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Author Topic: Master List: Multicolor Cards  (Read 6396 times)
Matt
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« on: August 04, 2004, 11:46:44 am »

Creature Cards[/u]


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.


Pyrrhic Knight
{1}{R}{W}
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}
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}
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.


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}{W}{B}{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.


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
Defender
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.


Ku'ul, Wishbringer
{2}{U}{W}
Legendary Creature -- Wizard
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.


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.


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}
Legendary Creature -- Knight
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.


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 easier to kill." -Rashida Scalebane, notebooks


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.


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.


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.


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.


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.


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.


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.


Errol, Dark Raven
{4}{U}{B}
Legendary Creature -- Bird
2/3
Flying
When Errol, Dark Raven comes into play, look at the top six cards of your library. Put two of those cards into your hand and the rest on the bottom of your library in any order.


Hemogoblin
{B}{R}
Creature -- Goblin Vampire
1/1
Haste
{1}, pay 2 life: Put a +1/+1 counter on Hemogoblin.


Tranquil Evil
{B}{G}
Creature -- Druid Horror
2/2
{2}{B}{G}: Destroy all enchantments. Put a +1/+1 counter on Tranquil Evil for each enchantment destroyed this way.
It exudes a serenity so deep that foreign magics simply unravel.


Enlightened Archmage
{1}{U}{W}
Creature -- Human Wizard
1/2
Protection from creatures
If Enlightened Guildmage attacks and isn't blocked you may pay {U}. If you do, return target creature to its owner's hand and Enlightened Guildmage deals no combat damage this turn.
His hand promised freedom of the shackles; his eyes promised freedom of the mind; his words promised freedom of the spirit.


Demonic Amaranth
{2}{B}{G}
Creature -- Demon Plant
0/3
{T}, sacrifice Demonic Amaranth: Search your library for a black or green card and remove it from the game. Shuffle your library afterwards. Add that card's converted mana cost in any combination of black and/or green mana to your mana pool.
Its hue never fades.


Double Agent
{B}{U}
Creature -- Human Spy
1/3
When Double Agent comes into play, target opponent gains control of it.
If you would draw a card, instead reveal it to all players. Any opponent may pay 3 life. If they do, discard that card, and they may draw another card. Otherwise, draw that card.


Chaos Channeler
{R}{G}
Creature -- Shaman
1/1
{T}: Add one mana of any color to your mana pool.
{0}: If Chaos Channeler is in play, flip a coin. If you win the flip, untap Chaos Channeler. If you lose the flip, sacrifice Chaos Channeler.


Canine Skirmisher
{3}{G}{W}
Creature -- Hound
3/2
First strike
All creatures able to block Canine Skirmisher do so.
Whenever Canine Skirmisher attacks, tap target creature defending player controls.


Runic Herald
{1}{U}{W}
1/2
Creature -- Human Wizard
Whenever an opponent plays an instant or sorcery spell or ability that could target Runic Herald for the first time each turn, if that spell or ability does not target Runic Herald, that spell or ability's controller changes one of its targets to Runic Herald. Copy that spell or ability. You may choose new targets for the copy.


Firebrand Wurm
{3}{R/G}{R/G}
Creature -- Wurm
4/4
When Firebrand Wurm comes into play, if {R} was spent to play Firebrand Wurm, creatures you control gain haste until end of turn.
When Firebrand Wurm comes into play, if {G} was spent to play Firebrand Wurm, creatures you control get +1/+1 and trample until end of turn.


Magic Monger
{G}{U}
Creature -- Faerie Shaman
0/1
{G}, {T}: Counter target activated ability.
{U}, {T}: Counter target triggered ability.


Mind Leech
{U}{B}
Creature -- Leech
1/1
Whenever you draw a card, if Mind Leech is in your graveyard, you lose 1 life and you may pay {U}{B}. If you do, put the top card of your library into your hand.
It fills its victim with the knowledge of others it has attacked, to distract them from the pain.
« Last Edit: June 23, 2006, 12:29:57 am by Matt » Logged

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Matt
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« Reply #1 on: June 29, 2005, 01:34:06 pm »

Enchantment Cards[/u]


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'


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.


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


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.


Mana Curve
{2}{G}{R}
World Enchantment
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.


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.


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.


Chaotic Winds
{B}{U}{R}
World Enchantment
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.


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


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


Land of the Meek
{3}{U}{W}
World Enchantment
Permanents can't be the target of spells or abilities.
Each other nonland permanent loses all abilities and is a 1/1 creature.


Pheldagriff's Embrace
{U}{G}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2
{U}: Enchanted creature gains flying. Target opponent may draw a card.
{G}: Enchanted creature gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo token into play.
{W}: Enchanted creature gains protection from black and from red until end of turn. Target opponent gains 2 life.


Mirrored Canyon
{2}{U}{R}
World Enchantment
Whenever a player plays an instant or sorcery that targets a single creature, for each other creature that spell could target, put a copy of the spell onto the stack. Each copy targets a different one of those creatures.


Unknown Vapors
{2}{G}{B}
Enchantment
As Unknown Vapors comes into play, you may put a taint counter on it.
If Unknown Vapors has a taint counter on it, all creatures get -1/-1. Otherwise, all creatures get +1/+1.


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.


Voracious Hunger
{B}{G}
Enchantment -- Aura
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.


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.


Most Wanted
{2}{B}{R}
Enchantment
At the beginning of your upkeep, each player may bid life. You begin the bidding at 1. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder chooses a creature. That creature is destroyed and can't regenerate.
When there are no creatures in play, sacrifice Most Wanted.


Iron Grip
{0}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1
Enchanted creature gains first strike if it is red or white.
Iron Grip is red and white.


Renewed Vigor
{1}{G}{W}
Enchantment -- Aura
Enchant permanent
Change the text of enchanted permanent by replacing all instances of "Play this ability only once each turn" with "Play this ability any number of times per turn."


Double Agency
{R}{B}
Enchant Creature
Enchanted creature can't block.
At the beginning of the upkeep of enchanted creature’s controller, that creature deals 2 damage to its controller.


Hiding Place
{2}{W}{G}
Enchantment -- Aura
Enchant forest
Creatures cannot attack you.
If a creature you control attacks, sacrifice Hiding Place.
Creatures with flying and creatures with forestwalk have "{T}: Destroy an enchantment named Hiding Place."


Morticulture
{2}{B}{G}
Enchantment
{B}, Sacrifice a land: Return target creature card from your graveyard to your hand.
{G}, Sacrifice a creature: Return target land card from your graveyard to your hand.


Utter Carnage
{4}{B}{R}
Enchantment
Whenever a creature you control attacks, the defending player sacrifices a creature.
During the last days of the skirmish, some were so driven to the edge that their enemies' surrender went unnoticed.


Blessing of the Guilds
{G} {W}
Enchantment
Each creature gets +1/+1 for each creature type it has that is the most common creature type among all creatures or tied for the most common.
« Last Edit: August 24, 2007, 10:57:08 pm by Godder » Logged

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Matt
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« Reply #2 on: June 29, 2005, 01:34:18 pm »

Instant 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.


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.


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



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.


Frenzied Rage
{G}{R}
Instant
Target creature gains double strike 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.)


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


Infernal Veto
{U}{B}
Instant
Counter target spell unless its controller discards two cards.


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.


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.


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.


Rainmaker's Blessing
{1}{W}{U}
Instant
Return target creature to its owner's hand. Until end of turn, creatures you control gain protection from that creature's colors.


Profane Harvest
{1}{G}{B}
Instant
Until end of turn, you may play creature cards from your graveyard any time you could play an instant. If a creature you control would be put into a graveyard from play this turn, remove it from the game instead.


Riposte
{R}{W}
Instant
The next time target creature would deal combat damage this turn, that damage is dealt to another target creature instead.


Open Rebellion
{1}{R/W}{R/W}
Instant
Each player sacrifices any number of creatures, then each creature deals damage equal to its power to its controller.


Shadow Guard
{1}{W/B}{W/B}
Instant
If {W} was spent to play Shadow Guard, put a 2/2 white Soldier creature token into play.
If {B} was spent to play Shadow Guard, put a 2/2 black Soldier creature token into play.
If both {W} and {B} were spent to play Shadow Guard, put a 2/2 white and black Soldier creature token into play under each opponent's control.


Cloud of Feathers
{X}{W}{U}
Instant
Put X 1/1 white and blue Bird creature tokens with flying and defender into play. (Creatures with defender can't attack.)
"That's gonna be a whole lot of pillows."


Dream Breach
{U}{B}
Instant
Reveal the top five cards of target opponent's library. That player may remove those five cards from the game. If he or she does, repeat this process. If not, remove one of those cards from the game and put the rest on top of his or her library in any order.
« Last Edit: June 23, 2006, 12:31:47 am by Matt » Logged

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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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Matt
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« Reply #3 on: June 29, 2005, 01:34:29 pm »

Sorcery Cards[/u]


Tainted Dreams
{X}{1}{U}{B}
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.


Malevolent Telepathy
{U}{B}
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.


Corpse Combustion
{1}{B}{R}
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.


Brain Drain
{X}{1}{U}{B}
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.


Imperfect Reflection
{5}{U}{B}
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.


Burning Secrets
{B}{R}
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.


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


Æther Shift
{2}{W}{U}
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


Imprecise Summoning
{1}{U}{B}{G}
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.


Demonic Blessing
{1}{W}{B}
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?"


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


Lore of Autumn
{2}{B}{G}
Sorcery
Search your graveyard or library for a card and put that card in your hand. Shuffle your library.


The Wheel Turns
{2}{U}{R}
Sorcery
Remove a random card in your hand from the game. Until end of turn, you may play that card as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.)


Disorderly Conduct
{1}{W}{R}
Sorcery
Each player chooses a permanent he or she does not control. Each player sacrifices the chosen permanents.


Selective Recall
{X}{U}{G}
Sorcery
Choose a card type. Return X cards of the chosen type from your graveyard to your hand. Remove Selective Recall from the game. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)


Wipe From Existence
{1}{W}{B}{G}
Sorcery
Choose a permanent. Remove that permanent from the game.


Misplaced Contempt
{1}{U}{B}
Sorcery
Target player chooses a creature he or she controls. Put that creature on top of owner's library, then look at the top two cards of that player's library. Remove one of those cards from the game, and put the other on top of the library.


Appropriate
{1}{W}{B}
Sorcery
Target opponent reveals his or her hand. Choose a card from it. That player discards that card. You may search your library for a card with the same name as that card, reveal the card, and put it into your hand and shuffle your library.


Puppeteer's Secrets
{2}{U}{R}
Sorcery
Play Puppeteer's Secrets only before combat.
Put a 0/1 red Kobold token with haste, a 1/1 red Goblin token with haste, and a 2/1 red Viashino token with haste into play. Remove them from the game at end of turn.
Secretly choose one of them. At end of combat, if the chosen token is attacking and unblocked, you may reveal your choice and draw 3 cards.
Shall we play a little game?


Mortibomb
{B}{R}
Sorcery
Remove a creature card in a graveyard from the game.  Mortibomb deals damage equal to that creature card's power to target creature or player.
« Last Edit: July 14, 2006, 01:10:41 pm by Matt » 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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