artifacts return to normal just before the untap phase of the next turn. {AQ/RV: "in play" before "lose", "both" instead of "each"} Green Tornado aR2 4G Enchantment CU: <2G>: Pay 3 life for each velocity counter on Tornado. Destroy target permanent and put a velocity counter on Tornado. Use this ability only once each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life. Green Touch of Vitae iU 2G Instant Target creature may untap one additional time this turn. That creature may attack or use abilities that require as part of the activation cost this turn. Draw a card at the beginning of the next turn's upkeep. Green Tracker dU1 2G Summon Tracker 2/2 : Tracker does an amount of damage equal to its power to target creature. Target creature does an amount of damage equal to its power to Tracker. Green Trailblazer iR 2GG Instant Target creature cannot be blocked this turn. Green Tranquility gCCC 2G Sorcery Destroy all enchantments. {A/B/UL/RV text: "All enchantments in play must be discarded." A/B/UL: Misspelled Shuler. ERRATA: all versions should have 4E text.} Green Tsunami gUUU 3G Sorcery Destroy all islands. {A/B/UL/RV text: "All islands in play are destroyed."} Green Typhoon lR1 2G Sorcery Typhoon does 1 damage to each opponent for each island he or she controls. Green Undergrowth aC2 G Instant No creatures deal damage in combat this turn. If you pay <2R> in addition to the casting cost, Undergrowth does not affect red creatures. Green Untamed Wilds g--UlU1 2G Sorcery Search your library for any one basic land and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards. {LG: no "directly"} Green Venom g--CdC3 1GG Enchant Creature At the end of combat, destroy all non-wall creatures blocking or blocked by target creature. {DK text: "All non-wall creatures target creature blocks or is blocked by are destroyed at the end of combat." ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Green Venomous Breath iU 3G Instant At end of combat, destroy all creatures blocking or blocked by target creature this turn. Green Verduran Enchantress gRRR 1GG Summon Enchantress 0/2 <0>: Draw a card when you successfully cast an enchantment. Use this effect only once for each enchantment cast. {A/B/UL/RV text: "While Enchantress is in play, you may immediately draw a card from your library each time you cast an enchantment."} Green Wall of Brambles gUUU 2G Summon Wall 2/3, : Regenerate {A/B/UL/RV: ": Regenerates"} Green Wall of Ice gUUU 2G Summon Wall 0/7 Green Wall of Pine Needles iU 3G Summon Wall 3/3, : Regenerate Green Wall of Wood gCCC G Summon Wall 0/3 Green Wanderlust gUUU 2G Enchant Creature Wanderlust deals 1 damage to target creature's controller during that player's upkeep. {A/B/UL/RV: "does" instead of "deals". RV: "his or her" instead of "that player's". A/B/UL: "that player's" omitted.} Green War Mammoth gCCC 3G Summon Mammoth 3/3, Trample Green Web gRRR G Enchant Creature Target creature gets +0/+2 and can block creatures with flying. {RV text: "Target creature gains +0/+2 and can now block flying creatures, though it does not gain flying ability." A/B/UL: like RV but uses "the power to fly" in place of "flying ability".} Green Whip Vine aC2 2G Summon Wall 1/4 Can block creatures with flying. You may choose not to untap Whip Vine during your untap phase. : Tap target creature with flying blocked by Whip Vine. That creature does not untap during its controller's untap phase as long as Whip Vine remains tapped. Green Whippoorwill dU2 G Summon Whippoorwill 1/1 : Until end of turn, target creature may not regenerate and damage done to target creature may not be prevented or redirected. If target creature goes to the graveyard, remove it from game. Green Whirling Dervish g--UlU1 GG Summon Dervish 1/1, Protection from black Put a +1/+1 counter on Whirling Dervish at the end of each turn in which it damages opponent. {LG text: "Gains +1/+1 (use counters) at the end of each turn in which it does damage to opponent." ERRATA: The effect applies if any opponent is damaged.} Green Whiteout iU 1G Instant All creatures with flying lose flying until end of turn. If Whiteout is in your graveyard, you may sacrifice a snow-covered land to return Whiteout to your hand. Green Wiitigo iR 3GGG Summon Wiitigo 0/0 When Wiitigo comes into play, put six +1/+1 counters on it. During your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from Wiitigo. Ignore this effect if there are no counters left on Wiitigo. Green Wild Growth gCCCiC G Enchant Land Wild Growth adds to your mana pool whenever target land is tapped for mana. {4E; "each time" instead of "whenever". RV text: "Whenever the usual mana is drawn from target land, Wild Growth provides an additional ." A/B/UL text: "When tapped, target land provides 1 green mana in addition to the mana it normally provides." ERRATA: all versions should give the mana to the controller of the land Wild Growth enchants, and all versions trigger on mana being drawn from the land.} Green Willow Faerie hC4 1G Summon Faerie 1/2, Flying Green Willow Priestess hU1 2GG Summon Faerie 2/2 : Take a Faerie from your hand and put it directly into play as though it were just summoned. <2G>: Target green creature gains protection from black until end of turn. Green Willow Satyr lR1 2GG Summon Satyr 1/1 : Gain control of target legend. If Willow Satyr becomes untapped, you lose control of this legend; you may choose not to untap Willow Satyr as normal. You also lose control of legend if Willow Satyr leaves play, if you lose control of Willow Satyr, or if the game ends. Green Winter Blast g--UlR1 XG Sorcery Tap X target creatures. Winter Blast deals 2 damage to each of these target creatures with flying. {LG text: "X target creatures become tapped. Winter Blast does 2 damage to each target creature that has flying."} Green Wolverine Pack lC2 2GG Summon Wolverine Pack 2/4, Rampage: 2 Green Wood Elemental lR1 3G Summon Elemental */* *'s are set to the number of untapped forests you sacrifice when Wood Elemental is brought into play. Green Woolly Mammoths iC 1GG Summon Mammoths 3/2 Gains trample as long as you control any snow-covered lands. Green Woolly Spider iC 1GG Summon Spider 2/3 Can block creatures with flying. If Woolly Spider is assigned to block a creature with flying, Woolly Spider gets +0/+2 until end of turn. Green Wormwood Treefolk dU1 3GG Summon Treefolk 4/4 : Wormwood Treefolk gains forestwalk until end of turn and does 2 damage to you. : Wormwood Treefolk gains swampwalk until end of turn and does 2 damage to you. Green Wyluli Wolf nC5 1G Summon Wolf 1/1 Tap to give any creature in play +1/+1 until end of turn. {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C4 and the usual- looking version is C1. The name "Wyluli" is an anagram of "Lily Wu", who is now Richard Garfield's wife.} Green Yavimaya Ancients aC2 3GG Summon Treefolk 2/7 : +1/-2 until end of turn. Green Yavimaya Ants aU2 2GG Summon Swarm 5/1, Trample, CU: Yavimaya Ants can attack the turn it comes into play on your side. Green Yavimaya Gnats iU 2G Summon Insects 0/1, Flying, : Regenerate Land Adarkar Wastes iR Land : Add <1> to your mana pool. : Add to your mana pool. Adarkar Wastes deals 1 damage to you. : Add to your mana pool. Adarkar Wastes deals 1 damage to you. Land Adventurers' Guildhouse lU1 Land All your green legends gain bands with other legends. Land An-Havva Township hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Arena pU Land <3T>: Choose one of your creatures and have your opponent choose one of his or her creatures. Both target creatures become tapped. Your creature does its power in damage to your opponent's creature, and your opponent's creature does its power in damage to yours. {Distributed by mail to purchasers of the novel _Arena_, starting in November 1994. ERRATA: Choose a target opponent each time the ability is used.} Land Aysen Abbey hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Badlands gRR- Land : Add either or to your mana pool. Counts as both mountains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both mountains and swamp and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Balduvian Trading Post aR2 Land When Balduvian Trading Post comes into play, sacrifice an untapped mountain or bury Balduvian Trading Post. : Add <1R> to your mana pool. <1T>: Balduvian Trading Post deals 1 damage to target attacking creature. Land Bayou gRR- Land : Add either or to your mana pool. Counts as both swamp and forest and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both swamp and forest and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Bazaar of Baghdad nU3 Land Tap to take two cards from your library, after which you must immediately discard three from your hand to your graveyard. If you don't have three or more cards in your hand, discard your whole hand. No spells may be cast between drawing and discarding cards. Land Bottomless Vault fU1 Land Comes into play tapped. You may choose not to untap Bottomless Vault during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Bottomless Vault. For each storage counter removed, add to your mana pool. Land Brushland iR Land : Add <1> to your mana pool. : Add to your mana pool. Brushland deals 1 damage to you. : Add to your mana pool. Brushland deals 1 damage to you. Land Castle Sengir hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Cathedral of Serra lU1 Land All your white legends gain bands with other legends. Land City of Brass nU3cU1 Land Whenever City of Brass becomes tapped, it deals 1 damage to you. : Add one mana of any color to your mana pool. {AN text: "Tap to add 1 mana of any color to your mana pool. You suffer 1 damage whenever City of Brass becomes tapped."} Land City of Shadows dU1 Land : Sacrifice one of your creatures, but remove it from the game instead of placing it in your graveyard. Put a counter on City of Shadows. : Add X colorless mana to your mana pool, where X is the number of counters on City of Shadows. Land Desert nC11 Land Tap to add 1 colorless mana to your mana pool OR do 1 damage to an attacking creature after it deals its damage. {ERRATA: new text: ": Add <1> to your mana pool. : Target attacking creature takes 1 damage at the end of combat. Play this ability before attack damage is dealt."} Land Diamond Valley nU2 Land Tap to sacrifice one of your creatures in exchange for a number of life points equal to its toughness. Note that this ability may be used after blocking has been declared. Land Dwarven Hold fU1 Land Comes into play tapped. You may choose not to untap Dwarven Hold during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Dwarven Hold. For each storage counter removed, add to your mana pool. Land Dwarven Ruins fU2 Land Comes into play tapped. : Add to your mana pool. : Sacrifice Dwarven Ruins to add to your mana pool. Land Ebon Stronghold fU2 Land Comes into play tapped. : Add to your mana pool. : Sacrifice Ebon Stronghold to add to your mana pool. Land Elephant Graveyard nU2 Land Tap to add 1 colorless mana to your mana pool or regenerate an Elephant or Mammoth. Land Forest gXXLiLp? Land : Add to your mana pool. {A version with different art will be used as a giveaway in the Arena magic league. The 5 Arena basic lands have art that fits together to form one long picture.} Land Glacial Chasm iU Land CU: 2 life When Glacial Chasm comes into play, sacrifice a land. You cannot attack. All damage dealt to you is reduced to 0. Land Halls of Mist iR Land CU: <1> No creature can attack if it attacked during its controller's last turn. Land Hammerheim lU2 Legendary Land : Add to your mana pool. : Remove all landwalking ability from target creature until end of turn. Land Havenwood Battleground fU2 Land Comes into play tapped. : Add to your mana pool. : Sacrifice Havenwood Battleground to add to your mana pool. Land Heart of Yavimaya aR2 Land When Heart of Yavimaya comes into play, sacrifice a forest or bury Heart of Yavimaya. : Add to your mana pool. : Target creature gets +1/+1 until end of turn. Land Hollow Trees fU1 Land Comes into play tapped. You may choose not to untap Hollow Trees during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Hollow Trees. For each storage counter removed, add to your mana pool. Land Icatian Store fU1 Land Comes into play tapped. You may choose not to untap Icatian Store during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Icatian Store. For each storage counter removed, add to your mana pool. Land Ice Floe iU Land You may choose not to untap Ice Floe during your untap phase. : Tap target creature without flying that is attacking you. As long as Ice Floe remains tapped, that creature does not untap during its controller's untap phase. Land Island gXXLiLp? Land : Add to your mana pool. {A version with different art will be used as a giveaway in the Arena magic league. The 5 Arena basic lands have art that fits together to form one long picture.} Land Island of Wak-Wak nU2 Land Tap to reduce target flying creature's power to 0. {ERRATA: The effect only lasts until the end of the turn.} Land Karakas lU2 Legendary Land : Add to your mana pool. : Return target legend to owner's hand; enchantments on target legend are destroyed. Land Karplusan Forest iR Land : Add <1> to your mana pool. : Add to your mana pool. Karplusan Forest deals 1 damage to you. : Add to your mana pool. Karplusan Forest deals 1 damage to you. Land Kjeldoran Outpost aR2 Land When Kjeldoran Outpost comes into play, sacrifice a plains or bury Kjeldoran Outpost. : Add to your mana pool. <1WT>: Put a soldier token into play. Treat this token as a 1/1 white creature. Land Koskun Keep hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Land Lake of the Dead aR2 Land When Lake of the Dead comes into play, sacrifice a swamp or bury Lake of the dead. : Add to your mana pool. : Sacrifice a swamp to add to your mana pool. Land Land Cap iR Land If there are any depletion counters on Land Cap, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Land Cap. : Add to your mana pool. Put a depletion counter on Land Cap. : Add to your mana pool. Put a depletion counter on Land Cap. Land Lava Tubes iR Land If there are any depletion counters on Lava Tubes, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Lava Tubes. : Add to your mana pool. Put a depletion counter on Lava Tubes. : Add to your mana pool. Put a depletion counter on Lava Tubes. Land Library of Alexandria nU3 Land Tap to add 1 colorless mana to your mana pool OR draw a card from your library; you may use the card-drawing ability only if you have exactly seven cards in your hand. Land Maze of Ith dC1 Land : Target attacking creature becomes untapped. This creature neither deals nor receives damage as a result of combat. {ERRATA: The effect only lasts until the end of the turn.} Land Mishra's Factory g--UqU3C1 Land : Add one colorless mana to your mana pool. <1>: Mishra's Factory becomes an Assembly Worker, a 2/2 artifact creature, until end of turn. Assembly Worker still counts as a land but cannot be tapped for mana the turn it comes into play. : Target Assembly Worker gets +1/+1 until end of turn. {AQ text: "Tap to add 1 colorless mana to your mana pool -or- give any Assembly Worker +1/+1 until end of turn. <1>: Mishra's Factory becomes an Assembly Worker, a 2/2 artifact creature, until end of turn. Assembly Worker is still considered a land as well." Four artworks exist; the light green one with a blue balloon is the C1; the others are U1; the orange colored "fall" one is in 4E.} Land Mishra's Workshop qU1 Land Tap to add 3 colorless mana to your mana pool. This mana may only be used to cast artifacts. Land Mountain gXXLnC1iLp? Land : Add to your mana pool. {A/B/UL: Misspelled Shuler. A version with different art will be used as a giveaway in the Arena magic league. The 5 Arena basic lands have art that fits together to form one long picture.} Land Mountain Stronghold lU1 Land All your red legends may band with other legends. {This card really is worded differently from the other four similar cards.} Land Oasis g--UnU4 Land : Prevent 1 damage to any creature. Land Pendelhaven lU2 Legendary Land : Add to your mana pool. : Target 1/1 creature gains +1/+2 until end of turn. Land Plains gXXLiLp? Land : Add to your mana pool. {The three Ice Age artworks for Plains and the Snow-Covered Plains, can be combined side-by-side to form a single large landscape. A version with different art will be used as a giveaway in the Arena magic league. The 5 Arena basic lands have art that fits together to form one long picture.} Land Plateau gRR- Land : Add either or to your mana pool. Counts as both mountains and plains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both mountains and plains and is affected by spells that affect either. Tap to add either or to your mana pool." Revised card has new artwork. ERRATA: Revised artwork should be credited to Cornelius Brudi, not Drew Tucker.} Land Rainbow Vale fU1 Land : Add 1 mana of any color to your mana pool. Control of Rainbow Vale passes to opponent at end of turn. {ERRATA: Choose a target opponent each time the ability is used.} Land River Delta iR Land If there are any depletion counters on River Delta, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from River Delta. : Add to your mana pool. Put a depletion counter on River Delta. : Add to your mana pool. Put a depletion counter on River Delta. Land Ruins of Trokair fU2 Land Comes into play tapped. : Add to your mana pool. : Sacrifice Ruins of Trokair to add to your mana pool. Land Safe Haven dU1cU1 Land <2T>: Remove target creature you control from the game. Play this ability as an interrupt. <0>: Sacrifice Safe Haven to return all creatures it has removed from the game directly into play under their owners' control as though they were just summoned. Use this ability only during your upkeep. {DK text: "<2T>: Remove target creature you control from game. This ability is played as an interrupt. During your upkeep, sacrifice Safe Haven to return all creatures it has removed from game directly into play. Treat this as if they were just summoned." ERRATA: last sentence ends with "just cast."} Land Sand Silos fU1 Land Comes into play tapped. You may choose not to untap Sand Silos during your untap phase and instead put a storage counter on it. : Remove any number of storage counters from Sand Silos. For each storage counter removed, add to your mana pool. Land Savannah gRR- Land : Add either or to your mana pool. Counts as both plains and forest and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both forest and plains and is affected by spells that affect either. Tap to add either or to your mana pool."} Land School of the Unseen aU2 Land : Add one colorless mana to your mana pool. <2T>: Add one mana of any color to your mana pool. Land Scrubland gRR- Land : Add either or to your mana pool. Counts as both plains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both plains and swamp and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Seafarer's Quay lU1 Land All your blue legends gain bands with other legends. Land Sheltered Valley aR2 Land When Sheltered Valley comes into play, bury any other Sheltered Valley you control. During your upkeep, if you control three or fewer lands, gain 1 life. : Add one colorless mana to your mana pool. Land Snow-Covered Forest iL Land : Add to your mana pool. Land Snow-Covered Island iL Land : Add to your mana pool. Land Snow-Covered Mountain iL Land : Add to your mana pool. Land Snow-Covered Plains iL Land : Add to your mana pool. {The three Ice Age artworks for Plains and the Snow-Covered Plains, can be combined side-by-side to form a single large landscape.} Land Snow-Covered Swamp iL Land : Add to your mana pool. Land Soldevi Excavations aR2 Land When Soldevi Excavations comes into play, sacrifice an untapped island or bury Soldevi Excavations. : Add <1U> to your mana pool. <1T>: Look at the top of your library. You may put that card on the bottom of your library. Land Sorrow's Path dU1 Land : Exchange two of opponent's blocking creatures. This exchange may not cause an illegal block. Sorrow's Path does 2 damage to you and 2 damage to each creature you control whenever it is tapped. {ERRATA: Usable on any opponent's blocking creatures, but not on your own creatures.} Land Strip Mine g--UqU3C1 Land : Add one colorless mana to your mana pool. : Sacrifice Strip Mine to destroy target land. {AQ text: "Tap to add 1 colorless mana to your mana pool -or- place Strip Mine in your graveyard and destroy one land of your choice." Four artworks exist; the one without sky and without the small tower on the near side of the mine is the C1; the others are U1; the one with sky and a small cave in the distant wall is in 4E. ERRATA: "place ... graveyard" on the AQ version should be "sacrifice Strip Mine".} Land Sulfurous Springs iR Land : Add <1> to your mana pool. : Add to your mana pool. Sulfurous Springs deals 1 damage to you. : Add to your mana pool. Sulfurous Springs deals 1 damage to you. Land Svyelunite Temple fU2 Land Comes into play tapped. : Add to your mana pool. : Sacrifice Svyelunite Temple to add to your mana pool. Land Swamp gXXLiLp? Land : Add to your mana pool. {A version with different art will be used as a giveaway in the Arena magic league. The 5 Arena basic lands have art that fits together to form one long picture.} Land Taiga gRR- Land : Add either or to your mana pool. Counts as both forest and mountains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both forest and mountains and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Thawing Glaciers aR2 Land Comes into play tapped. <1T>: Search your library for a basic land and put it into play tapped. This does not count towards your one land per turn limit. Shuffle your library afterwards. At the end of turn return Thawing Glaciers to owner's hand. Land The Tabernacle at Pendrell Vale lR1 Legendary Land All creatures now require an upkeep cost of <1> in addition to any other upkeep costs they may have. If the upkeep cost for a creature is not paid, the creature is destroyed. Land Timberline Ridge iR Land If there are any depletion counters on Timberline Ridge, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Timberline Ridge. : Add to your mana pool. Put a depletion counter on Timberline Ridge. : Add to your mana pool. Put a depletion counter on Timberline Ridge. Land Tolaria lU2 Legendary Land : Add to your mana pool. : During upkeep remove the banding or bands with other ability from target creature until end of turn. Land Tropical Island gRR- Land : Add either or to your mana pool. Counts as both forest and islands and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both forest and islands and is affected by spells that affect either. Tap to add either or to your mana pool." Alpha: artwork miscredited to Mark Poole, should be Jesper Myrfors.} Land Tundra gRR- Land : Add either or to your mana pool. Counts as both islands and plains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both islands and plains and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Underground River iR Land : Add <1> to your mana pool. : Add to your mana pool. Underground River deals 1 damage to you. : Add to your mana pool. Underground River deals 1 damage to you. Land Underground Sea gRR- Land : Add either or to your mana pool. Counts as both swamp and islands and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {A/B/UL text: "Counts as both swamp and islands and is affected by spells that affect either. Tap to add either or to your mana pool."} Land Unholy Citadel lU1 Land All your black legends gain bands with other legends. Land Urborg lU2 Legendary Land : Add to your mana pool. : Remove first strike ability or swampwalk ability from target creature until end of turn. Land Urza's Mine qC6cC4 Land : Add one colorless mana to your mana pool. If you control Urza's Mine, Urza's Tower, and Urza's Power Plant, add two colorless mana to your mana pool instead of one. {AQ text: "Tap to add 1 colorless mana to your mana pool. If you have Urza's Mine, Urza's Tower, and Urza's Power Plant in play at the same time, tap to add 2 colorless mana to your mana pool." Four different artworks exist; the Bathyscape and Tower are C2 while the Tunnel Mouth and Pulley are C1 in AQ; all art is C1 in Chronicles.} Land Urza's Power Plant qC6cC4 Land : Add one colorless mana to your mana pool. If you control Urza's Mine, Urza's Tower, and Urza's Power Plant, add two colorless mana to your mana pool instead of one. "AQ text: "Tap to add 1 colorless mana to your mana pool. If you have Urza's Mine, Urza's Tower, and Urza's Power Plant in play at the same time, tap to add 2 colorless mana to your mana pool." Four different artworks exist; the "insect" and "sphere" ones are C2 while the others are C1 in AQ; all art is C1 in Chronicles.} Land Urza's Tower qC5cC4 Land : Add one colorless mana to your mana pool. If you control Urza's Mine, Urza's Tower, and Urza's Power Plant, add two colorless mana to your mana pool instead of one. {AQ text: "Tap to add 1 colorless mana to your mana pool. If you have Urza's Mine, Urza's Tower, and Urza's Power Plant in play at the same time, tap to add 3 colorless mana to your mana pool." Four different artworks exist; the one with forest is a C2 while the others are C1's in AQ; all art is C1 in Chronicles.} Land Veldt iR Land If there are any depletion counters on Veldt, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Veldt. : Add to your mana pool. Put a depletion counter on Veldt. : Add to your mana pool. Put a depletion counter on Veldt. Land Volcanic Island gRR- Land : Add either or to your mana pool. Counts as both islands and mountains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. {B/UL text: Counts as both islands and mountains and is affected by spells that affect either. Tap to add either or to your mana pool." This card is missing from the Alpha printing.} Land Wizards' School hU3 Land : Add one colorless mana to your mana pool. <1T>: Add to your mana pool. <2T>: Add to your mana pool. <2T>: Add to your mana pool. Multi Adun Oakenshield lR1 GRB Summon Legend 1/2 : Select one creature from your graveyard and place it in your hand. Multi Altar of Bone iR WG Sorcery Sacrifice a creature to look through your library for a creature card; put that card into your hand after showing it to all other players. Reshuffle your library afterwards. Multi Angus Mackenzie lR1 WUG Summon Legend 2/2 : Creatures attack and block as normal, but none deal any damage during combat. All attacking creatures are still tapped. Use this ability any time before attack damage is dealt. {ERRATA: The effect only lasts until the end of the turn.} Multi Arcades Sabboth lR1cU1 2WWGGUU Summon Elder Dragon Legend 7/7, Flying As long as they are not attacking, untapped creatures you control get +0/+2. During your upkeep, pay or bury Arcades Sabooth. : +0/+1 until end of turn. {LG text: ": +0/+1 until end of turn. Your untapped creatures gain +0/+2. Attacking creatures do not get this bonus. Pay during your upkeep or Arcades Sabboth is buried." ERRATA: spell type should be just "Summon Legend"} Multi Axelrod Gunnarson lR1cU1 4BBRR Summon Legend 5/5, Trample Whenever a creature is damaged by Axelrod Gunnarson and put into the graveyard, you gain 1 life and Axelrod deals 1 damage to target player. {LG text: "Each time a creature is placed in the graveyard during a turn in which Axelrod damaged it, you gain 1 life and Axelrod does 1 damage to target player."} Multi Ayesha Tanaka lR1cU1 UUWW Summon Legend 2/2, Banding : Counter target artifact effect requiring an activation cost, unless the artifact's controller pays . Play this ability as an interrupt. {LG text: ": Artifact effect which requires an activation cost is countered unless its controller spends . This ability is played as an interrupt."} Multi Barktooth Warbeard lU1 4BRR Summon Legend 6/5 Multi Bartel Runeaxe lR1 3GRB Summon Legend 6/5 Bartel Runeaxe cannot be the target of enchant creature spells. Attacking does not cause Bartel Runeaxe to tap. {ERRATA: Bartel Runeaxe is an illegal target for all creature enchantments, not just Enchant Creature spells.} Multi Boris Devilboon lR1 3BR Summon Legend 2/2 <2BRT>: Put a minor demon token into play. Treat this token as a 1/1 red and black creature. Multi Centaur Archer iU 1RG Summon Centaur 3/2 : Centaur Archer deals 1 damage to target creature with flying. Multi Chromatic Armor iR 1WU Enchant Creature When Chromatic Armor comes into play, put a sleight counter on it and choose a color. Any damage dealt to target creature by a source of that color is reduced to 0. : Put a sleight counter on Chromatic Armor and change the color that it protects against. X is equal to the number of sleight counters on Chromatic Armor. Multi Chromium lR1cU1 2BBUUWW Summon Elder Dragon Legend 7/7, Flying, rampage: 2 During your upkeep, pay or bury Chromium. {LG text: "Pay during your upkeep or Chromium is buried." On the LG card, the "r" in "rampage" is capitalized and the "2" for rampage is mistakenly inside a mana circle. ERRATA: spell type should be just "Summon Legend"} Multi Dakkon Blackblade lR1cU1pU 2BUUW Summon Legend */* Dakkon Blackblade has power and toughness each equal to the number of lands you control. {LG text: "The *'s equal the number of lands you control." A Dakkon Blackblade card is included in each copy of the first issue of the comic book _Dakkon Blackblade_.} Multi Dark Heart of the Wood dC3 BG Enchantment You may sacrifice a forest to gain 3 life. Counts as both a black card and a green card. Multi Diabolic Vision iU UB Sorcery Look at the top five cards of your library and put one of them into your hand. Put the remaining four on top of your library in any order. Multi Earthlink iR 3BRG Enchantment During your upkeep, pay <2> or bury Earthlink. Whenever a creature is put into the graveyard from play, that creature's controller sacrifices a land. Ignore this effect if that player controls no lands. Multi Elemental Augury iR UBR Enchantment <3>: Look at the top three cards of target player's library. Put them on the top of that player's library in any order. Multi Energy Arc aU2 WU Instant Untap any number of target creatures. Those creatures neither deal nor receive damage in combat this turn. Multi Essence Vortex iU 1UB Instant Bury target creature. That creature's controller may counter this spell by paying the creature's toughness in life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Fiery Justice iR WRG Sorcery Fiery Justice deals 5 damage divided any way you choose among any number of target creatures and/or players. Target opponent gains 5 life. Multi Fire Covenant iU 1BR Instant Fire Covenant deals X damage, divided any way you choose among any number of target creatures, where X is equal to the amount of life you pay. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Flooded Woodlands iR 2UB Enchantment No green creature can attack unless its controller sacrifices a land whenever that creature attacks. Multi Fumarole iU 3BR Sorcery Pay 3 life to destroy target creature and target land. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Gabriel Angelfire lR1cU1 3WWGG Summon Legend 4/4 During your upkeep, Gabriel Angelfire gains one of the following abilities until your next upkeep: flying, first strike, trample, or rampage: 3. {LG card omitted "Angelfire" in text} Multi Ghostly Flame iR BR Enchantment Both black and red permanents and spells are considered colorless sources of damage. Multi Giant Trap Door Spider iU 1RG Summon Spider 2/3 <1RGT>: Remove from the game target creature, which doesn't have flying and is attacking you, and Giant Trap Door Spider. Multi Glaciers iR 2WU Enchantment During your upkeep, pay or destroy Glaciers. All mountains become plains. Multi Gosta Dirk lR1 3WWUU Summon Legend 4/4, First strike Creatures with islandwalk may be blocked as if they did not have this ability. Multi Gwendlyn Di Corci lR1 RBBU Summon Legend 3/5 : Target player discards one card from his or her hand at random. This power may only be used during your turn. Multi Halfdane lR1 1BUW Summon Legend */* When Halfdane come into play he is a 3/3. During your upkeep, Halfdane acquires the current power and toughness of target creature other than Halfdane. If there are no legal targets, Halfdane becomes 3/3. Multi Hazezon Tamar lR1 4WGR Summon Legend 2/4 On your next upkeep after Hazezon is put into play, put * token Sand Warriors into play, where * is the number of lands under your control. Treat the Warriors as 1/1 white, green, and red creatures. If Hazezon leaves play, all Sand Warriors are also removed from the game. Multi Hunding Gjornersen lU1 3UUW Summon Legend 5/4, Rampage: 1 Multi Hymn of Rebirth iU 3WG Sorcery Take target creature from any graveyard and put it directly into play under your control as though it were just summoned. Multi Jacques le Vert lR1 1WGR Summon Legend 3/2 All your green creatures gain +0/+2. Multi Jasmine Boreal lU1 3WG Summon Legend 4/5 Multi Jedit Ojanen lU1 4UWW Summon Legend 5/5 Multi Jerrard of the Closed Fist lU1 3GGR Summon Legend 6/5 Multi Johan lR1cU1pU 3WGR Summon Legend 5/4 As long as Johan does not attack and is untapped, attacking does not cause creatures you control to tap. {LG text: "If Johan does not attack and is not tapped, any of your creatures may attack without tapping." A Johan card is included in each copy of the first issue of the comic book _The Legend of Jedit Ojanen_.} Multi Kasimir the Lone Wolf lU1 4UW Summon Legend 5/3 Multi Kei Takahashi lR1cC1 2WG Summon Legend 2/2 : Prevent up to 2 damage to any creature. {LG text: "one" instead of "any"} Multi Kjeldoran Frostbeast iU 3WG Summon Frostbeast 2/4 At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast. Multi Lady Caleria lR1 3WWGG Summon Legend 3/6 : Lady Caleria does 3 damage to target attacking or blocking creature. Multi Lady Evangela lR1 BUW Summon Legend 1/2 : Target creature does no damage during combat this turn. Multi Lady Orca lU1 5BR Summon Legend 7/4 Multi Lim-Dul's Paladin aU2 2BR Summon Paladin 0/3, Trample During your upkeep, choose and discard a card from your hand, or bury Lim-Dul's Paladin and draw a card. If any creatures are assigned to block it, Lim-Dul's Paladin gets +6/+3 until end of turn. If Lim-Dul's Paladin attacks and is not blocked, it deals no damage to defending player this turn and that player loses 4 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Lim-Dul's Vault aU2 UB Instant Look at the top five cards of your library. As many times as you choose, you may pay 1 life to put those cards on the bottom of you library and look at the top five cards of your library. Shuffle all but the top five cards of your library; put those five on top of your library in any order. Effects that prevent or redirect damage cannot be used to counter this loss of life. Multi Livonya Silone lR1 2GGRR Summon Legend 4/4, First strike, Legendary Land-walk Multi Lord Magnus lU1 3WWG Summon Legend 4/3, First strike Creatures with plainswalk or forestwalk may be blocked as if they did not have either ability. Multi Lord of Tresserhorn aR2 1UBR Summon Legend 10/4, : Regenerate When Lord of Tresserhorn comes into play, pay 2 life and sacrifice two creatures, and target opponent draws two cards. Effects that prevent or redirect damage cannon be used to counter this loss of life. Multi Marhault Elsdragon lU1cC1 3GRR Summon Legend 4/6, Rampage: 1 Multi Marsh Goblins dC3 BR Summon Goblins 1/1, Swampwalk Counts as both a black card and a red card. Multi Merieke Ri Berit iR WUB Summon Legend 1/1 Does not untap during your untap phase. : Gain control of target creature. Lose control of that creature if you lose control of Merieke Ri Berit. If Merieke Ri Berit leaves play or becomes untapped, bury the creature. Multi Misfortune aR2 1BRG Sorcery Target opponent chooses one: you put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that opponent controls and Misfortune deals 4 damage to him or her. Multi Monsoon iR 2RG Enchantment Whenever any island is untapped at the end of its controller's turn, tap it; Monsoon deals 1 damage to that player. Multi Mountain Titan iR 2BR Summon Titan 2/2 <1RR>: For the rest of the turn, put a +1/+1 counter on Mountain Titan whenever you successfully cast a black spell. Multi Nature's Blessing aU2 2WG Enchantment WG: Choose and discard a card from your hand to have target creature gain banding, first strike, or trample or get a +1/+1 counter. Multi Nebuchadnezzar lR1cU1 3BU Summon Legend 3/3 : Name a card. Target opponent reveals X cards from his or her hand at random. If that player does not have enough cards in hand, his or her entire hand is revealed. Opponent then discards any of those cards that match the named card. Use this ability only during your turn. {LG text: ": Name a card. Opponent reveals X cards from his or her hand at random, or entire hand if he or she does not have enough cards. Opponent then discards any of those cards that match the one you named. May only use this power during your turn." ERRATA: Choose a target opponent each time the ability is used.} Multi Nicol Bolas lR1cU1 2UUBBRR Summon Elder Dragon Legend 7/7, Flying Whenever Nicol Bolas damages an opponent, that opponent discards his or her entire hand. Ignore this ability if that opponent has no cards left in hand. During your upkeep, pay or bury Nicol Bolas. {LG text: "An opponent damaged by Nicol Bolas must discard entire hand. Ignore this effect if opponent has no cards left in hand. Pay during your upkeep or Nicol Bolas is buried." ERRATA: spell type should be just "Summon Legend"} Multi Palladia-Mors lR1cU1 2WWGGRR Summon Elder Dragon Legend 7/7, Flying, trample During your upkeep, pay or bury Palladia-Mors. {LG text: "Pay during your upkeep or Palladia-Mors is buried." The LG card also capitalizes "trample." ERRATA: spell type should be just "Summon Legend"} Multi Pavel Maliki lU1 4BR Summon Legend 5/3
: +1/+0 until end of turn. Multi Phelddagrif aR2 1WUG Summon Legend 4/4 : Flying until end of turn. Target opponent gains 2 life. : Return Phelddagrif to owner's hand. Target opponent may draw a card. : Trample until end of turn. Put a Hippo token into play under target opponent's control. Treat this token as a 1/1 green creature. {The name of this card is an anagram of "Garfield, Ph. D."} Multi Princess Lucrezia lU1 3BUU Summon Legend 5/4 : Add to your mana pool. This ability is played as an interrupt. Multi Ragnar lR1 UWG Summon Legend 2/2 : Regenerate target creature. Multi Ramirez DePietro lU1 3BBU Summon Legend 4/3, First strike Multi Ramses Overdark lR1 2BBUU Summon Legend 4/3 : Destroys a target creature which has an enchantment card played on it. Multi Rasputin Dreamweaver lR1 4WU Summon Legend 4/1 Put seven counters on Rasputin when brought into play. You may remove a counter to prevent one damage to Rasputin or add <1> to your mana pool. This ability is played as an interrupt. Put one counter on Rasputin during your upkeep if he started the turn untapped. You may not have more than seven of these counters on Rasputin at any time. Multi Reclamation iR 2WG Enchantment No black creature can attack unless its controller sacrifices a land whenever that creature attacks. Multi Riven Turnbull lU1 5BU Summon Legend 5/7 : Add to your mana pool. This ability is played as an interrupt. Multi Rohgahh of Kher Keep lR1 2BBRR Summon Legend 5/5 All your Kobolds of Kher Keep gain +2/+2. Pay during your upkeep or Rohgahh and all Kobolds of Kher Keep become tapped and come under opponent's control. {ERRATA: Each time the effect applies, choose an opponent; this does not target the opponent.} Multi Rubinia Soulsinger lR1cU1 2UWG Summon Legend 2/3 You may choose not to untap Rubinia Soulsinger during your untap phase. : Gain control of target creature. Lose control of target creature if Rubinia leaves play, if you lose control of Rubinia, or if Rubinia becomes untapped. {LG text: ": Gain control of target creature. Rubinia does not tap or untap this creature. If Rubinia becomes untapped you lose control of this creature; you may choose not to untap Rubinia as normal during your untap phase. You also lose control of target creature if either Rubinia leaves play or you lose control of Rubinia."} Multi Scarwood Goblins dC3 GR Summon Goblins 2/2 Counts as both a green card and a red card. Multi Sir Shandlar of Eberyn lU1 4WG Summon Legend 4/7 Multi Sivitri Scarzam lU1cC1 5BU Summon Legend 6/4 Multi Skeleton Ship iR 3UB Summon Legend 0/3 If at any time you control no islands, bury Skeleton Ship. : Put a -1/-1 counter on target creature. Multi Sol'kanar the Swamp King lR1cU1 2RBU Summon Legend 5/5, Swampwalk Whenever a black spell is successfully cast, gain 1 life. {LG text: "Sol'kanar's controller gains 1 life each time a black spell is cast."} Multi Spectral Shield iU 1WU Enchant Creature Target creature gets +0/+2. That creature cannot be the target of further spells. Multi Stangg lR1cU1 4GR Summon Legend 3/4 When Stangg comes into play, put a Stangg Twin token into play. Treat this token as a 3/4 green and red legend. If Stangg leaves play, remove Stangg Twin token from the game. If Stangg Twin token leaves play, bury Stangg. {LG text: "When Stangg is brought into play, also put a Stangg Twin token into play. Stangg Twin token is a 3/4 green and red legend. If Stangg leaves play, remove Stangg Twin token from game. If Stangg Twin leaves play, bury Stangg."} Multi Storm Spirit iR 3WUG Summon Spirit 3/3, Flying : Storm Spirit deals 2 damage to target creature. Multi Stormbind iR 1RG Enchantment <2>: Discard a card at random from your hand to have Stormbind deal 2 damage to target creature or player. Multi Sunastian Falconer lU1 3GR Summon Legend 4/4 : Add <2> to your mana pool. This ability is played as an interrupt. Multi Surge of Strength aU2 RG Instant Choose and discard a red or green card from your hand to have target creature gain trample and get +X/+0 until end of turn, where X is equal to that creature's casting cost. Multi Tetsuo Umezawa lR1 RBU Summon Legend 3/3 : Destroy target tapped creature or target blocking creature. Tetsuo may not be a target of an enchant creature spell. Multi The Lady of the Mountain lU1 4GR Summon Legend 5/5 Multi Tobias Andrion lU1cC1 3UW Summon Legend 4/4 Multi Tor Wauki lU1cC1 2BBR Summon Legend 3/3 : Tor Wauki does 2 damage to target attacking or blocking creature. Multi Torsten Von Ursus lU1 3WGG Summon Legend 5/5 Multi Tuknir Deathlock lR1 GGRR Summon Legend 2/2, Flying : Target creature gains +2/+2 until end of turn. Multi Ur-Drago lR1 3BBUU Summon Legend 4/4, First strike Creatures with swampwalk may be blocked as if they did not have this ability. Multi Vaevictis Asmadi lR1cU1 2BBRRGG Summon Elder Dragon Legend 7/7, Flying During your upkeep, pay or bury Vaevictis Asmadi. : +1/+0 until end of turn. : +1/+0 until end of turn. : +1/+0 until end of turn. {LG text: ": Gain +1/+0 until end of turn. : Gain +1/+0 until end of turn. : Gain +1/+0 until end of turn. Pay during your upkeep or Vaevictis Asmadi is buried." ERRATA: spell type should be just "Summon Legend"} Multi Wandering Mage aR2 WUB Summon Cleric 0/3 : Pay 1 life to prevent up to 2 damage to any creature. Effects that prevent or redirect damage cannot be used to counter this loss of life. : Prevent 1 damage to any Cleric or Wizard. : Put a -1/-1 counter on target creature you control to prevent up to 2 damage to any player. Multi Wings of Aesthir iU WU Enchant Creature Target creature gains flying and first strike and gets +1/+0. Multi Winter's Night aR2 WRG Enchant World Whenever a snow-covered land is tapped for mana, it produces one additional mana of the same type and does not untap during its controller's next untap phase. Multi Xira Arien lR1cU1 GRB Summon Legend 1/2, Flying : Target player draws a card. {LG text: ": Target player draws one card."} Red AErathi Berserker lU1 2RRR Summon Berserker 2/4, Rampage: 3 Red Active Volcano lC2cC3 R Instant Destroy target blue permanent or return target island to owner's hand. Enchantments on target land are destroyed. {ERRATA: LG version should credit Justin Hampton (instead of Brian Snoddy) as the artist.} Red Agent of Stromgald aC2 R Summon Knight 1/1 : Add to your mana pool. Play this ability as an interrupt. Red Aggression iU 2R Enchant Creature Target non-wall creature gains first strike and trample. At the end of its controller's turn, destroy that creature if it did not attack that turn. Red Aladdin nU2cU1 2RR Summon Aladdin 1/1 <1RRT>: Gain control of target artifact. Lose control of target artifact if Aladdin leaves play or if you lose control of Aladdin. {AN text: "<1RR> and tap to take control of an artifact from opponent. Artifact is returned when Aladdin is removed from play or when game ends." ERRATA: Targets an artifact not controlled by you.} Red Ali Baba g--UnU3 R Summon Ali Baba 1/1 : Tap target wall. {AN text: ": Tap a wall."} Red Ali from Cairo nU2 2RR Summon Ali from Cairo 0/1 While Ali is in play, damage that would reduce you to less than 1 life lowers you to 1 life. All further damage is prevented. Red Aliban's Tower hC4 1R Instant Target blocking creature gets +3/+1 until end of turn. Red Ambush hC1 3R Instant All blocking creatures gain first strike until end of turn. Red Ambush Party hC4 4R Summon Ambush Party 3/1, First strike Ambush party can attack the turn it comes into play on your side. Red An-Zerrin Ruins hU1 2RR Enchantment Choose a creature type. Creatures of that type do not untap during their controller's untap phase. Red Anaba Ancestor hU1 1R Summon Ghost 1/1 : Target Minotaur gets +1/+1 until end of turn. Red Anaba Bodyguard hC4 3R Summon Bodyguard 2/3, First strike Red Anaba Shaman hC4 3R Summon Minotaur 2/2 : Anaba Shaman deals 1 damage to target creature or player. {The two artworks can be combined into one large picture.} Red Anaba Spirit Crafter hU1 2RR Summon Minotaur 1/3 All Minotaurs get +1/+0. Red Anarchy iU 2RR Sorcery Destroy all white permanents. Red Artifact Blast qC4 R Interrupt Counters any artifact as it is being cast. Red Atog g-C-qC4 1R Summon Atog 1/2 <0>: +2/+2. Each time you use this ability, you must sacrifice one of your artifacts in play. {AQ text: "<0>: +2/+2 until end of turn. Each time you use this ability, you must choose one of your artifacts in play and place it in the graveyard. This artifact cannot be one that is already one its way to the graveyard, and artifact creatures killed this way may not be regenerated." ERRATA: The effect only lasts until the end of the turn.} Red Avalanche iU X2RR Sorcery Destroy X target snow-covered lands. Red Backdraft lU1 1R Instant Backdraft does half of the damage (rounded down) done by one sorcery cast this turn to the caster of the sorcery. Red Balduvian Barbarians pUiC 1RR Summon Barbarians 3/2 {Ice Age promo. Distributed with Pyramid Magazine #13, and two in Duelist Companion #8.} Red Balduvian Horde aR2 2RR Summon Barbarians 5/5 When Balduvian Horde comes into play, discard a card at random from your hand or bury Balduvian Horde. Red Balduvian Hydra iR XRR Summon Hydra 0/1 When Balduvian Hydra comes into play, put X +1/+0 counters on it. <0>: Remove a +1/+0 counter from Balduvian Hydra to prevent 1 damage to Balduvian Hydra. : Put a +1/+0 counter on Balduvian Hydra. Use this ability only during your upkeep. Red Balduvian War-Makers aC2 4R Summon Barbarians 3/3, Rampage: 1 Balduvian War-Makers can attack the turn it comes into play on your side. Red Ball Lightning g--RdU1 RRR Summon Ball Lightning 6/1, Trample Ball Lightning can attack the turn it comes into play. At the end of any turn, bury Ball Lightning. {DK text: "Ball Lightning may attack on the turn during which it is summoned. Ball Lightning is buried at the end of the turn during which it is summoned." ERRATA: new 2nd sentence for DK version: "Bury Ball Lightning at end of any turn."} Red Barbarian Guides iC 2R Summon Barbarians 1/2 <2RT>: Target creature you control gains a snow-covered landwalk ability of your choice until end of turn. At end of turn, return that creature to its owner's hand. Red Battle Frenzy iC 2R Instant All green creatures you control get +1/+1 until end of turn. All non-green creatures you control get +1/+0 until end of turn. Red Beasts of Bogardan lU1cU3 4R Summon Beasts 3/3, Protection from red As long as any opponent controls any white cards, Beasts of Bogardan gets +1/+1. {LG text: "Gains +1/+1 if an opponent controls any white cards."} Red Bestial Fury aC3 2R Enchant Creature Draw a card at the beginning of the upkeep of the turn after Bestial Fury comes into play. If enchanted creature attacks and is blocked, it gains trample and gets +4/+0 until end of turn. Red Bird Maiden g--CnC4 2R Summon Bird Maiden 1/2, Flying {The AN card appears as two different versions, one with smaller, darker mana circles than normal; both versions are C2's} Red Blazing Effigy lC2 1R Summon Effigy 0/3 When placed in the graveyard from play, Effigy does 3 damage to target creature. If an Effigy is damaged by another Effigy in this manner and is placed in the graveyard that turn, it deals the amount of damage received from the other Effigy in addition to its normal 3. Red Blood Lust g--ClU1 1R Instant Target creature gets +4/-4 until end of turn. If this reduces creature's toughness to less than 1, creature's toughness becomes 1. {LG: begins "Target creatures gain", ends "toughness below 1, creature's toughness is 1." ERRATA: LG card should begin "Target creature gains"} Red Blood Moon dU1cU1 2R Enchantment All non-basic lands become mountains. {DK text: "All non-basic lands are now basic mountains."} Red Bone Shaman pUiC 2RR Summon Giant 3/3 : Any creature damaged by Bone Shaman this turn cannot regenerate until end of turn. {Ice Age promo. Distributed with issue #1 of the Ice Age comic book, and two in Duelist Companion #8. ERRATA: text of ability is now: "no creature assigned damage from Bone Shaman may regenerate this turn."} Red Brand of Ill Omen iR 3R Enchant Creature CU: Target creature's controller cannot cast summon spells. Red Brassclaw Orcs fC4 2R Summon Orcs 3/2 Cannot be assigned to block any creature of power greater than 1. Red Brothers of Fire g--CdU2 1RR Summon Brothers 2/2 <1RR>: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. {DK: "do" instead of "deals", "any target" instead of "target creature or player"} Red Burnout aU2 1R Interrupt Counter target spell if it is blue. Draw a card at the beginning of the next turn's upkeep. Red Burrowing gUUU R Enchant Creature Target creature gains mountainwalk. Red Cave People g--UdU2 1RR Summon Cave People 1/4 When attacking, Cave People gets +1/-2 until end of turn. <1RRT>: Target creature gains mountainwalk until end of turn. {DK: begins "If declared as an attacker, Cave People get +1/-2" ERRATA: Cave People get the bonus when declared as an attacker and it lasts until end of turn.} Red Caverns of Despair lR1 2RR Enchant World All players may attack with no more than two creatures each turn and block with no more than two creatures each turn. Red Chain Lightning lC2 R Sorcery Chain Lightning does 3 damage to one target. Each time Chain Lightning does damage, the target or target's controller may then pay to have Chain Lightning do 3 damage to any target of that player's choice. Red Chandler hC1 4R Summon Legend 3/3 : Destroy target artifact creature. Red Chaos Harlequin aR2 2RR Summon Harlequin 2/4 R: Remove the top card of your library from the game. If that card is a land, Chaos Harlequin gets -4/-0 until end of turn; otherwise, Chaos Harlequin gets +2/+0 until end of turn. Red Chaos Lord iR 4RRR Summon Lord 7/7, First strike Chaos Lord can attack the first turn it comes into play on a side, except the turn it first comes into play. During your upkeep, count the number of permanents. If that number is even, target opponent gains control of Chaos Lord. {The runes on his shield phonetically spell "I am really mean." ERRATA: Check to see if it switches controllers during every upkeep, not just his controller's.} Red Chaos Moon iR 3R Enchantment During each player's upkeep, count the number of permanents. If that number is odd, all red creatures get +1/+1 and mountains produce an additional when tapped for mana until end of turn. If the number is even, all red creatures get -1/-1 and mountains produce colorless mana instead of their normal mana until end of turn. Red Chaoslace gRRR R Interrupt Change the color of target spell or target permanent to red. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to red. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} Red Conquer iU 3RR Enchant Land Gain control of target land. Red Crevasse lU1 2R Enchantment Creatures with mountainwalk may be blocked as if they did not have this ability. Red Crimson Kobolds lC2 0 Summon Kobolds 0/1 This card is a red spell when cast and Kobolds are a red creature. Red Crimson Manticore g--RlR1 2RR Summon Manticore 2/2, Flying : Manticore deals 1 damage to target attacking or blocking creature. {LG: "does" instead of "deals"} Red Crookshank Kobolds lC2 0 Summon Kobolds 0/1 This card is a red spell when cast and Kobolds are a red creature. Red Curse of Marit Lage iR 3RR Enchantment When Curse of Marit Lage comes into play, tap all islands. Islands do not untap during their controller's untap phase. Red Death Spark aU2 R Instant Death Spark deals 1 damage to target creature or player. At the end of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay 1 to put Death Spark into your hand. Red Desert Nomads nC4 2R Summon Nomads 2/2, Desertwalk Desert Nomads are immune to damage done by deserts. Red Detonate g--UqU3 XR Sorcery Bury target artifact. Detonate deals X damage to the artifact's controller, where X is the casting cost of the artifact. {AQ text: "Targets any artifact; X is the casting cost of target artifact. Target artifact is destroyed, and Detonate does X points of damage to artifact's controller. Artifact creatures destroyed in this manner may not be regenerated."} Red Disharmony lR1 2R Instant Target attacking creature comes under your control untapped. Return to former controller at end of turn. This creature is no longer considered to have attacked. Play before defense is chosen. {ERRATA: should credit Bryon Wackwitz for the art.} Red Disintegrate gCCC XR Sorcery Disintegrate deals X damage to target creature or player. The target cannot regenerate until end of turn. If the target receives lethal damage this turn, remove it from the game entirely. {RV text: "Disintegrate does X damage to one target. If target dies this turn, it is removed from the game entirely." A/B/UL: same as RV but add "and cannot be regenerated. Return target to its owner's deck only when game is over." ERRATA: add "and cannot be regenerated this turn" to the end of the revised text.} Red Dragon Whelp gUUU 2RR Summon Dragon 2/3, Flying, : +1/+0 until end of turn. If you spend more than in this way during one turn, destroy Dragon Whelp at end of turn. {RV text: ": +1/+0; if more than is spent in this way during one turn, Dragon Whelp is killed at end of turn." A/B/UL: Activation effect is like 4E text, rest is like RV but "during one turn" is omitted, "destroyed" instead of "killed" ERRATA: The effect only lasts until the end of the turn.} Red Dwarven Armorer fU1 R Summon Dwarf 0/2 : Discard a card from your hand to put either a +0/+1 or a +1/+0 counter on a target creature. Red Dwarven Armory iR 2RR Enchantment <2>: Sacrifice a land to put a +2/+2 counter on target creature. Use this ability only during upkeep. Red Dwarven Catapult fU3 XR Instant Dwarven Catapult does X damage, divided evenly among all of opponent's creatures (round down). {ERRATA: Choose a target opponent when playing this card.} Red Dwarven Demolition Team gU-- 2R Summon Dwarves 1/1 Tap to destroy a wall. Red Dwarven Lieutenant fU3 RR Summon Dwarf 1/2 <1R>: Target Dwarf gets +1/+0 until end of turn. Red Dwarven Pony hU1 R Summon Pony 1/1 <1RT>: Target Dwarf gains mountainwalk until end of turn. Red Dwarven Sea Clan hU1 2R Summon Dwarves 1/1 : At the end of combat, Dwarven Sea Clan deals 2 damage to target attacking or blocking creature. Use this ability only if that creature's controller controls any islands. Red Dwarven Soldier fC3 1R Summon Dwarf 2/1 If Dwarven Soldier blocks or is blocked by Orcs, it gets +0/+2 until end of turn. Red Dwarven Song lU1 R Instant Changes the color of one or more target creatures to red until end of turn. You choose which and how many creatures are affected. Cost to tap, maintain, or use a special ability of target creatures remains entirely unchanged. Red Dwarven Trader hC4 R Summon Dwarf 1/1 {The two artworks can be combined into one large picture.} Red Dwarven Warriors gCCC 2R Summon Dwarves 1/1 : Target creature with power no greater than 2 becomes unblockable until end of turn. Other effects may later be used to increase the creature's power beyond 2. {RV: Begins ": Make a creature of power", no "becomes", "cards" instead of "effects", no "the" before "creature's". A/B/UL: like RV but no "later", add "after defense is chosen" at end, and Misspelled Shuler} Red Dwarven Weaponsmith g-U-qU3 1R Summon Dwarves 1/1 : During your upkeep add a permanent +1/+1 counter to any creature. Each time you use this ability, you must sacrifice one of your artifacts in play. {AQ: "choose" instead of "sacrifice", and add "and place it in the graveyard. This artifact cannot be one that is already on the way to the graveyard, and artifact creatures killed this way may not be regenerated."} Red Earth Elemental gUUU 3RR Summon Elemental 4/5 Red Earthbind gCC- R Enchant Creature If cast on a flying creature, Earthbind removes flying ability and does 2 damage to target creature; this damage occurs only once, at the time Earthbind is cast. If another spell or effect later gives target creature flying ability, Earthbind does not affect this. Earthbind has no effect on non-flying creatures. {A/B/UL: Was "Enchant Flying Creature"; text: "Earthbind does 2 damage to target flying creature, which also loses flying ability." ERRATA: all versions should be Enchant Creature spells, and should say "When Earthbind comes into play, it deals 2 damage to target creature it enchants if that creature has flying. That creature loses flying."} Red Earthquake gRRR XR Sorcery Earthquake deals X damage to each player and each creature without flying. {A/B/UL/RV text: "Does X damage to each player and each non-flying creature in play."} Red Enslaved Scout aC2 2R Summon Goblin 2/2 <2>: Mountainwalk until end of turn. Red Eron the Relentless hU3 3RR Summon Legend 5/2, : Regenerate Eron the Relentless can attack the turn it comes into play on your side. Red Errantry iC 1R Enchant Creature Target creature gets +3/+0. If that creature attacks, no other creatures can attack this turn. Red Eternal Flame dU1 2RR Sorcery Eternal Flame does an amount of damage to your opponent equal to the number of mountains you control, but it also does half that amount of damage to you, rounding up. {ERRATA: Choose a target opponent when playing this card.} Red Eternal Warrior g--ClU1 R Enchant Creature Attacking does not cause target creature to tap. {LG text: "Attacking does not tap target creature."} Red Evaporate hU3 2R Sorcery Evaporate deals 1 damage to each blue creature and white creature. Red Falling Star lR1 2R Sorcery Flip Star onto the playing area from a height of at least one foot. Star must turn at least 360 degrees or it has no effect. When Falling Star lands, Falling Star does 3 damage to each creature that it touches. Any creatures damaged by Falling Star that are not destroyed become tapped. Red False Orders gC-- R Instant You decide whether and how one defending creature blocks, though you can't make a choice the defender couldn't legally make. Play after defender has chosen defense but before damage is dealt. {ERRATA: "defending creature" on this card means "an untapped creature under defending player's control". This spell can only be played at the end of the choose-defense step, after the defending player has finished assigning blockers but before effects that trigger on blocking assignments trigger. This cancels any effects that triggered on the old blocking assignment, but triggers effects based on the new blocking assignment normally.} Red Feint lC1 R Instant All creatures blocking target attacking creature become tapped. Target attacking creature and all creatures blocking it deal no damage during combat. {ERRATA: The effect only lasts until the end of the turn.} Red Fire Drake dU2cU3 1RR Summon Drake 1/2, Flying : +1/+0 until end of turn. You cannot spend more than R in this way each turn. {DK 2nd sentence: "No more than may be spent in this way each turn."} Red Fire Elemental gUUU 3RR Summon Elemental 5/4 Red Fireball gCCCpU XR Sorcery Fireball deals X damage, divided evenly (round down) among any number of target creatures and/or players. Pay an additional <1> for each target beyond the first. {A/B/UL/RV text: "Fireball does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first." The 4th edition promo was distributed with issue #1 of the Shadow Mage comic book, and with Duelist Companion #9. The promo differs from the 4th ediiton card only in the copyright line, which says 1994 on the promo and 1995 in 4E.} Red Firebreathing gCCC R Enchant Creature : Target creature Firebreathing enchants gets +1/+0 until end of turn. {A/B/UL/RV text: ": +1/+0" ERRATA: The effect only lasts until the end of the turn.} Red Firestorm Phoenix lR1 4RR Summon Phoenix 3/2, Flying If Phoenix is placed in the graveyard from play, return it to owner's hand instead. It may not be summoned again until owner's next turn. {ERRATA: delete "instead"} Red Fissure g--CdC3 3RR Instant Bury target land or creature. {DK text: "Target land or creature is buried."} Red Flame Spirit iU 4R Summon Spirit 2/3 : +1/+0 until end of turn Red Flare iC 2R Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. Red Flashfires gUUU 3R Sorcery Destroy all plains. {A/B/UL/RV text: "All plains in play are destroyed."} Red Fork gRR- RR Interrupt Any one sorcery or instant spell just cast is duplicated. Treat Fork as an exact copy of target spell except that Fork remains red. Caster of Fork chooses the copy's target. {A/B/UL: no "one", "doubled" instead of "duplicated", last sentence reads: "Copy and original may have different targets." ERRATA: Fork should be read roughly as follows: "Fork becomes a copy of target spell, acquiring all characteristics, except color, of that spell. Once the spell is copied, choose its new target(s); the copied spell has the same number of targets as the original."} Red Frost Giant lU1 3RRR Summon Giant 4/4, Rampage: 2 Red Game of Chaos iR RRR Sorcery Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, you gain 1 life and that opponent loses 1 life. Otherwise, you lose 1 life and the opponent gains 1 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. The winner of each round decides whether to continue. Double the stakes in life each round. Red Giant Strength g--ClC2 RR Enchant Creature Target creature gets +2/+2. {LG: "gains" instead of "gets"} Red Glacial Crevasses iR 2R Enchantment <0>: Sacrifice a snow-covered mountain. No creatures deal damage in combat this turn. Red Glyph of Destruction lC2 R Instant Target wall you control gains +10/+0 when blocking. Any damage dealt to target wall is reduced to zero. Target wall is destroyed at end of turn. {ERRATA: should say "Target blocking wall you control gets +10/+0 until end of turn. Until end of turn, any damage dealt to that wall is reduced to 0. Destroy the wall at end of turn."} Red Goblin Artisans qU3cU3 R Summon Goblins 1/1 : Use this ability only when you cast a target artifact spell; play this ability as an interrupt. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, draw a card. Otherwise, counter your artifact spell. More than one Goblin Artisans ability cannot target the same artifact spell. {AQ text: "You may tap Goblin Artisans as you cast an artifact. Then flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, your artifact is countered. Otherwise, draw another card from your library. You can only use this ability once for each time you cast an artifact. ERRATA to AQ card: add "This ability is played as an interrupt." ERRATA: Each time you flip the coin, target an opponent to call it.} Red Goblin Balloon Brigade gUUU R Summon Goblins 1/1 : Flying until end of turn. {RV: "Gains flying ability ..." A/B/UL text: ": Goblins gain flying ability until end of turn. Controller may not choose to make goblins fly after they have been blocked."} Red Goblin Caves dC3 1RR Enchant Land If target land is a basic mountain, all Goblins gain +0/+2. Red Goblin Chirurgeon fC3 R Summon Goblin 0/2 <0>: Sacrifice a Goblin to regenerate a target creature. Red Goblin Digging Team dC3cC3 R Summon Goblins 1/1 : Sacrifice Goblin Digging Team to destroy target wall. Red Goblin Flotilla fU1 2R Summon Goblins 2/2, Islandwalk At the beginning of the attack, pay or any creatures blocking or blocked by Goblin Flotilla gain first strike until end of turn. {ERRATA: The blocking effect applies to all creatures blocked at any point during the turn, regardless of how the block was made.} Red Goblin Grenade fC3 R Sorcery Sacrifice a Goblin to have Goblin Grenade deal 5 damage to one target. {The name "Mike" is hidden on the spear carried by the goblin in Ron Spencer's version of the art.} Red Goblin Hero dC3 2R Summon Goblin 2/2 Red Goblin King gRRR 1RR Summon Lord 2/2 All Goblins gain mountainwalk and get +1/+1. {RV text: "All goblins in play gain mountainwalk and +1/+1 while this card remains in play." A/B/UL: same as RV but was "Summon Goblin King" and omitted "All".} Red Goblin Kites fU3 1R Enchantment : A target creature you control, which cannot have a toughness greater than 2, gains flying until end of turn. Other effects may later be used to increase the creature's toughness. At end of turn, flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, bury that creature. {ERRATA: Each time you flip the coin, target an opponent to call it.} Red Goblin Mutant iU 2RR Summon Goblin 5/3, Trample. Cannot attack if defending player controls an untapped creature with power greater than 2. Cannot be assigned to block any creature with power greater than 2. Red Goblin Rock Sled g--CdC3 1R Summon Rock Sled 3/1, Trample Cannot attack if defending player controls no mountains. Rock Sled does not untap during your untap phase if it attacked during your last turn. {DK text: "Rock Sled may not attack unless opponent controls at least one mountain. Rock Sled does not untap as normal during your untap phase if it attacked during your last turn." ERRATA: Dennis Detwiller's name is misspelled in DK version; this was missed in Duelist #4. ERRATA: replace "opponent" with "defending player".} Red Goblin Sappers iC 1R Summon Goblins 1/1 : Target creature you control cannot be blocked this turn. At end of combat, destroy that creature and Goblin Sappers. : Target creature you control cannot be blocked this turn. At end of combat, destroy that creature. Red Goblin Shrine dC3cC3 1RR Enchant Land As long as target land is a mountain, all Goblins get +1/+0. If Goblin Shrine leaves play, it deals 1 damage to each Goblin. {DK text: "If target land is a basic mountain, all Goblins gain +1/0. Goblin Shrine does 1 damage to all Goblins if it leaves play."} Red Goblin Ski Patrol iC 1R Summon Goblins 1/1 <1R>: Flying and +2/+0. At end of turn, bury Goblin Ski Patrol. Use this ability only once and only if you control any snow-covered mountains. Red Goblin Snowman iU 3R Summon Goblins 1/1 When blocking, Goblin Snowman neither deals nor receives damage in combat. : Goblin Snowman deals 1 damage to target creature it blocks. Red Goblin War Drums fC4 2R Enchantment Each attacking creature you control that opponent chooses to block may not be blocked with fewer than two creatures. {ERRATA: replace "opponent" with "defending player".} Red Goblin Warrens fU1 2R Enchantment <2R>: Sacrifice two Goblins to put three Goblin tokens into play. Treat these tokens as 1/1 red creatures. Red Goblin Wizard dU1 2RR Summon Goblin 1/1 : Take a Goblin from your hand and put it directly into play. Treat this goblin as if it were just summoned. : Target Goblin gains protection from white until end of turn. Red Goblins of the Flarg dC3cC3 R Summon Goblins 1/1, Mountainwalk If at any time you control any Dwarves, bury Goblins of the Flarg. {DK text: "Goblins of the Flarg are buried if controller controls any Dwarves."} Red Gorilla Shaman aU6 R Summon Gorilla 1/1 : Destroy target non-creature artifact with casting cost equal to X. Red Gorilla War Cry aC2 1R Instant Attacking creatures cannot be blocked by only one creature this turn. Play only during combat before defense is chosen. Red Granite Gargoyle gRR- 2R Summon Gargoyle 2/2, Flying : +0/+1 {A/B/UL: "... until end of turn." ERRATA: The effect only lasts until the end of the turn.} Red Gravity Sphere lR1 2R Enchant World All creatures lose flying ability. Red Gray Ogre gCCC 2R Summon Ogre 2/2 Red Grizzled Wolverine iC 1RR Summon Wolverine 2/2 : +2/+0 until end of turn. Use this ability only when a creature is assigned to block Grizzled Wolverine and only once each turn. Red Guerilla Tactics aC3 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. If a spell or effect controlled by an opponent causes you to discard Guerrilla Tactics from you hand, reveal Guerrilla Tactics to all players, and it deals 4 damage to target creature or player. Red Heart Wolf hU1 3R Summon Wolf 2/2, First strike : Target Dwarf gains first strike and gets +2/+0 until end of turn. If that Dwarf leaves play this turn, bury Heart Wolf. Use this ability only when attack or defense is announced. Red Hill Giant gCCC 3R Summon Giant 3/3 Red Hurloon Minotaur gCCC 1RR Summon Minotaur 2/3 {An oversized Hurloon Minotaur was given out by the WotC Caravan Tour.} Red Hurr Jackal g--RnC4 R Summon Jackal 1/1 : Target creature cannot regenerate this turn. {AN text: "Tap to prevent a target creature from regenerating for the remainder of the turn."} Red Hyperion Blacksmith lU1 1RR Summon Smith 2/2 : Target artifact controlled by opponent becomes tapped or untapped. {ERRATA: The effect may be used on any opponent's artifact.} Red Immolation g--ClC1 R Enchant Creature Target creature gets +2/-2. {LG: "gains" instead of "gets"} Red Imposing Visage iC R Enchant Creature Target creature cannot be blocked by only one creature. Red Incinerate iC 1R Instant Incinerate deals 3 damage to target creature or player. No creature damaged by Incinerate can regenerate this turn. Red Inferno g--RdU1 5RR Instant Inferno deals 6 damage to all players and all creatures. {DK: "does" instead of "deals} Red Ironclaw Curse hU1 R Enchant Creature Target creature gets -0/-1. That creature cannot be assigned to block any creature with power greater than or equal to the toughness of the creature Ironclaw Curse enchants. Red Ironclaw Orcs gC-C 1R Summon Orcs 2/2 Cannot be assigned to block any creature with power greater than 1. {A/B/UL: "used" instead of "assigned", "of" instead of "with", "more" instead of "greater".} Red Jokulhaups iR 4RR Sorcery Bury all artifacts, creatures, and lands. Red Joven hC1 3RR Summon Legend 3/3 : Destroy target non-creature artifact. Red Karplusan Giant iU 6R Summon Giant 3/3 <0>: Tap target snow-covered land you control to give Karplusan Giant +1/+1 until end of turn. Red Karplusan Yeti iR 3RR Summon Yeti 3/3 : Karplusan Yeti deals an amount of damage equal to its power to target creature. That creature deals an amount of damage equal to its power to Karplusan Yeti. Red Keldon Warlord gUUU 2RR Summon Lord */* Keldon Warlord has power and toughness each equal to the number of non-wall creatures you control, including Warlord. For example, if you control two other non-wall creatures, Warlord is 3/3. If one of those creatures leaves play, Warlord immediately becomes 2/2. {RV text: "The *s below are the number of non-wall creatures on your side, including Warlord. Thus, if you have two other non-wall creatures, Warlord is 3/3. If one of those creatures is killed during the turn, Warlord immediately becomes 2/2." A/B/UL: like RV but uses Xs instead of *s, adds "in play" before "on your side", uses "2" instead of "two" in the example.} Red Kird Ape g-C-nC5 R Summon Ape 1/1 While controller has forests in play, Kird Ape gains +1/+2. {AN text: "Kird Ape gains +1/+2 if you have any forests in play."} Red Kobold Drill Sergeant lU1 1R Summon Drill Sergeant 1/2 All your Kobolds gain +0/+1 and Trample. Red Kobold Overlord lR1 1R Summon Lord 1/2, First strike All your kobolds gain first strike. Red Kobold Taskmaster lU1 1R Summon Taskmaster 1/2 All your Kobolds gain +1/+0. Red Kobolds of Kher Keep lC2 0 Summon Kobolds 0/1 This card is a red spell when cast and Kobolds are a red creature. Red Land's Edge lR1cU1 1RR Enchant World Any player may choose and discard a card from his or her hand at any time. If a player discards a land, Land's Edge deals 2 damage to target player of that player's choice. {LG text: "Any player may discard a card from hand at any time. If that player discards a land, Land's Edge does 2 damage to target player of the discarding player's choice."} Red Lava Burst iC XR Sorcery Lava Burst deals X damage to target creature or player. Effects that prevent or redirect damage cannot be used to protect that creature. Red Lightning Bolt gCCC R Instant Lightning Bolt deals 3 damage to target creature or player. {A/B/UL/RV text: "Lightning Bolt does 3 damage to one target."} Red Magnetic Mountain g-RRnU3 1RR Enchantment Blue creatures do not untap during their controllers' untap phase. During his or her upkeep, a player may pay an additional <4> to untap a blue creature he or she controls. {RV text: "Blue creatures do not untap as normal. During their upkeep phases, players must spend <4> for each blue creature they wish to untap. This cost must be paid in addition to any other untap cost a given blue creature may already require." AN: like RV but uses "untap" instead of "upkeep"} Red Mana Clash g--RdU1 R Sorcery You and target opponent each flip a coin. Mana Clash deals 1 damage to any player whose coin comes up tails. Repeat this process until both players' coins come up heads at the same time. {DK: "player" instead of "opponent" in first sentence, "does" instead of "deals"} Red Mana Flare gRRR 2R Enchantment Whenever a player taps a land for mana, it produces one additional mana of the same type. {RV text: "Whenever either player taps a land for mana, it produces 1 extra mana of the appropriate type." A/B/UL: like RV with "...taps land for mana, each land produces..." ERRATA: The effect applies to all players.} Red Manabarbs gRRR 3R Enchantment Each time any land is tapped for mana, Manabarbs deals 1 damage to that land's controller. {RV text: "Whenever mana is drawn from a land, Manabarbs does 1 damage to the land's controller." A/B/UL: like RV but begins "Whenever a land is tapped"} Red Marton Stromgald iR 2RR Summon Legend 1/1, If Marton Stromgald attacks, all other attacking creatures get +*/+* until end of turn, where * is equal to the number of other attacking creatures. If Marton blocks, all other blocking creatures get +*/+* until end of turn, where * is equal to the number of other blocking creatures. Red Melee iU 4R Instant Cast only on your turn during combat before defense is chosen. Choose how attacking creatures you control are blocked; all defense must be legal. After declaring blocking, untap any unblocked attacking creature. Treat those creatures as though they had not attacked. Red Melting iU 3R Enchantment All snow-covered lands become non-snow-covered lands of the same type. Red Meteor Shower iC XXR Sorcery Meteor Shower deals X+1 damage divided any way you choose among any number of target creatures and/or players. Red Mijae Djinn g-R-nU2 RRR Summon Djinn 6/3 If you choose to attack with Mijae Djinn, flip a coin immediately after attack is announced; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Mijae Djinn is tapped but does not attack. {ERRATA: Each time you flip the coin, target an opponent to call it.} Red Mons's Goblin Raiders gCCC R Summon Goblins 1/1 Red Mountain Goat iC R Summon Goat 1/1, Mountainwalk Red Mountain Yeti lU1cC3 2RR Summon Yeti 3/3, Mountainwalk, protection from white Red Mudslide iR 2R Enchantment Creatures without flying do not untap during their controller's untap phase. At the end of his or her upkeep, each player may pay an additional <2> per creature to untap a creature without flying he or she controls. Red Nalathni Dragon pU 2RR Summon Dragon 1/1, Flying, bands : +1/+0 until end of turn. If more than is spent in this manner during one turn, bury Nalathni Dragon at end of turn. {From Dragon*Con 1994, distributed by mail to convention attendees and also distributed with each Duelist #3 and 3 in each Duelist Companion #4.} Red Omen of Fire aR2 3RR Instant Return all islands to their owners' hands. Each player sacrifices a plains or a white permanent for each white permanent he or she controls. Red Orc General dU2 2R Summon General 2/2 : Sacrifice one Orc or Goblin to give all Orcs +1/+1 until end of turn. Red Orcish Artillery gUUU 1RR Summon Orcs 1/3 : Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. {RV: "does" instead of "deals", "but it also does" instead of "and". A/B/UL text: "Tap to do 2 damage to any target, but you suffer three damage as well." Alpha: Casting cost was <1R>.} Red Orcish Cannoneers iU 1RR Summon Orcs 1/3 : Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you. Red Orcish Captain fU3 R Summon Orc 1/1 <1>: Choose a target Orc. Flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, that Orc gets +2/+0 until end of turn. Otherwise, that Orc gets -0/-2 until end of turn. {ERRATA: Each time you flip the coin, target an opponent to call it.} Red Orcish Conscripts iC R Summon Orcs 2/2 Cannot be declared as attacking unless at least two other creatures are also declared as attacking. Cannot be assigned to block unless at least two other creatures are also assigned to block. Red Orcish Farmer iC 1RR Summon Orc 2/2 : Target land becomes a swamp until its controller's next untap phase. Red Orcish Healer iU RR Summon Cleric 1/1 : Target creature cannot regenerate this turn. : Regenerate target black or green creature. : Regenerate target black or green creature. Red Orcish Librarian iR 1R Summon Orc 1/1 : Take the top eight cards of your library; remove four of them at random from the game. Put the remaining four on top of your library in any order. Red Orcish Lumberjack iC R Summon Orc 1/1 : Sacrifice a forest to add three mana in any combination of red and/or green to your mana pool. Play this ability as an interrupt. Red Orcish Mechanics qC4 2R Summon Orcs 1/1 Tap to do 2 points of damage to any target. Each time you use this ability, you must choose one of your artifacts in play and place it in the graveyard. This artifact cannot be one already on the way to the graveyard, and artifact creatures killed in this way may not be regenerated. {ERRATA: new text: ": Sacrifice an artifact. Orcish Mechanics deal 2 damage to any target."} Red Orcish Mine hU3 1RR Enchant Land When Orcish Mine comes into play, put three ore counters on it. During your upkeep and whenever target land becomes tapped, remove an ore counter from Orcish Mine. When the last ore counter is removed from Orcish Mine, destroy the land Orcish Mine enchants; Orcish Mine deals 2 damage to that land's controller. Red Orcish Oriflamme gUUU 3R Enchantment All attacking creatures you control get +1/+0. {RV text: "During your attack, all of your attacking creatures gain +1/+0." A/B/UL text: "When attacking, all your attacking creatures gain +1/+0." Alpha: Casting cost was <1R>.} Red Orcish Spy fC3 R Summon Orc 1/1 : Look at the top three cards of target player's library and return them in the same order. Red Orcish Squatters iR 4R Summon Orcs 2/3 If Orcish Squatters attacks and is not blocked, you may gain control of target land controlled by defending player. If you do so, Orcish Squatters deals no damage in combat this turn. Lose control of that land if Orcish Squatters leaves play or if you lose control of Orcish Squatters. Red Orcish Veteran fC4 2R Summon Orc 2/2 Cannot be assigned to block any white creature of power greater than 1. : First strike until end of turn. Red Orgg fU1 3RR Summon Orgg 6/6, Trample Orgg may not attack if opponent controls an untapped creature of power greater than 2. Orgg cannot be assigned to block any creature of power greater than 2. {ERRATA: replace "opponent" with "defending player".} Red Panic iC R Instant Target creature cannot block this turn. Cast only during combat before defense is chosen. Draw a card at the beginning of the next turn's upkeep. Red Pillage aU2 1RR Sorcery Bury target artifact or land. Red Power Surge gRRR RR Enchantment During each player's upkeep, Power Surge deals that player 1 damage for each land he or she controls that was untapped at the beginning of the turn, before the untap phase. {RV text: "At the beginning of a player's turn, before the untap phase, the player must take a counter for each of his or her lands that is not tapped. During the player's upkeep, Power Surge does 1 damage to that player for each counter; the counters are then discarded." A/B/UL text: "Before untapping lands at the start of a turn, each player takes 1 damage for each land he or she controls but did not tap during the previous turn.", and Misspelled Shuler. ERRATA: For A/B/UL cards, play with revised text. (although 4E text is clearer, but the errata haven't been updated...)} Red Primitive Justice aU2 1R Sorcery Destroy target artifact. Destroy a target artifact for each <1R> you pay in addition to the casting cost. Destroy a target artifact and gain 1 life for each <1G> you pay in addition to the casting cost. Red Primordial Ooze lU1cU3 R Summon Ooze 1/1 Must attack each turn if possible. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. At the end of your upkeep, pay , where X is equal to the number of +1/+1 counters on Primordial Ooze, or Primordial Ooze deals X damage to you. If Primordial Ooze deals damage to you in this way, tap it. {LG text: "Must attack each turn if possible. Gains +1/+1 at end of your upkeep. Use counters. Then pay <1> per counter or Ooze deals 1 damage to you for each counter and becomes tapped."} Red Pyroblast iC R Interrupt Counter target spell if it is blue or destroy target permanent if it is blue. Red Pyroclasm iU 1R Sorcery Pyroclasm deals 2 damage to each creature. Red Pyrokinesis aU2 4RR Instant You may remove a red card in your hand from the game instead of paying Pyrokinesis's casting cost. Pyrokinesis deals 4 damage, divided any way you choose among any number of target creatures. Red Pyrotechnics g--UlC2 4R Sorcery Pyrotechnics deals 4 damage divided any way you choose among any number of target creatures and/or players. {LG: "does" instead of "deals", ends with "targets."} Red Quarum Trench Gnomes lR1 3R Summon Gnomes 1/1 : Target plains produces <1> instead of until end of game. Use counters. Red Raging Bull lC1 2R Summon Bull 2/2 Red Raging River gR-- RR Enchantment When you attack, non-flying defending creatures must be divided as opponent wishes between the left and right sides of the River. You then choose on which side of the river to place each attacking creature, and attacking creatures can only be blocked by flying creatures or those on the same side of the River. {ERRATA: At the start of your declaration of attackers, defending player divides his creatures between the two sides of the river.} Red Raiding Party fU3 2R Enchantment Raiding Party may not be the target of white spells or effects. <0>: Sacrifice an Orc to destroy all plains. A player may tap a white creature to prevent up to two plains from being destroyed. Any number of creatures may be tapped in this manner. {ERRATA: insert "he or she controls" after "white creature".} Red Red Elemental Blast gCCC R Interrupt Counter target blue spell or destroy target blue permanent. {A/B/UL/RV text: "Counters a blue spell being cast or destroys a blue card in play. Alpha: Was marked as an Instant instead of an Interrupt} Red Retribution hU3 2RR Sorcery Choose two target creatures controlled by an opponent. Bury one of those creatures and put a -1/-1 counter on the other. That opponent chooses which creature is buried. Red Roc of Kher Ridges gRR- 3R Summon Roc 3/3, Flying Red Rock Hydra gRR- XRR Summon Hydra 0/0 Put X +1/+1 counters (heads) on Hydra. Each point of damage Hydra suffers kills one head unless controller spends per head. During controller's upkeep, new heads may be grown for apiece. {A/B/UL: "destroys" instead of "kills"; " is spent" instead of "controller ... head."; "During upkeep" (no "controller"). Alpha: letter R appeared instead of a red mana symbol} Red Rogue Skycaptain aR2 2R Summon Mercenary 3/4, Flying At the beginning of you upkeep, put a wage counter on Rogue Skycaptain. During your upkeep, pay <2> for each wage counter on Rogue Skycaptain, or remove all wage counter from Rogue Skycaptain and target opponent gains control of Rogue Skycaptain. Red Rukh Egg nC4 3R Summon Egg 0/3 If Rukh Egg goes to the graveyard, a Rukh -- a 4/4 red flying creature -- comes into play on your side at the end of that turn. Use a counter to represent Rukh. Rukh is treated exactly like a normal creature except that if it leaves play it is removed from the game entirely. {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual- looking version is C1. ERRATA: add "from play" after "to the graveyard".} Red Sabretooth Tiger iC 2R Summon Tiger 2/1, First strike Red Sedge Troll gRR- 2R Summon Troll 2/2, : Regenerates. While controller has swamps in play, Sedge Troll gains +1/+1. {A/B/UL last sentence: "Troll gains +1/+1 if controller has swamps in play." Alpha: miscredited artwork to Jeff A. Menges, should be Dan Frazier.} Red Shatter gCCCiC 1R Instant Destroy target artifact. {A/B/UL/RV text: "Shatter destroys target artifact."} Red Shatterstorm g-U-qU1 2RR Sorcery All artifacts in play are buried. {AQ: "... are discarded. Artifact creatures cannot be regenerated."} Red Shivan Dragon gRRR 4RR Summon Dragon 5/5, Flying : +1/+0 until end of turn. {RV only: no "until end of turn." ERRATA: The effect only lasts until the end of the turn.} Red Sisters of the Flame g--CdU2 1RR Summon Sisters 2/2 : Add to your mana pool. Play this ability as an interrupt. {DK: "This ability is played as ..."} Red Smoke gRRR RR Enchantment No player may untap more than one creature during his or her untap phase. {A/B/UL/RV text: "Each player can untap only one creature during his or her untap phase."} Red Soldier of Fortune aU2 R Summon Mercenary 1/1 : Target player shuffles his or her library. Red Spinal Villain lR1 2R Summon Villain 1/2 : Destroy target blue creature. Red Stone Giant gUUU 2RR Summon Giant 3/4 : Target creature you control, which must have toughness less than Stone Giant's power, gains flying until end of turn. Destroy that creature at end of turn. Other effects may later be used to increase the creature's toughness beyond Stone Giant's power. {RV text: ": Make one of your own creatures a flying creature until end of turn. Target creature, which must have toughness less than Stone Giant's power at the time it gains flying ability, is killed at end of turn." A/B/UL: like RV but no "at ... ability"; "destroyed" instead of "killed"} Red Stone Rain gCCCiC 2R Sorcery Destroy target land. {A/B/UL/RV text: "Destroys any one land."} Red Stone Spirit iU 4R Summon Spirit 4/3 Cannot be blocked by creatures with flying. Red Stonehands iC 2R Enchant Creature Target creature gets +0/+2. : Creature Stonehands enchants gets +1/+0 until end of turn. Red Storm Shaman aC2 2R Summon Cleric 0/4 : +1/+0 until end of turn. Red Storm World lR1 R Enchant World If any player has less than four cards in hand at the end of his or her upkeep, Storm World does one damage to that player for each card less than four. Red Tempest Efreet g--RlR1 1RRR Summon Efreet 3/3 : Choose a card at random from target opponent's hand and put it in yours. Bury Tempest Efreet in opponent's graveyard. The change in ownership is permanent. Play this ability as an interrupt. Before you choose the card to be switched, the opponent may prevent effect by paying 10 life or conceding game; if this is done, bury Tempest Efreet. Effects that prevent or redirect damage cannot be used to counter this loss of life. Remove Tempest Efreet from your deck before playing if not playing for ante. {LG text: ": Pick a card at random from opponent's hand and place it in yours. Bury Tempest Efreet in opponent's graveyard. The change in ownership is permanent. Play as an interrupt, but opponent may prevent effect by paying 10 life points or conceding game before the card to be switched is chosen--if this is done, Tempest Efreet is buried. Effects that prevent or redirect damage may not be used to counter this loss of life. Remove this card from deck if not playing for ante." ERRATA: Choose a target opponent when the ability is used.} Red The Brute g--ClC1 1R Enchant Creature Target creature gets +1/+0. : Regenerate target creature The Brute enchants. {LG: "gets" instead of "gains", ": Regenerates."} Red Tor Giant iC 3R Summon Giant 3/3 Red Total War iR 3R Enchantment Whenever any player declares an attack, destroy all untapped non-wall creatures that player controls that don't attack. Do not destroy creatures the player did not control at the beginning of the turn. Red Tunnel gUUU R Instant Bury target wall. {RV text: "Buries one wall." A/B/UL text: "Destroys 1 wall. Target wall cannot be regenerated."} Red Two-Headed Giant of Foriys gR-- 4R Summon Giant 4/4, Trample May block two attacking creatures; divide damage between them however controller likes. Red Uthden Troll gUUU 2R Summon Troll 2/2, : Regenerate {A/B/UL/RV: ": Regenerates" A/B/UL: Misspelled Shuler} Red Varchild's Crusader aC2 3R Summon Knight 3/2 <0>: Varchild's Crusader cannot be blocked except by walls this turn. Bury Varchild's Crusader at the end of turn. Red Varchild's War-Riders aR2 1R Summon War-Riders 3/4, Trample, rampage: 1, CU: see text CU: Put a survivor token into play under target opponent's control. Treat this token as a 1/1 red creature. Red Vertigo iU R Instant Vertigo deals 2 damage to target creature with flying; that creature loses flying until end of turn. Red Veteran's Voice aC2 R Enchant Creature Play on a creature you control. <0>: Tap enchanted creature to give any other target creature +2/+1 until end of turn. Red Wall of Dust g--UlU1 2R Summon Wall 1/4 No creature blocked by Wall of Dust may attack during its controller's next turn. {LG text: "Creatures blocked by Wall of Dust cannot attack during your opponent's next turn. Use counters to mark these creatures." LG ERRATA: Read "your opponent" as "their controller". ERRATA: The blocking effect applies to all creatures blocked, regardless of how the block was made.} Red Wall of Earth lC2 1R Summon Wall 0/6 Red Wall of Fire gUUU 1RR Summon Wall 0/5 : +1/+0 until end of turn. {RV only: no "until end of turn." ERRATA: The effect only lasts until the end of the turn.} Red Wall of Heat lC1cC3 2R Summon Wall 2/6 Red Wall of Lava iU 1RR Summon Wall 1/3 : +1/+1 until end of turn Red Wall of Opposition lR1cU3 3RR Summon Wall 0/6 <1>: +1/+0 until end of turn Red Wall of Stone gUUU 1RR Summon Wall 0/8 Red Wheel of Fortune gRR- 2R Sorcery All players must discard their hands and draw seven new cards. {A/B/UL: "Both" instead of "All" ERRATA: The effect applies to all players.} Red Winds of Change g--RlU1 R Sorcery All players shuffle their hands into their libraries and then draw the same number of cards they originally held. Red Windseeker Centaur pU 1RR Summon Centaur 2/2 Attacking does not cause Windseeker Centaur to tap. {Distributed by mail to purchasers of the novel _Whispering Woods_, starting in March 1995.} Red Winter Sky hU1 R Sorcery Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Winter Sky deals 1 damage to each creature and player. Otherwise each player draws a card. Red Word of Blasting iU 1R Instant Bury target wall. Word of Blasting deals an amount of damage equal to that wall's casting cost to the wall's controller. Red Ydwen Efreet nU2 RRR Summon Efreet 3/6 If you choose to block with Ydwen Efreet, flip a coin immediately after defense is announced; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Ydwen Efreet cannot block this turn. {ERRATA: "If Ydwen Efreet is assigned to block, flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Ydwen Efreet cannot block this turn. Each time you flip the coin, target an opponent to call it."} White Abbey Gargoyles hU3 2WWW Summon Gargoyles 3/4, Flying, protection from red White Abbey Matron hC4 2W Summon Cleric 1/3 : +0/+3 until end of turn White Abu Ja'far nU3cU3 W Summon Leper 0/1 If Abu Ja'Far is put into the graveyard from play during combat, bury all creatures blocking or blocked by Abu Ja'Far. {AN text: "If Abu dies without regenerating while participating in an attack or defense, all creatures Abu is blocking or being blocked by are also killed and may not regenerate." ERRATA: Use CH text for AN card.} White Adarkar Unicorn iC 1WW Summon Unicorn 2/2 : Add either or and one colorless mana to your mana pool. This mana is usable only for cumulative upkeep. Play this ability as an interrupt. White Akron Legionnaire lR1cU1 6WW Summon Legionnaire 8/4 Except for Akron Legionnaires, non-artifact creatures you control cannot attack. {LG text: "None of your non-artifact creatures may attack except Akron Legionnaire." ERRATA to LG version: "... except for Akron Legionnaires."} White Alabaster Potion g--ClC2 XWW Instant Give target player X life, or prevent X damage to any creature or player. {LG text: "Target player gains X life or prevents X damage to any one creature or player."} White Amrou Kithkin g--ClC2 WW Summon Kithkin 1/1 No creature with power greater than 2 may be assigned to block Kithkin. {LG text: "Creatures with power greater than 2 may not be assigned to block Kithkin. Blocker's power may be increased after blocking has been assigned."} White Angelic Voices lR1cU1 2WW Enchantment As long as the only creatures you control are white or artifact creatures, all creatures you control get +1/+1. {LG text ends: "... all your creatures gain +1/+1."} White Angry Mob g--UdU2 2WW Summon Mob 2+*/2+*, Trample During your turn, Angry Mob has power and toughness each equal to 2 plus the total number of swamps opponents control. During other turns, Angry Mob has power and toughness 2/2. {DK text: "During your turn, the *'s are both equal to the total number of swamps all opponents control. During any other player's turn, * equals 0."} White Animate Wall gRRR W Enchant Wall Target wall can now attack. {RV: add "Target wall's power and toughness are unchanged by this enchantment, even if its power is 0." A/B/UL: like RV, without "by this enchantment"} White Arctic Foxes iC 1W Summon Foxes 1/1 If defending player controls any snow-covered lands, no creature with power greater than 1 may be assigned to block Arctic Foxes. White Arenson's Aura iC 2W Enchantment : Sacrifice an enchantment to destroy target enchantment. <3UU>: Counter target enchantment. {ERRATA: play the second ability as an interrupt} White Argivian Archaeologist qU1 1WW Summon Archaeologist 1/1 : Tap to bring one artifact from your graveyard to your hand. White Argivian Blacksmith qC4 1WW Summon Smith 2/2 Tap to prevent up to 2 damage to target artifact creature. White Armageddon gRRR 3W Sorcery Destroy all lands. {A/B/UL/RV text: "All lands in play are destroyed."} White Armor of Faith iC W Enchant Creature Target creature gets +1/+1. : Creature Armor of Faith enchants gets +0/+1 until end of turn. White Army of Allah nC4 1WW Instant All attacking creatures gain +2/+0 until end of turn. {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual- looking version is C1.} White Artifact Ward qC4 W Enchant Creature Target creature cannot be blocked by artifact creatures, and any damage taken from an artifact source is reduced to 0. Target creature is unaffected by any artifact effects that target it. White Aysen Bureaucrats hC4 1W Summon Bureaucrats 1/1 : Tap target creature with power no greater than 2. White Aysen Crusader hU1 2WW Summon Crusader 2+*/2+* Aysen Crusader has power and toughness each equal to 2 plus the number of Heroes you control. White Aysen Highway hU1 3WWW Enchantment All white creatures gain plainswalk. White Balance gRRR 1W Sorcery Each player sacrifices enough lands to equalize the number of lands all players control. The player who controls the fewest lands cannot sacrifice any in this way. All players then equalize cards in hand and then creatures in play the same way. {RV text: "Whichever player has more lands in play must discard enough lands of his or her choice to equalize the number of lands both players have in play. Next, equalize the cards in hand and then creatures in play the same way. Creatures lost in this manner are considered buried. A/B/UL like RV but 2nd sentence: "Cards in hand and creatures in play must be equalized the same way." and "are considered buried" instead of "may not be regenerated." A/B/UL/RV ERRATA: The last sentence should say: "All lands, cards, and creatures lost in this way are considered sacrificed." Also, the effect applies to all players (like the 4E version). 4E ERRATA, and update to the old errata: Cards in hand should be discarded, not sacrificed.} White Battle Cry iU 2W Instant Untap all white creatures you control. Any creature that blocks this turn gets +0/+1 until end of turn. White Beast Walkers hU1 1WW Summon Heroes 2/2 : Banding until end of turn. White Benalish Hero gCCC W Summon Hero 1/1, Banding {A/B/UL/RV: "Bands" A/B/UL: Misspelled Shuler} White Black Scarab iU W Enchant Creature Target creatures gets +2/+2 as long as any opponent controls any black cards. That creature cannot be blocked by black creatures. White Black Ward gUUU W Enchant Creature Target creature gains protection from black. The protection granted by Black Ward does not destroy Black Ward. {A/B/UL/RV cards do not have the second sentence, but there is ERRATA to add it to those cards.} White Blaze of Glory gR-- W Instant Target defending creature can and must block all attacking creatures it can legally block. For example, a normal non-flying target defender can and must block all normal non-flying attackers at once, but it cannot block any flying attackers. Controller of target defender may distribute damage among attackers as desired. Play before defense is chosen. {ERRATA: The effect only lasts until the end of the turn.} White Blessed Wine iC 1W Instant Gain 1 life. Draw a card at the beginning of the next turn's upkeep. White Blessing gRRR WW Enchant Creature : Target creature Blessing enchants gets +1/+1 until end of turn. {RV text: ": +1/+1" A/B/UL text: ": Target creature gains +1/+1 until end of turn." ERRATA: The effect only lasts until the end of the turn.} White Blinking Spirit iR 3W Summon Blinking Spirit 2/2 <0>: Return Blinking Spirit to owner's hand. White Blood of the Martyr dU2cU3 WWW Instant Until end of turn, you may redirect to yourself all damage dealt to any number of creatures. The source of the damage does not change. {DK text: "For the remainder of the turn, you may redirect damage done to any number of creatures to yourself instead."} White Blue Scarab iU W Enchant Creature Target creatures gets +2/+2 as long as any opponent controls any blue cards. That creature cannot be blocked by blue creatures. White Blue Ward gUUU W Enchant Creature Target creature gains protection from blue. The protection granted by Blue Ward does not destroy Blue Ward. {A/B/UL/RV cards do not have the second sentence, but there is ERRATA to add it to those cards.} White Brainwash g--CdC3 W Enchant Creature Target creature cannot attack unless its controller pays an additional <3>. {DK text: "Target creature may not attack unless its controller pays <3> in addition to any other costs required for the creature to attack."} White Call to Arms iR 1W Enchantment Choose a color. As long as target opponent controls more cards of that color than any other color, all white creatures get +1/+1. If at any time that opponent does not control more cards of that color than any other color, bury Call to Arms. {ERRATA: Only count cards in play. Duh.} White Camel nC5 W Summon Camel 0/1, Bands All creatures attacking in a band with Camel are immune to damage done by deserts. White Caribou Range iR 2WW Enchant Land When Caribou Range comes into play, choose target land you control. : Tap land Caribou Range enchants to put a Caribou token into play. Treat this token as a 0/1 white creature. <0>: Sacrifice a Caribou token to gain 1 life. {ERRATA: delete everything before "choose"} White Carrier Pigeons aC2 3W Summon Pigeons 1/1, Flying Draw a card at the beginning of the upkeep of the turn after Carrier Pigeons comes into play. White Castle gUUU 3W Enchantment Untapped creatures you control get +0/+2 when not attacking. {RV text: "Your untapped creatures gain +0/+2. Attacking creatures do not get this bonus." A/B/UL: like RV but "lose" instead of "do not get"} White Circle of Protection: Artifacts g--UqU3 1W Enchantment <2>: Prevent all damage against you from one artifact source. If a source deals damage to you more than once in a turn, you may pay <2> each time to prevent the damage. {AQ: "Prevents" instead of "Prevent", "any" before "one", "does" instead of "deals", "must" instead of "may", "you want" after "each time".} White Circle of Protection: Black gCCCiC 1W Enchantment <1>: Prevent all damage against you from one black source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage. {RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". B/UL: like RV but no "you want". This card was missing from the Alpha printing.} White Circle of Protection: Blue gCCCiC 1W Enchantment <1>: Prevent all damage against you from one blue source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage. {RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want".} White Circle of Protection: Green gCCCiC 1W Enchantment <1>: Prevent all damage against you from one green source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage. {RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want".} White Circle of Protection: Red gCCCiC 1W Enchantment <1>: Prevent all damage against you from one red source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage. {RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want". Alpha: miscredited the artwork to Anson Maddocks, should be Mark Tedin.} White Circle of Protection: White gCCCiC 1W Enchantment <1>: Prevent all damage against you from one white source. If a source deals damage to you more than once in a turn, you may pay <1> each time to prevent the damage. {RV: "Prevents" instead of "Prevent", "does" instead of "deals", "1 mana" instead of "<1>", "must" instead of "may", "you want" after "each time". A/B/UL: like RV but no "you want" and Misspelled Shuler.} White Cleanse lR1 2WW Sorcery All black creatures in play are destroyed. White Cleansing dU1 WWW Sorcery All land is destroyed. Players may prevent Cleansing from destroying specific lands by paying 1 life for each land they wish to protect. Effects that prevent or redirect damage may not be used to counter this loss of life. White Clergy of the Holy Nimbus lC2 W Summon Priest 1/1 When Clergy are destroyed or take lethal damage, unless opponent pays <1> Clergy are regenerated. {ERRATA: Each time the effect applies, choose an opponent; this does not target the opponent.} White Cold Snap iU 2W Enchantment CU: <2> During each player's upkeep, Cold Snap deals 1 damage to that player for each snow-covered land he or she controls. White Combat Medic fC4 2W Summon Soldier 0/2 <1W>: Prevent 1 damage to any player or creature. White Consecrate Land gU-- W Enchant Land All enchantments on target land are destroyed. Land cannot be destroyed or further enchanted until Consecrate Land has been destroyed. {ERRATA: will not save a land from destroying or enchanting itself} White Conversion gUUU 2WW Enchantment All mountains become basic plains. During your upkeep, pay or destroy Conversion. {RV text: "All mountains are considered basic plains while Conversion is in play. Pay during upkeep, or Conversion is discarded." A/B/UL: like RV, without "basic". A/B/UL/RV ERRATA: Replace "discarded" with "destroyed."} White Cooperation iC 2W Enchant Creature Target creature gains banding. White Crusade gRRR WW Enchantment All white creatures get +1/+1. {A/B/UL/RV: "gain" instead of "get"} White D'Avenant Archer lC2cC3 2W Summon Archer 1/2 : D'Avenant Archer deals 1 damage to target attacking or blocking creature. {LG: no "D'Avenant", "does" instead of "deals".} White Damping Field qU3 2W Enchantment Players may not untap more than one artifact during each of their own untap phases. White Death Speakers hU3 W Summon Speakers 1/1, Protection from black White Death Ward gCCCiC W Instant Regenerate target creature. {A/B/UL/RV text: "Regenerates target creature." Alpha: artwork miscredited to Dan Frazier, should be Mark Poole.} White Disenchant gCCCiCp? 1W Instant Destroy target artifact or enchantment. {4E text: "Destroy target enchantment or artifact." RV text: "Target enchantment or artifact is destroyed." A/B/UL text: "Target enchantment or artifact must be discarded." The runes on the Ice Age art phonetically spell "magic." ERRATA: use RV text for older cards. A Disenchant with new art will be distributed as a prize in the Arena magic league.} White Divine Intervention lR1 6WW Enchantment Put two counters on this card. Remove a counter during your upkeep. When you remove the last counter from Divine Intervention, the game is over and considered a draw. White Divine Offering lC2cC3 1W Instant Destroy target artifact. Gain life equal to the artifact's casting cost. {LG: "... You gain life points equal to casting cost of artifact."} White Divine Transformation g--UlR1 2WW Enchant Creature Target creature gets +3/+3. {LG: "gains" instead of "gets"} White Drought iU 2WW Enchantment During your upkeep, pay or destroy Drought. Before a spell that requires as part of its casting cost may be cast, or an ability that requires as part of its activation cost may be played, the controller of that spell or ability sacrifices a swamp for each in the spell's casting cost or the ability's activation cost. White Dust to Dust dC3 1WW Sorcery Removes two target artifacts from the game. White Elder Land Wurm g--RlR1 4WWW Summon Wurm 5/5, Trample Cannot attack until assigned as a blocker. {LG text: "Wurm cannot attack until it has been assigned as a blocker."} White Elvish Healer iC 2W Summon Cleric 1/2 : Prevent 1 damage to any non-green creature or any player or up to 2 damage to any green creature. White Enchanted Being lC1 1WW Summon Being 2/2 Any damage dealt to Enchanted Being during combat by creatures with one or more enchantment cards played on them is reduced to 0. White Enduring Renewal iR 2WW Enchantment Play with the cards in your hand face up on the table. If you draw a creature card from your library, discard it. Whenever a creature goes to your graveyard from play, put that creature into your hand. White Energy Storm iR 1W Enchantment CU: <1> Damage dealt by instants, interrupts, and sorceries is reduced to 0. Creatures with flying do not untap during their controller's untap phase. White Equinox lC1 W Enchant Land Tap land enchanted with Equinox to counter a spell that destroys one or more of your lands. This ability is played as an interrupt. {ERRATA: should say "Choose target land you control. <0>: Tap land Equinox enchants to counter target spell that will send one or more lands you control to the graveyard. Play this ability as an interrupt." Also, all the text, casting cost, and expansion icon are shifted to the right.} White Errand of Duty aC2 1W Instant Put a Knight token into play. Treat this token as a 1/1 white creature with banding. White Exile aR2 2W Instant Remove target non-white attacking creature from the game. Gain life equal to that creature's toughness. White Exorcist dU1 WW Summon Exorcist 1/1 <1WT>: Target black creature is destroyed. White Eye for an Eye g-RRnU3 WW Instant You may cast Eye for an Eye only when a creature, spell, or effect deals damage to you. Eye for an Eye deals an equal amount of damage to the controller of that creature, spell, or effect. If another spell or effect reduces the amount of damage you receive, it does not reduce the damage dealt by Eye for an Eye. {RV: first sentence "Can be cast only when a creature, spell, or effect does damage to you", "does" instead of the first "deals", "some" instead of "another". AN: like RV but "or spell" instead of "spell, or effect", both times it appears.} White Farmstead gRR- WWW Enchant Land Target land's controller gains 1 life if is spent during controller's upkeep. You cannot gain more than 1 life each turn through this enchantment. {A/B/UL text: "Target land's controller gains 1 life each upkeep if is spent. Target land still generates mana as usual." ERRATA: All versions of Farmstead are usable only once during your upkeep, even if you don't control the land it enchants.} White Farrel's Mantle fU3 2W Enchant Creature If target creature attacks and is not blocked, it may deal X+2 damage to any other target creature, where X is the power of the creature Farrel's Mantle enchants. If it does so, it deals no damage to opponent this turn. {ERRATA: Substitute "defending player" for "opponent". This actually has an effect on how the card works when it is on an opponent's creature; the original ruling in the multiplayer errata was to make it apply to "any opponent".} White Farrel's Zealot fC3 1WW Summon Townsfolk 2/2 If Farrel's Zealot attacks and is not blocked, you may choose to have it deal 3 damage to a target creature. If you do so, it deals no damage to opponent this turn. {ERRATA: replace "opponent" with "defending player".} White Farrelite Priest fU3 1WW Summon Cleric 1/3 <1>: Add to your mana pool. Play this ability as an interrupt. If more than <3> is spent in this way during one turn, bury Farrelite Priest at end of turn. White Fasting dU2 W Enchantment You may choose to skip your draw phase; if you do so, you gain 2 life. If you draw a card for any reason, Fasting is destroyed. During your upkeep, put a hunger counter on Fasting. When Fasting has five hunger counters on it, it is destroyed. White Festival dC3 W Instant Opponent may not declare an attack this turn. Play during opponent's upkeep phase. {ERRATA: Choose a target opponent when playing this card.} White Fire and Brimstone dU2 3WW Instant Fire and Brimstone does 4 damage to target player and 4 damage to you. Can only be used during a turn in which target player has declared an attack. White Formation iR 1W Instant Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. White Fortified Area g--ClU1 1WW Enchantment All walls you control gain banding and get +1/+0. {LG text: "All your walls gain +1/+0 and banding."} White Fylgja pUiC W Enchant Creature When Fylgja comes into play, put four healing counters on it. <0>: Remove a healing counter from Fylgja to prevent 1 damage to creature Fylgja enchants. <2W>: Put a healing counter on Fylgja. {Ice Age promo. Distributed with Cards Illustrated #18. Note: The Ice Age Fylgja uses the old white mana symbols, like the promo.} White General Jarkeld iR 3W Summon Legend 1/2 : Switch the blocking creatures of two target attacking creatures; all defense must remain legal. Use this ability only during combat after defense is chosen and before damage is dealt. White Glyph of Life lC2 W Instant Damage done to target wall by attacking creatures is added to your life point total. White Great Defender lU1 W Instant Target creature gains +0/+X until end of turn where X is the creature's casting cost. White Great Wall lU1 2W Enchantment Creatures with plainswalk may be blocked as if they did not have this ability. White Greater Realm of Preservation lU1 1W Enchantment <1W>: Prevents all damage against you from one red or black source. If a source does damage to you more than once in a turn, you must pay <1W> each time you want to prevent the damage. White Green Scarab iU W Enchant Creature Target creatures gets +2/+2 as long as any opponent controls any green cards. That creature cannot be blocked by green creatures. White Green Ward gUUU W Enchant Creature Target creature gains protection from green. The protection granted by Green Ward does not destroy Green Ward. {A/B/UL/RV cards do not have the second sentence, but there is ERRATA to add it to those cards.} White Guardian Angel gCC- XW Instant Prevents X damage from being dealt to any one target. Any further damage to the same target this turn can be canceled by spending 1 mana per point of damage to be canceled. {A/B/UL: "done" instead of "dealt". The art on this card and Paralyze appear to be parts of the same picture.} White Hallowed Ground iU 1W Enchantment : Return target non-snow-covered land you control to owner's hand. White Hand of Justice fU1 5W Summon Avatar 2/6 : Tap three target white creatures you control to destroy any target creature. White Hazduhr the Abbot hU1 3WW Summon Legend 2/5 : Redirect to Hazduhr the Abbot X damage dealt to any white creature you control. White Heal iC W Instant Prevent 1 damage to any creature or player. Draw a card at the beginning of the next turn's upkeep. White Healing Salve gCCC W Instant Give target player 3 life, or prevent up to 3 damage to any creature or player. {A/B/UL/RV text: "Gain 3 life, or prevent up to 3 damage from being dealt to a single target."} White Heaven's Gate lU1 W Instant Changes the color of one or more target creatures to white until end of turn. You choose which and how many creatures are affected. Costs to tap, maintain, or use a special ability of target creatures remains entirely unchanged. White Heroism fU3 2W Enchantment <0>: Sacrifice a white creature to have attacking red creatures deal no damage during combat this turn. The attacking player may pay <2R> for an attacking creature to have it deal damage as normal. White Hipparion iU 1W Summon Hipparion 1/3 Cannot be assigned to block a creature with power 3 or greater unless you pay an additional <1>. White Holy Armor gCCC W Enchant Creature Target creature gets +0/+2. : Target creature Holy Armor enchants gets +0/+1 until end of turn. {RV text: "Target creature gains +0/+2. : +0/+1" A/B/UL like RV but "Target creature gets extra +0/+1 until end of turn" instead of "+0/+1". ERRATA: The effect only lasts until the end of the turn.} White Holy Day lC1 W Instant Creatures attack and block as normal, but none deal any damage. All attacking creatures are still tapped. Play any time before attack damage is assigned. {ERRATA: The effect only lasts until the end of the turn.} White Holy Light dC3 2W Instant All non-white creatures get -1/-1 until end of turn. White Holy Strength gCCC W Enchant Creature Target creature gets +1/+2. {A/B/UL/RV: "gains" instead of "gets"} White Icatian Infantry fC4 W Summon Soldiers 1/1 <1>: Bands until end of turn. <1>: First strike until end of turn. White Icatian Javelineers fC3 W Summon Soldiers 1/1 When Icatian Javelineers is brought into play, put a javelin counter on it. : Remove the javelin counter to have Icatian Javelineers deal 1 damage to any target. White Icatian Lieutenant fU1 WW Summon Soldier 1/2 <1W>: Target Soldier gets +1/+0 until end of turn. White Icatian Moneychanger fC3 W Summon Townsfolk 0/2 Moneychanger deals 3 damage to you when summoned; put three credit counters on Moneychanger at that time. During your upkeep, put one credit counter on Moneychanger. <0>: Sacrifice Moneychanger to gain 1 life for each credit counter on it. Use this ability only during your upkeep. White Icatian Phalanx fU3 4W Summon Soldiers 2/4, Bands White Icatian Priest fU3 W Summon Cleric 1/1 <1WW>: Target creature gets +1/+1 until end of turn. White Icatian Scout fC4 W Summon Soldier 1/1 <1T>: Target creature gains first strike until end of turn. White Icatian Skirmishers fU1 3W Summon Soldiers 1/1, Bands, first strike All creatures that band with Skirmishers to attack gain first strike until end of turn. White Icatian Town fU1 5W Sorcery Put 4 Citizen tokens into play. Treat these tokens as 1/1 white creatures. White Indestructible Aura lC2cC3 W Instant Any damage dealt to target creature for the rest of the turn is reduced to 0. {LG: "remainder of" instead of "the rest of the"} White Infinite Authority lR1 WWW Enchant Creature All creatures with toughness 3 or less blocking target creature or blocked by target creature are destroyed at end of combat. At the end of the turn put a +1/+1 counter on the target creature for each creaeture destroyed in this manner during the turn. Counters remain on creature even if enchantment leaves play. {ERRATA: Yes, this card has a misspelled word in its text (creaeture). The blocking effect applies to all creatures blocked, regardless of how the block was made.} White Inheritance aU2 W Enchantment <3>: Draw a card. Use this ability only when a creature is put into the graveyard from play, and only once for each creature put into the graveyard. White Island Sanctuary gRRR 1W Enchantment During your draw phase, you may draw one less card from your library. If you do so, until start of your next turn the only creatures that can attack you are those with flying or islandwalk. {RV: begins "You may decline to draw a card from your library during draw phase. In exchange, until", and uses "may" instead of "can". B/UL: like RV but comma after "next turn", and uses "can" as in 4E. Alpha: like beta but "damage" instead of "attack".} White Ivory Gargoyle aR2 4W Summon Gargoyle 2/2, Flying If Ivory Gargoyle is put into the graveyard from play, put it into play under owner's control at end of turn and skip your next draw phase. <4W>: Remove Ivory Gargoyle from the game. White Ivory Guardians lU1cU3 4WW Summon Guardians 3/3, Protection from red As long as an opponent controls any red cards, all Guardians get +1/+1. {LG text:"All guardians gain +1/+1 if an opponent controls any red cards."} White Jihad nU2 WWW Enchantment Choose a color. As long as opponent has cards of this color in play, all white creatures gain +2/+1. Jihad must be discarded immediately if at any time opponent has no cards of this color in play. {ERRATA: Choose a target opponent when playing this card.} White Juniper Order Advocate aU2 2W Summon Knight 1/2 As long as Juniper Order Advocate is untapped, all green creatures you control get +1/+1. White Justice iU 2WW Enchantment During your upkeep, pay or destroy Justice. Whenever a red creature or spell deals damage, Justice deals an equal amount of damage to the controller of that creature or spell. If another spell or effect reduces the amount of damage a red creature or spell deals, it does not reduce the amount of damage dealt by Justice. White Karma gUUU 2WW Enchantment During each player's upkeep, Karma deals 1 damage to that player for each swamp he or she controls. {RV text: "During a player's upkeep, Karma does 1 point of damage to that player for each swamp he or she has in play." B/UL text: "Karma does 1 damage to player for each swamp player has in play. Damage occurs during player's upkeep. Affects both players." Alpha text: "For each swamp in play, Karma does 1 damage to the swamp owner during the swamp owner's upkeep."} White Keepers of the Faith lC2cC3 1WW Summon Keepers 2/3 White Kelsinko Ranger iC W Summon Ranger 1/1 <1W>: Target green creature gains first strike until end of turn. White King Suleiman nU2 1W Summon King 1/1 Tap to destroy an Efreet or Djinn. White Kismet g--UlU1 3W Enchantment All of target player's creatures, lands, and artifacts come into play tapped. {LG text: "All creatures, lands, and artifacts played by opponent come into play tapped." ERRATA: Choose a target player when playing this card.} White Kjeldoran Elite Guard iU 3W Summon Soldier 2/2 : Target creature gets +2/+2 until end of turn. If that creature leaves play this turn, bury Kjeldoran Elite Guard. Use this ability only when attack or defense is announced. White Kjeldoran Escort aC3 2WW Summon Soldier 2/3, Banding White Kjeldoran Guard iC 1W Summon Soldier 1/1 : Target creature gets +1/+1 until end of turn. If that creature leaves play this turn, bury Kjeldoran Guard. Use this ability only when attack or defense is announced and only if defending player controls no snow-covered lands. White Kjeldoran Home Guard aU2 3W Summon Soldier 1/6 At the end of any combat in which Kjeldoran Home Guard attacked or blocked, put a -0/-1 counter on Kjeldoran Home Guard and put a Deserter token into play. Treat this token as a 0/1 white creature. White Kjeldoran Knight iR WW Summon Knight 1/1, Banding <1W>: +1/+0 until end of turn : +0/+2 until end of turn White Kjeldoran Phalanx iR 5W Summon Soldiers 2/5, Banding, first strike White Kjeldoran Pride aC2 1W Enchant Creature Enchanted creature gets +1/+2. <2U>: Switch Kjeldoran Pride from creature it enchants to another creature. Kjeldoran Pride's new target must be legal. Treat Kjeldoran Pride as though it were just cast on the new target. White Kjeldoran Royal Guard iR 3WW Summon Soldiers 2/5 : Redirect to Kjeldoran Royal Guard all damage dealt to you from unblocked creatures this turn. White Kjeldoran Skycaptain iU 4W Summon Soldier 2/2, Banding, flying, first strike White Kjeldoran Skyknight iC 2W Summon Soldier 1/1, Banding, flying, first strike White Kjeldoran Warrior iC W Summon Hero 1/1, Banding White Knights of Thorn dU1 3W Summon Knights 2/2, Protection from red, banding White Lance gUU- W Enchant Creature Target creature gains first strike. White Land Tax g--RlU1 W Enchantment During your upkeep, if an opponent controls more land than you, you may search your library and remove up to three basic land cards and put them into your hand. Reshuffle your library afterwards. {ERRATA: The effect is usable if any opponent controls more land than you. Show the cards to all players before putting them in your hand.} White Leeches hU1 1WW Sorcery Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed in this way. White Lifeblood lR1 2WW Enchantment You gain 1 life point each time one of opponent's mountains becomes tapped. {ERRATA: Choose a target opponent when playing this card.} White Lightning Blow iR 1W Instant Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep. White Lost Order of Jarkeld iR 2WW Summon Knights 1+*/1+* Lost Order of Jarkeld has power and toughness each equal to 1 plus the number of creatures target opponent controls. White Martyr's Cry dU1 WW Sorcery All white creatures are removed from the game. Players must draw one card for each white creature they control that is lost in this manner. White Martyrdom aC2 1WW Instant Until end of turn, you may redirect to target creature you control any amount of damage. White Martyrs of Korlis qU3 3WW Summon Bodyguard 1/6 Unless Martyrs of Korlis is tapped, any damage done to you by artifacts is instead applied to Martyrs of Korlis. You may not take this damage yourself, though you may prevent it if possible. No more than one Bodyguard of your choice can take damage for you in this manner each turn. White Mercenaries iR 3W Summon Mercenaries 3/3 Whenever Mercenaries damages a player, that player may pay <3> to prevent that damage. White Mesa Falcon hC4 1W Summon Falcon 1/1, Flying <1W>: +0/+1 until end of turn White Mesa Pegasus gCCC 1W Summon Pegasus 1/1, Flying, banding {A/B/UL/RV: "Flying, bands"} White Miracle Worker dC3 W Summon Miracle Worker 1/1 : Destroy target enchantment card on a creature you control. White Moat lR1 2WW Enchantment Non-flying creatures cannot attack. White Moorish Cavalry nC5 2WW Summon Cavalry 3/3, Trample {The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C4 and the usual- looking version is C1.} White Morale g--CdC3 1WW Instant All attacking creatures get +1/+1 until end of turn. {DK: "gain" instead of "get"} White Noble Steeds aC2 2W Enchantment <1W>: Target creature gains first strike until end of turn. White Northern Paladin gRRR 2WW Summon Paladin 3/3 : Destroy target black permanent. {A/B/UL/RV text: ": Destroys a black card in play. Cannot be used to cancel a black spell as it is being cast." A/B/UL: Misspelled Shuler.} White Order of Leitbur fC3 WW Summon Clerics 2/1, Protection from black : +1/+0 until end of turn. : First strike until end of turn. White Order of the Sacred Torch iR 1WW Summon Paladin 2/2 : Pay 1 life to destroy target black spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. {ERRATA: replace "destroy" with "counter".} White Order of the White Shield iU WW Summon Knights 2/1, Protection from black : First strike until end of turn : +1/+0 until end of turn White Osai Vultures g--UlC1 1W Summon Vultures 1/1, Flying At the end of any turn in which a creature is put into the graveyard from play, put a carrion counter on Vultures. <0>: Remove two carrion counters to give Vultures +1/+1 until end of turn. {LG: "placed in" instead of "put into", no "carrion" anywhere, "the" before "Vultures", no "<0>:" before "Remove two..."} White Pearled Unicorn gCCC 2W Summon Unicorn 2/2 White Personal Incarnation gRRR 3WWW Summon Avatar 6/6 Owner may redirect any or all damage done to Personal Incarnation to self instead. If Personal Incarnation is put into the graveyard from play, owner loses half his or her remaining life, rounding up the loss. Effects that redirect or prevent damage cannot be used to counter this loss of life. {RV: "Caster" instead of "owner" everywhere, add "The source of damage is unchanged" after first sentence, "goes to" instead of "is put into", no "from play", "points" after "remaining life", last sentence missing. A/B/UL: like RV but "destroyed" instead of "goes to the graveyard". A/B/UL/RV ERRATA: add "from play" after "graveyard".} White Petra Sphinx lR1cU1 2WWW Summon Sphinx 3/4 : Target player names a card and then turns over the top card of his or her library. If it is the card named, put it into that player's hand. Otherwise, put it into the player's graveyard. {LG text ends: "... library. If it matches the named card, the card is put in the player's hand; otherwise it is put into the graveyard."} White Piety g--CnC4 2W Instant All blocking creatures get +0/+3 until end of turn. {AN: "defending creatures gain" instead of "blocking creatures get" The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual- looking version is C1.} White Pikemen g--CdC3 1W Summon Pikemen 1/1, Banding, first strike {ERRATA: Dennis Detwiller's name is misspelled on the DK version.} White Preacher dU1 1WW Summon Preacher 1/1 : Gain control of one of opponent's creatures. Opponent chooses which target creature you control. If Preacher becomes untapped, you lose control of this creature; you may choose not to untap Preacher as normal during your untap phase. You also lose control of the creature if Preacher leaves play or at end of game. {ERRATA: Choose a target opponent each time the ability is used.} White Presence of the Master lU1 3W Enchantment While Presence of the Master is in play, any new enchantments cast are countered. White Prismatic Ward pUiC 1W Enchant Creature When Prismatic Ward comes into play, choose a color; all damage dealt to target creature by sources of that color is reduced to 0. {Ice Age promo. Distributed with issue #45 of Wizard magazine, and two in Duelist Companion #8. Note: The Ice Age Prismatic Ward uses the old white mana symbols, like the promo.} White Prophecy hC1 W Sorcery Reveal the top card of target opponent's library to all players. If it is a land, gain 1 life. That opponent then shuffles his or her library. Draw a card at the beginning of the next turn's upkeep. White Purelace gRRR W Interrupt Change the color of target spell or target permanent to white. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. {A/B/UL/RV text: "Changes the color of one card either being played or already in play to white. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged."} White Rally iC WW Instant All blocking creatures get +1/+1 until end of turn. White Rapid Fire lR1 3W Instant Play before defense is chosen. Target creature gains first strike until end of turn. If the creature does not already have rampage, then it also gains rampage: 2 until end of turn. White Rashka the Slayer hU3 3WW Summon Legend 3/3 Can block creatures with flying. If assigned to block any black creatures, Rashka the Slayer gets +1/+2 until end of turn. White Red Scarab iU W Enchant Creature Target creatures gets +2/+2 as long as any opponent controls any red cards. That creature cannot be blocked by red creatures. White Red Ward gUUU W Enchant Creature Target creature gains protection from red. The protection granted by Red Ward does not destroy Red Ward. {A/B/UL/RV cards do not have the second sentence, but there is ERRATA to add it to those cards.} White Reinforcements aC2 W Instant Put up to three target creature cards from your graveyard on top of your library in any order. White Remove Enchantments lC1 W Instant Remove all enchantments you control and remove all enchantment cards played on all permanents you control. If this spell is cast during opponent's attack, also remove all enchantment cards played on attacking creatures. All enchantments you own are returned to your hand; all other enchantments are destroyed. {ERRATA: Second sentence should begin: "If cast while an opponent is attacking you..."} White Repentant Blacksmith nU2cC3 1W Summon Smith 1/2, Protection from red White Reprisal aU6 1W Instant Bury target creature with power 4 or greater. White Resurrection gUU- 2WW Sorcery Take a creature from your graveyard and put it directly into play. Treat this creature as though it were just summoned. {A/B/UL second sentence: "You can't tap it until your next turn."} White Reverse Damage gRRR 1WW Instant All damage dealt to you so far this turn by one source is retroactively added to your life total instead of subtracted. Further damage this turn is treated normally. {A/B/UL/RV: "All damage you have taken from any one source this turn is added to your life total instead of subtracted from it."} White Reverse Polarity g-U-qC4 WW Instant All damage done to you by artifacts so far this turn is retroactively added to your life total instead of subtracted. Further damage this turn is treated normally. {AQ: "so far this turn by artifacts"} White Righteous Avengers lU1 4W Summon Avengers 3/1, Plainswalk White Righteousness gRRR W Instant Target blocking creature gets +7/+7 until end of turn. {A/B/UL/RV: "defending creature gains" instead of "blocking creature gets", A/B/UL: Misspelled Shuler} White Royal Decree aR2 2WW Enchantment CU: Whenever a swamp, mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damages to that permanent's controller. White Royal Herbalist aC2 W Summon Cleric 1/1 <2>: Remove the top card of your library from the game to gain 1 life. White Sacred Boon iU 1W Instant Prevent up to 3 damage to target creature. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented by Sacred Boon. White Samite Alchemist hC4 3W Summon Alchemist 0/2 : Prevent up to 4 damage to a creature you control. Tap that creature. That creature does not untap during your next untap phase. White Samite Healer gCCC 1W Summon Cleric 1/1 : Prevent 1 damage to any creature or player. {A/B/UL/RV: "... to any target"} White Savannah Lions gRRR W Summon Lions 2/1 White Scars of the Veteran aU2 4W Instant You may remove a white card in your hand from the game instead of paying Scars of the Veteran's casting cost. Prevent up to 7 damage to target creature or player. For each 1 damage to a creature prevented by Scars of the Veteran put a +0/+1 counter on that creature at end of turn. White Seasoned Tactician aU2 2W Summon Tactician 1/3 <3>: Remove the top four cards of your library from the game to prevent all damage to you from one source. White Seeker g--ClU1 2WW Enchant Creature Target creature cannot be blocked except by white creatures and artifact creatures. {LG: "by any creatures except" instead of "except by"} White Seraph iR 6W Summon Angel 4/4, Flying At the end of a turn in which any creature is damaged by Seraph and put into the graveyard, put that creature directly into play under your control as though it were just summoned. If you lose control of Seraph or if Seraph leaves play, bury the creature. White Serra Angel gUUU 3WW Summon Angel 4/4, Flying Attacking does not cause Serra Angel to tap. {A/B/UL text: "Does not tap when attacking." and Misspelled Shuler. An oversized Serra Angel card with new art by Rebecca Guay appears in the first issue of the Serra Angel comic book. An oversized Serra Angel with the original art was given out by the WotC Caravan Tour.} White Serra Aviary hU1 3W Enchant World All creatures with flying get +1/+1. White Serra Bestiary hC1 WW Enchant Creature During your upkeep, pay or bury Serra Bestiary. Target creature cannot attack, block or use any ability that includes in the activation cost. White Serra Inquisitors hU3 4W Summon Inquisitors 3/3 If assigned to block any black creatures or any black creatures are assigned to block it, Serra Inquisitors gets +2/+0 until end of turn. White Serra Paladin hC1 2WW Summon Paladin 2/2 : Prevent 1 damage to any creature or player. <1WWT>: Attacking does not cause target creature to tap this turn. White Shahrazad nU2 WW Sorcery Players must leave game in progress as it is and use the cards left in their libraries as decks with which to play a subgame of Magic. When subgame is over, players shuffle these cards, return them to libraries, and resume game in progress, with any loser of subgame halving his or her remaining life points, rounding down. Effects that prevent damage may not be used to counter this loss of life. The subgame has no ante; using less than forty cards may be necessary. {ERRATA: Any player who does not win the subgame loses half his or her life; in a draw, all players lose life.} White Shield Bearer iC 1W Summon Soldier 0/3, Banding White Shield Wall lU1cU3 1W Instant All creatures you control get +0/+2 until end of turn. {LG text: "All your creatures gain +0/+2 until end of turn."} White Snow Hound iU 2W Summon Dog 1/1 <1T>: Return Snow Hound to owner's hand and target blue or green creature you control to owner's hand. White Soraya the Falconer hU1 1WW Summon Legend 2/2 All Falcons gets +1/+1. <1W>: Target Falcon gains banding until end of turn. White Spirit Link g--UlU1 W Enchant Creature Gain 1 life for every 1 damage target creature deals. You may gain more life than the toughness or the total life of the creature or player damaged by the creature Spirit Link enchants. {LG text: "For every point of damage target creature does, you gain 1 life."} White Spiritual Sanctuary lR1 2WW Enchantment Any player with plains under his or her control gains 1 life point during upkeep. White Squire dC3 1W Summon Squire 1/2 {ERRATA: Dennis Detwiller's name is misspelled.} White Sustaining Spirit aR2 1W Summon Guardian 0/3, CU: <1W> Any damage that would reduce your life total to less than 1 instead reduces it to 1. White Swords to Plowshares gUUUiU W Instant Remove target creature from the game. That creature's controller gains life equal to its power. {4E: "The creature's" instead of "That creature's". RV text: "Target creature is removed from game entirely. Creature's controller gains life points equal to creature's power." A/B/UL: like RV but add "entirely; return to owner's deck only when game is over." after "from the game"} White Sworn Defender aR2 2WW Summon Knight 1/3 <1>: Change Sworn Defender's power to the toughness of target creature blocking or being blocked by Sworn Defender, minus 1, until end of turn. Change Sworn Defender's toughness to 1 plus the power of that creature, until end of turn. White Thunder Spirit lR1 1WW Summon Spirit 2/2, First strike, flying White Tivadar's Crusade dU2 1WW Sorcery All Goblins are destroyed. {ERRATA: Dennis Detwiller's name is misspelled.} White Trade Caravan hC4 W Summon Caravan 1/1 During your upkeep, put a currency counter on Trade Caravan. <0>: Remove two currency counters from Trade Caravan to untap target basic land. Use this ability only during any opponent's upkeep. {The two artworks can be combined to form one large picture, and the wagons have the symbols from the green, red, and black wards drawn on them.} White Truce hU1 2W Instant Each player may draw up to two cards. For each card less than two any player draws, that player gains 2 life. White Tundra Wolves g--ClC2 W Summon Wolves 1/1, First strike White Unlikely Alliance aU2 1W Enchantment <1W>: Target non-attacking, non-blocking creature gets +0/+2 until end of turn. White Veteran Bodyguard gRR- 3WW Summon Bodyguard 2/5 Unless Bodyguard is tapped, any damage done to you by unblocked creatures is done instead to Bodyguard. You may not take this damage yourself, though you can prevent it if possible. No more than one Bodyguard of your choice can take damage for you in this manner each turn. {A/B/UL: Last sentence not present; Misspelled Shuler} White Visions g--UlU1 W Sorcery Look at the top five cards of any library. You may then shuffle that library. {LG text: "You may look at the top five cards of any library. You may then choose to shuffle that library."} White Wall of Caltrops lC1 1W Summon Wall 2/1 If Wall of Caltrops and one or more other walls join to block an attacker AND no other creatures besides walls block that attacker, Wall of Caltrops gains banding ability until end of turn. {ERRATA: "If Wall of Caltrops, at least one other wall, and no non-wall creatures are assigned to block an attacker, Wall of Caltrops gains banding until end of turn."} White Wall of Light lU1 2W Summon Wall 1/5, Protection from black White Wall of Swords gUUU 3W Summon Wall 3/5, Flying White War Elephant nC4cC3 3W Summon Elephant 2/2, Banding, trample {AN abilities were: "Trample, bands". The AN card appears as two different versions, one with smaller, darker mana circles than normal; this version is C3 and the usual-looking version is C1.} White Warning iC W Instant Target attacking creature deals no damage in combat this turn. White White Knight gUUU WW Summon Knight 2/2, Protection from black, first strike White White Scarab iU W Enchant Creature Target creatures gets +2/+2 as long as any opponent controls any white cards. That creature cannot be blocked by white creatures. White White Ward gUUU W Enchant Creature Target creature gains protection from white. The protection granted by White Ward does not destroy White Ward. {A/B/UL/RV cards do not have the second sentence, but there is ERRATA to add it to those cards.} White Wild Aesthir aC3 2W Summon Aesthir 1/1, Flying, first strike : +2/+0 until end of turn. You cannot spend more than in this way each turn. White Witch Hunter dU1cU3 2WW Summon Hunter 1/1 : Witch Hunter deals 1 damage to target player. <1WWT>: Return target creature any opponent controls to owner's hand. {DK text: ": Witch Hunter does 1 damage to target player. <1WWT>: Return target creature opponent controls from play to owner's hand. Enchantments on target creature are destroyed." ERRATA: The effect may be used on a creature controlled by any opponent.} White Wrath of God gRRR 2WW Sorcery Bury all creatures. {RV text: "All creatures in play are buried." A/B/UL text: "All creatures in play are destroyed and cannot be regenerated."}