TheManaDrain.com
January 26, 2026, 03:55:14 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Master List: Red Cards  (Read 6773 times)
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
*****
Posts: 2297


King of the Jews!


View Profile
« on: August 04, 2004, 11:47:01 am »

Creature 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

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?"

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


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


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


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.


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.


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.


Barbarian Raiders
{1}{R}{R}
Creature -- Barbarian
3/2
First Strike
Barbarian Raiders cannot block.
Sacrifice Barbarian Raiders: Destroy target land. Play this ability only when you could play a sorcery.


Shi'Zou, Insurrectionist
{1}{R}{R}{R}
Legendary Creature -- Barbarian
4/3
Haste
At the beginning of each player's upkeep, that player gains control of Shi'Zou 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 1 damage to each creature without flying.


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.


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.


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.


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.


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.


Athach
{2}{R}{R}
Creature -- Giant
1/3
Vigilance, double strike
{T}: Athach deals 1 damage to target creature or player.


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.


Coruscating Elemental
{2}{R}{R}
Creature -- Elemental
2/2
Whenever a red spell is played, Coruscating Elemental deals 2 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}
Legendary Creature -- Shaman
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.


Goblin Scholar
{3}{R}
Creature –- Goblin
2/2
When Goblin Scholar comes into play, draw four cards, then discard three cards at random from your hand.


Sulfur Elemental
{2}{R}{R}
Creature -- Elemental
3/3
{1}{R}, sacrifice Sulfur Elemental: Sulfur Elemental deals 3 damage to target creature or player. Play this ability only when Sulfur Elemental is attacking.
An accident waiting to happen.


Balthazar, the Devourer
{3}{R}{R}{R}
Legendary Creature -- Dragon
5/5
Flying, trample
At the beginning of your upkeep, sacrifice a mountain or tap Balthazar, the Devourer.
Sacrifice an untapped mountain: put a +1/+1 counter on Balthazar, the Devourer.
It is no eruption - it is Balthazar awakening from his ancient sleep, consuming the very rock to regain his lost strength.


Bucking Colos
{2}{R}
Creature -- Beast
2/2
Whenever Bucking Colos deals combat damage to a player, you may have it deal 1 damage to target creature that player controls.
Trainers always break a colos in isolation. They're almost as dangerous to bystanders as they are to the rider.


Bull Dragon
{5}{R}{R}
Creature -- Dragon
6/6
Flying, trample
At the beginning of your upkeep, you may discard a card at random from your hand. If you don't, sacrifice Bull Dragon.
{R}: Bull Dragon gets +1/+0 until end of turn.


Dwarven Piker
{1}{R}
Creature -- Dwarf
2/1
Whenever Dwarven Piker blocks, blocking creatures gain first strike until end of turn.


Orcish Informer
{1}{R}
Creature -- Orc Mercenary
3/3
As Orcish Informer comes into play, choose an opponent.
At the beginning of your upkeep, the chosen player may look at the top card of your library, then he or she may put that card on the bottom of your library.


Pyre Shaman
{1}{R}{R}
Creature -- Human Shaman
2/1
First strike, protection from red
Whenever a creature dealt damage by Pyre Shaman this turn is put into a graveyard, add {R} to your mana pool at the beginning of your next main phase.
Hearts of ember and veins of fire draw power from the funeral pyre. -Pyre Shaman Chant


Dwarven Ecologist
{R}{R}{R}
Creature -- Dwarf Lord
0/3
{T}, tap two untapped Dwarves you control: Destroy target land.
There are many ends to which the study of nature can be used.


Seismic Titan
{2}{R}{R}
Creature -- Giant
4/3
When Seismic Titan comes into play, each player sacrifices a land.


Scavenger Mage
{R}{R}
Creature -- Wizard
1/1
Haste
Whenever Scavenger Mage deals combat damage to a player, you may discard a card at random from your hand. If you do, return target instant or sorcery card from your graveyard to your hand.
Ungar discovered that you can learn a lot about a wizard by rummaging through his trash.


Orcish Engineer
{1}{R}{R}
Creature -- Orc Artificer
1/1
{T}: Destroy target tapped artifact.
It was broken anyway.


Barbarian Goat-Rider
{3}{R}
Creature -- Dwarf Barbarian
2/2
Mountainwalk
If you control no untapped lands, Barbarian Goat-Rider gets +1/+1.
If your opponent controls no untapped lands, Barbarian Goat-Rider gains haste and first strike.


Goblin Prankster
{R}
Creature -- Goblin
2/2
Whenever Goblin Prankster attacks, return target Goblin to its owner's hand.
Someone has to bring up the rear.


Stormcaller
{1}{R}
Creature -- Human Shaman
1/1
At the end of each turn, Stormcaller deals 3 damage to target creature or player if a blue spell was played that turn and a red spell was played that turn.


Wildfire Phoenix
{3}{R}{R}{R}
Creature -- Phoenix
3/4
Flying
When Wildfire Phoenix is put into a graveyard from play, at end of turn return it to play under its owner's control with a +1/+1 counter on it and Wildfire Phoenix deals 3 damage to you.


Goblin Jester
{R}
Creature -- Goblin
1/1
{R}, {T}, sacrifice a Goblin: Damage can't be prevented this turn.
"So, two clerics walk into a tavern..." -Murkle, Goblin Jester


Sand Sculptor
{4}{R}
Creature -- Minotaur Shaman
3/3
{T}, Sacrifice a land: Put a 3/3 colorless Sand creature token into play. It has "Whenever this creature attacks or blocks, sacrifice it at end of combat."
Her medium's fragility reflects life's transience.


Blatant Forgery
{3}{R}
Creature -- Shapeshifter
0/0
As Blatant Forgery comes into play, you may choose a creature in play. If you do, Blatant Forgery comes into play as a copy of that creature, has haste and gains "At end of turn, sacrifice this creature."


Goblin Seer
{2}{R}
Creature -- Goblin Wizard
2/2
{G}, {T}: Reveal the top card of your library. If it's a Goblin card, put it into your hand. Otherwise, put it into your graveyard.


Gorsheg the Balladeer
{1}{R}{R}
Legendary Creature -- Dwarf Rogue
1/1
Whenever a legendary creature you control goes to the graveyard during combat, you may search your library for a legendary permanent card, reveal it, and put it into your hand.  If you do, shuffle your library.

Jailer of Thoughts
{X} {R}
Creature -- Dwarf Wizard
1/1
Jailer of Thoughts comes into play with X charge counters on it.
Whenever a player plays a spell with converted mana cost equal to the number of counters on Jailer of Thoughts, Jailer of Thoughts deals 2 damage to that player.
"I know how to look
I know where to find
I don't need a book
I just need my mind"
« Last Edit: January 22, 2007, 08:21:34 pm by Godder » Logged

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
*****
Posts: 2297


King of the Jews!


View Profile
« Reply #1 on: June 29, 2005, 02:07:29 pm »

Enchantment Cards


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.


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.


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.


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.


Damaged Mana Vein
{R}
World Enchantment
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.


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.


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.


Rocky Exterior
{R}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +0/+3.


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


Sabotage
{R}
Enchantment -- Aura
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}
World Enchantment
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 of that type in his or her hand.


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


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.


Burning Gaze
{1}{R}
Enchantment -- Aura
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.


Delayed Detonation
{2}{R}{R}
Enchantment
Fading 3
When Delayed Detonation leaves play, if you sacrificed it because you could not remove a fading counter, Delayed Detonation deals 10 damage to target creature or player.
If the fuse weren't so long, you'd never find somebody willing to light it.


Recklessness
{R}{R}
Enchantment
Whenever a creature comes into play, if you played that creature from your hand, that creature gains haste until end of turn.
Whenever you play a noncreature spell, Recklessness deals 2 damage to you.
Fortune favours the impulsive; if it didn't, then they'd all be dead by now.


Meeting of the Minds
{1}{R}{R}
Enchantment
Tap two untapped Goblins you control: Remove the top card of your library from the game, then flip a coin. If you win, put that card into your hand. Play this ability only any time you could play a sorcery.
The great Goblin thinkers are fond of their summits, but only small ones. Tall summits give them nosebleeds.


Ritual of Lightning
{1}{R}
Enchantment
Creatures you control have trample and haste.
Whenever a creature you control attacks, sacrifice it at end of turn.


Smoldering Icon
{2}{R}{R}
Enchantment
Each creature gets +1/+0 for each {R} in its mana cost.


Reignition
{R}
Enchantment
Whenever a spell you control is countered by a spell or ability, Reignition deals 3 damage to that spell or ability's controller.


Lunatic Fringe
{2}{R}{R}
Enchantment
Remove a card in your hand from the game: Change the target of target spell with a single target. Any player may play this ability.


Ring of Fire
{1}{R}
Enchantment -- Aura
Enchant land you control.
Whenever enchanted land is tapped for mana, sacrifice it and its controller adds {R}{R}{R} to his or her mana pool.


Caustic Fertilizer
{R}
Enchantment -- Aura
Enchant land
Sacrifice enchanted land: add one mana of any colour that land can produce to your mana pool and return Caustic Fertilizer to your hand.
The barbarians of the steppes grow fewer every winter. The potions they use to draw life from the land leave it wasted and dead.


Slag Refinery
{R}
Enchantment
{2}, Remove an artifact card in your graveyard from the game: Add two mana of any color to your mana pool.
Exposure of the sample to molten salts in the presence of a pyrolitic reduction catalyst yielded a remarkable mana generation event.
--Axiav, Izzet Manadyne Researcher
« Last Edit: June 21, 2006, 08:55:52 pm by Ephraim » Logged

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
*****
Posts: 2297


King of the Jews!


View Profile
« Reply #2 on: June 29, 2005, 02:07:40 pm »

Instant Cards


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.


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.


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


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}
Suddenly, the pain became unbearable.


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


Rubric Liturgy
{R}
Instant
Return Rubric Liturgy to your hand, then discard a card at random. If a card named Rubric Liturgy is discared this way, add {R}{R}{R} to your mana pool.


Roil
{1}{R}
Instant
Roil deals 2 damage to target player. Creatures that player controls gain haste and "This creatures attacks this turn if able" until end of turn.


Atomize
{R}
Instant
Remove target permanent from the game if it's indestructible.


Destabilize
{R}
Instant
Destabilize deals 1 damage to target creature. Remove it from combat.


Galvanic Blessing
{2}{R}
Instant
Add {R} to your mana pool.
Storm
Goblin shamans believe that true power is obtained by carrying a lightning rod into an electrical storm.


Geomancy
{1}{R}
Instant
As an additional cost to play Geomancy, sacrifice any number of untapped lands.
Draw a card for each land sacrificed in this way.


Volcanic Upheaval
{1}{R}
Instant
Counter target activated ability of a land and destroy that land if it's in play. (Mana abilities can't be targeted.)


Change Course
{2}{R}{R}
Instant
You may sacrifice two mountains rather than pay Change Course's mana cost.
Change the target of target spell with a single target.


Scorch
{1}{R}
Instant
Choose one -- Scorch deals 2 damage to target player; or Scorch deals 4 damage to target creature with converted mana cost 3 or less.


Lingering Fury
{1}{R}
Instant
Target creature gets +3/+0 and gains haste until the end of your turn.


Explosive Lots
{R}
Instant
Shuffle your library, then choose a number. Put cards from the top of your library into your graveyard until you reveal a nonland card. If that card's converted mana cost is equal to the chosen number, destroy up to two target artifacts.


Blazing Ritual
{R}
Instant
Add {R}{R}{R} to you mana pool.
Whenever a spell is played this turn, Blazing Ritual deals 3 damage to you.
« Last Edit: June 23, 2006, 12:15:56 am by Matt » Logged

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
*****
Posts: 2297


King of the Jews!


View Profile
« Reply #3 on: June 29, 2005, 02:07:48 pm »

Sorcery Cards


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.


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


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


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.


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.


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


Slash and Burn
{3}{R}{R}
Sorcery
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.
Destroy target land.


Punish
{X}{R}
Sorcery
Choose one -- Punish deals X damage to target creature; or Punish deals X damage to target player.
Entwine {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.


Pyroclastic Combustion
{3}{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.


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.


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


Sandblast
{1}{R}
Sorcery
Each player reveals his or her hand and discards all instant cards from it.


Ultimatum
{1}{R}{R}
Sorcery
Unless a player has Ultimatum deal 5 damage to him or her, you may search your library for a card and put that card into your hand. If you do, shuffle your library.


Burning Embers
{1}{R}
Sorcery
Burning Embers deals X damage to target player, where X is the number of sorcery cards in all graveyards.


Trial By Fire
{R}
Sorcery
Trial By Fire deals 2 damage to target creature you control. At end of turn, put a +1/+1 counter on that creature and it gains first strike and protection from red. (This effect doesn't end at end of turn.)
"Inferno's power to acquire, we dance within the wildfire." -Pyre Shaman chant


Forced Donation
{3}{R}
Sorcery
Gain control of a permanent of target opponent's choice that he or she controls.
Never ask a necromancer to give you a hand.


Pastiche
{1}{R}
Sorcery
An opponent chooses an instant or sorcery card in a graveyard. You may copy it and play the copy without paying its mana cost.


Rebirth of Fire
{2}{R}
Sorcery
Each player may copy an instant or sorcery card in his or her graveyard and play the copy without paying its mana cost.


Adrenal Fire
{R}
Sorcery
As long as a creature is attacking you, you can play Adrenal Fire any time you could play an instant.
Adrenal Fire deals 3 damage to target creature.


Volcanism
{R}{R}
Sorcery
Destroy target land. Its controller may search his or her library for a basic Mountain card and put that card into play.  If that player does, he or she then shuffles his or her library.


Indifferent Tutor
{2}{R}
Sorcery
Search your library for a sorcery card with the same name as a card in a graveyard, reveal that card, and put it into your hand.  Then shuffle your library.
This old dog won't teach you any new tricks.


Apostasy
{4}{R}
Sorcery
Search target opponent's library for a creature card and put that card into play under your control. That player shuffles his or her library. That creature has haste and "At end of turn, sacrifice this creature."
« Last Edit: June 23, 2006, 12:15:29 am by Matt » Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.07 seconds with 21 queries.