Creature Cards[/u]
Spectral Infiltrator 

{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.

{U}: Spectral Infiltrator gains Fear and can't be the target of spells or abilities until end of turn.
Pyrrhic Knight 

{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 
{G}{U}
Creature -- Dryad
2/2
When Mistwood Dryad comes into play, return target nonland permanent to its owner's hand.

{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 
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 

{U}
Creature -- Elemental
2/3
When Æther Elemental leaves play, each player sacrifices an artifact, creature, or land.

: 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.

{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 
Creature -- Efreet
4/1
Haste
At end of turn, sacrifice Hazardous Efreet.

: 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 
{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 

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.

{U}{R}: Remove all +1/+1 counters from Aggroplasm and put X +1/+1 counters on it.
Angel of Death 
{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 

{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 
Creature -- Cleric Druid
2/2
As long as an opponent controls no creatures, Order of Shanodin gets +1/+1.


: Target player can't play spells this turn. Play this ability only during your turn.
Endless Wall 

{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 
{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 

{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

in its mana cost, X is 0.
A wish is a desire without an attempt. Branchwalker 
{G}{W}
Creature -- Insect
4/4
When Branchwalker comes into play, sacrifice it unless you sacrifice a land.


: Branchwalker gains flying and trample until end of turn.
Sentient Fungus 
{G}{U}
Creature -- Fungus
1/1
Whenever Sentient Fungus blocks or becomes blocked, put a 0/1 green Fungus token into play.

: Until end of turn, you may draw a card whenever a Fungus you control is goes to a graveyard from play.

: Regenerate Sentient Fungus.
Jorhaz looked at the strange fungus. He never suspected it was looking back. Last Onean 
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 
{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.

: Target player gains control of White Elephant.
"No, no, I insist. Its a gift."Tainted Sorceror 

{U}
Creature -- Wizard
2/3

: 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 
{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 

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 

{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 

{G}
Creature -- Beast Horror
6/6
Fear
At the beginning of your upkeep, sacrifice a creature.
Pain Elemental 

Creature -- Elemental
4/4

, 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 
Creature -- Knight
1/1

: Until end of turn, spells cannot be countered by spells.

: 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 
{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 
{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
{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

{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
{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
{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.


: Target creature gains flying until the end of the turn.
Magnetic Magician

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


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

Creature -- Goblin Vampire
1/1
Haste

, pay 2 life: Put a +1/+1 counter on Hemogoblin.
Tranquil Evil
{G}
Creature -- Druid Horror
2/2


{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

{W}
Creature -- Human Wizard
1/2
Protection from creatures
If Enlightened Guildmage attacks and isn't blocked you may pay

. 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

{G}
Creature -- Demon Plant
0/3

, 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
{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
{G}
Creature -- Shaman
1/1

: Add one mana of any color to your mana pool.

: 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
{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

{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
{R/G}{R/G}
Creature -- Wurm
4/4
When Firebrand Wurm comes into play, if

was spent to play Firebrand Wurm, creatures you control gain haste until end of turn.
When Firebrand Wurm comes into play, if

was spent to play Firebrand Wurm, creatures you control get +1/+1 and trample until end of turn.
Magic Monger

Creature -- Faerie Shaman
0/1

,

: Counter target activated ability.

,

: Counter target triggered ability.
Mind Leech

Creature -- Leech
1/1
Whenever you draw a card, if Mind Leech is in your graveyard, you lose 1 life and you may pay


. 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.