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Author Topic: Card Creation Master List  (Read 6079 times)
Matt
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King of the Jews!


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« on: January 14, 2004, 01:41:17 pm »

When you finish a card, it will be added here. Only a moderator may reply to this thread after it is constructed.
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http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
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Posts: 2297


King of the Jews!


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« Reply #1 on: January 14, 2004, 01:42:17 pm »

Black Cards[/u]


Corpse Splicer
{1}{B}{B}
Creature -- Zombie Wizard
2/1
{B}{B}, {T}, sacrifice a zombie: Return target zombie card in your graveyard to play.
The undead's birthcry drowned out the wailing of its dying donor.


Bayou Locusts
{1}{B}
Creature -- Insect
2/1
{B}: Bayou Locusts gain flying until end of turn.
{G}: Regenerate Bayou Locusts.


Secret Cycle: common, uncommon, rare

Stolen Secrets
{B}
Sorcery
Search target player's library for three cards and divide them into two piles. That player chooses one pile and removes it from the game. Then that player shuffles the remaining cards into his or her library. You lose 2 life.
The thoughtless do not make use of the information they steal.

Pilfered Plans
{B}{B}
Sorcery
Search target player's library for five cards and divide them into two piles. That player chooses one pile and removes it from the game. Then that player shuffles the remaining cards into his or her library. You lose 4 life.
The best laid plans are those of the enemy.

Captured Council
{B}{B}{B}
Sorcery
Search target player's library for seven cards and divide them into two piles. That player chooses one pile and removes it from the game. Then that player shuffles the remaining cards into his or her library. You lose 6 life.
A true thief is one who can steal the very imagination from his enemy.

End of Secret Cycle


Mind Plague
{2}{B}{B}
Sorcery
All players discard their hands.
As the warriors succumbed to the disease, they took care to spread it before they died.


Cabrit Priest
{B}{B}
Creature -- Cleric
2/1
When Cabrit Priest comes into play, target player sacrifices a creature. If that player controls no creatures, you sacrifice a creature. If Cabrit Priest would be put into a graveyard, remove it from the game instead.
Voodoo initiates call those who have abandoned the tradition 'Cabrit Thomazos'. They are members of the sects who shed human blood for sacrificial offerings.


Hypnotized Spectre
{B}
Creature -- Spectre
2/2
Flying
When Hypnotized Spectre deals damage to an opponent, discard a card at random.


Crypt Raid
{1}{B}
Sorcery
Remove a card in your graveyard from the game.
You may search your library for a card with the same converted mana cost and reveal it. Put that card into your hand. Shuffle your library afterwards. Remove Crypt Raid from the game.
Of all the rotting luck...


Demonic Marauders
{2}{B}
Creature -- Skeleton Knight
3/1
Pay 3 life, discard a card: Return Demonic Marauders to play. Play this ability only once per turn and only if Demonic Marauders is in your graveyard.
"Hell is empty, and all the devils are here." -William Shakespeare, The Tempest


Plagued Rats
{B}
Creature -- Rats
1/1
Plagued Rats gets +1/+0 for each other creature named Plagued Rats in play.
Threshold -- Plagued Rats gets an additional +1/+0 for each other creature named Plagued Rats in play.


Old Kramburious
{1}{B}
Card Creature -- Minion
1/3
{B}, {T}: Search your library for a creature card and put it in your graveyard. Shuffle your library.
He has seen too many die to mourn the passing of a single life.


Necromaster
{1}{B}{B}
Creature -- Skeleton Legend
0/3
Whenever you are dealt damage, discard a card or sacrifice a permanent for each one damage dealt.
{1}{B}: Target opponent removes an artifact or creature they control from the game.


Vicious Necromancer
{4}{B}{B}
Creature -- Cleric
4/4
{3}{B}{B}: Put target creature card from a graveyard into play under your control.
{2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
The citizens of Ulgrotha had beautiful ceremonies for interring their deceased. Some Ulgrothans miss those ceremonies, but now they have rites of mourning for their cremations.


Soft Underbelly
{2}{B}
Instant
Until end of turn, whenever a creature is dealt damage, destroy it. It can't be regenerated.
The beast reared up in pain, revealing its unprotected chest. It was dead before its massive bulk crushed the hunter.


Assassin's Guild
{1}{B}{B}
Enchantment
{1}{B}{B}: Assassin's Guild becomes a 3/1 Mercenary creature with double strike until end of turn.
"We come. We kill. We leave. No more." -Edak Khul, Master Assassin


Storm of Lim-Dul
{2}{B}
Enchantment
Sacrifice a nonartifact creature: Add an amount of black mana to your mana pool equal to the sacrificed creatures' converted mana cost. Any play may play this ability but only once per turn.
"We entered the eye of the storm, and it was no calmer than the thunder." -Disa the Restless


Shadow Blast
{1}{B}{B}
Instant
Play Shadow Blast only during the declare blockers step.
For each unblocked attacking creature, target opponent discards a card from his or her hand.


Soul Search
{B}
Sorcery
Name a card. Reveal the top ten cards of your library. Put all cards with the chosen name into your hand and remove the rest from the game.
You lose life equal to the number of cards put in your hand in this way.


Reckless Necromancy
{1}{B}
Instant
Put target creature in your graveyard into play. Each opponent may put a creature from their hand into play.
Necromancy is a grave undertaking.


Vile Hypnosis
{1}{B}
Instant
As an additional cost to play Vile Hypnosis, pay 2 life.
Counter target spell unless that spell's controller discards two cards from his or her hand.
Evil reaches far beyond the darkness.


Vengeful Assassin
{1}{B}{B}
Creature -- Zombie
2/1
{B}: Return Vengeful Assassin to your hand from your graveyard. Play this ability only during your upkeep.
{B}, sacrifice Vengeful Assassin: Destroy target nonblack creature.
He fills all graves except his own.


Anjin Order
{2}{B}{B}
Enchantment
Black creatures you control have provoke and fear.
{B}{B}: Target creature is black until end of turn.


Anjin Slayer
{3}{B}{B}
Creature -- Assassin Warrior
4/1
Provoke, fear.
{B}{B}: Target creature is black until end of turn.
{B}{B}: Regenerate Anjin Slayer.


Anjin Discipline
{1}{B}
Enchant Creature
Enchanted creature is black and has provoke and fear.
{B}{B}: Target creature is black until end of turn.


Tormenter
{1}{B}
Creature -- Cleric Mercenary
1/2
{B}: Target creature gets -2/-1 until end of turn. Play this ability only once each turn. Any player may play this ability, but only when he or she may play a sorcery.
Loyal to the bone, until the other side can afford the flesh.


Cruel Logic
{B}
Sorcery
Target opponent removes a card in his or her hand from the game and loses 1 life.
"Why should I lie? The truth is far too much fun." - Volrath


Plague Thrull
{B}
Creature -- Thrull
1/1
Sacrifice Plague Thrull: target creature gets -1/-1 until end of turn.
"Before mastering their art, the earliest breeders often perished along with their misshapen creations." - Sarpadian Empires, vol. II


Thrull Drone
{B}
Creature -- Thrull
1/1
Remove Thrull Drone from the game: Target player loses 1 life. Play this ability only if Thrull Drone is in your graveyard.
"Thrulls are just as useful dead as alive." - Endrek Sahr, Master Breeder


Endrek Sahr, Master Breeder
{3}{B}{B}
Creature -- Legend
2/3
{B}{B}, {T}: All Thrulls get +2/-1 until end of turn.
{1}{B}{B}, {T}: Put a 1/2 Thrull token into play.
As long as Endrek Sahr, Master Breeder is in your graveyard all Thrulls have +2/-1 and Haste.


Berserker Thrull
{1}{B}
Creature -- Thrull
2/1
First strike.
Berserker Thrull cannot block.


Reygoth
{1}{B}{B}
Creature -- Thrull Legend
2/2
Whenever Reygoth attacks and is not blocked, you may pay {X}{1}. If you do, search your library for a Thrull card with a converted mana cost of X or less and put that card into play. Shuffle your library afterwards.
"We should have exterminated the project as soon as they chose a leader." - Ebon Praetor


Thrull Shade
{3}{B}
Creature -- Thrull
2/3
Fear
{1}{B}: Thrull Shade gets +1/+0 until end of turn.


Thrull Overseer
{2}{B}{B}{B}
Creature -- Thrull Lord
3/3
All Thrulls get +1/+1 and have "{B}{B}, Sacrifice this creature: Target player discards a card at random. Play this ability only when you could play a sorcery."
"Sometimes I think that thrulls value each other's lives less than we value theirs." - Ebon Praetor


Toxic Demon
{B}
Creature -- Demon
4/4
Whenever Toxic Demon deals damage, you get four poison counters.
This vicious demon consumes your foes rapidly. Unfortunately, his digestion products might be worse than your former foes.


Assassinate
{1}{B}
Instant
Destroy target creature with power greater than or equal to its converted mana cost.
In Endas-Tul, notable fighters were more likely to be 'silenced' than mediocre ones.


Hydrolysis
{3}{B}{B}
Sorcery
Destroy target creature.
Put a */1 black Product token and a 1/* black Byproduct token into play. The Product's power is equal to the destroyed creature's power. The Byproduct's toughness is equal to the destroyed creature's toughness.


Gluttonous Apprentice
{1}{B}
Creature -- Ghoul Wizard
1/1
If Gluttonous Apprentice would come into play, any player may sacrifice a permanent to put this on top of owners library instead.
When Gluttonous Apprentice comes into play, target player sacrifices a creature.


Amateur Assassin
{2}{B}
Creature -- Mercenary
{B}, Sacrifice Amateur Assassin: Target player sacrifices a creature.
1/1
"If he were skilled enough to be worth rescuing, he would not have been caught. Let him hang with the common criminals." - Ekad Khul, Master Assassin


Darklighter
{2}{B}{B}
Creature -- Demon Knight
2/2
{T}: Destroy target Knight or Soldier.
For every honor, there is a dark side.


Yawgmoth's Whim
{B}
Instant
Until end of turn, you may play target card in an opponent's graveyard as though it were in your hand. If that card would be put into a graveyard this turn, remove that card from the game instead.


Infectious Horror
{1}{B}{B}{B}
Creature -- Horror
1/3
{B}{B}, {T}: All creatures get -2/-2 until end of turn. Play this ability only any time you could play a sorcery.


Entropy
{B}
Instant
Draw a card.
Cycling -- sacrifice a permanent
Nature, even when left to its own devices, declines and heads toward nothingness.


Infernal Wastes
{B}{B}{B}
Enchant World
At the beginning of each player's upkeep, that player puts a -1/-1 counter on each creature he or she controls.
"The Great Wastes lay in front of us and our minds filled with horror. As we journeyed through them we found skeletons of our former comrades. I fear soon our skeletons shall also decorate these wastes." -Last Entry, Journals of Bethan Leitbur


Touch of Pestilence
{B}
Instant
Buyback {4}
Put a -1/-1 counter on target creature.


Birth Priest
{2}{B}{B}
Creature -- Minion
1/3
{1}{B}{B}, remove a creature card in your graveyard from the game: Put a 3/3 black Horror token into play. Play this ability only when you could play a sorcery.


Wizard of Lim-Dul
{2}{B}{B}
Creature -- Zombie Wizard
2/2
When Wizard of Lim-Dul comes into play, you may return target creature in your graveyard to your hand.
Amnesia -- Instead, return that creature to play. (You have Amnesia as long as you have no cards in hand.)


Zombie Horror cycle

Mindblighter
{2}{B}{B}
Creature -- Zombie Horror
1/4
Mindblighter doesn't untap during your untap step.
Discard two cards: Untap Mindblighter.
{B}{B}, {T}: Target player discards two cards. Play this ability as a sorcery.

Soulripper
{2}{B}{B}
Creature -- Zombie Horror
1/4
Soulripper does not untap during your untap step.
Sacrifice a creature: Untap Soulripper.
{B}{B}, {T}: Destroy target nonblack creature. It can't be regenerated.

Spiritgorger
{2}{B}{B}
Creature -- Zombie Horror
1/4
Spiritgorger does not untap during your untap step.
Pay 3 life: Untap Spiritgorger.
{B}{B}, {T}: Target player loses 3 life.

End of Zombie Horror cycle


Abyssal Hellion
{3}{B}{B}{B}
Creature -- Demon
4/4
Flying
At the beginning of each player's upkeep, that player chooses a target creature he or she controls and sacrifices it.
{3}{B}{B}, remove a creature card in any graveyard from the game: Return Abyssal Hellion from your graveyard to play with a +1/+1 counter on it.


Terrifying Apparition
{B}{B}
Creature -- Ghost
2/2
{1}: Target player removes a card in his hand from the game face down. At end of turn, that player returns that card to his or her hand. Play this ability only when you could play a sorcery.


Downward Spiral
{B}{B}
Enchantment
At the beginning of your upkeep, you may search your library for a card and put it in your graveyard. If you do, shuffle your library afterwards.
When Downward Spiral leaves play, remove your graveyard from the game.


Desecrate
{1}{B}{B}
Sorcery
Gain control of target Cleric. That creature becomes a Zombie and becomes black.


Diseased Wretch
{B}
Creature -- Zombie
1/1
Whenever Diseased Wretch deals combat damage, each player loses 1 life.


Soul Leak
{B}
Sorcery
Each opponent loses 1 life. You gain life equal to the life lost in this way.


Plague Vultures
{4}{B}
Creature -- Bird
3/1
Flying
Sacrifice Plague Vultures: each player sacrifices a creature.


Prejudice
{2}{B}
Enchantment
When Prejudice comes into play, choose a creature type.
Creatures of the chosen type can't be played. Any player may discard a creature of the chosen type to ignore this effect until end of turn.
There are, in every age, new errors to be rectified and new prejudices to be opposed. --Samuel Johnson


Khabal Scavenger
{2}{B}{B}
Creature -- Ghoul
2/2
At end of turn, put a +1/+1 counter on Khabal Scavenger for each creature put into a graveyard from play this turn.
Remove a +1/+1 counter from Khabal Scavenger: Regenerate Khabal Scavenger.


Lost in Shadow
{1}{B}
Instant
Until end of turn, all permanents become black and all lands become swamps.
Cycling {B}
The sun's rim dips;
the stars rush out:
At one stride comes the dark.
-John Milton, Samson Agonistes



Faces in the Dark
{0}
Creature -- Zombie
1/1
Faces in the Dark is black.
"Uncle, what do the dead do? Do they run and sing and eat? Do they go a-hunting and make merry?"
"No, lad. The dead always stay in their graves, in the ground, and never speak, and never move."



Infamy
{B}
Enchant Creature
Whenever enchanted creature becomes blocked, destroy all creatures blocking it. They can't be regenerated.


Hangman's Call
{1}{B}
Enchantment
At the beginning of your upkeep, if you have 3 life or less, sacrifice Hangman's Call. If you do, search your library for two cards, put them in your hand, and shuffle your library.
"Depend upon it, sir, when a man knows he is to be hanged in a fortnight, it concentrates his mind wonderfully." -Dr. Samuel Johnson


Expel
{B}
Sorcery
Any number of target players each reveals his or her hand and discards a nonland card with the lowest converted mana cost. (If two or more cards are tied for the lowest coverted mana cost, discard any one of them.)


Kaervek's Scorn
{B}{B}{B}
Sorcery
As an additionnal cost to play Kaervek's Scorn, sacrifice all permanents you control and discard your hand.
Draw 7 cards.
The living don't understand the true meaning of sacrifice. -Kaervek


Shifting Undead
{1}{B}{B}
Creature -- Zombie Shapeshifter
0/1
As Shifting Undead comes into play, choose a creature from your graveyard. Shifting Undead comes into play as a copy of the chosen creature.
Though they had killed it, the shifter refused to accept his fate.


Presence of the Necromancer
{3}{B}{B}
Instant
Until end of turn, whenever a nontoken creature is put into a graveyard from play, instead remove it from the game and put a 2/2 black Zombie token into play.


Cemetary Wraith
{B}{B}
Creature -- Ghost
3/3
Flying, fear
When Cemetary Wraith comes into play, remove two black creatures in your graveyard from the game or remove Cemetary Wraith from the game.
If Cemetary Wraith would be put into any graveyard, remove it from the game instead.


Bewildering Visions
{B}
Enchantment
Each player's maximum handsize is decreased by 1.


Shadows Ascendant
{3}{B}{B}
Sorcery
All creatures you control phase out.
For each creature phased out in this way, put a 2/1 black Shadow token with Haste into play. At end of turn, sacrifice all Shadows you control.
With Mangara's disappearance and Kaervek's rise to power, reports increased of citizens dying in their sleep with expressions of horror the only clue to the cause of their demise. So began the dark days for Jamuraa.


Pierced by Many Wounds
{X}{B}
Enchant Creature
When Pierced by Many Wounds comes into play, put X -1/-1 counters on enchanted creature.
At the beginning of your upkeep, remove a -1/-1 counter from enchanted creature.


Voidstalker
{2}{B}{B}
Creature -- Demon
4/3
When Voidstalker becomes blocked, remove Voidstalker and all creatures blocking Voidstalker from the game.
"Walk while ye have the light, lest darkness come upon you." -John xii. 35.


Aneurysm
{5}{B}{B}
Sorcery
Each player's life total becomes the number of cards in their hand.


Phyrexian Archivist
{1}{B}{B}
Creature -- Minion
2/3
{T}: Destroy target creature with the same name as a creature in any graveyard.
Familiarity breeds contempt.


Soul Slave
{B}{B}
Creature -- Zombie
3/2
When Soul Slave is put into a graveyard from play, you lose 3 life.


Wailing Specter
{3}{B}{B}
Creature -- Specter
2/2
Flying
Whenever Wailing Specter deals combat damage to  player, that player discards his or her hand.


Butcher
{B}
Instant
Destroy target nonblack creature with an activated ability. It cannot be regenerated.
You may call it murdering the innocent.  I call it a preemptive strike.


Nightblade
{1}{B}{B}
Creature -- Assassin
3/1
At the end of your turn, choose a tapped creature. The controller of that creature sacrifices it.


Toxic Spill
{2}{B}
Enchant Land
Whenever enchanted land is tapped for mana, it produces {B} instead of its normal type and amount.
Whenever mana from enchanted land is used to pay for a creature spell, that creature comes into play with a -1/-1 counter on it.


Yawgmoth's Gift
{4}{B}{B}
Enchantment
When Yawgmoth's Gift comes into play, reveal the top ten cards of your library. Put all black creature cards revealed in this way into play and remove the rest from the game.
When Yawgmoth's Gift leaves play, sacrifice all creatures you control.


Skeletal Priest
{3}{B}
Creature -- Skeleton Cleric
3/1
{B}: Regenerate Skeletal Priest.
"We had almost made it out of the temple when Fiko stopped to catch his breath. Looking back, I saw only a flash of bone strike from the shadows."


Devotees of Yawgmoth cycle

Herald of Yawgmoth
{B}
Creature -- Soldier
1/1
As long as you control an artifact, Herald of Yawgmoth has "Sacrifice Herald of Yawgmoth: Destroy target creature unless any player pays {2}."

Follower of Yawgmoth
{1}{B}
Creature -- Minion
1/1
As long as you control an artifact, Follower of Yawgmoth gets +2/+0.

Vicar of Yawgmoth
{2}{B}
Creature -- Cleric
1/1
As long as you control an artifact, prevent all damage dealt to Vicar of Yawgmoth by nonblack sources.

End of Yawgmoth Devotee cycle


Phyrexian Soldier
{2}{B}{B}
Creature -- Horror
1/1
When Phyrexian Soldier comes into play, you may search your library for up to three cards named Phyrexian Soldier, put them into play, then shuffle your library.


Neurophage
{4}{B}
Creature -- Horror
0/0
Trample
As an additional cost to play Neurophage, remove a card in your hand from the game. Neurophage comes into play with X +1/+1 counters on it, where X equals the removed card's converted mana cost.


Dread Portal
{B}{B}
Sorcery
Shuffle your library and reveal the top card. If that card is a black permanent, put it into play. Otherwise, remove that card from the game and return Dread Portal to owner's hand.
We pried open the door only to discover that within the murk lay deeper dangers.


Consuming Fiend
{2}{B}{B}
Creature -- Demon
Flying
1/1
When Consuming Fiend comes into play, put a +1/+1 counter on it for each spell played this turn.
At the beginning of your upkeep, you lose X life, where X is the number of +1/+1 counters on Consuming Fiend.


Defile
{1}{B}{B}
Instant
Destroy target non-black, non-artifact creature, then add {B}{B}{B} to your mana pool.
"Sacrificing a body can provide useful energy, but sacrificing a soul releases far more power." -Necromancer's Handbook


Blood Curse
{2}{B}{B}
Sorcery
Name a creature type. Target player reveals his or her hand and discards all creatures of that type. That player then reveals the top five cards of his or her library and puts all cards of that creature type into their graveyard, then shuffles their library afterwards.


Murder of Crows
{3}{B}
Creature -- Bird
1/1
Flying
When Murder of Crows comes into play from your hand, put two black 1/1 Bird tokens with flying into play. When Murder of Crows leaves play, remove these tokens from the game.
"Even the blackest of them all, the crow / Renders good service as your man-at-arms / Crushing the beetle in his coat of mail / And crying havoc on the slug and snail." -Henry Wadsworth Longfellow


Decapitate
{B}{B}
Instant
This spell is colorless if you pay {2} more to play it.
Destroy target nonartifact, nonblack creature. It can't be regenerated.


Decrepify
{3}{B}
Sorcery
All creatures target player controls get -2/-2 until end of turn.


Corrupted Fields
{2}{B}{B}
Enchantment
Whenever a land is tapped for mana, it produces black mana instead of its normal type.
{B}{B}{B}: Add one mana of any color to your mana pool. Any player may play this ability.


Petrify
{B}{B}
Enchantment
When Petrify comes into play, put a stone counter on each of up to two target forests.
Forests with stone counters on them produce {1} instead of their normal type and amount.
Life shrivels at the touch of ages.


Veil of Madness
{B}
Enchantment
All creatures that have protection from a color lose it. All creatures that would gain protection from a color do not.
There's a darkness of the spirit, a waning of one's being
that leaves us but a shadow
of what we might have been.



Organ Puncture
{3}{B}
Enchant Creature
Enchanted creature gets -3/-3.


Nightmare Chains
{2}{B}{B}
Enchantment
At the beginning of your upkeep, discard a card or sacrifice Nightmare Chains.
Whenever a creature attacks, put a -1/-1 counter on it.
The chains don't hold them back; their sanity does.


Malevolent Spirit
{1}{B}{B}
Creature -- Nightmare
5/2
Fading X, fear
As Malevolent Spirit comes into play choose X.
When Malevolent Spirit comes into play, you lose 2 life for each fade counter on it.


Many-Tentacled Thing
{3}{B}{B}
Creature -- Horror
0/5
{B}: Tap target creature. That creature deals damage equal to its power to Many-Tentacled Thing. Many-Tentacled Thing deals damage equal to its power to that creature.
"Oh the sands, my lovely creature, and the mad, moaning winds.
At night the deserts writhed with diabolical things." --Nick Cave, "Lovely Creature"



Phantasmagoria
{1}{B}{B}
Sorcery
Put target opponent's graveyard on top of his or her library in any order.
A fantastic sequence of haphazardly associative imagery.


Symbiont
{1}{B}
Enchant Creature
Enchanted creature gets -1/-1.
{2}: Put a +1/+1 counter on enchanted creature. Any player may play this ability.


Sinuous Shrine
{B}{B}
Enchantment
{B}, put a card from your graveyard on the bottom of your library: Put the top card of your library in your graveyard.
{1}{B}{B}, put two cards from your graveyard on the bottom of your library: Return a card from your graveyard to your hand.


Tomb of the Mutilated
{2}{B}{B}
Enchant World
Whenever a creature is put in a graveyard from play, remove it from the game. That creature's controller loses life equal to the creature's converted mana cost.
Amid the corpses of servants, kin, and friends
I see not vict'ry, but my own bitter end.



Daring Raider
{1}{B}{B}
Creature -- Mercenary
2/2
{1}, {T}: Gain control of target Treasure until end of turn.
For those spirited individuals who seek out glittering hoards, aquisiton is more powerful - and profitable - than mere possesion.


Avatar of Pain
{1}{B}{B}
Creature -- Avatar
*/4
Trample
When Avatar of Pain comes into play, you may pay any amount of life.
Avatar of Pain has power equal to 10 minus your life total.


Onset of Decay
{2}{B}
Enchant Creature
When enchanted creature is put into a graveyard from play, all creatures that share a creature type with enchanted creature get -X/-X until end of turn, where X is enchanted creature's toughness.


Shadow Elemental
{B}{B}{B}
Creature -- Elemental
1/0
Black creatures get +1/+1 and have fear.


Preacher of Madness
{1}{B}
Creature -- Cleric
1/1
Whenever an opponent discards a card, you may discard a card. If you do, that player loses 3 life and you gain 3 life.
The night, tho' clear, shall frown,
And the stars shall not look down
From their high thrones in the Heaven
With light like Hope to Mortals given;
--Edgar Allen Poe, "Spirits of the Dead"



Undying Warrior
{1}{B}
Creature -- Skeleton
1/1
When Undying Warrior comes into play, you may return a card named Undying Warrior from your graveyard to your hand.


Plague Curse
{B}{B}
Enchant Permanent
As an additional cost to play Plague Curse, pay half your life rounded up.
Whenever enchanted permanent is put into a graveyard from play, that permanent's controller loses half of his or her life, rounded up.


Premeditated Murder
{1}{B}
Sorcery
Kicker {2}{B}
Destroy target nonartifact, nonblack creature.
If the kicker cost was paid, destroy target creature instead. It can't be regenerated.


Tyrannize
{2}{B}
Sorcery
An opponent chooses an artifact or creature he or she controls. You may pay {B} and 1 life. If you do, that opponent chooses an artifact or creature he or she controls not already chosen for Tyrannize. You may repeat this process any number of times. That opponent sacrifices the last chosen artifact or creature.
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Matt
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« Reply #2 on: January 14, 2004, 01:42:45 pm »

Blue Cards


Thievery
{1}{U}{U}
Enchant Permanent
You control enchanted permanent.
When enchanted permanent or Thievery becomes the target of a spell or ability, that spell or ability's controller gains control of Thievery and may move Thievery to another permanent it can enchant.
"Property is theft." -Pierre-Joseph Proudhon


Warrior Owl
{1}{U}
Creature -- Bird
2/2
Flying
Warrior Owl cannot block creatures with flying.
The soldiers watched without worry, until the owls pecked out their eyes.


Thought Wave
{1}{U}{U}{U}
Enchantment
Skip your draw step.
At the beginning of your upkeep, look at the top 3 cards of your library and choose one of them. Put that card in your hand and put the other two on the bottom of your library in any order.
So many spells, so little time.


Evicohive
{1}{U}{U}
Creature -- Illusion
0/1
Evicohive can't be the target of spells or abilities.
{3},{T}: Put a echo counter on target creature. Creatures with echo counters on them lose all abilities and become a copy of Evicohive.
When there are five or more Evicohives in play, remove all echo counters from all creatures, then destroy all Evicohives.


Æther Blast
{U}
Instant
Counter target creature spell unless its controller pays {2}.
From Xidés hands came a brilliant flash eliminating all life it touched. Not even bones remained.


Apprentice of Mimicry
{2}{U}
Creature -- Wizard
1/1
{1}{U}: Choose a creature you control other than Apprentice of Mimicry and put a Gene counter on it. As long as there's a Gene counter on it, the chosen creature is a copy of target creature.
{U}: Remove all Gene counters from target creature. Any player may play this ability.
Aboshan always avidly advocated the advancement of alleles.


Temporal Apprentice
{U}{U}
Creature -- Wizard
1/1
Your opponents' spells can't be countered by spells or abilities.
{T}: Return target nonland permanent to its owner's hand.


Zur the Enchanter
{1}{U}{U}
Creature -- Wizard Legend
0/4
Whenever an enchantment spell is played, put a lore counter on Zur the Enchanter.
Whenever a nonenchantment spell is played, if Zur the Enchanter has a lore counter on it, counter that spell and remove a lore counter from Zur the Enchanter.


Ancestral Vision
{U}{U}
Sorcery
Draw two cards.


Dreamer's Lore
{2}{U}{U}
Instant
Draw three cards, then discard a card.


Æther Wall
{1}{U}
Creature -- Wall
0/3
(Walls cannot attack)
Discard a creature card: Put target creature attacking you on top of its owner's library.
Attackers couldn't get close enough to the wall to be stopped by it.


Freeze Frame
{3}{U}
Enchantment
Cumulative upkeep {U}
All players skip their draw steps.


Mind Mage
{1}{U}{U}
Creature -- Wizard
1/1
{2}: Mind Mage becomes a copy of another target creature. Mind Mage does not lose this ability. Any player may play this ability.
Always busy practicing the art of spells, this mage never had time to develop his personality. So he made a point of stealing others'.


Alius, Wizard Errant
{2}{U}{U}
Creature -- Wizard Legend
1/2
{T}: Untap target creature you do not control.
{1}, {T}: Counter target spell that targets an opponent.
{1}, {T}: Change the target of target spell that targets a permanent under an opponent's control.
"This is thy negligence. Still thou mistak'st,
Or else committ'st thy knaveries wilfully." -William Shakespeare, A Midsummer Night's Dream



Puerile Faeries
{1}{U}{U}
Creature -- Faerie
3/2
{1}{U}: Puerile Faeries gains flying until the end of the turn.
"God and the Fairies, be true, be true! - I am the child who waits for you." -Louise Townsend Nicholl


Order of the Frozen Wind
{2}{U}{U}
Creature -- Wizard
1/1
{2}{U}{U}, {T}: Gain control of target creature.
"The far north is a dangerous place. The weather and animals are vicious, and exiles abound. The worst are those who were banished for practicing unspeakable magics." -Hazzar Brenklin, Journals


Retreat
{2}{U}
Instant
Return all blocking creatures to their owners' hands.
The troop charged into battle, helmets glinting in the morning sun. Slowly, they drew to a halt. The enemy was nowhere to be seen. For a moment, they stood confused. Then, a great cheer rose up from the soldiers. There would be no fighting this day - only victory.


Spatial Warp
{2}{U}{U}
Sorcery
Each player chooses four permanents he or she controls. Remove all permanents not chosen in this way from the game. Return all permanents removed in this way to play at the beginning of your next upkeep.
"And all the dark just sings and sings
So loud, I cannot see at all
How frogs and crickets and such things
That make the noise, can be so small." - Amelia Josephine Burr.



Sphere of Obfuscation
{3}{U}
Enchantment
Fading 3
All targets are considered illegal.
"All we need to do,
Be we low or high,
Is to see that we grow
Nearer the sky." - Lizetter Woodworth Reese



Bay Hound
{2}{U}{U}
Creature -- Dog
0/2
If a non-land permanent would come into play under an opponent's control, it comes into play under your control instead.
You may not play spells.
If you have more than four cards in your hand, sacrifice Bay Hound.
"I'm a bad dog, a mad dog, teasing silly sheep;
I love to sit and bay the moon, to keep fat souls from sleep." - Irene Rutherford McLeod



Extended Reality
{3}{U}{U}{U}
Sorcery
Each player puts a copy of each permanent he or she controls into play under his control. Discard your hand.
"Then my own room looks larger, too -
Corners so dark and far away -
I wonder if things really do
Grow up by night and shrink by day?" - Amelia Josephine Burr



Temporal Logic
{U}{U}
Instant
All players draw four cards and then discard four cards.


Presentiment
{U}
Instant
Reveal your library. Target opponent chooses five cards revealed this way. You may choose one of those cards revealed this way and put it into your hand. Put the rest into your graveyard. Shuffle your library afterwards.


Astrologer
{2}{U}
Creature -- Wizard
2/1
{1}: Look at the top card of your library.
{1}: Remove the top card of your library from the game.


Spectral Lace
{1}{U}
Instant
Target permanent becomes the color of your choice.
Draw a card.


Time Crawler
{U}{U}
Creature -- Beast
5/2
Time Crawler is unblockable.
Whenever Time Crawler deals combat damage, you skip your next turn.
"Time has a wonderful way of weeding out the trivial." -Richard Ben Sapir


Stall Tactics
{1}{U}{U}
Enchantment
If a player would draw a card, that player skips that draw instead and may return target permanent to its owner's hand. Stall Tactics may not be targeted in this way.
At the beginning of your upkeep, discard a card or sacrifice Stall Tactics.


Wishful Thinking
{U}
Sorcery
Choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and all other cards revealed in this way on the bottom of your library in any order.


Ephemeral Insights
{X}{U}{U}
Instant
Remove the top X cards of your library from the game. Until the end of your turn, you may play those cards as though they were in your hand.


Counterplot
{U}{U}
Instant
Counter target spell. If you do, put it on top of its owner's library instead of that player's graveyard. Then look at the top three cards of that player's library and put them back in any order.


Uncertainty Principle
{U}
Instant
Unless any player pays {1}, draw three cards. Then put two cards from your hand on top of your library. Shuffle your library afterwards.
Now I don't believe this for myself, but suppose that knowledge were incremental. You could learn something new and forget something other in it's place!


Parallax Infiltrator
{3}{U}{U}
Creature -- Illusion
3/3
Flying
Fading 5
When Parallax Infiltrator deals combat damage to an opponent, you may remove it from the game. If you do, return a target permanent to its owner's hand for each fading counter on Parallax Infiltrator.


Academy Matron
{3}{U}
Creature -- Cleric
1/2
When Academy Matron is put into a graveyard from play, you may remove Academy Matron from the game. If you do, search your library for an artifact card and put that card into play. Then shuffle your library.


Thought Experiment
{3}{U}{U}
Sorcery
If you played Thought Experiment from your hand you may untap up to five basic lands.
Tap any number of untapped lands you control. For each two lands tapped this way, draw a card.


Mimic
{U}{U}
Enchant Creature
As Mimic comes into play, you may choose a creature in play. If you do, enchanted creature becomes a copy of that creature.


Lev, Grandiose Illusionist
{1}{U}{U}
Creature -- Wizard Legend
0/1
At the beginning of each player's upkeep, that player may search his or her library for a card and remove it from the game. Until end of turn, that player may play the card as though it were in his or her hand.
"If you're a pretender, come sit by my fire
For we have some flax-golden tales to spin." - Shel Silverstein



Setback
{1}{U}{U}
Instant
You may return two islands you control to their owner's hand rather than pay Setback's mana cost.
Counter target spell unless its controller pays mana equal to the number of islands you control.


Mana Fold
{U}
Enchantment
Sacrifice Mana Fold: Draw a card and add {1} to your mana pool.


Unravel
{U}{U}{U}
Instant
Put target non-land permanent on top of owner's library.


Seal of Denial
{1}{U}{U}
Enchantment
Sacrifice Seal of Denial: Counter target spell with converted mana cost 4 or less.


Wall of Thought
{U}{U}
Creature -- Wall
1/*
You may play Wall of Thought any time you could play an instant.
Wall of Thought has toughness equal to the number of cards in your hand.
Sometimes a mental block can be a good thing.


Inertia of Apathy
{3}{U}{U}
Enchantment
Your spells cost {3}{U}{U} to play instead of their normal costs. If a spell you play has {X} in its mana cost, X is 0.
No force is stronger than the will of the lazy to do the least work possible.


Patience
{1}{U}
Instant
Counter target spell if its converted mana cost is greater than the number of lands its controller has in play.
Cycling {U}


Inept Spy
{2}{U}
Creature -- Spy
2/3
Whenever a spell or effect causes you to reveal this card, put it into play under your control.


Ice Cage
{2}{U}
Enchantment
Fading 3
When Ice Cage comes into play, target creature phases out. That creature can't phase in as long as Ice Cage remains in play. When Ice Cage leaves play, the creature phases in.
What good is a prison when the sun brings down its walls?


Lucid Dreaming
{1}{U}{U}{U}
Enchantment
All players skip their draw step.
At the beginning of each player's upkeep, that player searches his library for a card and puts that card into his hand.


Obscuring Mist
{2}{U}{U}
Enchantment.
When Obscuring Mist comes into play, turn all creatures face down.
All creatures have "Morph {3}".
All creatures have "{3}: Turn this creature face down."


Enlighten
{2}{U}
Enchant Creature
Enchanted creature gains "{T}: Draw a card" and is a Wizard in addition to its creature types.


Æther Flux
{2}{U}{U}
Enchant World
At the beginning of each player's upkeep, that player removes a creature he or she controls from the game.
When there are no creatures in play, return Æther Flux to owner's hand.
When Æther Flux leaves play, return the creatures removed by Æther Flux to play under their owner's control.
"Anarchy wears two faces, both creator and destroyer." -Alan Moore


Rift Summons
{U}
Instant
Until end of turn, any player may play creature cards with a toughness other than 0 any time they could play an instant by paying mana equal to the creature's toughness using mana that shares a color with the creature.


Coincidence
{U}{U}
Enchantment
At the beginning of your draw step, name a card other than a basic land.
Reveal the first card you draw during your draw step. If that card is the named card, draw a card.


Rishadan Slavers
{3}{U}
Creature -- Pirates
2/3
Discard a card: Rishadan Slavers gains flying until end of turn.
Whenever Rishadan Slavers deals combat damage to a player, return target creature that player controls to its owner's hand.
They floated over our heads, seemingly harmless. I knew different when I was hoisted aloft.


Ventriloquist
{U}{U}
Creature -- Wizard
2/2
Targets of spells or effects you control may not be changed.
Who is the real puppet?


Naysay
{U}{U}
Instant
Counter target spell. That spell's controller may search his or her library for a spell of the same name and play it without paying its mana cost until end of turn. If that player does, he or she shuffles his or her library afterward.
Draw a card.


Time Bubble
{1}{U}{U}
Enchantment
When Time Bubble comes into play, return target creature to its owner's hand.
Sacrifice Time Bubble: Counter target creature spell.



Illissius, Sky Serpent
{3}{U}{U}{U}
Creature -- Serpent Legend
3/6
Flying
You may play Illissius, Sky Serpent any time you could play an instant.
When Illissius comes into play, counter target spell.
{U}: Remove Illissius from the game.
{3}{U}{U}: Return Illissius to play. Play this ability only if Illissius is removed from the game by its own abilities.


Futile Dreams
{2}{U}
Instant
Choose a permanent type. All permanents of the chosen type phase out.
"I know how men in exile feed on dreams of hope." -Aeschylus, Agamemnon


Veiled Refractor
{2}{U}
Enchantment
Whenever an opponent plays an instant spell, sacrifice Veiled Refractor. If you do, put a copy of that spell on the stack. You may choose new targets for that copy.


Psychic Slope
{1}{U}{U}
Enchantment
Cumulative upkeep -- Draw a card
You may only play spells with a converted mana cost equal to your hand size.
"Knowledge that does not generate achievement is a pale and bloodless thing, unworthy of mankind." - Will Durant


Tanipa
{U}
Creature -- Snake
0/1
Whenever Tanipa attacks, prevent all combat damage that would be dealt to and dealt by Tanipa until end of turn.
Whenever Tanipa attacks and isn't blocked, each player draws a card.
A little venom never hurt anyone.


Pensive Merfolk
{U}{U}
Creature -- Merfolk
1/1
Flying
{U}, Sacrifice Pensive Merfolk: Counter target spell with a converted mana cost of 3 or less.
'There is nothing either good or bad,
But thinking makes it so.' -William Shakespeare, Hamlet, II:2



Wavecrasher Serpent
{3}{U}{U}
Creature -- Serpent
5/5
Wavecrasher Serpent can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Wavecrasher Serpent.
Whenever Wavecrasher Serpent deals combat damage to a player, destroy target island that player controls unless they pay {2}.
"Behind the scaled beast came a wall of water. As it passed, the island was lost beneath the waves." -Vodalian scout


Abstraction
{2}{U}
Instant
Remove the top five cards of target player's library from the game. If two or more of those cards have the same name, repeat this process.
Draw a card.


Upgrade
{3}{U}
Instant
Remove an artifact you control from the game. Reveal the top cards of your library until you reveal an artifact card with converted mana cost greater than or equal to the converted mana cost of the removed artifact. Put that artifact into play and put the revealed cards on the bottom of your library in any order.


Inevitable Progress
{2}{U}{U}
Instant
Draw two cards. When Inevitable Progress is countered, draw two cards, then discard two cards from your hand.


Icy Armor
{1}{U}
Enchant Creature
Enchanted creature gets -1/+1 and loses flying.


Song of the Sea
{1}{U}
Instant
All blue creatures have islandwalk until end of turn.
Cycling {2}


Burial at Sea
{U}
Enchantment
Sacrifice a creature: Untap target Island.


Call of the Æther
{1}{U}
Instant
Return target creature to owner's hand.
Flashback -- Return a creature you control to owner's hand.


Mental Block
{1}{U}{U}
Instant
Counter target spell.
Flashback -- Discard two blue cards from your hand.


Thought Parasite
{2}{U}{U}
Creature -- Insect
1/1
Thought Parasite is unblockable.
Whenever Thought Parasite deals combat damage to an opponent, name a card other than a basic land. Your opponent reveals his or her hand and removes all cards with that name from the game.
Once it was thought of as a mere nuisance.  Now its not even thought of.


Iridescent Avizoa
{3}{U}
Creature -- Beast
3/2
Flying
Possessed of a mode of transportation curiously similar to the jellyfish in the water below, these shimmering, rainbow-hued creatures are considered alternately a blessing when seen by sailors on the eastern shore of the Honeyed Sea and a curse when seen by those on the west.


Set Adrift
{1}{U}
Sorcery
Put target creature with converted mana cost greater than the number of islands you control on top of its controller's library.


Lap of Luxury
{1}{U}
Instant
Reveal the top six cards of your library. Put one of them with the highest converted mana cost into your hand and the rest on the bottom of your library.
When you're rich, you can afford to be frivolous.


Merfolk Outcast
{U}
Creature -- Merfolk
1/1
{2}{B}, sacrifice Merfolk Outcast: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.


Ethereal Passage
{1}{U}{U}  
Instant
Creatures you control are unblockable until end of turn. At end of combat, remove all creatures you control that attacked this turn from the game.


Scuttle
{X}{U}
Sorcery
Destroy each blue creature with converted mana cost equal to X.


Magnetic Field
{2}{U}{U}
Enchantment
When Magnetic Field comes into play, tap all artifacts.
Artifacts don't untap during their controller's untap step.


Bury in Thought
{1}{U}{U}
Instant
Counter target spell. If you do, shuffle it into its owner's library instead of putting it into that player's graveyard. That player may draw a card.
Draw a card.
Now what was I doing again?


Sapience
{U}{U}
Instant
Choose one -- Return target red or green permanent to its owner's hand; or counter target red or green spell.
Entwine {3} (Choose both if you pay the entwine cost)
Chaos allows no order. Instinct denies all thought. Put aside your passions or be ruled by them.


Superiority
{2}{U}{U}
Creature -- Incarnation
2/2
Superiority cannot be blocked.
At the beginning of your upkeep, if Superiority is in your graveyard and you control an island, target creature you control cannot be blocked until end of turn.


Seditionist
{1}{U}
Creature -- Wizard
0/1
Whenever Seditionist deals combat damage to a player, you may gain control of target creature that player controls.


Artifact Revolt
{1}{U}
Enchantment
Fading 2
Each artifact is a creature with power and toughness each equal to its converted mana cost.
If you cannot remove a fade counter from Artifact Revolt during your upkeep, each artifact deals damage equal to its power to its controller.


Tempt Fate
{1}{U}{U}
Sorcery
Name a card other than a basic land and reveal the top card of your library. If that card is the named card, take an extra turn after this one. Otherwise, skip your next turn.


Quick Thinking
{2}{U}{U}
Sorcery
Draw 3 cards, then discard 1 card.
If Quick Thinking is the only card in your hand, Quick Thinking costs {2} less to play.


Erratic Research
{U}
Enchantment
When Erratic Research comes into play, draw two cards, then discard a card.
At end of turn, discard your hand, then return Erratic Research to your hand.


Antagonistic Reflection
{3}{U}
Enchantment
You may play spells without paying their mana cost on any turn in which an opponent played a spell with the same name.
I gazed upon his countenance:
My foe, a fell and cunning man,
And though I know he's like myself,
I shall defeat him, if I can.



Swindle
{1}{U}{U}
Instant
Counter target spell. If it's an instant or sorcery spell, until end of turn, you may play target instant or sorcery card in that spell's controller's graveyard as though it were in your hand.


Font of Wisdom
{U}
Enchantment
Cumulative upkeep {2}
When Font of Wisdom's cumulative upkeep isn't paid, draw cards equal to its last paid cumulative upkeep.
There is no knowledge that is not power.


Gild
{U}
Instant
Target artifact becomes a treasure in addition to its other types.
Draw a card.


Patient Entity
{U}{U}
Creature -- Spirit
1/1
Wizards cannot be the target of spells or abilities.
1U , sacrifice Patient Entity: Counter target triggered or activated ability.
"Wars are won in time. I choose to wait."


Hamper
{1}{U}
Instant
Counter target spell if it is paid with mana of its colours only.
"Uniformity stifles." -Yax, wandering mage


Aeromancy
{1}{U}
Instant
Look at the top four cards of your library, then put them back in any order. You may then shuffle your library. If you do, draw a card.
I hear the wind among the trees
Playing the celestial symphonies;
I see the branches downward bent,
Like keys of some great instrument.
--Henry Wadsworth Longfellow, "A Day of Sunshine"



Devilfish cycle

Great Devilfish
{3}{U}
Creature -- Fish
2/2
{T}: At end of turn, untap target land and target creature.
Enslaved by pirates in the north Honeyed Sea for their brute strength, devilfish are most often used as living barges, towing frieght to and from the Talisian Empire.

Elder Devilfish
{1}{U}{U}
Creature -- Fish
2/2
Whenever Elder Devilfish becomes blocked, return a permanent you control to owner's hand.
"It is therefore evident that despite their highly organized schooling patterns, these large monsters possess little more intelligence than the fish they herd." --Talisian research notes

Imperial Devilfish
{3}{U}{U}
Creature -- Fish
4/4
Islandwalk
Tap two untapped blue creatures you control: target land becomes an island until end of turn.
The last devilfish to be captured fought the hardest, and though their masters know it not, patiently plan and wait for the day they will again be free.

Devilfish's Gaze
{U}
Sorcery
Each player looks at another player's hand and shuffles one of those cards into its owner's library.
Each player draws a card.
Old sailor's folklore holds that if you stare into the gleaming eyes of a wild devilfish, you can see its dreams, and it can see yours. However, such stories are difficult to confirm.

End of Devilfish cycle


Semblance of Mind
{2}{U}{U}{U}
Creature -- Illusion
3/3
Flying
You may remove two blue instant cards in your hand from the game instead of playing Semblance of Mind's mana cost.


Redemption Mage
{1}{U}{U}
Creature -- Wizard
1/1
When Redemption Mage comes into play, return target artifact from your graveyard to play if an artifact with the same name is in play.
Your nightmares will come back to haunt you.


Mindsweeper
{1}{U}
Creature -- Illusion
1/1
Mindsweeper is unblockable.
Whenever Mindsweeper deals damage to a player, that player shuffles their library and then removes the top card of their library from the game.
Years of knowledge take only seconds to disapear.


Beyond Belief
{1}{U}{U}
Instant
Counter target spell. You may search your library for a card with the same name as a spell countered in this way, reveal it, and put it into your handm then shuffle your library.


Callous Prescience
{1}{U}{U}
Instant
Counter target spell.
Scry 2
"He who controls the present, controls the past. He who controls the past, controls the future."
--George Orwell, 1984



Static Elemental
{2}{U}{U}
Creature -- Elemental
1/1
When Static Elemental comes into play, remove all charge counters from all artifacts in play. Put a +1/+1 counter on Static Elemental for each charge counter removed in this way.


Arboreal Glider
{1}{U}
Creature -- Bird
2/1
As long as an opponent controls a mountain, Arboreal Glider has flying.
As long as an opponent controls a forest, Arboreal Glider can't be the target of spells or abilities
These birds often nest in trees on the slopes of dormant volcanoes. The foliage keeps them hidden from predators, while the thermal updrafts from the mountain allow them to fly in search of prey.


Marsh Goshawk
{3}{U}
Creature -- Bird
Flying
2/1
As long as you control a plains, Marsh Goshawk gets +1/+1 and attacking doesn't cause it to tap.
As long as you control a swamp, Marsh Goshawk has "Sacrifice Marsh Goshawk: Destroy target creature blocking or blocked by Marsh Goshawk."
The Marsh Goshawk often nests in bogs, where predators are scarce, but prefers hunting over open grasslands, where prey is abundant.
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----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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{Team Hindsight}
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
*****
Posts: 2297


King of the Jews!


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« Reply #3 on: January 14, 2004, 01:43:10 pm »

Green Cards


Sylvan Beast
{2}{G}{G}
Creature -- Beast
4/4
If Sylvan Beast is countered by an spell or ability controlled by an opponent, draw a card and untap up to four lands.
This beast smashes branches and brains alike.


Rebellious Elf
{G}
Creature -- Elf
3/3
Rebellious Elf gets -1/-1 for each land you control.
Elven nature is too free-spirited to be bound to the forest.


Instinct
{3}{G}
Creature -- Incarnation
3/3
As long as Instinct is in your graveyard, green creature spells can't be countered.


Savage Mongoose
{1}{G}{G}
Creature -- Mongoose
4/1
Savage Mongoose can't be countered.
Savage Mongoose can't be the target of spells or abilities.


Paradise Grove
{G}
Enchantment
At the beginning of your precombat main phase, you may pay either one life or two life. If you paid one life, add {G} to your mana pool. If you paid two life, you may add one mana of any color to your mana pool. Otherwise, you may add {1} to your mana pool.


Pygmy Fungusaur
{2}{G}
Creature -- Fungusaur
1/1
If damage would be dealt to Pygmy Fungusaur, instead prevent that damage and put a +1/+1 counter on Pygmy Fungusaur for each damage prevented in this way.
Whenever Pygmy Fungusaur has five or more +1/+1 counters on it, sacrifice it.
It is not uncommon for a young fungusaur to suffer fatal growth spurts.


Phantom Fungusaur
{2}{G}
Creature -- Fungusaur
0/0
Phantom Fungusaur comes into play with a +1/+1 counter on it.
If Phantom Fungusaur would be dealt damage, instead prevent that damage and put a +1/+1 counter on Phantom Fungusaur.
Whenever Phantom Fungusaur has six or more +1/+1 counters on it, sacrifice it.


Gaea's Haven
{G}
Enchantment
At the beginning of your upkeep, if you control fewer lands than any opponent, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.


Wondrous Elf
{G}
Creature -- Elf
1/1
When you play Wondrous Elf, discard any number of cards from your hand.
{T}: Choose a card in your graveyard. Add one mana of any color the chosen card is to your mana pool.
They give you what you need, not what you want.


Status Quo
{2}{G}
Enchantment
At the end of each opponent's turn, if they did not play a spell, you may draw a card.
A plan made but not carried out may as well be a gift to the enemy.


Heart of Shanodin
{1}{G}
Enchantment
Whenever a creature spell is played, put a Paradise counter on Heart of Shanodin.
Remove a Paradise counter from Heart of Shanodin: Add one mana of any color to your mana pool. This mana can only be spent to play creature spells.


Pedantic Hulk
{1}{G}{G}
Creature -- Beast
0/0
Pedantic Hulk comes into play with two +1/+1 counters.
If you would draw a card, put two +1/+1 counters on Pedantic Hulk instead.
Remove a +1/+1 counter from Pedantic Hulk: Pedantic Hulk can't be the target of spells or abilities until end of turn.
When Pedantic Hulk is put into a graveyard from play, draw a card.


Shanodin Elf
{G}
Creature -- Elf
0/1
{T}: Add {1}{G} to your mana pool. At the beginning of target opponent's first main phase, that player may add one mana of any color to his or her mana pool.
Paradise withheld is paradise destroyed. -Shanodin Proverb


Argothian Exile
{G}{G}
Creature -- Elf
2/1
{1}{G}: Argothian Exile becomes a basic forest until end of turn.


Woodland Expedition
{1}{G}
Sorcery
You may play an additional land this turn. Draw a card.


Faceless Wumpus
{1}{G}
Creature -- Wumpus
4/2
If a land you control is tapped for mana, it produces {1} instead of its normal type and amount.
To look a Wumpus in the eye -Mercadian saying meaning "to do the impossible."


Evolution
{G}{G}
Enchantment
When at least two creatures in play have the same name, they gain provoke.
When at least three creatures in play have the same name, they gain first strike.
When at least four creatures in play have the same name, they gain "Whenever this creature deals combat damage to a creature, destroy that creature."


Thanatan Ooze
{X}{G}
Creature -- Ooze
0/1
When Thanatan Ooze comes into play, destroy all artifacts with converted mana cost X or less. Put X +1/+0 counters on Thanatan Ooze.


Potamophobic Elf
{1}{G}
Creature -- Elf
1/1
Whenever any player plays a blue spell, you may return Potamophobic Elf to your hand. If you do, you may return a target island to the top of its owner's library.
"Under a toadstool crept a wee Elf,
Out of the rain to shelter himself." -Oliver Herford



Cave Bears
{2}{G}
Creature -- Bear
2/2
Mountainwalk
On the day you have killed your first bear, then you will recieve your true name. -Ancient barbarian proverb.


Silver Ring
{G}{G}
Enchantment
Silver Ring comes into play with five glass-bead counters on it.  
At the beginning of your upkeep, you may pay {G} and remove a glass-bead counter from Silver Ring. If you do, put a 2/1 green Faerie token into play.
"They are better than stars or water,
Better than voices of winds that sing,
Better than any man's fair daughter,
Your green glass beads on a silver ring." - Harold Monro



Lindrok Wurm
{2}{G}{G}
Creature -- Wurm
5/5
When Lindrok Wurm is blocked, it gets -0/-1 for each creature blocking it.
"A true knight fights honorably, forsaking deceit always and the field of battle never. Against a beast such as this, though, my soldiers and I are reduced to mere butchers." -Vorstav, Pyrrhic Knight


Glade Watcher
{G}{G}
Creature -- Druid
2/2
Forests can't be the target of nongreen spells or abilities.


Sylvan Guide
{2}{G}
Creature -- Elf
1/1
When Sylvan Guide comes into play, search your library for a creature card with converted mana cost two or less. Reveal the card and put it into your hand. Shuffle your library afterward.


Atrox
{1}{G}
Creature -- Beast
4/4
Trample
At the beginning of each opponent's upkeep, that opponent may sacrifice a creature. If he or she does, destroy target permanent of that opponent's choice. It can't be regenerated.


Avlis, Caeli Enchanter
{1}{G}{G}
Creature -- Druid Legend
0/3
{G}{G}: Put a Shrink counter on target creature.
{0}: Remove a Shrink counter from target creature.
Creatures with Shrink counters on them get -5/-0.  


Hogkeeper's Word
{1}{G}
Instant
You may remove a green card in your hand from the game rather than pay Hogkeeper's Word's mana cost.
Remove target artifact from the game. That artifact's controller gains life equal to its converted mana cost.
He trades wealth for health as he sees fit.


Hogkeeper's Decree
{1}{G}{G}
Sorcery
Reveal your library and remove all forests revealed in this way from the game.
If you remove at least 5 forests in this way, put two 2/2 green Hog tokens into play.
Quit hoggin' the trees!


Hogkeeper's Apprentice
{X}{G}{G}
2/2
Creature -- Mystic
When Hogkeeper's Apprentice comes into play, sacrifice X forests and put X 2/2 green Hog token into play.
Hogs love the forest the way vampires love blood.


Hogkeeper's Spirit
{1}{G}
Enchantment
You may remove a forest in your hand from the game rather than pay Hogkeeper's Spirit's mana cost.
Add {G} to your mana pool at the beginning of your precombat main phase.
His spirit keeps the forest alive even as his hogs destroy it.


Treetop Guard
{1}{G}
Creature -- Elf
2/2
You may play Treetop Guard whenever you could play an instant.


Jorhaz, Elven Hero
{2}{G}{G}
Creature -- Elf Legend
1/1
Whenever an Elf comes into play, put a +1/+1 counter on Jorhaz.
If a mana ability of a nonland card would produce green mana, instead it produces mana of any one color.


Cavernous Wurm
{6}{G}
Creature -- Giant Wurm
6/6
When Cavernous Wurm blocks, remove target nonflying, attacking creature from the game.
We'd fled into the depths of a cave, thinking the dark would discourage our predators from following. As the gigantic stalactites on the ceiling crashed down, we realized we had run in to something far worse. - Discarded tablet


Spore Bloom
{1}{G}{G}
Creature -- Fungus
1/4
{G}: Put a spore counter on Spore Bloom.
Remove a spore counter from Spore Bloom: Put a spore counter on target fungus.
It grows as fast as the forest feeds it.


Verdant Thallid
{3}{G}{G}
Creature -- Fungus
3/3
At the beginning of each player's upkeep, put a spore counter on Verdant Thallid.
All Saprolings get +0/+2.
Remove three spore counters from Verdant Thallid: put a 1/1 green Saproling token into play.


Fevered Carnassid
{2}{G}{G}
Creature -- Beast
5/4
Trample
{2}{G}: Regenerate Fevered Carnassid.
At the beginning of your upkeep, return an untapped basic forest you control to it's owner's hand or sacrifice Fevered Carnassid.


Wilting Wumpus
{1}{G}
Creature -- Wumpus
4/4
At the end of any turn in which a player played a spell, put a -1/-1 counter on Wilting Wumpus.


Fungal Growth
{G}
Instant
Choose one -- Put a 1/1 green saproling creature token into play; or put a +1/+1 counter on target creature.


Spore Dispersal
{1}{G}
Sorcery
Choose one -- Put two 1/1 green saproling creature tokens into play; or put a 1/1 green saproling creature token into play and put a +1/+1 counter on target creature; or distribute two +1/+1 counters among one or two target creatures.


Undergrowth Spirit
{X}{G}{G}
Creature -- Fungus Elemental
0/0
Undergrowth Spirit comes into play with X +1/+1 counters on it.
Remove a +1/+1 counter from a creature you control: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Put a +1/+1 counter on target creature.
The once ferocious beasts collapsed into piles of inert leaves. The elemental had left.


Ritual of Calling
{2}{G}{G}
Enchantment
Tap three untapped creatures you control: Shuffle your library and reveal the top four cards. Put all creatures revealed this way into play tapped.


Thallid Breeder
{1}{G}{G}
Creature -- Fungus
2/2
At the beginning of your upkeep, put two spore counters on Thallid Breeder and on each Offspring you control.
Remove six spore counters from Thallid Breeder or from an Offspring: Put a 2/2 green Fungus Offspring token creature into play.


Forbearing Elder
{2}{G}
Creature -- Druid
1/1
When Forbearing Elder comes into play, destroy target artifact or enchantment.
The druids know that leaf will outlast stone and magic alike. They patiently wait in reverence for that day.


Ranger Training
{1}{G}
Enchantment
Creatures with a landwalk ability have all landwalk abilities.
As soon as you've grown familiar with your homelands, blending in anywhere becomes a second nature.


Symbiotic Ooze
{G}
Creature -- Ooze
1/1
Symbiotic Ooze gets +1/+1 for every two basic forests you control.


Watched Grove
{G}
Enchantment
{2}{G}: Name a creature type and look at all facedown cards in play. If any of those cards have the named type, draw a card.
Bandits and thieves know they cannot remain hidden in the forest for long. Gaea's secrecy permits no other.


Inner Glow
{2}{G}{G}
Enchant Creature
Enchanted creature has "{T}: Add an amount of mana to your mana pool equal to the mana cost of this creature."
"Your physical form is only the beginning of your power" -Hera, Elvish Mystic


Vigorous Tutor
{1}{G}{G}
Sorcery
Search your library for an enchant creature card and put it into play enchanting a creature you control.
Teaching creatures to evolve is like teaching rivers to flow.


Mangrove Trickster
{G}
Creature -- Satyr
1/2
If an opponent would draw a card except the first one he or she draws in a draw step, each player draws a card instead.
Stealing secrets to overcome it's bore
Pitiful creature of long lost lore



Ungulate Trooper
{1}{G}
Creature -- Zebra Centaur
3/4
You cannot play lands.
Whenever an opponent plays a land, you may put a land card from your hand into play.
As its heavy tread pummeled the bedrock to dust, even the elves wondered in whose favor the tide of battle had turned.


Condensate
{G}
Instant
Add {U} to your mana pool.
Tropical ecosystems never run out of water.


Realm of Ontogeny
{1}{G}{G}
Enchant World
Whenever a player plays a spell, each of that player's opponents may put a 1/1 green Fungus token into play.
Sacrifice a Fungus: Destroy target enchantment or artifact. Any player may play this ability.


Arborial Barrier
{1}{G}{G}
Enchant World
Creatures with power less than the number of untapped Forests a player controls cannot attack that player.
Muscling past trees is not for the weak.


Shambling Treant
{G}
Creature -- Treefolk
3/4
Shambling Treant comes into play tapped.
Shambling Treant can't attack or block until it has been untapped by a spell or effect.


Avlis's Clairvoyance
{2}{G}{G}
Sorcery
Each player names a card. Reveal your library and remove from the game all cards named in this way. Then, shuffle your library and put all the cards you named that were removed in this way on the top of your library in any order.
'If you can look into the seeds of time, and say which grain will grow and which will not, speak then to me.' --Shakespeare, MacBeth, I:3


War Wolf
{G}
Creature -- Wolf
1/1
{T}: Target creature gets +1/+0 and can only be blocked by walls and creatures with flying until end of turn.
The feral beasts crested the hill, fel riders sitting high in the saddle.  Swift as arrows, they stormed the valley below.


War Horse
{G}
Creature -- Horse
1/1
{T}: Target creature gets +1/+0 and trample until end of turn.
The marshal wheeled his squadron 'round to face the enemy at the crest of the hill.  His men thundered up the slope, the mounts of his foes easily crushed under hoof.


Argothian Moonspring
{G}
Enchant Land
Whenever enchanted land is tapped for mana, you may add {G}{G} to your mana pool. This mana may only be used to play Enchantment spells.
"When I saw the scintilating light through the trees, I knew that I had stumbled upon one of the fabled moonsprings" -Lenaron, Onean explorer.


Krosan Mud Sloth
{2}{G}{G}
Creature -- Beast
3/2
Whenever Krosan Mud Sloth attacks, target creature cannot block until end of turn.
When potential predators attack the Krosan Mud Sloth, it wades deeper into the mud, stranding its would-be predator while it escapes to safety.


Keeper of the Woods
{1}{G}
Creature -- Beast
3/4
All other non-artifact creatures have protection from Keeper of the Woods.
Nature chooses only those with no desire to kill to defend her domain.


Shambling Growth
{1}{G}
Creature -- Fungus
2/*
Shambling Growth's toughness is equal to the number of cards in your hand.


Wildshape
{1}{G}
Enchant Creature
{0}: Enchanted creature becomes a 2/2 green Bear until end of turn. Play this ability only once each turn.
{1}{G}: If enchanted creature is a Bear, it gets +1/+1 until end of turn.


Jungle Elephant
{3}{G}
Creature -- Elephant
3/3
Jungle Elephant cannot be the target of spells or effects your opponent controls.
The natural camouflage and stealth of the jungle elephants make them wily prey, while their large size and tough hides make them fearsome combatants.


Treetop Observatory
{1}{G}
Enchant Land
You may look at facedown cards at any time.
Your opponents play with their hands revealed.
All players play with the top card of their library revealed.


Clutching Undergrowth
{2}{G}{G}
Enchantment
Creatures do not untap during their controllers' untap steps.
{1}, Tap an untapped creature you control: untap target creature. Any player may play this ability.


Meld
{2}{G}
Instant
Meld cannot be played during the combat damage step.
Remove all but one creature you control from the game.
Target creature gets +1/+1 until end of turn for each creature removed in this way. At end of turn, return those creatures to play under their owner's control.


Flurry of Leaves
{G}
Instant
Kicker {3}
Target green creature cannot be the target of spells or abilities until end of turn. If you paid the kicker cost, it also gets +3/+3 until end of turn.


Herbal Medecine
{1}{G}
Enchantment
At the beginning of your upkeep, you may regenerate a creature you control.


Elvish Outcast
{G}
Creature -- Elf
1/1
{2}{B}, sacrifice Elvish Outcast: Search your library for a card and put that card into your hand. Then shuffle your library. Play this ability only any time you could play a sorcery.


Fungal Swarm
{G}{G}
Creature -- Fungus
2/2
Remove a card in your hand from the game: Put a spore counter on Fungal Swarm.
Cards named Fungal Swarm have +1/+1 for each spore counter on Fungal Swarm.


Fesnyng of Ferrets
{3}{G}{G}
Creature - Beast
4/4
Provoke
We knew we were travelling through ferret territory, but we didn't expect a fesnyng to seek us out so quickly. The swarm of ferrets nearly overwhelmed us. -Disa, the Restless


Sleuth of Bears
{4}{G}{G}
Creature - Beast
4/5
{1}{G}: Untap target Beast
The difference between bravery and foolishness is this: a brave man will hunt a bear; a foolish man will hunt a sleuth of bears.


Primordial Soup
{4}{G}{G}
Sorcery
Each player searches their library for any number of creature cards and removes them from the game, then shuffles his or her library. Each player's life total becomes the number of creature cards he or she removed this way.


Float of Crocodiles
{4}{G}
Creature -- Beast
5/5
Islandwalk
An appeaser is one who feeds a crocodile, hoping it will eat him last.


Tempest Dryad
{1}{G}
Creature -- Dryad
0/0
Tempest Dryad comes into play with X +1/+1 counters, where X is the number of spells you played this turn.
"Rumble thy bellyful. Spit, fire; spout rain.
Nor rain, wind, thunder, fire, are my daughters
I tax not you, you elements, with unkindness." -William Shakespeare.



Seedling of Gaea
{4}{G}
Creature -- Treefolk Incarnation
4/5
As long as Seedling of Gaea is in your graveyard, lands you control have "{T}: Add one mana of any color to your mana pool."


Wreath of Clover
{G}
Enchant Creature
When enchanted creature is put into a graveyard from play, draw a card, and if it had any counters on it, you may put that many +1/+1 counters or spore counters on target creature.


Gnarled Treant
{2}{G}
Creature -- Treefolk
*/3
Gnarled Treant's power is equal to the number of forests you control.
His bite is worse than his bark.
Logged

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« Reply #4 on: January 14, 2004, 01:43:40 pm »

Red Cards


Orcish Fireslinger
{1}{R}
Creature -- Orc
2/1
When Orcish Fireslinger comes into play, it deals 1 damage to target creature or player.


Mindless Fireslinger
{1}{R}
Creature -- Familiar
1/1
{R}: Mindless Fireslinger deals 1 damage to target creature and 1 damage to you.
A pet to end all pets.


Djinn Cycle: common, uncommon, rare, rare

Apprentice Djinn
{R}
Creature -- Djinn
1/1
Whenever an opponent plays a spell, put a Wish counter on Apprentice Djinn.
Sacrifice Apprentice Djinn: Apprentice Djinn deals 1 damage to target creature or player. Play this ability only if there is at least one Wish counter on Apprentice Djinn.
"Until I am promoted I can only grant you one wish."

Wandering Djinn
{R}
Creature -- Djinn
1/1
Whenever an opponent plays a spell, put a Wish counter on Wandering Djinn.
Sacrifice Wandering Djinn: Wandering Djinn deals 3 damage to target creature or player. Play this ability only if there are at least two Wish counters on Wandering Djinn.
"After two wishes I lose focus."

Forgetful Djinn
{R}
Creature -- Djinn
1/1
Whenever an opponent plays a spell, put a Wish counter on Forgetful Djinn.
Sacrifice Forgetful Djinn: Forgetful Djinn deals 5 damage to target creature or player. Play this ability only if there are at least three Wish counters on Forgetful Djinn.
"Didn't I give you your three already?"

Bottled Djinni
{1}{R}
Enchantment
Whenever an opponent plays a spell, put a Wish counter on Bottled Djinni.
{R}, Sacrifice Bottled Djinni: Bottled Djinni deals X damage to target creature or player, where X is equal to twice the number of Wish counters on Bottled Djinni.
"Buy now, die later."

End of Djinn Cycle


Orcish Inquisitor
{1}{R}
Creature -- Orc
1/1
Protection from white.
Whenever Orcish Inquisitor deals combat damage to a player, that player reveals his or her hand. Orcish Inquisitor deals damage to that player equal to the number of white cards in his or her hand.


Stone-Throwing Goblin
{R}
Creature -- Goblin
1/1
Whenever a creature blocks, Stone-Throwing Goblin deals one damage to that creature.
"The Onean militias sucessfully repulsed the first waves of the goblin hordes, but the goblins quickly discovered that defensive formations made excellent targets. The militias were slowly driven back, even though the rocks killed more goblins than Oneans."
-Istini Ayesh ni Hata Kan,
History of the Goblin Wars


Goblin cycle

Goblin Commando
{R}
Creature -- Goblin
1/1
{R}, Sacrifice Goblin Commando, discard a card at random from your hand: Goblin Commando deals 2 damage to target creature.
The goblins found many ways to exploit their superior numbers. Even simple explosives could destroy an Onean position.

Maniacal Goblin
{R}
Creature -- Goblin
1/1
{1}{R}, Sacrifice Maniacal Goblin, discard any number of cards at random from your hand: Maniacal Goblin deals X damage to target creature, where X is twice the number of cards discarded in this way.
Gradually, the goblins gained expertise at making their explosives. They never became any more proficient at using them, though, since the Oneans would kill any goblin who survived the explosions.

Crazed Goblin General
{R}
Creature -- Goblin
1/1
{2}{R}, discard any number of cards at random from your hand: Crazed Goblin General deals X damage to target creature, where X is twice the number of cards discarded in this way.
When the goblins ran out of volunteers to carry the explosives, some goblin generals began forcing all their troops to carry the deadly weapons. Unfortunately for the Oneans, a few of these generals managed to get their troops to the battlefield intact.

End of Goblin cycle


Lessons of Oneah
{R}{R}
Sorcery
Choose a creature type. If you control the most creatures of the most common type in play, destroy all creatures of the chosen type.
A gray tide of goblins swept down from the mountains and, one by one, the great cities fell. The Oneans were swept from the face of the earth.


Goblin Hag
{R}
Creature -- Goblin
1/1
Protection from Goblins
The only suitor that suits her is solitude.


Crazed Frenzy
{2}{R}
Enchantment
Creatures you control have provoke and double strike.
Whenever a creature you control deals combat damage to another player, sacrifice it at end of combat.
Many things can be lost in the heat of battle.


Kreig, Witch-King of Keld
{3}{R}{R}
Creature -- Barbarian Legend
1/1
First strike.
Kreig gets +2/+2 for each creature you control.
Whenever Kreig attacks, creatures you control get +2/+0 until end of turn.


Cripple
{R}
Sorcery
Destroy target artifact. It can't be regenerated.
To destroy is easier than to create.


Nomadic Cat
{3}{R}{R}{R}
Creature -- Cat
6/5
Morph {1}{R}{R}
Provoke
Whenever Nomadic Cat is turned face up, flip a coin. If you lose the flip, sacrifice Nomadic Cat.
When Nomadic Cat comes into play, sacrifice it.


Chaotic Guidance
{2}{R}{R}
Enchantment
Whenever an attacking creature you control is blocked, flip a coin. If you win the flip, remove the blocking creature from combat and the attacking creature gains trample. Otherwise, remove the attacking creature from combat.


Quake
{R}{R}
Instant
Destroy all artifacts unless any player has Quake deal 5 damage to him or her.


Barbarian Embermage
{R}
Creature -- Barbarian Wizard
1/1
Discard a card from your hand: Barbarian Embermage deals one damage to target player.
"He is weak of body, but strong of spirit. His loyalty and courage have never wavered. He may live, so that he may bring greater glory to Keld." - Kreig, Witch-King of Keld


Cuombaij Hellkite
{4}{R}{R}
Creature -- Dragon
4/4
Flying, protection from abilities
{R}: Cuombaij Hellkite deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice.
To ride their backs is the highest honour a Cuombajj witch could hope to achieve.


Blood Game
{R}
Enchantment
At the end of any turn, if the active player was dealt at least one damage this turn, Blood Game deals one damage to that player.
We will play this game until death...drop by drop.


Stormy Twister
{1}{R}
Sorcery
Stormy Twister deals two damage to target creature an opponent controls.
Draw a card.
The storm can be both damaging and rewarding.


Darkfire
{2}{R}{R}
Instant
As an additional cost to play Darkfire, remove any number of red cards in your graveyard from the game.
Darkfire deals four damage divided among X target creatures or players as you choose, where X is the number of red cards you removed from the game.
The smell of burning bodies is enough to kill another.


Goblin Archer
{1}{R}
Creature -- Goblin
1/1
When Goblin Archer comes into play, it deals 1 damage to target creature or player.


Goblin Browbeater
{R}
Creature -- Goblin
2/1
When Goblin Browbeater comes into play, sacrifice it unless you discard a card at random from your hand.


Goblin Vagabond
{1}{R}
Creature -- Goblin
3/3
At the beginning of your upkeep, if a player controls more creatures than any other player, he or she gains control of Goblin Vagabond.


Spitting Ooze
{2}{R}
Creature -- Ooze
1/1
Double Strike
At the beginning of your upkeep, sacrifice Spitting Ooze unless you pay 1 for every +1/+1 counter on Spitting Ooze.
Put a +1/+1 counter on Spitting Ooze at the end of any turn in which Spitting Ooze dealt damage to a player.


Damaged Mana Vein
{R}
Enchant World
If a player would lose life to mana burn, that player loses three times as much life instead.
Mana flowed wildly from the crevaces across the ruined and cracked earth. The planeswalkers were overwhelmed by the unexpected rush of power available to them. Those who could manage it survived while those who could not were consumed.


Barbarian Raiders
{1}{R}{R}
Creature -- Barbarians
3/2
First Strike
Barbarian Raiders cannot block.
Sacrifice Barbarian Raiders: Destroy target land. Play this ability as a sorcery.


Plasma Burst
{X}{R}
Sorcery
Name a creature or choose a player. Plasma Burst deals X damage to that player or all creatures of that name.
Chaos needs no aim.


Ravage
{1}{R}{R}
Sorcery
As an additonal cost to play Ravage, tap X untapped Goblins.
Destroy X target plains cards.


Diversionary Ruse
{1}{R}{R}
Instant
Play Diversionary Ruse only during the declare blockers step.
Tap all blocking creatures, untap all attacking creatures, and remove all attacking creatures from combat. After this phase, there is an additional combat phase.


Concealed Explosives
{1}{R}
Instant
Sacrifice a permanent that is the target of a spell or ability controlled by an opponent. Concealed Explosives deals six damage to that player. If the sacrificed permanent was the target of a permanent's ability, destroy that permanent.


Spark Touch
{R}
Instant
Spark Touch deals 1 damage to target player.
Draw a card.


Bloodfire
{X}{R}
Sorcery
Bloodfire deals X damage to target player.
Draw a card.


Slash and Burn
{3}{R}{R}
Sorcery
Destroy target land.
You may pay one life and remove a red card in your hand from the game rather than pay Slash and Burn's mana cost.


Contumacy
{1}{R}
Instant
Destroy target permanent you own but do not control. It can't be regenerated.
Draw two cards.
"The disappearance of a sense of responsibility is the most far-reaching consequence of submission to authority." -Stanley Milgram


Shi'Zou, Insurrectionist
{1}{R}{R}{R}
Creature -- Barbarian Legend
4/3
Haste
At the beginning of each player's upkeep, that player gains control of Shi'Zou, Insurrectionist and puts a rage counter on target creature without a rage counter on it.
You control all creatures with rage counters on them. Those creatures have haste.


Rundvelt Courier
{2}{R}
Creature -- Goblin
3/1
Morph {1}{R}
When Rundveldt Courier is turned face up, it deals one damage to all creatures without flying.


Ambuscade
{1}{R}
Enchantment
Cycling {1}{R}
You may play creature spells anytime you could play an instant.
When you cycle Ambuscade, until end of turn, you may play creatures anytime you could play an instant.


Insult to Injury
{R}
Enchantment
Whenever a creature you control deals damage to a player, Insult to Injury deals one damage to target creature.


Hobgoblin
{2}{R}
Creature -- Goblin
1/1
You can't play play Hobgoblin unless an opponent was dealt combat damage this turn.
Whenever another goblin attacks, it gets +1/+0 until end of turn.
Hobgoblins are smarter than their normal brethren. They know to arrive after the battle is over.


Animosity
{1}{R}
Enchantment
At the beginning of each player's upkeep, Animosity deals X damage to that player, where X is the number of cards greater than four in his or her hand.


Goblin Hooligan
{R}
2/2
Creature -- Goblin
Whenever Goblin Hooligan deals combat damage to a player, sacrifice a permanent.
His strength? He'll attack anything. His weakness? He'll attack anything.


Orcish Fire-Thrower
{2}{R}{R}
Creature -- Orc Soldier
3/3
Imprint -- When Orcish Fire-Thrower comes into play, you may remove a nonland card in your hand from the game.
{T}: Orcish Fire-Thrower deals damage equal to the converted mana cost of the imprinted spell to target creature.
Fighting fire with fire would be easier if orcs weren't so flammeable.



Incandescent Blaze
{2}{R}
Instant
Choose one -- Incandescent Blaze deals two damage to all creatures; or damage cannot be prevented until end of turn.
Entwine {R} (If you pay the entwine cost, choose both.)
Suddenly, the pain became unbearable.


Blood Elemental
{R}{R}{R}
Creature -- Elemental
5/5
Trample, haste, protection from white
When Blood Elemental comes into play, you lose half your life rounded up.
Less a sentient being than a naturally occuring phenomenon, blood elementals are most often seen striding among particularly gruesome battlesites. It is said that they echo the souls of the dead, painfully reliving their last moments.


Punish
{X}{R}
Sorcery
Choose one -- Punish deals X damage to target creature; or Punish deals X damage to target player.
Entwine {3} (Choose both if you pay the Entwine cost)


Pyroclastic Combustion
{2}{R}{R}{R}
Sorcery
Each player sacrifices all creatures he or she controls. For each creature sacrificed in this way, that creature's controller chooses a target player, and Pyroclastic Combustion deals X damage to that player, where X is the sacrificed creature's power.


Orcish Exorcist
{1}{R}
Creature -- Orc Spellshaper
1/1
{2}{R}, T, discard a card from your hand: Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Orcish Exorcist deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards in your graveyard.


Frenzied Amazon
{1}{R}
Creature -- Barbarian
4/4
Whenever Frenzied Amazon deals or is dealt damage, Frenzied Amazon deals that amount of damage to its controller.


Rocky Exterior
{R}
Enchant Creature
Enchanted creature gets +0/+3.


Dwarven Treasure
{2}{R}{R}
Sorcery
Reveal the top ten cards of your library. Remove any of those cards that are not red from the game and put the rest back in any order.
Steel Hill dwarves seek only the purest of gems in their delvings. Their discarded scrap is often found adorning the crowns of foreign kings.


Molten Pyrosaur
{3}{R}
Creature -- Lizard
2/3
{1}{R}: Molten Pyrosaur gets +2/+0 until end of turn.
Those unfortunates who chance to see a pyrosaur swimming in volcanic lava often find themselves engulfed in the molten rock that these fearsome lizards delight in spitting.


Smokescreen
{R}{R}
Enchantment
All targeted spells cost {2} more to play.


Chaos Theory
{3}{R}{R}
Enchantment
At the beginning of your upkeep, count the number of permanents in play. If the number of permanents is even, your life total becomes that number. If the number of permanents is odd, target opponent's life total becomes that number.
"Clouds are not spheres, mountains are not cones, coastlines are not circles, and bark is not smooth, nor does lightning travel in a straight line." -Benoit Mandelbrot


Athach
{2}{R}{R}
Creature -- Giant
1/3
Double strike
Attacking doesn't cause Athach to tap.
{T}: Athach deals 1 damage to target creature or player.


Sabotage
{R}
Enchant Artifact
When enchanted artifact becomes tapped, destroy it and Sabotage deals X damage to its controller, where X is that artifact's converted mana cost.


Hasrim's Citadel
{3}{R}
Enchant World
Players play with their hands face-up.
Whenever a player plays a spell, that player discards all spells of the same type unless he or she pays {2} for each card.


Wear and Tear
{2}{R}
Enchantment
Sacrifice a land: Destroy target artifact.


Kiss of Flame
{1}{R}
Instant
This spell is colorless if you pay {2} more to play it.
Kiss the Flame deals 3 damage to target creature or player.


Incandesce
{R}{R}
Enchantment
When Incandesce comes into play, put a glow counter on each of up to two target permanents.
Whenever a permanent with a glow counter on it becomes tapped, Incandesce deals 1 damage to that permanent's controller.


Goblin Saboteur
{2}{R}
Creature -- Goblin
2/1
When Goblin Saboteur comes into play, destroy target artifact with converted mana cost 3 or less. If the artifact would be put into a graveyard this turn, remove it from the game instead.


Phreatic Eruption
{2}{R}
Sorcery
Phreatic Eruption deals 2 damage to target creature or player.
When Phreatic Eruption is put into your graveyard from your library, you may pay R. If you do, Phreatic Eruption deals 4 damage to each creature.


Change of Fortune
{R}
Sorcery
Choose land or nonland and reveal your hand. Shuffle all cards in your hand of the chosen kind into your library, then draw that many cards.


Burning Gaze
{1}{R}
Enchant Creature
Enchanted Creature gains "{R}, {T}: This creature deals 1 damage to target creature or player. If a creature dealt damage in this way is put into any graveyard this turn, untap this creature".


Ashfall
{1}{R}
Enchantment
You may play Ashfall anytime you could play an instant if you sacrifice a mountain in addition to its mana cost.
At end of combat, Ashfall deals 1 damage to each creature that blocked this turn.


Coruscating Elemental
{2}{R}{R}
Creature -- Elemental
2/2
Whenever a red spell is played, Coruscating Elemental deals two damage to target creature.
These sparking elementals reproduce by infusing the very air around them with a lightning charge. When one settles in an inhabited area, the locals are often forced to flee without warning. Luckily, they are as rare as they are dangerous.


Firetail
{R}
Creature -- Salamander
1/1
When Firetail attacks and isn't blocked, it deals 1 damage to target player.


Alkali Scorpion
{R}{R}
Creature -- Insect
2/2
Whenever Alkali Scorpion attacks and isn't blocked, it deals 1 damage to target creature or player.


Sizzling Salamander
{R}{R}
Creature -- Salamander
2/1
When Sizzling Salamander comes into play, sacrifice it unless you discard a card at random.
When Sizzling Salamander comes into play, you may have it deal 3 damage to target creature.


Silt Elemental
{2}{R}
Creature -- Elemental
*/2
Islands don't untap during their controller's untap step.
At the beginning of each player's upkeep, for each island that player controls, that player may pay {1} to untap that island.
Silt Elemental's power is equal to the number of tapped islands in play.


Goblin Flagbearer
{2}{R}
Creature -- Goblin
1/1
Whenever Goblin Flagbearer attacks, target Goblin gets +2/+0.


Belching Dragon
{4}{R}{R}
Creature -- Dragon
5/5
Flying
At the end of your turn, if Belching Dragon is untapped, it deals 2 damage to target creature or player and 2 damage to you.


Fierce Soothsayer
{1}{R}
Creature -- Legend
2/1
If a spell or ability causes a number to be rounded up or down, you choose which way to round that number instead.
The most talented soothsayers are said to kill themselves if they meet another who has greater prophetic powers.


Firespeaker
{3}{R}
Creature -- Ogre Shaman
3/3
Whenever a player plays a red instant or sorcery spell from his or her hand, each player may pay {R}{R}. Each player who does may copy that spell and play the copy without without paying its mana cost.
Blood draws blood.


Tempt Fate
{R}{R}
Sorcery
Reveal your hand. For each artifact, creature, or land revealed in this way, flip a coin. If you win the flip, put that card into play. If you lose the flip, put that card into play under an opponent's control.
"The only sure thing about luck is that it will change." -Wilson Mizner
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Matt
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« Reply #5 on: January 14, 2004, 01:44:04 pm »

White Cards[/color]


Aysen Magistrate
{W}{W}
Creature -- Townsfolk
2/2
If a player would draw a card outside his or her draw step, that player skips that draw and gains 1 life instead.
"This is your receipt for your spell. Thank you. And this is my reciept for your receipt."


Heroic Paladin
{1}{W}{W}
Creature -- Knight
2/2
If a spell or ability would cause two or more creatures to leave play or deal lethal damage to two or more creatures, sacrifice Heroic Paladin and counter that spell or ability.


Aura Disturbance
{W}{W}
Enchantment
Opponents can't play activated abilities of enchantments.
Sacrifice Aura Disturbance: Destroy target enchantment.


Null Moon
{2}{W}{W}
Enchant World
{4}: Gain control of target artifact. Any player may play this ability.
{W}{W}: Gain control of target artifact. Any player may play this ability.
"Swear not by the moon, the inconstant moon...lest that thy love prove likewise variable." -William Shakespeare, Romeo and Juliet


Argivian Researcher
{W}{W}
Card Creature -- Townsfolk
2/2
When Argivian Researcher comes into play, reveal your library. Your opponent chooses an artifact card from your library. Put that card into your hand and shuffle your library.
I could only find this, I hope it helps.


Veteran Campaigner
{2}{W}
Creature -- Soldier
1/3
Sacrifice Veteran Campaigner: Destroy up to two target goblins.
The incessant goblin raids stetched the Onean militias beyond their breaking point. After the massacre at the Battle of Telmar's Pass, the militia's few survivors had nothing left but revenge.


Onean Squire
{W}
Card Creature -- Squire
1/1
Protection from red
Creatures you control named Onean Knight have double strike.
As long as an opponent controls a red permanent and you only control colorless or white permanents, Onean Squire gets +1/+0 and has first strike.
"While the Oneans grew steadily more proficient in the art of killing goblins, their numbers slowly dwindled. Each retreat was accompanied by the knowledge that they would never hold that land again." -Istini Ayesh ni Hata Kan, History of the Goblin Wars


Onean Knight
{W}{W}
Card Creature -- Knight
2/2
First Strike
Protection from red
"In the last days of Oneah, a hero would occasionally ride forth to challenge the goblins. None ever returned, but sometimes the goblin raids would cease for days at a time." -Istini Ayesh ni Hata Kan, History of the Goblin Wars


Null Void
{1}{W}{W}
Enchant World
As Null Void comes into play, an opponent chooses a spell type, then you choose a spell type.
Whenever a player plays a spell of either of the chosen types, counter it unless its controller pays {3}.
Prince Aubek finally trapped the demon Kubdo-Mat in the void, but the price he paid was his own freedom.


Unknown Martyr
{1}{W}
Card Creature -- Cleric
2/2
When a spell or ability targetting any player is played, sacrifice Unknown Martyr and counter that spell or ability.


Highland Militia
{W}{W}
Card Creature -- Soldier
1/1
Double strike
{W}: Prevent all combat damage that would be dealt to and by Highland Militia this turn.
Strike swift and fierce, then disappear. -Highland credo


Watchful Sentry
{1}{W}{W}
Creature -- Gargoyle
2/2
{W}: Watchful Sentry gains flying until end of turn.
At the beginning of your upkeep, if Watchful Sentry is in your graveyard and you control a creature, you may return Watchful Sentry to play.
Ages ago, the gargoyles were created by a planeswalker who wished guardians for his city. From their stone perches they peer out, ever vigilant, needing neither food nor rest - only peoples to keep safe.


Sanctification
{W}
Enchantment
All white creatures you control get +1/+1.
When a creature you control attacks, put a sin counter on Sanctification.
At the beginning of your upkeep, if there are seven or more sin counters on Sanctification, sacrifice it.
"Thousands, careless of the damning sin,
Kiss the book's outside who ne'er look within." -William Cowper



Blessed Revival
{W}
Sorcery
Each player gains 5 life.
Flashback {W}
"Even the greatest conflicts can be solved if you have true conviction to heal the world!" -Puschkin


Eternal Angel
{3}{W}{W}
Creature -- Angel
4/4
Flying.
{1}{W}: Remove Eternal Angel from the game, then return it to play at end of turn.
Its flame may flicker, but it never goes out.


Wandering Kestrel
{1}{W}
Creature -- Bird
2/1
Flying
Sleek and swift, the kestrel strikes with deadly accuracy, and downing prey much larger than itself.


Rathgar's Warding
{1}{W}
Instant
Counter target spell or ability that targets you.
Until end of turn, you can't be the target of spells or abilities.
"Keep them warm, keep them fed, keep them safe. Take care of that, and half your work's already done." -Master Healer Rathgar, to his apprentice.


Healer's Kit
{W}
Enchantment
At the begining of your upkeep, gain 1 life.
Sacrifice Healer's Kit: Prevent the next 2 damage that would be dealt to target creature or player.
"Prevention is best, boy, but sometimes you have to get your hands dirty." -Master Healer Rathgar, to his apprentice.


Fleeting Salvation
{2}{W}
Enchantment
You may play Fleeting Salvation whenever you could play an instant.
At the end of your next turn, remove Fleeting Salvation from the game.
You don't lose the game for having less than one life.
We are saved, but only for later.


Silent Martyr
{1}{W}
Creature -- Townsfolk
2/1
If a spell or ability controlled by an opponent causes you to sacrifice Silent Martyr, draw two cards.


Inquisitor
{W}{W}{W}
Creature -- Cleric
1/2
When Inquisitor comes into play from your hand, any player may pay 5 life to destroy Inquisitor.
{T}: Gain control of target creature. That creature becomes white.
"The Inquisition protects the purity of our faith." -Primata Delphine


Knight Templar
{1}{W}{W}
Creature -- Knight
2/3
When Knight Templar is put into a graveyard from play you may pay W. If you do, search your library for a card named Knight Templar, and put it into play. Shuffle your library afterwards.
The knight's valor will not allow him to leave the battle.


Hermit
{W}
Creature -- Townsfolk
1/1
Hermit cannot attack.
At the beginning of your upkeep, put a +1/+1 counter on Hermit.
The hermit sits alone in his cottage in the woods. Not attacking nor being attacked, he simply waits.


Brimstone
{2}{W}{W}
Enchantment
When Brimstone comes into play all players lose 5 life.
Sacrifice Brimstone and discard your hand: Gain 5 life.
"I bring to you your very path to Hell." -Saliari, High Inquisitor


Everlasting Memory
{2}{W}
Enchant Permanent
If enchanted permanent would be removed from play by a spell or ability an opponent controls, instead tap it and it remains in play. If you do, sacrifice Everlasting Memory.
"Oh, better than the minting
Of a gold-crowned king
Is the safe-kept memory
Of a lovely thing." -Sara Teasdale



Benevolent Influence
{2}{W}
Instant
Destroy target artifact or enchantment. Prevent the next two damage that would be dealt to target creature or player.
"A life is worth more than any planeswalker's contraptions or ensorcellments. Always remember that, lad." -Master Healer Rathgar, to his apprentice.


Angel of Ire
{5}{W}
Creature -- Angel
4/5
Flying
Morph {2}{W}{W}
When Angel of Ire is turned face up, each player chooses one creature. Destroy all other creatures. They cannot be regenerated.
When she whispers...your blood shall be cold. You'd better hide before she finds you." -Sharon, Queen of Ice.


Celestial Armor
{1}{W}
Enchant Creature
Reveal any number of cards in your hand: Enchanted creature gets +1/+1 for each card revealed this way. Play this ability only once per turn.
"The glory of the Lord shone around them, and they were terrified." -Luke 2:9


Disparate Impact
{2}{W}
Enchantment
You may not play non-permanent spells unless another player played one last turn.
Other players may not play permanent spells unless you played one on your last turn.


Onean Moderator
{2}{W}
Creature -- Townsfolk
1/1
{1}: Target creature has protection from its colors.
The war council chamber of the Oneans was a battleground of tempers and ego. A moderator was often needed to keep discussions on military tactics productive.


Power of Prayer
{1}{W}{W}
Sorcery
Destroy all creatures with a converted mana cost of 3 or less.


Nullify
{W}{W}{W}
Instant
Remove target artifact, creature, or enchantment from the game.
"Companions the creator seeks, and such as know how to whet their sickles. Destroyers they will be called, and despisers of good and evil." -Nietzsche


Faith Elemental
{2}{W}
Creature -- Elemental
1/4
You may play Faith Elemental as an enchantment spell for {W}{W}.
When Faith Elemental leaves play, sacrifice a creature.
{1}{W}: All creatures' power becomes equal to their toughness until end of turn.
"The difference between being a thug and a soldier is having something to fight for." -General Jarkeld


Darkling Thrush
{1}{W}
Creature -- Bird
1/1
Flying, Protection from Black
When Darkling Thrush comes into play, target creature becomes black as long as Darkling Thrush is in play.
"That I could think there trembled through/ His happy good-night air/ Some blessed Hope, whereof he knew/ And I was unaware." -Sir Thomas Hardy


Veteran Legionnaire
{W}
Creature -- Soldier
0/1
Veteran Legionnaire gets +1/+0 for each attacking creature.
The more, the merrier.


Aura Craft
{2}{W}
Enchantment
{X}, sacrifice an enchantment: Search your library for an enchantment with converted mana cost less than or equal to X and put it into play.


Hallowed Harlequin
{W}{W}
Creature -- Harlequin
2/2
Whenever Hallowed Harlequin deals damage to a player, choose a color or permanant type. Hallowed Harlequin gains protection from the chosen color or permanant type (This effect does not end at end of turn).


True Faith
{1}{W}
Instant
Storm
Gain two life.
"Faith is the strength by which a shattered world shall emerge into the light." -Helen Keller


Purifying Light
{1}{W}
Instant
Destroy target artifact and target enchantment.


Noble Hawk
{1}{W}
Creature -- Bird
1/1
Flying
When Noble Hawk blocks or becomes the target of a spell or ability, it gains protection from the color of your choice until end of turn.
Unlike many species, these birds have no need for camouflage. They're nimble enough to dodge any hunters.


Deathbed Conversion
{2}{W}
Instant
Until end of turn, if a creature an opponent controls would go to the graveyard, instead return it to play under your control.


Recruit
{2}{W}{W}
Enchant Creature
You control enchanted creature. That creature becomes 2/2, loses all abilities, is white, and is a Soldier in addition to its creature types.


Convert
{W}{W}
Enchant Creature
Enchanted creature is a Cleric.
Whenever enchanted creature deals damage, you gain that much life.


Domesticate
{1}{W}
Instant
Gain control of target Beast. Put a -1/-1 counter on that creature.


Dragon Aura
{2}{W}
Enchant Permanent
Cycling {1}{W}
Enchanted permanent can't be the target of spells or abilities.
When you play a permanent, if Dragon Aura is in your graveyard, put Dragon Aura into play enchanting that permanent.


Act of Retribution
{2}{W}
Instant
Regenerate target creature you control. Destroy target creature that dealt damage to it this turn. That creature can't be regenerated.
"The Punished will become the Punishers." -Oracle of Sephis, Vol. III


Judge Penitent
{1}{W}{W}
Creature -- Cleric
1/2
{T}: Until end of turn, target creature loses all abilities and becomes an 0/1 creature. Put a +1/+1 counter on that creature at end of turn.
"I was too loved to have doubts about myself..." Jean-Paul Sartre


Pinion Strike
{W}
Instant
Choose One -- Target Bird gets +3/+3 until end of turn; or target Bird gets +X/+X until end of turn, where X is the number of Birds in play


Aura cycle

Aura of Protection: White
{W}
Enchant Permanent
You may play Aura of Protection: White any time you could play an instant.
When Aura of Protection: White comes into play, draw a card.
Enchanted permanent has protection from white. This effect doesn't remove Aura of Protection: White.

Aura of Protection: Green
{W}
Enchant Permanent
You may play Aura of Protection: Green any time you could play an instant.
When Aura of Protection: Green comes into play, draw a card.
Enchanted permanent has protection from green. This effect doesn't remove Aura of Protection: Green.

Aura of Protection: Red
{W}
Enchant Permanent
You may play Aura of Protection: Red any time you could play an instant.
When Aura of Protection: Red comes into play, draw a card.
Enchanted permanent has protection from red. This effect doesn't remove Aura of Protection: Red.

Aura of Protection: Black
{W}
Enchant Permanent
You may play Aura of Protection: Black any time you could play an instant.
When Aura of Protection: Black comes into play, draw a card.
Enchanted permanent has protection from black. This effect doesn't remove Aura of Protection: Black.

Aura of Protection: Blue
{W}
Enchant Permanent
You may play Aura of Protection: Blue any time you could play an instant.
When Aura of Protection: Blue comes into play, draw a card.
Enchanted permanent has protection from blue. This effect doesn't remove Aura of Protection: Blue.

End of Aura cycle


Merchant Caravan
{1}{W}
Creature -- Caravan
1/2
Attacking doesn't cause Merchant Caravan to tap.
At the beginning of your upkeep, put a currency counter on Merchant Caravan.
Remove a currency counter from Merchant Caravan: Untap target basic land. Play this ability only during an opponent's turn.


Purity
{1}{W}{W}
Sorcery
All non-basic lands become Plains.
"Each imperfection only further strengtens our resolve to set things right" -Halvor Arenson, Kjeldoran Priest


Martial Dragoon
{W}
Creature -- Soldier Knight
1/1
When Martial Dragoon comes into play, all of your opponents skip their next combat phase.
The Dragoons may bring peace and order to the land, but they do it at the expense of freedom.


Itinerant Prophet
{3}{W}
Creature -- Cleric
0/4
Players may not spend more than four mana in any turn.
I charge thee, fling away ambition.
By that sin fell the angels. -William Shakespeare,
Henry VIII, III:2


Rathgar, Master Healer
{1}{W}{W}
Creature -- Cleric Legend
0/4
{1}{W}: Return to play under your control target creature card that was put into your graveyard this turn.
{W}, {T}: Prevent the next 3 damage to target player.
"The old man may be tough, but you'll never find a more gentle hand." -Rathgar's Apprentice


Argivian Archaeology
{2}{W}
Enchant Land
At the beginning of your upkeep, target opponent chooses two cards in your graveyard. Choose one of those cards and return it to your hand.


War Hawk
{W}
Creature - Bird
{T}: Target creature gains +1/+0 and flying until end of turn.
1/1
The hawk riders circled high above the melee, then turned and dove. The massive birds of prey plucked wolf after wolf off the valley floor, as peregrines hunt pigeons.


Silent Majority
{4}{W}
Creature -- Townfolk Legend
8/0
Trample
Silent Majority does not tap to attack.
Sacrifice a creature: Regenerate Silent Majority
The roar of revolution begins with a whisper of hope.


Blessed Mutation
{W}
Enchant Permanent
Blessed Mutation can't enchant a creature.
Whenever enchanted permanent deals damage, you gain that much life.


Serf's Rebellion
{2}{W}
Enchant Land
As long as enchanted land is tapped, all Townsfolk have +1/+1.
At the end of your turn, if enchanted land is untapped, you may put a 1/1 white Townsfolk token into play
"The most heroic word in all languages is revolution."


Fervent Missionary
{3}{W}
Creature -- Cleric
4/4
Fervent Missionary does not tap to attack.
Fervent Missionary comes into play with a -1/-1 counter for each white mana used to pay its mana cost.
If Fervent Missionary would be dealt damage by a creature, you may instead move a -1/-1 counter from Fervent Missionary to that creature.


Taninite
{W}{W}
Creature -- Cleric
2/2
{W}: Taninite gets -1/+1 until the end of the turn.
Sacrifice Taninite: Destroy target blocked creature with toughness less than Taninite's toughness.
"For the sake of Zion I will not be silent;
For the sake of Jerusalem I will not be still." -Isaiah 62:1



Fields of Plenty
{W}
Enchant Land
Whenever enchanted land is tapped for mana, it produces an additional {W}.


Moderation
{W}
Enchant Permanent
When Moderation comes into play, draw a card.
No more than one mana, total, may be spent each turn to play abilities of the enchanted permanent. (If an activated ability costs more than one mana, it can't be played. This doesn't affect nonmana costs.)


Lord Jyridan
{5}{W}
Creature -- Legend Lord
4/8
{1}: Target creature gains protection from white until the end of the turn.
{T}, Tap four untapped Legends you control: You win the game.
"Survival first, salvation forever."


Onean Phalanx
{3}{W}
Creature -- Soldier
2/4
Whenever Onean Phalanx blocks, you choose how creatures it blocks assign combat damage.
The Phalanxes of Oneah formed the lynchpin of Onean fighting formations. Their skills at directing the flow of battle were unmatched--until they were swamped by a tidal wave of goblins.


Death From Above
{1}{W}
Instant
Tap any number of flying creatures you control. Each creature tapped in this way deals damage equal to its power to target creature.


Militia Dues
{W}
Enchantment
At the beginning of your precombat main phase, add {W} to your mana pool. If an opponent controls a swamp or a mountain, add {W}{W} to your mana pool instead.


Inspired Paladin
{1}{W}{W}
Creature -- Knight
1/2
First Strike.
Play with your hand revealed.
Inspired Paladin has +1/+1 for each enchantment card in your hand.


Feed the Hungry
{1}{W}
Instant
Untap all white, blue, and green creatures. Each creature untapped in this way gets +0/+2 until end of turn.


Heal the Sick
{1}{W}
Instant
Regenerate all creatures.
Remove all -1/-1 counters from all creatures.
Each player who has less than five life gains five life.


Forbidden Plane
{2}{W}
Enchant World
When Forbidden Plane comes into play, reveal your library. Target opponent chooses an enchant world card in your library not named Forbidden Plane. Put the chosen card into play. Shuffle your library.


Lynch Mob
{X}{W}
Creature -- Townsfolk Mob
1/1
Lynch Mob comes into play with X +1/+1 counters on it.
Whenever you gain control of Lynch Mob, target opponent gains X life.


Recant
{W}
Instant
Return target spell to owner's hand. (That spell doesn't resolve)


Watchman's Emblem
{W}
Enchantment
When Watchman's Emblem comes into play, name a card other than a basic land and remove a nonland card in your hand from the game face-down.
When an opponent plays the named card, sacrifice Watchman's Emblem and put the removed card on the stack.


Day of Creation
{1}{W}
Instant
Until end of turn, any player may play artifact, creature, enchantment, and land cards any time he or she could play an instant.
And God said, "Let the water swarm with swarms of living creatures and let birds fly above the earth across the expanse of the sky." -Genesis 1:20


Mercadian Insider
{1}{W}
Creature -- Rebel
2/1
Whenever a spell or ability an opponent controls is put on the stack, unless he or she pays {1}, if it has one or more targets, you may choose new targets for that spell or ability.


Silent Knight
{W}
Creature - Human Knight
1/2
Artifact and enchantment spells cost {2} more to play.


Leonin Transmuter
{2}{W}
Creature - Cat Wizard
2/2
{T}, sacrifice an enchantment: Return target enchantment from your graveyard to play.


Uplifting Sermon
{W}{W}
Sorcery
All creatures you control gain +1/+1 until end of turn.
Regenerate all creatures you control.


Onean Decree
{1}{W}{W}
Enchant World
Onean Decree may be played whenever you could play an instant.
When Onean Decree comes into play, remove target nonwhite spell from the game.
Spells with the same name as the removed card can't be played.
When Onean Decree leaves play, return the removed spell to the stack.


Village Idiot
{W}
Creature -- Townsfolk
1/1
{T}, sacrifice Village Idiot: The next time target player would draw a card this turn, instead, that player skips that draw.


Crumbling Asylum
{W}
Enchant World
Players may not be the target of spells and effects.
Long ago, wizards built the Asylum to hold the world's madness. Now, their mighty wards begin to fail.


Chromatic Web
{W}{W}
Enchantment
Each spell with exactly one colored mana in its mana cost costs an additional mana of that color.
Strands of thinnest gossamer, glinting and glimmering as they hold back energies beyond the mortal ken.


Hope Amid Suffering
{1}{W}{W}
Sorcery
If an opponent has at least three more life than you, you may draw two cards. If an opponent has at least seven more life than you, you may draw four cards instead.


Blessing of the Aegis
{W}{W}
Instant
Put a +1/+1 counter on target creature. That creature gets +0/+2 and first strike until end of turn.
Faith strengthens the body against harm, and the mind against despair.


King's Herald
{W}{W}
Creature -- Solder
2/2
Whenever a targeted spell is played, counter it if it does not target King's Herald.
"In the hearts and minds of the people, let none be considered before the King." -first edict of Leopold the Mad


Defender of the Ideal
{2}{W}
Creature -- Cleric
1/1
Sacrifice Defender of the Ideal: Prevent all damage a source of your choice would deal until end of turn.
When Defender of the Ideal is put into a graveyard from play, you may search your library for up to two cards named Defender of the Ideal and put them into play. If you do, shuffle your library.
"You may strike me down, but two more will take my place. My body may decay; the ideal will live forever."


Leng's Preservation
{W}
Instant
Until end of turn, whenever a spell or ability an opponent controls causes you to discard a card from your hand, discard it, but you may put it on top of your library instead of into your graveyard.
Draw a card.


City Coffers
{1}{W}{W}
Enchantment
At the beginning of your upkeep, reveal your hand. If you have more plains cards than non-plains cards in your hand, draw cards equal to the difference.
Only after they found the hidden room in the magistrate’s cellar did they learn where all the tax money had been going.


Otherworldly Eparch
{1}{W}
Creature -– Cleric Spirit
2/2
Your opponents can't play spells with a converted mana cost equal to that of any enchantment enchanting Otherworldly Eparch.
Though the battle was desperate, they could not bring themselves to strike someone so pure.


Prolonged Campaign
{1}{W}{W}
Enchantment
Whenever a creature attacks, put a fatigue counter on it at end of combat.
Each creature gets -1/-0 for each fatigue counter on it.
"When I arrived with reinforcements, both armies were in a wretched state. Had the enemy's backup arrived before us, our allies would have resisted as feebly as our foes did." -Hazzar Brenklin, journals


Preparing for Darkness
{1}{W}
Enchantment
Sacrifice Preparing for Darkness: Destroy target black permanent.


Rebuking Chaos
{1}{W}
Enchantment
Sacrifice Rebuking Chaos: Counter target red spell or ability.


Planar Sanctuary
{W}
Enchant World
Whenever a card is put into a graveyard from anywhere, shuffle that card into its owner's library.
Though death is oft a fate deserved,
Herein is every mote preserved. -Sanctuary gate inscription



Moratorium
{1}{W}{W}
Enchantment
Creatures can't be sacrificed. (If a creature would be sacrificed as part of a cost, that cost can't be paid.)
These are troubling times, when one's life is seen only as a means to power.
Logged

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{Team Hindsight}
Matt
Post like a butterfly, Mod like a bee.
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« Reply #6 on: January 14, 2004, 01:45:11 pm »

Gold Cards[/u]


Woodland Inspiration
{2}{G}{U}
Instant
Target player draws four cards. That player removes two cards drawn this way from the game unless that player pays 4 life for each card not removed.
Inspired by the forest, the poet wrote enough to fill a library.


Caustic Knowledge
{1}{U}{R}
Instant
Caustic Knowledge deals 5 damage to target player. That player draws three cards.
Some things are best left unsaid...


Skirk Rebuttal
{U}{R}
Instant
Counter target spell unless it's controller pays {2}. If a spell is countered in this way, add two colorless mana to your mana pool at the beginning of your next pre-combat main phase.


Fizzle
{1}{U}{R}
Instant
Counter target activated ability of a permanent. Destroy that permanent. It can't be regenerated.


Withering Trance
{1}{B}{U}
Enchantment
Pay 1 life: Counter target spell unless any player pays two life or {1}.
"The shaft of the arrow had been feathered with one of the eagle's own plumes. We often give our enemies the means of our own destruction." -Aesop, 'The Eagle and the Arrow'


Spectral Infiltrator
{1}{B}{U}
Creature -- Wizard
1/1
When Spectral Infiltrator comes into play, target opponent draws a card and you discard a card.
Whenever Spectral Infiltrator deals combat damage to an opponent, that opponent discards a card and you draw a card.
{B}{U}: Spectral Infiltrator gains Fear and can't be the target of spells or abilities until end of turn.


Besieged Armory
{G}{W}
Enchantment
{2}, sacrifice a permanent: Target creature gets a +1/+1 counter or gains flying, first strike, or trample.
"The Onean smiths discovered that they could make weapons out of everything remaining in the city. The goblins discovered just how potent those improvised weapons were." -Istini Ayesh ni Hata Kan, History of the Goblin Wars


Joust
{G}{W}
Enchantment
Whenever a player assigns one or more creatures to block, all players draw a card.
There will always be room in Dominia for sport.


Imperfect Reflection
{5}{B}{U}
Sorcery
Exchange life total with target player. That player then gains 3 life and you lose 3 life.
"I grieve for life's bright promise, just shown and then withdrawn." -William Cullen Bryant, Waiting by the Gate


Rift
{B}{G}
Sorcery
Destroy target land. That land's controller may search his library for a basic land card and put it into play. If that player does, he or she then shuffles his library.
Draw a card.


Pyrrhic Knight
{1}{R}{W}
Card Creature -- Knight
2/2
Haste, First Strike
When Pyrrhic Knight is put into a graveyard from play, you may put two 1/1 red and white Knight tokens into play. If you do, remove Pyrrhic Knight from the game.
"War is the crucible that tempers mere squires into hardened warriors." -Vorstav, Pyrrhic Knight


Mistwood Dryad
{1}{G}{U}
Card Creature -- Dryad
2/2
When Mistwood Dryad comes into play, return target nonland permanent to its owner's hand.
{1}{G}{U}: Return Mistwood Dryad to its owner's hand.
Beneath the rock
Between the trees
In with the mists
Out with the breeze
-Antheerian Lullaby



Krosan Spirit
{G}{W}
Creature -- Spirit Beast
2/2
If a spell or ability controlled by an opponent would cause Krosan Spirit to leave play without taking lethal damage, instead remove it from the game and return it to play at end of turn.
The spirits pay no heed to the trickery of mages.


Æther Elemental
{2}{B}{U}
Creature -- Elemental
2/3
When Æther Elemental leaves play, each player sacrifices an artifact, creature, or land.
{3}: Remove Æther Elemental from the game. Return it to play under its owner's control at end of turn. Any player may play this ability.
{B}{U}: Remove Æther Elemental from the game. Return it to play under its owner's control at end of turn. Any player may play this ability.


Hazardous Efreet
{U}{R}
Card Creature -- Efreet
4/1
Haste
At end of turn, sacrifice Hazardous Efreet.
{U}: Return Hazardous Efreet to its owner's hand. Play this ability only when you could play a sorcery.
A blistering whirlwind of scalding steam.


Feud
{R}{W}
Enchantment
Whenever a player assigns one or more creatures to attack, all players untap all creatures they control. Creatures controlled by the defending player block this turn if able.


Brain Drain
{X}{1}{B}{U}
Sorcery
As an additional cost to play Brain Drain, pay X life.
Target opponent discards X cards. Draw a card for each card discarded this way.


Intrusive Parasite
{2}{G}{B}
Creature -- Insect
5/0
As Intrusive Parasite comes into play, remove target creature from the game. Intrusive Parasite comes into play with X +0/+1 counters on it, where X is the toughness of the removed creature.
When Intrusive Parasite leaves play, return the removed creature to play under it's owners control.


Aggroplasm
{1}{U}{R}
0/0
Creature -- Shapeshifter
Aggroplasm comes into play with a +1/+1 counter on it.
Aggroplasm has +X/+0, where X is twice its toughness.
{X}{U}{R}: Remove all +1/+1 counters from Aggroplasm and put X +1/+1 counters on it.


Angel of Death
{2}{W}{B}{W}{B}
Creature -- Angel
6/6
Flying
At the beginning of each opponent's upkeep, that player sacrifices a creature.
At the beginning of your upkeep, destroy target creature. It can't be regenerated.
Some angels bring mercy to the suffering with care and kindness; others have found a faster way to end people's suffering.


Corpse Combustion
{1}{R}{B}
Sorcery
Corpse Combustion deals 1 damage to each player for each card in his or her graveyard. Remove all Zombies from the game.
The crypts and graves of the dead, both old and fresh, ignited in unison. The stench of burning flesh and rot filled the night air, accompanied only by the ghastly wails of those corpses in unrest.


Parallax Thief
{2}{B}{W}
Creature -- Thief
0/0
Fading 1
When Parallax Thief this comes into play, remove all fading counters from all permanents, and put them on Parallax Thief. For every fading counter on Parallax Thief, it gets +1/+1.


Order of Shanodin
{G}{W}
Creature -- Cleric Druid
2/2
As long as an opponent controls no creatures, Order of Shanodin gets +1/+1.
{G}{W}: Target player can't play spells this turn. Play this ability only during your turn.


Endless Wall
{1}{U}{W}
Creature -- Wall
0/1
Prevent all combat damage that would be dealt to and dealt by Endless Wall.
Endless Wall may block any number of creatures each combat.


Vitality
{2}{G}{W}
Creature -- Incarnation
3/3
As long as Vitality is in your graveyard, green creatures and white creatures you control get +1/+1.


Natural Indulgences
{1}{B}{W}
Enchantment
Your creatures get +1/+1 for each activated or keyword ability they have. Activated abilities of creatures you control can't be played.
During the dark years, the church emphasized honing natural talents and skills while condemning the magical research of past ages.


Malevolent Telepathy
{B}{U}
Sorcery
All players name a card then reveal their hands, simultaneously discard all copies of cards named by their opponents and search their libraries for a copy of each card named by their opponents not in their hands, put them in their hands, then shuffle their libraries.


Idle Hands
{B}{R}
Instant
Target player loses 1 life for each untapped land he or she control.
Idle hands are the devil's playthings. -Proverb


Ku'ul, Wishbringer
{2}{U}{W}
Creature -- Wizard Legend
2/2
As Ku'ul comes into play, each player names a nonland card.
The spells named in this way may be played without paying their mana cost. If the spell has {X} in its mana cost, X is 0.
A wish is a desire without an attempt.


Tainted Dreams
{X}{1}{B}{U}
Sorcery
Target opponent chooses X cards in his or her hand and removes them from the game.
"For in that sleep of death, what dreams may come?" -William Shakespeare, Hamlet


Time Rip
{U}{U}{B}
Sorcery
As an additonal cost to play Time Rip, remove your hand from the game.
Target player takes an extra turn after this one.


Branchwalker
{2}{G}{W}
Creature -- Insect
4/4
When Branchwalker comes into play, sacrifice it unless you sacrifice a land.
{G}{W}: Branchwalker gains flying and trample until end of turn.


Touch of the Hollow
{B}{W}
Instant
Target creature becomes 1/1 and loses all abilities. (This effect doesn't end at the end of turn.)


Sentient Fungus
{1}{G}{U}
Creature -- Fungus
1/1
Whenever Sentient Fungus blocks or becomes blocked, put a 0/1 green Fungus token into play.
{U}: Until end of turn, you may draw a card whenever a Fungus you control is goes to a graveyard from play.
{G}: Regenerate Sentient Fungus.
Jorhaz looked at the strange fungus. He never suspected it was looking back.


Last Onean
{G}{W}
Creature -- Knight Legend
2/2
If Last Onean would be destroyed, remove all damage from it instead if you control another creature.
Long ago, a witch cursed that I would live to see the death of everyone I cared for. I never thought that meant I would see Oneah herself fall.


White Elephant
{2}{G}{U}
Creature -- Elephant
3/3
At the begininning of your upkeep, put a gift counter on White Elephant, then sacrifice a land for each gift counter on White Elephant. If you don't, sacrifice White Elephant.
{3}: Target player gains control of White Elephant.
"No, no, I insist.  Its a gift."


Tainted Sorceror
{2}{B}{U}
Creature -- Wizard
2/3
{T}: Put a -1/-1 counter on Tainted Sorceror. Draw a card.
Discard two cards from your hand: Return Tainted Sorceror from your graveyard to your hand.
Do not study too closely the arts of the enemy, for they will subvert you to his will.


Zephyr Missionary
{U}{W}
Creature -- Bird Cleric
1/1
Flying
Whenever Zephyr Missionary or a Follower attacks and isn't blocked, you may put a 1/1 blue and white Zephyr Follower token with flying into play.
When Zhephyr Missionary leaves play, bury all Zephyr Follower tokens.


Frenzied Rage
{G}{R}
Instant
Target creature gains double strike and trample until end of turn.


Flesh Dragon
{1}{B}{R}
Creature -- Dragon
5/2
Haste, flying, trample
You may play Flesh Dragon anytime you could play an instant.
At end of turn, sacrifice Flesh Dragon.
"The lack of scales not only shortens this Dragon's lifespan, but makes it much less powerful and easier to kill." -Rashida Scalebane, notebooks


Mana Curve
{2}{G}{R}
Enchant World
Players can't tap lands for mana.
At the beginning of your upkeep, put a Curve counter on Mana Curve.
At the beginning of each player's first main phase, that player adds X mana of any one color to his or mana pool, where X is the number of Curve counters on Mana Curve.


Nefarious Roots
{1}{B}{B}{G}{G}
Creature -- Treefolk Horror
3/6
When Nefarious Roots comes into play, you may search your library for a black creature with converted mana cost less than or equal to the number of cards in your hand and put it into play. Shuffle your library afterwards.


Imprecise Summoning
{1}{G}{U}{B}
Sorcery
Search your library for three creature cards and reveal them to an opponent. That opponent puts one of those cards into play, one into your graveyard, and one in your hand.


Defy Logic
{B}{U}
Instant
The next time target player would draw a card outside of their draw step this turn, he or she may instead skip that draw, search their library for a card, put it into their hand, then shuffle their library.


Demonic Blessing
{1}{B}{W}
Sorcery
Search your library for a card and reveal it. You gain an amount of life equal to the card's converted mana cost. Put that card into your hand, then shuffle your library.
"Who would have thought something that would cost me my soul would make me feel so alive?"


Freak of Nature
{2}{B}{G}
Creature -- Beast Horror
6/6
Fear
At the beginning of your upkeep, sacrifice a creature.


Pain Elemental
{3}{B}{R}
Creature -- Elemental
4/4
{1}, pay one life: Pain Elemental deals one damage to target creature.
Whenever a creature deals damage to Pain Elemental, Pain Elemental deals that much damage to that creature.


Order of Nature
{G}{R}
Creature -- Knight
1/1
{G}: Until end of turn, spells cannot be countered by spells.
{R}: Until end of turn, if a spell or effect an opponent of a player would cause that player to discard a card, that player discards no cards instead.


Mistwood Dance
{G}{W}
Instant
Choose target creature you control and target creature an opponent controls.  Remove those two creatures from the game.  At the end of turn, return both creatures to play under thier owner's control.
The mists confuse, the songs entrance
All are invited to join the dance.
Cavort, shamble, promenade
Dance forever in the hidden glade.
-Antherian Lullaby



Swarm Tactics
{1}{G}{R}
Enchantment
Whenever a permanent you control is the target of a spell or ability, you may redirect that spell or ability to another permanent you control of the same type.


Chaotic Winds
{B}{U}{R}
Enchant World
At the beginning of each player's upkeep, that player may discard a card. If the card is red, that player may have Chaotic Winds deal 2 damage to target creature.  If the card is blue, that player may draw 2 cards, then discard 2 cards.  If the card is black, that player may have each player lose 2 life.
Some storms are so powerful that they can reach over many planes.


Storm Warden
{1}{G}{R}
Creature -- Efreet
4/3
Flying
When Storm Warden comes into play, remove cards from the top of your library from the game until a land card is removed. For each nonland card removed this way, Storm Warden deals 1 damage to each creature with flying.
It sees with eyes of hurricanes.


World Domination
{W}{B}{U}{G}{R}
Enchantment
Cumulative Upkeep -- Pay 2 life.
You control all creatures.


Æther Skip
{U}{R}
Instant
Choose a target spell on the stack you control other than Æther Skip and flip a coin. If the coin comes up heads, put a copy of that spell on the stack. You may chose new targets for that spell. If the coin comes up tails, counter that spell and remove it from the game.
Draw a card.


Organized Crime cycle

Protection Racket
{2}{W}{B}
Enchantment
Tap two untapped creatures you control: Target opponent chooses one -- That player loses 3 life and you gain 3 life; or tap all creatures that player controls.

Smuggling Ring
{1}{U}{B}
Enchantment
Tap two untapped creatures you control: Target opponent chooses one -- That player discards a card at random; or you draw a card.

Poaching Operation
{2}{B}{G}
Enchantment
Tap two untapped creatures you control: Target opponent chooses one -- That player sacrifices a creature; or you may return a creature card from your graveyard to your hand.

Shakedown Circuit
{1}{B}{R}
Enchantment
Tap two untapped creatures you control: Target opponent chooses one -- That player sacrifices a land; or creatures you control gain fear until the end of turn.

End of Organized Crime cycle


Dawn // Dusk
{1}{W} // {1}{B}
Instant // Instant
All black creatures get -1/-1 until end of turn. // All black creatures get +1/+1 until end of turn.


Eternal Twilight
{B}{W}
Enchantment
Global enchantments cost {1} less to play.
Players may play global enchantments any time they could play an instant.


Æther Shift
{2}{U}{W}
Sorcery
Each player removes all creatures he or she controls from the game. Each player who removed the most creatures in this way draws two cards.
"Did anyone else feel that?" -Brek, Goblin Warrior, last words


Spirit Guide
{1}{G}{W}
Creature -- Bird
2/2
Flying
Sacrifice Spirit Guide: Remove target nontoken creature you control from the game. Return it to play under its owner's control at end of turn.


Hindsight
{1}{U}{W}
Sorcery
Return target card you own that was removed from the game to your hand. Remove Hindsight from the game.
Draw a card.


Confuse
{R}{W}
Instant
Play Confuse only during combat before the combat damage step.
Remove target attacking creature from combat. It deals damage equal to its power to another target attacking creature.


Harbinger's Charm
{U}{B}{R}
Instant
Choose one: Counter target spell, draws 2 cards and lose 2 life, or deal 3 damage to target creature or player.
It is said to contain both good and evil, but no one has yet discovered its true power.


Enraged Wumpus
{2}{G}{R}
Creature -- Wumpus
4/4
Trample, haste
At the beginning of your upkeep, flip a coin. If the coin comes up heads, sacrifice Enraged Wumpus.


Bloodthirsty Troll
{1}{B}{G}
Creature -- Troll
3/3
Pay 3 life: Regenerate Bloodthirsty Troll.
In the lean days of winter, some trolls go mad with hunger, finding succor even in the flesh of other trolls.


Burning Secrets
{R}{B}
Sorcery
Target opponent reveals any number of cards in his or her hand. Choose one of those cards. That player discards that card. For each card in that player's hand not revealed in this way, Burning Secrets deals 2 damage to that player.


Voracious Hunger
{B}{G}
Enchant Creature
At the beginning of enchanted creature's controller's upkeep, that player sacrifices a creature other than enchanted creature and puts a +1/+1 counter on enchanted creature. If he or she doesn't, he or she sacrifices enchanted creature.


Heroic Quest
{U}{W}
Enchantment -- Quest
When Heroic Quest comes into play, name a Treasure artifact and shuffle your library.
Play with your hand revealed.
When you draw the named card, sacrifice Heroic Quest and choose one -- put a +1/+1 counter on each creature you control; gain 10 life; or draw 3 cards.


Diabolic Quest
{B}{R}
Enchantment -- Quest
When Diabolic Quest comes into play, name a Treasure artifact.
When the named artifact is put into an opponent's graveyard from play, sacrifice Diabolic Quest, put that card into play under your control, and that player loses 5 life.


Rhyme // Reason
{3}{U}{U} // {3}{W}{W}
Sorcery // Sorcery
Draw X cards, where X is equal to the number of cards in your hand as you play Rhyme. // Gain X life, where X is equal to your life total as you play Reason.
"I was promised on a time / to have reason for my rhyme. // From that time unto this season / I recieved nor rhyme nor reason."


Divine Right
{4}{W}{B}
Sorcery
Search your library for an artifact, creature, enchantment, or land card and put that card into play. Then shuffle your library.


Disentomb
{4}{G}{B}
Sorcery
Put target artifact, creature, enchantment, or land card from a graveyard into play under your control.


Spirit Channeler
{1}{W}{B}
Creature -- Cleric
2/2
Whenever you attack with at least two creatures, target opponent loses 2 life and you gain 2 life.
The Kurain monks had always cared for soldiers wounded in battle, but when the war drew too near to their monestary, they realized their talents could be of more use outside the garden walls.


Bubble Spider
{2}{G}{U}
Creature -- Spider
2/3
Bubble Spider may block as though it had flying.
Whenever Bubble Spider blocks a creature with flying it gets +2/+2 until end of turn.
{2}{U}: Target creature gains flying until the end of the turn.


Saving Grace
{1}{W}{B}
Enchantment
Whenever a creature card you own is put into a graveyard from anywhere except from play, at end of turn return it to your hand.


Predator's Reign
{1}{G}{B}
Enchantment
Whenever a creature comes into play, if it was played from a player's hand, that creature's owner draws a card.
Whenever a creature is put into a graveyard from play, that creature's owner discards a card from his or her hand.


Magnetic Magician
{W}{U}
Creature -- Human Wizard
1/1
Whenever a spell or ability is put onto the stack, if that spell or ability could target Magnetic Magician but doesn't, that spell or ability's controller changes one of its targets to Magnetic Magician.
Discard a card from your hand: Magnetic Magician can't be the target of spells or abilities this turn.
Logged

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SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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Matt
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« Reply #7 on: January 14, 2004, 01:45:43 pm »

Artifact Cards


Diseased Golem
{3}
Artifact
Discard your hand: Diseased Golem becomes a 4/3 Golem creature until end of turn.
It is infected with every illness known to man. However, instead of dying, it keeps on killing.


Seedwork Gopher
{5}
Artifact Creature
2/1
You may tap two untapped lands you control rather than pay Seedwork Gopher's mana cost.
When Seedwork Gopher comes into play, if you paid its mana cost, put two +1/+1 counters on it.


Resourceful Partitioning
{4}
Artifact
If you would draw a card, you may skip that draw and add {2} to your mana pool instead.
Information is only worth as much as you get out of it.


White Lotus
{0}
Artifact
{T}, sacrifice White Lotus: Add three mana of any one color to your mana pool. You can't spend this mana to play spells.


Beginning of Bottle Cycle

Bottle of Fire
{3}
Artifact
{1}, {T}, sacrifice Bottle of Fire: Bottle of Fire deals 3 damage to target creature or player.

Jar of Illusions
{3}
Artifact
{1}, {T}, sacrifice Jar of Illusions: Return target non-land permanent to it's owner's hand.

Vial of Hope
{3}
Artifact
{1}, {T}, sacrifice Vial of Hope: Target player may not play spells or abilities requiring an activation cost until end of turn.

Decanter of Despair
{3}
Artifact
{1}, {T}, sacrifice Decanter of Despair: Look at target players hand and choose a non-land, non-creature card. That player discards that card.

Flask of Might
{3}
Artifact
{1}, {T}, sacrifice Flask of Might: Target creature gains +4/+4 and trample until end of turn.

End of Bottle Cycle


Cursed Golem
{4}
Artifact Creature -- Golem
4/4
Your maximum hand size is three.
"A Phyrexian Praetor once invoked even darker powers. This golem was the result. The Praetor responsible was destroyed, and his parts were never used again. For Phyrexians, there is no worse death."
-Xantcha, Phyrexian renegade



Æther Vortex
{2}
Artifact
Basic lands you own have "Cycling {1}".


Beginning of Pendant Cycle

Fern Pendant
{2}
Artifact
Fern Pendant comes into play tapped.
{T}: add {G} to your mana pool
Morph {1}{G}

Ice Pendant
2
Artifact
Ice Pendant comes into play tapped.
{T}: add {U} to your mana pool
Morph {1}{U}

Cinder Pendant
{2}
Artifact
Cinder Pendant comes into play tapped.
{T}: add {R} to your mana pool
Morph {1}{R}

Ivory Pendant
{2}
Artifact
Ivory Pendant comes into play tapped.
{T}: add {W} to your mana pool
Morph {1}{W}

Ebony Pendant
{2}
Artifact
Ebony Pendant comes into play tapped.
{T}: add {B} to your mana pool
Morph {1}{B}

Basalt Pendant
{2}
Artifact
Basalt Pendant comes into play with one ore counter on it.
{T}: add {1} to your mana pool for each ore counter on Basalt Pendant.
When Basalt Pendant is turned face up, put three ore counters on it.
Morph {3}

End of Pendant Cycle


Alchemical Transport
{2}
Artifact Creature
2/1
When Alchemical Transport attacks or blocks, you lose 1 life.
Sacrifice Alchemical Transport: gain 2 life.


False Idol
{4}
Artifact
Remove the top seven cards of your library from the game: False Idol becomes a 4/4 artifact creature with trample until end of turn. Play this ability only once each turn.
"Thou shalt not make unto thyself any graven image." -Exodus, 20:3


Spike Infiltrator
{3}
Artifact Creature -- Spike
0/0
Spike Infiltrator comes into play with two +1/+1 counters on it.
{T}: Move a +1/+1 counter from target creature to another target creature.
As with the slivers, Volrath introduced a counterfeit into the colonies of spikes on Rath.


Inhibiting Orb
{1}
Artifact
As long as Inhibiting Orb is untapped, activation costs on nonland permanents cost an additional {1}.


Mental Amulet
{3}
Artifact
All cards have "Cycling {3}".


Æther Accelerator
{2}
Artifact
{4}: Æther Accelerator becomes a copy of target permanent and gains "At the beginning of your upkeep, pay {1} or end Æther Accelerator's effect."
There is no way of knowing how many of them were made.


Ancient Speculum
{3}
Artifact
All players play with their hands revealed.
Whenever a player plays a spell, counter that spell if a card with the same name is in any player's hand.
"For now we see through a glass, darkly; but then face to face: now I know in part; but then I shall know even as I am known." -I Corinthians 13:11-12


Chromatic Aperture
{1}
Artifact
{3}, {T}: Each player shuffles their library and reveals the top card of their library. The player or players who reveals the card with the most colors puts that card into their hand and all other players shuffle their library.


Spectrum Medallion
{2}
Artifact
When Spectrum Medallion comes into play, choose a color. Your spells of the chosen color cost {1} less to play. Your spells of a color other than the chosen color cost {1} more to play.


Temporal Jar
{1}
Artifact
{3}, {T}, discard a card: Take an extra turn after this one. You may only play this ability when an opponent plays a spell on your turn. Play this ability only once each turn.


Brightstone
{2}
Artifact -- Treasure
When Brightstone comes into play, choose a color.
{1}: Add one mana of the chosen color to your mana pool.
Sacrifice Brightstone: Add one mana of any color to your mana pool.


Moldable Metal
{2}
Artifact Creature
Moldable Metal comes into play as your choice of a 2/1 creature; a 1/1 creature with flying; or a 0/5 Wall artifact creature. (Walls can't attack.)


Soul Vault
{2}
Artifact
Whenever a spell or effect causes a player to shuffle their library, you may have all players gain one life or lose one life.


Hogkeeper's Tome
{4}
Artifact
Whenever a token creature comes into play, you may draw a card.
The Hogkeeper describes every creature that crosses his terrain in here. His knowledge of the forest is unprecedented.


Mirror Orb
{4}
Artifact
{1}: Mirror Orb gains the abilities of target noncreature artifact until end of turn. Play this ability only once each turn.


Planar Anchor
{2}
Artifact
Enchant world cards can't come into play.
I watched as Orgath dueled another planeswalker. When the conflict began to go badly, Orgath tried to escape to his lair. Something held him back, though, holding him fast to the dueling plane. It was then that the sparring turned deadly serious.


Energy Cap
{2}
Artifact
If a spell has {X} in its mana cost, X is 2. (You will still have to pay the two mana to pay for X.)
After seeing what destruction wizards with limitless power wrought on their homes, a loose collective of wizards came together to create this device to prevent such calamity from happening again.


Blackboard
{3}
Artifact
At the beginning of your upkeep, you may put a Chalk counter on Blackboard.
At the beginning of your draw step, draw a card for each Chalk counters on Blackboard.
You can't play spells with a converted mana cost other than the number of Chalk counters on Blackboard.


Portal of the Mind
{2}
Artifact
As Portal of the Mind comes into play, choose an opponent.
At the beginning of the chosen player's upkeep, draw a card for each card in his or her hand in excess of six.
At the beginning of your upkeep, if the chosen player has zero cards in hand, he or she may draw a card.


Gargoyle Eyes
{4}
Artifact
{X}: All other artifacts you control become Gargoyle creatures with power and toughness each equal to their converted mana cost, where X is the number of artifacts you control.
"Before you check for eyes in the paintings of a haunted mansion, make sure you examine the obvious." -Norin the Wary


Mindless Dreadnought
{1}
Artifact Creature
*/*
Trample
Mindless Dreadnought's power and toughness are each equal to 20 minus the number of cards in your library.
Power is not necessarily knowledge.


Unspirited Construct
{2}
Artifact Creature
3/3
When Unspirited Construct comes into play, draw a card.
At end of turn, if Unspirited Construct is not enchanted, sacrifice it.


Mishra's Bauble
{0}
Artifact
{T}, Sacrifice Mishra's Bauble: Target opponent may search your library for any card and remove it from the game. Shuffle your library then draw a card.


Touchstone Medallion
{3}
Artifact
As Touchstone Medallion comes into play, choose a color.
All spells of the chosen color cost one mana of the chosen color less to play.


Static Wand
{2}
Artifact
{T}: Tap target artifact. A noncreature artifact tapped this way loses all abilities as long as it remains tapped.


Sneaky Golem
{3}
Artifact Creature -- Golem
2/2
Sacrifice any number of lands: Sneaky Golem gets +1/+1 and gains the landwalk ability of all of the sacrificed lands types. Play this ability only once each turn.


Nether Gate
{5}
Legendary Artifact
{3}, {T}, pay half of your life, rounded up: Choose a creature card you own from outside the game and put it into play.
"Dedicated to those who shall never exist." -Gate inscription


Kicker Machines cycle

Goshenite Eye
{2}
Artifact -- Treasure
All spells have "Kicker {W}. If you paid this kicker cost, gain three life."

Bloodstone Circlet
{2}
Artifact -- Treasure
All spells have "Kicker {2}{R}. If you paid this kicker cost, destroy target land."

Osseous Lavaliere
{2}
Artifact -- Treasure
All spells have "Kicker {B}. If you paid this kicker cost, target player discards a card."

Starlite Brooch
{2}
Artifact -- Treasure
All spells have "Kicker {1}{U}. If you paid this kicker cost, draw a card."

Tourmaline Garniture
{2}
Artifact -- Treasure
All spells have "Kicker {1}{G}. If you paid this kicker cost, put a 1/1 green Saproling token into play."

End of Kicker Machines cycle


Gambler's Den
{4}
Artifact
{T}: The next time you flip a coin this turn, you may reflip that coin. (This replaces the original flip)
"Anybody can win, unless there happens to be a second entry." -George Ade


Distortion Engine
{2}
Artifact
Fading 6
{T}: Remove two fade counters from all permanents.


Æther Golem
{4}
Artifact Creature -- Golem
*/*
Fading 2
Æther Golem's power and toughness are each equal to the number of fade counters on all permanents in play.


Paravestus
{5}
Artifact Creature
4/4
Fading 5
Flying
{1}, Remove a fade counter from Paravestus: Put a 0/2 Paravite token with Fading 0 and flying into play.
{1}, Sacrifice a Paravite: Put a fade counter on Paravestus.


Ice Golem
{5}
Artifact Creature -- Golem
2/4
{1}{U}{U}, {T}: Tap target creature. As long as Ice Golem is in play, that creature doesn't untap during it's controller's untap step.


Keldon Mangonel
{6}
Artifact
{4}, {T}: Each player shuffles their deck and reveals the top card. Each player sacrifices X permanents, where X is the highest converted mana cost among all cards revealed in this way.
"Things fall apart, the centre cannot hold;
Mere anarchy is loosed upon the world." -Samuel Butler Yeats, The Second Coming



Actuator
{3}
Artifact
Whenever a permanent comes into play tapped, untap it.
Whenever a permanent comes into play untapped, tap it.


Ingenuity
{5}
Artifact Creature -- Incarnation
3/3
At the beginning of your upkeep, if Ingenuity is in your graveyard, until end of turn you may play an artifact from your hand without paying its mana cost.


Cerebral Index
{2}
Artifact
All players play with the top card of their library revealed.
Pay 2 life: Place the top card of any library into its owner's graveyard. Any player may play this ability.


Slave Collar
{3}
Artifact
Slave Collar does not untap during your untap step.
{4}, {T}: Gain control of target creature.
At the beginning of your upkeep, put a -1/-1 counter on that creature.
When that creature leaves play, untap Slave Collar.


Terraformer
{3}
Artifact
{1}, {T}, sacrifice an untapped land: You may search your library for up to two land cards that share a type with the sacrificed land. If you do, put those lands into play tapped and shuffle your library.


Perimeter Alarm
{4}
Artifact
Whenever a creature comes into play under an opponent's control, you may pay {1}. If you do, choose one -- untap all lands you control or draw a card.


Corrupter Matrix
{2}
Artifact
You may choose not to untap Corrupter Matrix during your untap step.
{1}, {T}: Whenever target land is tapped for mana, it produces {1} instead of its normal type and amount as long as Corrupter Matrix remains tapped.
When Corrupter Matrix is put into a graveyard from play, destroy target tapped land.


Arcology
{6}
Artifact
When Arcology comes into play, remove any number of creature cards in your library from the game.
{T}, discard a creature card: Choose a card at random that was removed from the game with Arcology. Put that card into play.


Frozen Hourglass
{1}
Artifact
If a player would take an extra turn, instead put a Time counter on Frozen Hourglass.
When Frozen Hourglass is destroyed, the player who controlled the spell or ability that destroyed Frozen Hourglass takes X turns after this one, where X is the number of Time counters on Frozen Hourglass.
"Nothing is as far away as one minute ago." -Jim Bishop


Breeding Tank
{3}
Artifact
{T}, sacrifice Breeding Tank: Choose a creature type and put a 2/2 artifact creature token of that creature type into play.
{T}, sacrifice Breeding Tank: Add {2} to your mana pool.


Stupefying Cube
{3}
Artifact
As long as Stupefying Cube is untapped, each player's maximum hand size is reduced by 4.


Eye of the Beholder
{3}
Artifact
At the beginning of each player's upkeep, remove all charge counters from Eye of the Beholder.
Whenever a player plays a spell, counter that spell unless that player pays {1} for each charge counter on Eye of the Beholder. Then put a charge counter on Eye of the Beholder.


Hourglass Gnomes
{2}
Artifact Creature -- Gnomes
1/2
At the beginning of your upkeep, put a charge counter on each Hourglass Gnomes.
When Hourglass Gnomes leaves play, add {1} to your mana pool for each charge counter on it.
They spin the fallen sand into threads of glass, and weave the threads into a shimmering tapestry of time.


Goblin Catapult
{4}
Artifact
{2}, {T}, remove an artifact or creature in your graveyard from the game: Goblin Catapult deals 2 damage to target creature or player.
"Brek would have wanted it this way." -Gorac, Goblin Artillery Expert


Pendulum Scythe
{5}
Artifact
At the beginning of your upkeep, put a charge counter on Pendulum Scythe. Then destroy all creatures with converted mana cost less than or equal to the number of charge counters on Pendulum Scythe.
At the end of your turn, if there are no creatures in play, sacrifice Pendulum Scythe.


Coin of Chaos
{3}
Artifact -- Treasure
Whenever a player taps a permanent they control, tap all permanents that player controls.


Demon's Pike
{3}
Artifact -- Equipment
Equip -- Sacrifice a creature
Equipped creature has first strike and +1/+0.
Whenever equipped creature deals combat damage, target player loses 2 life.


Infirmary Ward
{3}
Artifact
Tap two untapped creatures you control: Regenerate target creature.
The miserable have no other medicine / But only hope / I've hope to live, and am prepared to die. -William Shakespeare, Measure for Measure


Darksteel Assassin
{4}
Creature -- Myr
1/1
Haste
{T}: Darksteel Assassin deals 2 damage to target creature.
Discard a card from your hand: Darksteel Assassin becomes tapped, indestructable, and doesn't untap during your next untap step.
Memnarch had not forseen the development of such specialized Myr. Their creativity amused him.


Insipid Tome
{4}
Artifact
{4}, {T}: Draw 2 cards. You can't use colored mana to play this ability.
The strongest ideas can come from the weakest minds.


Echo Collector
{4}
Artifact
At the end of your turn, put a charge counter on Echo Collector.
At the beginning of each player's precombat main phase, that player adds {1} to his or her mana pool for each charge counter on Echo Collector and then draws a card.
"A spell is never fully discharged. Its power travels and rebounds throughout the multiverse long after it is cast. That residual power can be captured." -Eliaster, Metaphysical Engineer


Cloak of Arachnids
{1}
Artifact -- Equipment
Equip {3}
Equipped creature can't be blocked except by creatures with flying and has "{T}: tap target creature with flying."
"To draw with idle spiders' strings
Most pond'rous and substantial things!"  -William Shakespeare, Measure for Measure



Catalyzing Agent
{0}
Artifact
When Catalyzing Agent comes into play, name a creature or artifact.
When the named permanent comes into play, sacrifice Catalyzing Agent and choose one -- put a +1/+1 counter on that permanent; or that permanent gains haste; or put a charge counter on that permanent.


Essence Sculptor
{3}
Artifact
Whenever a player gains life, he or she may pay {X}, where X is the amount of life gained. If he or she does, put X 1/1 white Essence token creatures with flying into play under that player's control.
They move with the grace of flowing water, and gleam with the light of a thousand stars. Made of the essence of planeswalkers, these spirits are life itself--but they will not hesitate to kill.


Algid Automaton
{1}
Artifact Creature -- Gnome
1/1
At the beginning of each player's upkeep, if Algid Automaton is untapped, that player taps an untapped permanent he or she controls.


Meditation Chamber
{2}
Artifact
Meditation Chamber cannot be the target of spells or abilities.
{T}: Draw a card. You skip your next turn.
With time comes knowledge. -Chamber inscription


Lightning Rod
{1}
Artifact -- Equipment
Equip {1}
Whenever a red spell or ability an opponent controls is put onto the stack, if that spell or ability could target equipped creature but doesn't, that opponent changes one of its targets to equipped creature.


Ancient Monument
{3}
Artifact
When Ancient Monument comes into play, choose a creature type.
Creatures of the chosen type gain +2/+2.
At the beginning of your upkeep, sacrifice a creature of the chosen type or sacrifice Ancient Monument.


Withering Lance
{3}
Artifact -- Equipment
Equip {2}
Equipped creature has +3/-1 and provoke.
Even after witnessing the demise of his brethren attempting to wield the lance, the allure of power was impossible to deny.


Wing cycle

Angel's Wing
{1}
Artifact -- Equipment Wing
Equip {2}
Equipped creature is white and attacking does not cause equipped creature to tap.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.

Griffin's Wing
{1}
Artifact -- Equipment Wing
Equip {1}
Equipped creature has first strike and +1/+0.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.

Devil's Wing
{1}
Artifact -- Equipment Wing
Equip {3}
Equipped creature is black and has +1/+1 and fear.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.

Vampire's Wing
{2}
Artifact -- Equipment Wing
Equip {3}
Whenever equipped creature deals damage to a creature, put a +1/+1 counter on equipped creature at end of combat.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.

Faerie Wing
{0}
Artifact -- Equipment Wing
Equip {1}
Equipped creature can't be the target of spells or abilities.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.

End of wing cycle


Rib Cage
{4}
Artifact
Whenever a creature is put into your graveyard from play, you may pay {1}{B}. If you do, put a 1/1 black Skeleton token creature into play.


Royal Circlet
{5}
Legendary Artifact -- Treasure
If a source would deal damage, you may have it deal that much damage plus 1 or minus 1 instead.


Serpentine Scepter
{3}
Artifact -- Treasure
Serpentine Scepter does not untap during your untap step as long as there is at least one Snake token in play.
{4}, {T}: Put two 2/1 Snake creature tokens into play.


Mana Inductor
{2}
Artifact
Spells and nonmana activated abilities cost {1} more to play for each other spell and ability on the stack.


Divining Rod
{3}
Artifact
Fading 3
{2}, Remove a fade counter from Divining Rod: Put a copy of target spell on the stack. You may choose new targets for that copy.


Deathbed
{2}
Artifact
Fading 3
Whenever you remove a fade counter from Deathbed you may pay {1}{U} or {1}{B}. If you paid {1}{U}, return target creature to it's owner's hand. If you paid {1}{B}, return target card from your graveyard to your hand.


Beacon of Light
{2}
Artifact -- Treasure
You may play Beacon of Light any time you could play an instant.
When Beacon of Light comes into play, all white creatures get +1/+1 until end of turn and all black creatures get -1/-1 until end of turn.
Sacrifice Beacon of Light: Prevent all damage that would be dealt to white creatures this turn.


Pulse Orb
{7}
Artifact Creature - Legend
0/1
When Pulse Orb comes into play, it becomes a land and an enchantment in addition to its type.
Whenever a spell or ability is put on the stack, if that spell or ability could target Pulse Orb but doesn't, that player changes one of its targets to target Pulse Orb.
{2}, {T}: regenerate Pulse Orb.


Statesman's Cloak
{1}
Artifact -- Equipment
Equip {0}
At the beginning of your upkeep, put a study counter on equipped creature.
Equipped creature can't be blocked by creatures with power less than the number of study counters on it.


Sleepless Citadel
{4}
Legendary Artifact
Whenever an opponent plays a spell, untap Sleepless Citadel.
{T}: Untap target permanent.
Within are silent watchers,
That tireless vigil keep;
Without, the very walls have eyes,
That never blink or sleep.



Cursed Diamond
{2}
Legendary Artifact -- Treasure
Whenever a player gains control of Cursed Diamond, that player sacrifices a permanent other than Cursed Diamond.
{2}: Target player gains control of Cursed Diamond. Play this ability only when you could play a sorcery.
Whenever a land you control is tapped for mana, you lose one life.


Crown of Sorrow
{3}
Artifact -- Treasure
{3}, {T}: Until end of turn, whenever target creature deals damage to you, destroy that creature. It can't be regenerated.


Crown of Justice
{2}
Artifact -- Treasure
{2}, {T}: The next time a source of your choice would deal damage to you this turn, Crown of Justice deals that much damage to the source's controller.


Deposing Spire
{3}
Artifact
Whenever a player plays a spell, that player removes the top three cards of his or her library from the game.


Cache of Jewels
{3}
Artifact -- Treasure
{4}, {T}: Reveal any number of cards on top of your library. Randomly choose one treasure card revealed this way and put it in your hand, then shuffle your library.


Isochron Spellbomb
{4}
Artifact
Isochron Spellbomb comes into play tapped.
Imprint -- When Isochron Spellbomb comes into play, you may remove an instant or sorcery card in your hand from the game.
{1}, {T}, Sacrifice Isochron Spellbomb: You may copy the imprinted card and play the copy without paying its mana cost. Play this ability only any time you could play the imprinted card. (If it has X in its mana cost, X is 0)


Mechanical Priest
{2}
Artifact Creature -- Cleric Golem
0/1
{T}: Put a charge counter on Mechanical Priest.
{1}, {T}, remove a charge counter from Mechanical Priest: Creatures you control gain protection from the color of your choice until end of turn.
:"My men are dying out there! Who forgot to wind the priest?" -Onean Sergeant, Field Report


Glass Golem
{1}
Artifact Creature -- Golem
1/1
Whenever a player plays a spell, if that spell is a color Glass Golem isn't, Glass Golem becomes the colors of that spell in addition to its colors.
When Glass Golem is every color, sacrifice it and add {W}{U}{R}{B}{G} to your mana pool.
Power and beauty unsurpassed,
A soul of light and a body of glass.



Naturalizing Engine
{4}
Artifact
Whenever a nonland permanent is tapped for mana, destroy that permanent. It cannot be regenerated.


Pulse Generator
{2}
Artifact
When Pulse Generator comes into play, each player sacrifices an artifact.
At the beginning of each upkeep, if Pulse Generator is in your graveyard, you lose 1 life.
“Relics from an old war, we presumed them to be weapons.�
-–Chanra, chief excavator



Prehistoric Golem
{3}
Artifact Creature -- Golem
2/2
Any time you could mulligan and Prehistoric Golem is in your library, you may put it into your graveyard. If you do, shuffle your library.
Prehistoric Golem doesn't count toward a deck's minimum size requirement.
After waiting thousands of years for archaeologists, the golem finally got bored and dug itself up.


Conveyor Belt
{2}
Artifact
{T}: Remove the top card of your library from the game face down. You may look at it at any time.
{2}, {T}: Reveal a card you own removed from the game with Conveyor Belt and put it in your hand. If it is an artifact, untap Conveyor Belt.


Oblivion Vault
{1}
Artifact
{0}: Discard a card from your hand.
{0}: Sacrifice a permanent.
{0}: Lose 1 life.
{0}: Empty your mana pool.
{0}: Remove your graveyard from the game.
Logged

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----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
*****
Posts: 2297


King of the Jews!


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« Reply #8 on: January 14, 2004, 01:46:11 pm »

Land Cards[/u]


Scorching Mirage
Land
When Scorching Mirage comes into play, pay X life and choose X colors, and destroy all other Scorching Mirage in play.
{T}: Add one mana of any of the chosen colors to your mana pool.
Though the respite from dune-wandering is a welcome one, I fear my men do not yet know the full price of our stay.
--Hazzar Brenklin, journals



Everkeep
Land
At the beginning of your upkeep, you may put one or two energy counters on Everkeep.
{T}: Add {X} mana to your mana pool, where X is equal to the number of Energy counters on Everkeep. Spend this mana only to pay for cumulative upkeep.
{T}, pay X life: Remove X Energy counters from Everkeep.


The "Wash-Land Cycle"

Starlit Isle
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {U} to your mana pool.
{1}, {T}: Add {W} or {B} to your mana pool.

Shoreline Grove
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {W} to your mana pool.
{1}, {T}: Add {U} or {G} to your mana pool.

Sulfuric Trench
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {B} to your mana pool.
{1}, {T}: Add {U} or {R} to your mana pool.

Overgrown Caldera
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {R} to your mana pool.
{1}, {T}: Add {B} or {G} to your mana pool.

Wooded Bluff
Land
{T}: Add {1} to your mana pool.
{T}, pay 1 life: Add {G} to your mana pool.
{1}, {T}: Add {W} or {R} to your mana pool.

End of Wash-Land Cycle


The Void Land Cycle

Putrescent Island
Land
When Putrescent Island comes into play, reveal your hand. If you reveal an Island or a Swamp in this way, sacrifice Putrescent Island.
{T}: Add {U} or {B} to your mana pool.

Seacoast Wetland
Land
When Seacoast Wetland comes into play, reveal your hand. If you reveal an Island or a Plains in this way, sacrifice Seacoast Wetland.
{T}: Add {U} or {W} to your mana pool.

Underwater Ridge
Land
When Underwater Ridge comes into play, reveal your hand. If you reveal an Island or a Mountain in this way, sacrifice Underwater Ridge.
{T}: Add {U} or {R} to your mana pool.

Atoll of Euphoria
Land
When Atoll of Euphoria comes into play, reveal your hand. If you reveal an Island or a Forest in this way, sacrifice Atoll of Euphoria.
{T}: Add {U} or {G} to your mana pool.

Blackened Fields
Land
When Blackened Fields comes into play, reveal your hand. If you reveal a Swamp or a Plains in this way, sacrifice Blackened Fields.
{T}: Add {B} or {W} to your mana pool.

Flaming Mire
Land
When Flaming Mire comes into play, reveal your hand. If you reveal a Swamp or a Mountain in this way, sacrifice Flaming Mire.
{T}: Add {B} or {R} to your mana pool.

Rancid Marsh
Land
When Rancid Marsh comes into play, reveal your hand. If you reveal a Swamp or a Forest in this way, sacrifice Rancid Marsh.
{T}: Add {B} or {G} to your mana pool.

Volcanic Highland
Land
When Volcanic Highland comes into play, reveal your hand. If you reveal a Plains or a Mountain in this way, sacrifice Volcanic Highland.
{T}: Add {W} or {R} to your mana pool.

Sunlit Fields
Land
When Sunlit Fields comes into play, reveal your hand. If you reveal a Plains or a Forest in this way, sacrifice Sunlit Fields.
{T}: Add {W} or {G} to your mana pool.

Firelit Prairie
Land
When Firelit Prairie comes into play, reveal your hand. If you reveal a Mountain or a Forest in this way, sacrifice Firelit Prairie.
{T}: Add {R} or {G} to your mana pool.

End of Void Land Cycle


Shanty Town
Land
When Shanty Town comes into play, destroy all other Shanty Towns you control.
{T}: Add {1} to your mana pool.
Pay 1 Life: Put Shanty Town into play. Play this ability only if Shanty Town is in your hand.
The wealthy dwell where they wish; the poor where they can.


Tainted Paradise
Land
{T}: Add {W} or {U} or {R} or {G} to your mana pool. Play this ability only if you control a swamp.


Moonlit Landscape
Land
Moonlit Landscape is every basic land type.
Moonlit Landscape produces colorless mana instead of its normal type.


Xa-On
Legendary Land
{T}: Add {W}{W} to your mana pool.
At the end of any turn, if you control no white creatures, sacrifice Xa-On.


Ruins of Oneah
Land
{T}: Add {R} to your mana pool. Play this ability only if you control a goblin.
{T}, sacrifice Ruins of Oneah: Add {W}{W} to your mana pool.


Slippery Basics Cycle

Glittercrest Peak
Legendary Land
Glittercrest Peak comes into play tapped.
{T}: Add {R} to your mana pool.
As long as Glittercrest Peak is untapped, Mountains you control can't be the target of spells or abilities.

Billows of Peat
Legendary Land
Billows of Peat comes into play tapped.
{T}: Add {B} to your mana pool.
As long as Billows of Peat is untapped, Swamps you control can't be the target of spells or abilities.

Isle of Mirages
Legendary Land
Isle of Mirages comes into play tapped.
{T}: Add {U} to your mana pool.
As long as Isle of Mirages is untapped, Islands you control can't be the target of spells or abilities.

Weaves of Softplant
Legendary Land
Weaves of Softplant comes into play tapped.
{T}: Add {W} to your mana pool.
As long as Weaves of Softplant is untapped, Plains you control can't be the target of spells or abilities.

Crystalline Glade
Legendary Land
Crystalline Glade comes into play tapped.
{T}: Add {G} to your mana pool.
As long as Crystalline Glade is untapped, Forests you control can't be the target of spells or abilities.

End of Slippery Basics Cycle


Fane of Flesh
Legendary Land
{1}, {T}: Add {B} to your mana pool.
You may choose not to untap Fane of Flesh during your upkeep.
{T}: As long as Fane of Flesh remains tapped, all black creatures get +1/+1.


Hibernation Den
Land
{T}: Add {1} to your mana pool.
{T}: Remove target Bear you control from the game. At the beginning of your next upkeep step, return that Bear to play.


Abandoned Church
Land
Abandoned Church comes into play tapped.
{T}: Add {W} to your mana pool.
{W}, {T}: Until end of turn target Cleric or Knight gains protection from the color of your choice.
Although the people abandoned the church, the church did not abandon the people.


Deepheart Mines
Land
{T}: Add {1} to your mana pool.
Tap an untapped creature you control: Put a mining counter on Deepheart Mines.
{T}, remove a Mining counter from Deepheart Mines: Add one mana of any color to your mana pool.


The Seed Cycle

Boggy Marsh
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {B} to your mana pool."

Dawning Fields
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {W} to your mana pool."

Windblown Peak
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {R} to your mana pool."

Lush Vegetation
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {G} to your mana pool."

Flooded Basin
Land -- Seed
{T}: Add {1} to your mana pool
Non-Seed lands you control gain "{T}: Add {U} to your mana pool."

End of the Seed Cycle


Tower of the Wise
Legendary Land
Whenever a spell is countered, remove all wisdom counters from Tower of the Wise and put a number of wisdom counters on it equal to the converted mana cost of the countered spell.
{T}: Add {U} to your mana pool for each wisdom counter on Tower of the Wise.


Soul Chasm
Land
At the end of any turn, put a soul counter on Soul Chasm if one or more creatures were put into your graveyard from play that turn.
{T}: Add {B} to your mana pool for each soul counter on Soul Chasm.


Volcanic Peak
Land
When you attack with one or more creatures, put a fury counter on Volcanic Peak.
{T}: Add {R} to your mana pool for each fury counter on Volcanic Peak.


City of Rust
Land
{T}: Add one mana of any color to your mana pool.
Whenever City of Rust becomes tapped, it doesn't untap during your next untap step.


Seedling
Land
{T}: Add {G} to your mana pool.
{2}: Tap Seedling. This ability may be played by any player.
Morph {G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)


Unstable Volcano
Land
Whenever Unstable Volcano becomes tapped, it deals one damage to you and to each creature without flying attacking you.
{R}, {T}: Add {R}{R} to your mana pool.


Magonia
Legendary Land
{T}: Add {1} to your mana pool for each artifact in your graveyard.
{T}, sacrifice an artifact: Untap target land.


Sargasso Sea
Land -- Island
As long as Sargasso Sea is untapped, blue creatures cannot attack or block unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.)


Hogkeeper's Terrain
Land
{T}: Add {1} to your mana pool.
{G}, {T}: Until end of turn, target creature with no abilities can't be blocked.
Animals are a rare sight on the Hogkeeper's grounds, but not a rare occurance.


Drakeling Cliffs
Legendary Land
{T}: Add {1} to your mana pool.
{U}{U}{U}, {T}, discard a card from your hand: Put a 2/1 blue Drake creature token with flying into play.
Nestled among the ancient writings, the drakes had finaly found a home.


Parallax Landscape
Legendary Land
Fading 1
When Parallax Landscape comes into play or leaves play, sacrifice a land.
{T}: Add {3} to your mana pool.


Teferi's Workshop
Legendary Land
{T}, remove a card in your hand from the game: Add {U}{U}{U} to your mana pool. Spend this mana only to play instant spells.
Although Teferi knew of the horrible effects Urza's time experiments wrought on Tolaria, it did not stop him from establishing his own workshop to continue where Urza left off.


Lim-Dul's Catacombs
Legendary Land
{T}, remove a black creature card in your graveyard from the game: Add {B}{B}{B} to your mana pool.


Endas-Tul, City of Ancients
Legendary Land
{T}: Put a legacy counter on Endas-Tul, City of Ancients.
Remove a legacy counter from Endas-Tul: Add one mana of any color to your mana pool. Endas-Tul deals 1 damage to you.


Hungry Marshes
Legendary Land
{1}, {T}: Add {B}{B} to your mana pool.
Sacrifice an untapped swamp: Destroy target creature unless its controller pays {B} or {3}. Play this ability only when you could play a sorcery and only once each turn.
You reap what you sow.


Airless Peak
Land -- Mountain
If a red spell would deal damage, it deals that much damage minus 1 instead.


Fading Lands cycle

Turbulent Seas
Land
Fading 1
{T}: Add {U} to your mana pool.
{U}, {T}: Return target artifact or creature to owner's hand.
Storms at sea are brief, but violent. Such is the intensity of wind and wave that no one is safe.

Sinking Sands
Land
Fading 3
{T}: Add {B} to your mana pool.
{B}, {T}: Target creature becomes 0/2 and loses all abilities until end of turn.
The pools of quicksand form rapidly, and vanish within days, but many an unwary traveler has been caught in their embrace.

Guarded Thicket
Land
Fading 3
{T}: Add {G} to your mana pool.
{G}, {T}: Put a green 2/2 Bear token with Fading 0 into play.
As the farmers drove the forests back, small pockets of woodland would sometimes escape the plowshare and scythe, but never for long.

Clouded Cliffs
Land
Fading 2
{T}: Add {R} to your mana pool.
{R}{R}, {T}: Creatures you control gain first-strike until end of turn
These jagged spires soar into the very clouds, and all who travel there risk ambush on the misty trails.

Open Prairies
Land
Fading 4
{T}: Add {W} to your mana pool.
{W}, {T}: Remove any number of target creatures you control from combat.
Often tacticians will clear the lands over which a battle will be raged, just after the surroundings claim these bloodied fields.

End of Fading Lands cycle


Stone Temple
Land
When Stone Temple comes into play, sacrifice an artifact, or sacrifice Stone Temple.
{T}: Add {2} to your mana pool.
Built of stone, sanctified by blood.


Barracks
Land -- Structure
{2}{W}: Soldiers you control gain protection from the color of your choice until end of turn.
{0}: Remove target Soldier you control from the game. Return it to play at end of turn.


Buried Treasure
Land -- Treasure
{T}: Add {1} to your mana pool.
Sacrifice Buried Treasure: Gain 2 life.


Marco's Land cycle

Holy Ground
Land
{T}: Add {W} to your mana pool. Holy Ground Deals 1 damage to you.
At the beginning of your upkeep, if Holy Ground is in your graveyard, you may put Holy Ground into play.

Barrier Reef
Land
{T}: Add {U} to your mana pool. Barrier Reef deals 1 damage to you.
{2}{U}, {T}: Return Barrier Reef and target creature to their owners' hands.

Dystopian Grove
Land
{T}: Add {B} to your mana pool. Dystopian Grove deals 1 damage to you.
{2}{B}, {T}, sacrifice Dystopian Grove: Destroy target basic land.

Perilous Peak
Land
{T}: Add {R} to your mana pool. Perilous Peak deals 1 damage to you.
{T}: Put a boulder counter on Perilous Peak.
{R}, {T}, remove all boulder counters from Perilous Peak: Perious Peak deals damage to target creature or player equal to the number of boulder counters removed this way.

Cradle of Life
Land
{T}: Add {G} to your mana pool. Cradle of Life deals 1 damage to you.
{G}: Cradle of Life becomes a 1/1 green creature with "Cradle of Life can't be the target of spells or abilities" until end of turn. (It's still a land.)

End of Marco's Land Cycle


Nunatak
Land
If Nunatak would come into play, sacrifice a plains card instead. If you do, put Nunatak into play. If you don't, put it into its owner's graveyard.
{T}: Add {W} to your mana pool.
{W}, {T}: Target attacking creature deals no combat damage this turn and does not untap until its controller plays a spell.


Self-porting lands cycle

Lagoon
Land -- Island
{T}: Counter target spell unless its controller pays {1}.
{1}: Tap Lagoon. Any player may play this ability.

Lowlands
Land -- Plains
{T}: Choose one -- all attacking creatures get +2/+1 until end of turn; or all blocking creatures get +2/+1 until end of turn.
{1}: Tap Lowlands. Any player may play this ability.

Stagnant Marsh
Land -- Swamp
{T}: Stagnant Marsh deals one damage to all creatures and players. At end of turn, if there are no creatures in play, sacrifice Stagnant Marsh.
{1}: Tap Stagnant Marsh. Any player may play this ability.

Corrie
Land -- Mountain
{T}: Change the target of target spell with a single target.
{1}: Tap Corrie. Any player may play this ability.

Mangroves
Land -- Forest
{T}: Until end of turn, target creature you control cannot be the target of spells or abilities.
{1}: Tap Mangroves. Any player may play this ability.

End of self-porting lands cycle.



Property Lands Cycle

Upscale Acreage
Land -- Property
When Upscale Acreage comes into play, sacrifice it unless you pay {1}{G}{G}.
{T}: Add {G} to your mana pool.
{1}{G}{G}, {T}: Search your library for a land card, put that card into play, then shuffle your library.
"Work and acquire, and thou hast chained the wheel of Chance." -Ralph Waldo Emerson

Unreal Estate
Land -- Property
When Unreal Estate comes into play, sacrifice it unless you pay {1}{U}{U}.
{T}: Add {U} to your mana pool.
{1}{U}{U}, {T}: Draw a card.
The fabled price of knowledge is sometimes cold hard cash.

Parlous Realty
Land -- Property
When Parlous Realty comes into play, sacrifice it unless you pay {1}{R}{R}.
{T}: Add {R} to your mana pool.
{1}{R}{R}, {T}: Parlous Realty deals 1 damage to target creature or player.
When robbed of its champion, the estate decided to defend itself.

Stygian Seigniory
Land -- Property
When Stygian Seigniory comes into play, sacrifice it unless you pay {1}{B}{B}.
{T}: Add {B} to your mana pool
{1}{B}{B}, {T}: Return target creature card from your graveyard to your hand.
Many men have lived on these grounds. Far more still have died there.

Consecrated Demesne
Land -- Property
When Consecrated Demesne comes into play, sacrifice it unless you pay {1}{W}{W}.
{T}: Add {W} to your mana pool.
{1}{W}{W}, {T}: Until end of turn, target player can't play instant or sorcery spells.
"Where there is sorrow, there is holy ground." -Oscar Wilde

End of Property Lands Cycle
Logged

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« Reply #9 on: January 19, 2004, 03:33:23 am »

Multi-color Cycles[/color]


1cc Self-Hoser Cycle

Curse
{B}
Sorcery
Look at target player's hand and choose a black card from it. That player discards that card.
Sever the body from the mind, for alone both are powerless.

Erupt
{R}
Sorcery
Destroy target mountain.
Provoker of the mountain -Viashino term for 'lavamancer'

Outmuscle
{G}
Instant
Target creature blocking or blocked by a green creature gains +4/+4 and trample until end of turn.
Size does matter.

Convict
{W}
Instant
Remove target white creature from the game.
"Let justice be done though the heavens fall." -Sir William Watson

Override
{U}
Instant
Counter target blue spell.
You are not thinking. You are merely being logical!

End of 1cc self-hoser cycle.


2cc Creature Cycle

Pouncing Wildcat
{R}{R}
Creature -- Cat
2/1
Haste
The goblins never had a chance.

Engulfing Ooze
{G}{G}
Creature -- Ooze
2/2
Sacrifice a forest: Engulfing Ooze gains +3/+3 until end of turn. Play this ability only once each turn.
It consumes its habitat as thoroughly as it devours its foes.

Flitting Faeries
{U}{U}
Creature -- Faeries
2/1
{U}: Flitting Faeries gains flying until end of turn.
On windy days, the faeries find flying quite tiresome. They will often spend the day singing and dancing.

Roving Militia
{W}{W}  
Creature -- Townsfolk
1/3
Banding
"When the Oneans realized that their towns could not stand against the Goblins, they formed the militias to provide military assistance wherever it was needed." -Istini Ayesh ni Hata Kan, History of the Goblin Wars

Overbearing Zombie
{B}{B}
Creature -- Zombie
3/1
"At last! Rise up and serve me, my crea...wait...no...nooo!" -Gorlin, Apprentice Necromancer, last words

End of 2cc creature cycle


Perpetual Enchantment Cycle

Perpetual Safety
{W}{W}{W}
Enchantment
Perpetual Safety can't be the target of spells or abilities you control.
Skip your draw step.
{W}: The next time a source of your choice would deal damage to you this turn, prevent that damage.
Safety cost him everything worth saving.

Perpetual Evil
{B}{B}{B}
Enchantment
Perpetual Evil can't be the target of spells or abilities you control.
Skip your draw step.
At the beginning of your upkeep, put a 3/2 black Horror token with flying into play and lose 2 life.
All that was left for the wizard was evil.

Perpetual Might
{G}{G}{G}
Enchantment
Perpetual Might can't be the target of spells or abilities you control.
Skip your draw step.
Green creatures you control have trample.
At the beginning of your upkeep, you may put two +1/+1 counters, divided as you choose, among one or two green creatures you control.
Their might grew. Their ability to use it didn't.

Perpetual Rage
{R}{R}{R}
Enchantment
Perpetual Rage can't be the target of spells or abilities you control.
Skip your draw step.
At the beginning of your upkeep, you may have Perpetual Rage deal three damage to target creature or player.
His rage consumed more than he thought.

Perpetual Distortion
{U}{U}{U}
Enchantment
Perpetual Distortion can't be the target of spells or abilities you control.
Skip your draw step.
Tap two untapped artifacts or creatures you control: return target permanent you do not control to its owner's hand.
As the reality around her distorted, so did her grip on it.

End of Perpetual Enchantment Cycle


Non-basic hate cycle (addition to Blood Moon and Back To Basics)

Beyond Paradise
{2}{G}
Enchantment
If a basic land is tapped for mana, it produces mana of any color instead of its normal type.
If a nonbasic land is tapped for mana, it produces colorless mana instead of its normal type.
"The wizards of your land are advancing you toward nothing but ignorance and misery. Let us not enslave the nature that gave life to us, but rather live in harmony with it and all creatures!" -Kamahl, Fist of Krosa

Blackened Landscape
{2}{B}
Enchantment
Whenever a nonbasic land becomes tapped, it becomes a swamp.
His malice veiled the lands in shadow, until all became desolate realms filled with nought but the reek of death and decay.

Blazing Sun
{2}{W}
Enchantment
Permanents each player controls other than Blazing Sun have protection from the colors of mana nonbasic lands that player's opponents' control can produce.
It illuminates the way of the faithful, and the faithless are by it blinded.

End of non-basic hate cycle


Balance cycle

Greater Standard
{3}{W}
Sorcery
Except for the player who has the highest life total, each player gains life until each player has an equal life total.

Greater Knowledge
{3}{U}
Sorcery
Except for the player with the greatest number of cards in his or her hand, each player draws cards until all players have the same number of cards in their hands.

Greater Decay
{3}{B}
Sorcery
Except for the player who has the most cards in his or her graveyard, each player may search his or her library for cards and put those into his or her graveyard until all players have the same number of cards in their graveyard. Then each player who searched his library shuffles his or her library.

Greater Tribe
{3}{R}
Sorcery
Except for the player who controls the most creatures, each player may put 1/1 red Ape creature tokens into play until all players control the same number of creatures.

Greater Harvest
{3}{G}
Sorcery
Except for the player who controls the most lands, each player may search his or her library for basic land cards and put those into play until all players control the same number of lands. Each player who did this shuffles his or her library.

End of Balance cycle


Begin of Instant-Common Cycle

Firecloud
{1}{R}
Instant
Firecloud deals one damage to each of three target creatures.

Intensive Growth
{1}{G}
Instant
Three target creatures each get +1/+1 until end of turn.

Teferi's Command
{1}{U}
Instant
Three target creatures phase out.

Aura of Terror
{1}{B}
Instant
Three target creatures gain fear and are black until end of turn.

Flashing Ward
{1}{W}
Instant
Three target creatures gain protection from the color of your choice until end of turn.

End of Instant-Common Cycle


Beginning of Standard Bearer Cycle

Standard of Fortitude
{G}
Enchant Creature
Whenever enchanted creature attacks, creatures you control get +0/+2 until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Fortitude from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Anarchy
{R}
Enchant Creature
Whenever enchanted creature attacks, creatures you control get +1/+0 until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Anarchy from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Blasphemy
{B}
Enchant Creature
Whenever enchanted creature attacks, creatures you control gain "2: Regenerate" until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Blasphemy from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Retribution
{W}
Enchant Creature
Whenever enchanted creature attacks, creatures you control gain first strike until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Retribution from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Deception
{U}
Enchant Creature
Whenever enchanted creature attacks, creatures you control gain "This creature can't be the target of spells or abilities" until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Fortitude from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

End of Standard Bearer Cycle


Beginning of the Rain Cycle

Cleansing Rain
{3}{G}
Sorcery
Destroy target land and target artifact or enchantment.
This rain washes away all traces of sorcery and artifice.

Scorching Rain
{2}{R}{R}
Sorcery
Destroy target land. Scorching Rain deals 3 damage to target creature.
This rain burns through flesh and stone alike.

Putrid Rain
{2}{B}{B}
Sorcery
Destroy target land. Target creature gets -2/-2 until end of turn.
This rain scars all that it touches.

End of Rain Cycle


Plane Cycle

Verdant Plane
{1}{G}
Enchant World
Whenever you play a land, you may put a +1/+1 counter on target creature.

Corrupt Plane
{1}{B}
Enchant World
Whenever you play a land, you may put a -1/-1 counter on target creature.

Sacred Plane
{1}{W}
Enchant World
Whenever you play a land, you may gain 3 life.

Volcanic Plane
{1}{R}
Enchant World
Whenever you play a land, you may have Volcanic Plane deal two damage to target player.

Mystic Plane
{1}{U}
Enchant World
Whenever you play a land, you may look at the top two cards of your library and put each on either the top or bottom of your library.

Artificial Plane
{5}
Enchant World Artifact
Whenever you play a land, you may draw a card.

End of Plane Cycle


Beginning of Morph Enchantment Cycle

Armor of Ferns
{2}{G}{G}
Enchantment
Creatures you control have +0/+1 and "{1}{G}: Regenerate."
Morph {1}{G}
Hunters in the forest of Shanodin always leave empty-handed.

Turbulent Winds
{2}{U}{U}
Enchantment
{U}: Target creature loses flying until end of turn.
Morph {1}{U}
"Riding an aesthir, you learn to respect the wind. If the winds are against you, you will not last a minute in the sky." -Arna Kennerud, Skycaptain

Pennants of Glory
{2}{W}{W}
Enchantment
Creatures you control have first strike and banding.
Morph {1}{W}
"We will triumph over overwhelming odds, if our cause is just, and we do not falter. These pennants will guide us forth to defeat a great evil. Onward!" -Asmira, Holy Avenger

Spreading Sickness
{2}{B}{B}
Enchantment
{2}{B}: Target creature gets -1/-1 until end of turn.
Morph {1}{B}
"The sickness spread over the land, laying waste to all in its path. The griffins saw this, and brought forth all the denizens of the forests and the plains, transporting them to the safety of Zhalfir. For this we honor them." -Afari, Tales

Burning Oriflamme
{2}{R}{R}
Enchantment
Creatures you control have +1/+0.
Morph {1}{R}
"The smoke of the oriflamme incited the creatures to greater fury, but it choked our throats and clogged our nostrils. We never traveled through the Skypeak Mountains again." -Maeveen O'Donagh, Memoirs of a Soldier

End of Morph Enchantment Cycle


Scroll Cycle

Scroll of Harmony
{2}{W}
Sorcery
Search your library for a white card, reveal it and put it in your hand. Shuffle your library afterward. All your opponents gain six life.

Scroll of Deception
{1}{U}
Sorcery
Search your library for a blue card, reveal it and put it in your hand. Tap all lands you control and empty your mana pool.

Scroll of Decay
{2}{B}
Sorcery
Search your library for a black card, reveal it and put it in your hand. Shuffle your library afterward. Lose three life.

Scroll of Flame
{1}{R}
Sorcery
Search your library for a red card, reveal it and put it in your hand. Shuffle your library afterward. Sacrifice a land of an opponent's choice.

Scroll of Life
{2}{G}
Instant
Search your library for a green card, reveal it and put it in your hand. Shuffle your library afterwards. All your opponents may search their libraries for a land card, put it into play, and shuffles their library afterward.

End of Scroll Cycle


Blade Cycle

Banishing Blade
{2}{W}
Enchant Creature
When Banishing Blade comes into play, name a color. Enchanted creature gets Protection from that color and +1/+1 as long as an opponent controls a permanent of that color.
When Banishing Blade goes to your graveyard from play you may remove target enchantment or artifact from the game.

Burning Blade
{2}{R}
Enchant Creature
Enchanted creature gains double strike.
When Burning Blade goes to your graveyard from play you may have it deal two damage to target creature or player.

Death Blade
{2}{B}
Enchant Creature
Enchanted creature has fear
When Death Blade goes to your graveyard from play you may have target player sacrifice a creature.

Whispering Blade
{2}{U}
Enchant Creature
Whenever enchanted creature deals damage to an opponent, draw a card.
When Whispering Blade goes to your graveyard from play you may draw two cards.

Broken Blade
{2}{G}
Enchant Creature
Enchanted Creature gets +1/+1 and Trample.
When Broken Blade goes to your graveyard from play you may put three +1/+1 counters on target creature.

End of Blade Cycle


One Drop Cycle

Dwarven Supervisor
{R}
Creature -- Dwarf
1/1
{1}{R}, sacrifice Dwarven Supervisor: destroy target artifact
"Inferior materials. Shoddy construction. Melt it down and try again." -Ulbah, Dwarven Supervisor

Savaen Druid
{G}
Creature -- Druid
1/1
{G}, sacrifice Savaen Druid: Creatures can't be the target of spells or abilities until end of turn.
When the entire forest is threatened, druids will give their lives to protect it.

Vodalian Border Guard
{U}
Creature -- Merfolk
1/1
{1}{U}, sacrifice Vodalian Border Guard: return target permanent to its owner's hand.
Nothing can travel on or beneath the waves of Vodalia without paying their respects to the merfolk. Those who do not quickly face the consequences.

Initiates of the Holy Nimbus
{W}
Creature -- Cleric
1/1
{1}{W}, sacrifice Initiates of the Holy Nimbus: All permanents gain protection from the color of your choice until end of turn.
If I must die that others may live, then let my soul ascend. -Oath of the Order of the Holy Nimbus

Vassal Thrull
{B}
Creature -- Thrull
1/1
{B}, sacrifice Vassal Thrull: target player loses 1 life, and you gain 1 life.
"In dying it forms a conduit of energy from its foe to its creator. This is perhaps the most insidious of my many creations." - Endrek Sahr, "Thrulls"

End of One Drop Cycle


Uncounterable cantrip cycle (addition to Overmaster and Insist)

Burden
{B}
Sorcery
The next spell you play this turn can't be countered by spells or abilities. Draw a card. Lose 2 life.

Mandate
{W}
Sorcery
The next enchantment or artifact spell you play this turn can't be countered by spells or abilities. Draw a card.

Finalize
{U}
Instant
The next instant spell you play this turn can't be countered by spells or abilities.

End of uncounterable cantrip cycle


Reincarnation Cycle

Stones of Reflection
{1}{W}
Enchantment
Whenever an enchantment comes into play under your control, you may remove it from the game. If you do, put target enchantment with converted mana cost lower or equal to the removed enchantment's converted mana cost from your graveyard into play.
How is it that such stones reflect what once was?

Springs of Knowledge
{1}{U}
Enchantment
Whenever an instant is put into your graveyard without resolving, you may remove it from the game. If you do, you may return target instant from your graveyard to your hand then remove all instants in your graveyard from the game.
From the mists of this ancient spring the earth spills knowledge. The waters grant this gift in exchange for the past.

Wells of Despair
{1}{B}{B}
Enchantment
Prevent all damage that would be dealt to you by a source controlled by an opponent.
Whenever damage is prevented this way, lose 1 life for each damage prevented and put X 1/1 black Zombie token with haste into play, where X is the life lost this way.
At the end of your turn, destroy all Zombie tokens you control.
The water that springs forth is worthy only of marsh and morasse.

Baths of Flame
{1}{R}
Enchantment
Whenever a sorcery is put into your graveyard without resolving, you may remove it from the game. If you do, you may search your library for a sorcery card, reveal it, shuffle your library and put it on top of your library.
Though the baths boil and steam, the water never lowers. Though the fires burn within and under the pools, it is a flame that will not die.

Roots of Reincarnation
{1}{G}
Enchantment
Whenever a creature you control is destroyed by a spell or ability controlled by an opponent, you may reveal cards from the top of your library until you reveal a creature card. Put that card into play and all other cards revealed this way into your graveyard.
Reincarnation is not only for those who pray.

End of reincarnation cycle


Fading Cycle

Flame Geysers
{1}{R}
Enchantment
Fading 3
Whenever you remove a Fading counter from Flame Geysers you may pay R. If you do, Flame Geysers deals 2 damage to target creature or player.

Indignant Growth
{1}{G}
Enchantment
Fading 3
Whenever you remove a Fading counter from Indignant Growth you may pay G. If you do, target creature gets +2/+2 until end of turn.

Watchful Page
{W}
Creature -- Soldier
1/1
As Watchful Page comes into play you may choose to give it Fading 3. If you do, Watchful Page gains double strike.

Phantom Whelp
{3}{U}{U}
Creature -- Dragon
3/3
Flying
As Phantom Whelp comes into play you may choose to give it Fading 3. If you do, Phantom Whelp gets +1/+1 for each fading counter on it.


Cannibalistic Mob
{B}{B}
Creature -- Zombie Mob
*/*
Fading X
As Cannibilistic Mob comes into play choose X.
Cannibilistic Mob's power and toughness are each equal to 5 minus X.

End of Fading Cycle


Beginning of Licid cycle

Shining Licid
{1}{W}
Creature -- Licid
1/1
{W}, {T}: Shining Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Whenever enchanted creature deals damage, you gain that much life." and "W: End the effect that created this ability."

Dreaming Licid
{1}{U}
Creature -- Licid
1/1
{U}, {T}: Dreaming Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Whenever enchanted creature deals combat damage to a player, you may draw a card." and "U: End the effect that created this ability."

Warping Licid
{1}{B}
Creature -- Licid
1/1
{B}, {T}: Warping Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Whenever enchanted creature deals combat damage to a player, that player discards a card from his or her hand." and "B: End the effect that created this ability."

Raging Licid
{1}{R}
Creature -- Licid
1/1
{R}, {T}: Raging Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Enchanted creature must attack each turn if able." and "R: End the effect that created this ability."

Crawling Licid
{1}{G}
Creature -- Licid
1/1
{G}, {T}: Crawling Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Enchanted creature gets +0/+2 and may block as though it has flying." and "G: End the effect that created this ability."

End of licid cycle.


Beginning of filter commons cycle

Volunteer Militia
{W}{W}  
Creature -- Soldier
2/2
Attacking doesn't cause Volunteer Militia to tap.
Filter 3 (When you play this card, remove 3 cards in your library from the game and then shuffle your library.)
Killing our worst men only serves to purify our ranks.

Skeletal Thug
{B}{B}
Creature -- Skeleton
2/1
{B}{B}:Regenerate
Filter 3 (When you play this card, remove 3 cards in your library from the game and then shuffle your library.)
How can you kill something with no vital organs?

Wizard's Owl
{U}{U}
Creature -- Bird
1/1
Flying
Filter 3 (When you play this card, remove 3 cards in your library and then shuffle your library.)
He's forgotten more than you'll ever know.

Angered Hippo
{G}{G}
Creature -- Beast
2/1
Trample
Filter 3 (When you play this card, remove 3 cards in your library from the game and then shuffle your library.)
What cannot be eaten, is soon trampled.

Raptor
{R}{R}
Creature -- Raptor
1/1
Double Strike
Filter 2 (when you play this card, remove 2 cards in your library and then shuffle your library.)
Tear away the weak.

End of filter commons cycle.


Weenie with fading Cycle

Parallax Defender
{W}
Creature -- Soldier
1/1
Fading 5
Remove a Fading counter from Parallax Defender: Parallax Defender gets +0/+2 until your next upkeep.

Parallax Beast
{G}
Creature -- Beast
1/1
Fading 3
Remove a Fading counter from Parallax Beast: Parallax Beast gets +1/+1 until end of turn.

Parallax Phantom
{U}
Creature -- Illusion
Fading 6
1/1
Remove a Fading counter from Parallax Phantom: change Parallax Phantom's color and creature type to a color and creature type of your choice.

Parallax Rager
{R}
Creature -- Beast
1/1
Fading 2
{1}, Remove a Fading counter from Parallax Rager: Parallax Rager gets +3/+0 until end of turn. Destroy Parallax Rager at end of turn.

Parallax Carrier
{B}
Creature -- Zombie
1/1
Fading 3
Remove a Fading counter from Parallax Carrier: All creatures which block Parallax Carrier until end of this turn gain Fading and two fading counters.

End of Weenies with fading Cycle


Beginning of 2CC Uncommon Evasion Cycle

Tolarian Skyknight
{U}{U}
Creature -- Drake Knight
2/2
Flying
Tolarian Skyknight can block only creatures with flying.

Lim-Dul's Elite
{B}{B}
Creature -- Zombie Knight
2/2
Lim-Dul's Elite can block and be blocked by only black creatures.

Order of Anarchy
{R}{R}
Creature -- Barbarian Knight
2/2
Order of Anarchy can't block or be blocked.

Paladin of Argoth
{G}{G}
Creature -- Elf Knight
2/2
You may have Paladin of Argoth deal its combat damage to defending player as though it weren't blocked.
When Paladin of Argoth blocks a creature, that creature's controller may have the creature deal its combat damage to you as though it weren't blocked.

Kithkin Knight
{W}{W}  
Creature -- Knight
2/2
Kithkin Knight can't block or be blocked by creatures with power 3 or greater.

End of 2CC Uncommon Evasion Cycle


Beginning of Fading Enchant Creature Cycle

Ashen Curse
{B}{B}
Enchant Creature
Fading 2
Whenever enchanted creature deals combat damage to a player you may give target creature -1/-1 until end of turn.
Whenever you remove a fading counter from Ashen Curse you may pay {1}. If you do, enchanted creature gains fear until end of turn.

Mystic Coupling
{U}{U}
Enchant Creature
Fading 3
Whenever enchanted creature deals combat damage to a player you may draw a card.
Whenever you remove a fading counter from Mystic Coupling you may pay {1}. If you do, enchanted creature gains flying until end of turn.

Fairy Blessing
{G}{G}
Enchant Creature
Fading 3
Whenever enchanted creature deals combat damage to a player put a +1/+1 counter on it.
Whenever you remove a fading counter from Fairy Blessing you may pay {1}. If you do, enchanted creature gains trample until end of turn.

Runic Flame
{R}{R}
Enchant Creature
Fading 2
Whenever enchanted creature deals combat damage to a player, Runic Flame deals 1 damage to all creatures and players.
Whenever you remove a fading counter from Runic Flame you may pay {1}. If you do, enchanted creature gains flanking until end of turn.

Celestial Boon
{W}{W}  
Enchant Creature
Fading 3
Whenever enchanted creature deals combat damage you gain that much life.
Whenever you remove a fading counter from Celestial Boon you may pay {1}. If you do, enchanted creature does not tap to attack until end of turn.

End of Fading Enchant Creature Cycle


Beginning of Wall Cycle

Wall of Totems
{1}{W}
Creature -- Wall
0/3
When Wall of Totems blocks, target attacking creature deals no combat damage this turn.

Wall of Mud
{1}{R}
Creature -- Wall
3/1
First Strike
When Wall of Mud blocks, all attacking creatures lose first strike and double strike until end of turn.

Wall of Vines
{1}{G}
Creature -- Wall
1/3
{1}{G}: Regenerate Wall of Vines.
When Wall of Vines blocks, attacking creatures lose trample until end of turn.

Wall of Disease
{1}{B}
Creature -- Wall
0/3
When Wall of Disease blocks, all other creatures get -1/-1 until end of turn.

Wall of Secrets
{1}{U}
Creature -- Wall
0/3
{U}: Return Wall of Secrets to owners hand.
When Wall of Secrets blocks, turn all face up creatures with morph face down, and morph costs can't be paid during this combat phase.

Shapeshifting Wall
{2}
Artifact Creature -- Wall
1/3
{2}: Shapeshifting Wall becomes a 0/3 Wall with flying until end of turn.
{2}: Shapeshifting Wall becomes a 2/2 Wall that has "attacking does not cause Shapeshifting Wall to tap" until end of turn.
{2}: Shapeshifting Wall becomes a 3/1 Wall with first strike until end of turn.

End of Wall Cycle.


Beginning of Fading Fun Cycle

Temporal Spike
{U}{U}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Temporal Spike.
If you cannot remove a fade counter from Temporal Spike during your upkeep, take an extra turn after this one.

Superheated Lava
{R}{R}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Superheated Lava.
If you cannot remove a fade counter from Superheated Lava during your upkeep, deal 5 damage to target player or creature. This damage may not be prevented.

Undying Forgiveness
{W}{W}  
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Undying Forgiveness.
If you cannot remove a fade counter from Undying Forgiveness during your upkeep, gain 10 life.

Wurmhole
{G}{G}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Wurmhole.
If you cannot remove a fade counter from Wurmhole during your upkeep, put a 6/6 green Wurm token into play under your control.

Taboo
{B}{B}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Taboo.
If you cannot remove a fade counter from Taboo during your upkeep, target player discards their hand.

End of Fading Fun Cycle


Beginning of Enemy Split Card Cyclers cycle

Caustic Medicine
{2}{R}{R}
Instant
Cycling {1}{W}{W}
Deal 2 damage to one or two target creatures.
When you cycle Caustic Medicine, you may have target player gain 3 life, or prevent the next 3 damage to target creature or player.
Sometimes the cure is worse than the disease.

War's Wake
{4}{U}
Instant
Cycling {2}{R}
Untap target creature and gain control of it until end of turn. That creature gains haste.
When you cycle War's Wake, you may sacrifice a mountain to destroy target land.

Knowledge of Strength
{2}{G}
Instant
Cycling {1}{U}
Two target creatures each get +1/+1 and can block creatures with flying until end of turn.
When you cycle Knowledge of Strength, you may look at the top two cards of your library, and put each of them on the top or bottom of your library.

Nature's Reclamation
{3}{B}
Instant
Cycling {3}{G}
Destroy target land.
When you cycle Nature's Reclamation, you may destroy target artifact.

Turning the Tide
{3}{W}
Instant
Destroy target attacking creature. It can't be regenerated.
Cycling {3}{B}
When you cycle Turning the Tide, you may return target creature card from your graveyard to your hand.

End of Enemy Split Card Cyclers cycle


Beginning of Fading Kavu cycle

Spectral Kavu
{4}{B}
Creature -- Kavu
4/4
If Spectral Kavu would come into play, you may choose to give it Fading 2.
Spectral Kavu has Fear and +1/+1 as long as it has Fading.

Soaring Kavu
{4}{U}
Creature -- Kavu
3/6
If Soaring Kavu would come into play, you may choose to give it Fading 3. Soaring Kavu has Flying and +1/+1 as long as it has Fading.

Wild Kavu
{3}{G}
Creature -- Kavu
3/2
If Wild Kavu would come into play, you may choose to give it Fading 3.
Wild Kavu has Trample and +2/+1 as long as it has Fading.

Berserk Kavu
{3}{R}
Creature -- Kavu
3/3
If Berserk Kavu would come into play, you may choose to give it Fading 1. If you do, this gains Haste and +1/+0.
Berserk Kavu has Haste and +1/+0 as long as it has Fading.

Trained Kavu
{2}{W}
Creature -- Kavu
2/2
If Trained Kavu would come into play, you may choose to give it Fading 2.
Trained Kavu has First Strike and +2/+1 as long as it has Fading.

End of Fading Kavu cycle


Eyes Cycle

Eyes of the Dead
{1}{B}
Enchant Creature
{1}{B}: Enchanted creature gains fear or "Whenever the enchanted creature deals damage to a player, that player chooses and discards a card" until end of turn.
{1}{B}: Return Eyes of the Dead from your graveyard to your hand.

Eyes of the Scholars
{1}{U}
Enchant Creature
{1}{U}: Enchanted creature gains flying or "whenever enchanted creature deals damage to a player, draw a card" until end of turn.
{1}{U}: Return Eyes of the Scholars from your graveyard to your hand.

Eyes of the Treefolk
{1}{G}
Enchant Creature
{1}{G}: Enchanted creature gains trample or "Whenever enchanted creature deals damage to a player, you may search your library for a basic land and put it into your hand. Shuffle your library afterwards" until end of turn.
{1}{G}: Return Eyes of the Treefolk from your graveyard to your hand.

Eyes of the Angels
{1}{W}
Enchant Creature
{1}{W}: Until end of turn, enchanted creature gains protection from a color of your choice or "Whenever enchanted creature deals damage to a player, gain that much life" until end of turn.
{1}{W}: Return Eyes of the Angels from your graveyard to your hand.

Eyes of the Barbarians
{1}{R}
Enchant Creature
{1}{R}: Enchanted creature gains first strike or "Whenever enchanted creature deals damage to a player, you may deal that much damage to target creature that player controls" until end of turn.
{1}{R}: Return Eyes of the Barbarians from your graveyard to your hand.

End of Eyes cycle


Monarch cycle

Sovereign of the Sky
{U}{U}{U}
Creature -- Spirit
0/1
Blue creatures you control have +1/+1 and flying.
And the light was liquid, filling the open sky.

Spirit of the Woods
{G}{G}{G}
Creature -- Spirit
2/2
Green creatures you control have +1/+1 and trample.
And the sky was life, quenching the woods' thirst.

Monarch of the Flame
{R}{R}{R}
Creature -- Spirit
0/1
Red creatures you control have +1/+1 and haste.
And the woods were kindling, feeding the sunset's flames.

Essence of the Darkness
{B}{B}{B}
Creature -- Spirit
0/1
Black creatures you control have +1/+1 and "Pay 2 life: Regenerate this creature".
And the flames were candles, doused in the night's darkness.

Missionary of the Light
{W}{W}{W}
Creature -- Spirit
1/2
White creatures you control have +1/+1 and first strike.
And the darkness was gone, fading to dawn's light.

End of Monarch cycle


Reclaim-creature cycle

Seasoned Veteran
{2}{W}
Creature -- Soldier
2/2
Whenever Seasoned Veteran or another Soldier comes into play, you may put target white card from your graveyard on top of your library.

Merfolk Scion
{2}{U}
Creature -- Merfolk
2/2
Whenever Merfolk Scion or another Merfolk comes into play, you may put target blue card from your graveyard on top of your library.

Zombie Magus
{2}{B}
Creature -- Zombie
2/2
Whenever Zombie Magus or another Zombie comes into play, you may put target black card from your graveyard on top of your library.

Goblin Herald
{2}{R}
Creature -- Goblin
2/2
Whenever Goblin Herald or another Goblin comes into play, you may put target red card from your graveyard on top of your library.

Yavimaya Scavenger
{2}{G}
Creature -- Elf
2/2
Whenever Yavimaya Scavenger or another Elf comes into play, you may put target green card from your graveyard on top of your library.

End of Reclaim-creature cycle


Helpful Animals cycle

Ancient Tortoise
{2}{U}
Creature -- Turtle
1/2
Whenever a spell that targets Ancient Tortoise is played, you may draw a card.
Eldest of all creatures, Tortoise amazed the other animals with stories of his experience.

Musclebound Bear
{2}{G}
Creature -- Bear
2/2
Whenever a spell that targets Musclebound Bear is played, target creature gets +2/+2 until the end of turn.
Mightiest of all creatures, Bear lent his brawn to any animal weaker than himself.

Treacherous Serpent
{2}{B}
Creature -- Snake
1/1
Whenever a spell that targets Treacherous Serpent is played, target player discards a card.
Most cunning of all creatures, Serpent delighted in aggravating disputes among the other animals.

Halcyon Eagle
{2}{W}
Creature -- Bird
1/2
Flying
Whenever a spell that targets Halcyon Eagle is played, target creature gains protection from the color of your choice until the end of turn.
Wisest of all creatures, Eagle watched the other animals from above and protected them from harm.

Ferocious Wildcat
{2}{R}
Creature -- Cat
2/1
Haste
Whenever a spell that targets Ferocious Wildcat is played, you may have Ferocious Wildcat deal 2 damage divided as you choose among any number of target creatures and/or players.
Fiercest of all creatures, Wildcat lashed out at the other animals at the slightest provocation.

End of Helpful Animals cycle


Military Training Cycle

Humble Squireship
{W}
Enchant Creature
Fading 1
When you remove the last fade counter from ~this~, put a +1/+1 counter on enchanted creature, it gains "attacking doesn't cause this creature to tap", and is a Squire in addition to its creature types (This effect doesn't end at end of turn).

Dutiful Enlistment
{1}{W}
Enchant Creature
Fading 2
When you remove the last fade counter from ~this~, put two +1/+1 counters on enchanted creature, it gains first strike, and is a Soldier in addition to its creature types (This effect doesn't end at end of turn).

Rhadamanthine Knighthood
{2}{W}{W}
Enchant Creature
Fading 3
When you remove the last fade counter from ~this~, put three +1/+1 counters on enchanted creature, it gains double strike, and is a Knight in addition to its creature types (This effect doesn't end at end of turn).

End of Military Training Cycle


Big Creature Cycle

Incandescent Dragon
{6}{R}
Creature -- Dragon
5/5
Flying
{R}{R}{R}, {T}: Incandescent Dragon deals X damage, divided as you choose, among up to X target creatures, where X is its power.
Power combusts.


Blossoming Entity
{6}{G}
Creature -- Elemental
6/5
Blossoming Entity cannot be the target of spells or effects you do not control.
{G}{G}{G}: Put a +1/+1 counter on each creature you control.
"Dear to the moss,
Known by the knoll,
Next to the robin
In every human soul." -Emily Dickinson


Colossal Seaspawn
{6}{U}
Creature -- Beast
5/6
Islandhome
{U}{U}{U}: Target land becomes an island (This effect doesn't end at end of turn).
"Their every breath a tempest, their every move a flood. Water, born of water, comes again." -Svyelunite Prophecy

Divine Arbiter
{6}{W}
Creature -- Cleric
3/4
Protection from creatures
{W}{W}{W}: Tap or untap target creature.
"Let none obstruct thy mission of justice, yet temper thy judgements always with mercy." -Credo of the Arbiters

Stygian Abomination
{6}{B}
Creature -- Demon
5/4
Fear
{B}{B}{B}, {T}: Return target creature card from your graveyard to play.
"For in that sleep of death, what dreams may come,
When we have shuffled off this mortal coil,
Must give us pause." -William Shakespeare,
Hamlet

End of Big Creatures cycle
Logged

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« Reply #10 on: January 19, 2004, 03:43:19 am »

How To Add Cards To The Master Thread[/u]

1. In cycles, ONE line goes between cards in a cycle (and between the beginning/end line). This makes the cycle look more coherent.

2. TWO lines go between everything else (including between seperate cycles). This makes the cycle thread look much less cluttered.

3. Quotations are written as such:
Quote

"Blah blah." -Name, Source Work
"Perchance to dream..." -William Shakespeare, Hamlet

Note the exact capitalization, punctuation, and spacing.

4. Proverbs/sayings don't use quotations:
Quote

A man must eat his own foot -Italian proverb


5a. Costs for keyword abilities [like morph, kicker, flashback, cycling, fading, buyback, and equip] don't use colons:
Quote

Equip 4
Morph 2R
Buyback 1UU


5b. When these costs have nonmana components, they use a double-hyphen:
Quote

Kicker -- sacrifice two lands

Note that in the example above, 'sacrifice' is not capitalized.

6. The parts of a card are listed in this order:
Quote

Name
Cost
Card Type -- Creature Type
P/T
Text box
Flavor text

with the flavor text in italics.

7. Subtypes use a double-hyphen, supertypes use a space and no hyphens:
Quote

Basic Land -- Swamp
Legendary Artifact
Creature -- Dryad


8. Multiple non-keyworded abilities and effects go on seperate lines, though keyworded abilities may share a line. Keywords aren't normally capitalized. A line that lists keywords doesn't end with a period:
Quote

Flying, first strike
When Matt is blocked by George Bush, Matt gets +1/+1.
When Matt leaves play, all players gain four life.
Logged

http://www.goodgamery.com/pmo/c025.GIF
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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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noitcelfeRmaeT
{Team Hindsight}
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