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Author Topic: Master List: Blue Cards  (Read 3821 times)
Matt
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« on: August 04, 2004, 11:47:21 am »

Creature Cards


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


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.


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}
Legendary Creature -- Wizard
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.


Æther Wall
{1}{U}
Creature -- Wall
0/3
Defender
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.


Alius, Wizard Errant
{2}{U}{U}
Legendary Creature -- Wizard
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


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



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.


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


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.


Lev, Grandiose Illusionist
{1}{U}{U}
Legendary Creature -- Wizard
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



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


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.


Rishadan Slavers
{3}{U}
Creature -- Ninja
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?


Illissius, Sky Serpent
{3}{U}{U}{U}
Legendary Creature -- Serpent
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.


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 Wizard
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


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.


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.


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.


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


Devilfish cycle

Great Devilfish
{3}{U}
Creature -- Fish
2/2
{T}: At end of turn, untap target land and target creature.
Enslaved by ninjas 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.

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.


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.


Inspired Researcher
{1}{U}
Creature -- Human Wizard
1/1
Whenever an opponent plays a spell, you may look at the top X cards of your library and put them back in any order, where X is the converted mana cost of that spell.
"That gives me an idea!"


Whitecap Eidolon
{U}
Creature -- Spirit
2/1
Whitecap Eidolon can't attack unless defending player controls an Island.


Spectral Stalker
{U}{U}
Creature -- Ghost
0/1
{T}: Tap target creature. That creature doesn't untap during its controller's next untap step.


Psychic Exile
{2}{U}{U}
Creature -- Wizard Horror
1/3
At the beginning of your upkeep, you may look at the top four cards of your library. Remove three of those cards from the game and put one on the top of your library.


Mind Leech
{2}{U}
Creature -- Leech
*/*
As Mind Leech comes into play, choose a target opponent.
Mind Leech's power and toughness are each equal to the number of cards in the chosen player's hand.
Whenever Mind Leech damages a player, that player may draw a card.


Psionic Leech
{U}
Creature -- Leech
0/1
Whenever an opponent plays a spell, Psionic Leech gets +2/+0 until end of turn.


Attendant Spirit
{3}{U}{U}
Creature -- Spirit
1/1
When Attendant Spirit comes into play, if you played it from your hand, you may look at the cards in your library and put them back in any order.
When Attendant Spirit leaves play, shuffle your library.


Mosquito Familiar
{1}{U}
Creature -- Insect
0/1
Flying
Whenever an opponent plays a spell, you may tap Mosquito Familiar. If it becomes tapped this way, Scry X, where X is the number of spells played this turn.


Stormcloud Savant
{2}{U}
Creature -- Human Wizard
3/2
Flying
At the beginning of your upkeep, all opponents untap all lands they control.
"Of course his thunderbolts pack a wallop, but I haven't felt this good in years!" --General Khurzog


Ghostly Auspex
{U}
Creature -- Spirit Wizard
1/1
Whenever Ghostly Auspex is put into a graveyard from anywhere, you may look at target player's hand.
The spirits of the dead may be compelled to speak with the living, but sometimes they do so unbidden.


Treacherous Djinn
{2}{U}
Creature -- Djinn
3/4
Flying
Whenever you play a spell, if that spell is the first spell you played this turn, counter that spell.


Junior Librarian
{1}{U}
Creature -- Human Wizard
1/1
Sacrifice Junior Librarian: Search your library for a blue instant card, reveal that card, and put that card in your hand, then shuffle your library.
He's only familiar with one section and he keeps falling off the ladder. He'll fit right in with the other researchers.


Rainbow Elemental
{4}{U}
Creature -- Elemental
2/2
Flying
Rainbow Elemental gets +1/+1 for each color of permanent you control.


Twiddler
{2}{U}
Creature -- Human Wizard
1/2
{U}, {T}: Tap or untap target permanent.


Facetious Spy
{1}{U}
Creature -- Human Rogue
1/2
{T}: Name a card. Until end of turn, whenever an opponent plays a card with that name, you may draw a card.
Everyone laughs at the fool, but no one gives him a second look.


Changeling
{3}{U}{U}
Creature -- Shapeshifter
1/1
As Changeling comes into play, you may choose a creature in play. If you do, Changeling comes into play as a copy of that creature except for its name, and gains "Whenever that creature leaves play, return Changeling to its owner's hand. Whenever Changeling is put into a graveyard from play, return Changeling to its owner's hand."


Timid Magpie
{U}{U}
Creature -- Bird
1/1
Flying
Whenever Timid Magpie deals combat damage to a player, draw a card.
Whenever Timid Magpie is the target of a spell or ability an opponent controls, that opponent may draw a card.


Nimbostrat Forces
{3}{U}
Creature -- Illusion
4/1
Flying
Each turn, Nimbostrat Forces can't attack unless you return a creature you control to its owner's hand.


Cobalt Order
{U}{U}
Creature -- Wizard
1/2
You may choose not to untap Cobalt Order during your untap step.
{T}: Target creature loses all protection abilities as long as Cobalt Order remains tapped. This ability may target creatures with protection abilities as though they didn't have protection abilities.


Paramorph
{2}{U}{U}
Creature -- Shapeshifter
1/1
Whenever a noncreature permanent comes into play, you may have Paramorph become a copy of that permanent and gain this ability. (This effect doesn’t copy counters on the permanent.)


Port Authority
{1}{U}
Creature -- Bird Magistrate
0/3
Flying
At the beginning of each player's upkeep, if that player controls a red or green permanent, that player taps an untapped land he or she controls. If that player controls a red and a green permanent, that player taps two untapped lands he or she controls instead.


Veil Marshal
{3}{U}
Creature -- Illusion
2/2
As long as Veil Marshal is enchanted, enchanted creatures you control are unblockable.
Sacrifice an aura enchanting Veil Marshal: Veil Marshal can't be the target of spells or abilities this turn. (This doesn't remove any other auras enchanting it.)


Shroud Shepherd
{1}{U}
Creature -- Illusion
1/1
Pack 2 -- Shroud Shepherd has "{T}: Target creature is unblockable this turn."
« Last Edit: June 21, 2006, 08:32:13 pm by Ephraim » Logged

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SpenceForHire2k7: Its unessisary
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SpenceForHire2k7: <= world english teach evar
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Matt
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« Reply #1 on: June 29, 2005, 02:03:46 pm »

Enchantment Cards


Thievery
{1}{U}{U}
Enchantment -- Aura
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


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.


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


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



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.


Mimic
{U}{U}
Enchantment -- Aura
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.


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


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


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.


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}
Enchantment -- Aura
Enchant creature
Enchanted creature gains "{T}: Draw a card" and is a Wizard in addition to its creature types.


Æther Flux
{2}{U}{U}
World Enchantment
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


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.


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.


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


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


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


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.


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.


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.



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.


Enclosed Observatory
{1}{U}{U}
Enchantment
Whenever a creature attacks you, draw a card.
Creatures you control can't block.
"Look with your eyes, not with your hands." --Observatory inscription


Stagnant Waters
{1}{U}
Enchantment
Each Island is a Swamp in addition to its land type.


Surveillance
{1}{U}
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may put an espionage counter on Surveillance.
Remove an espionage counter from Surveillance: Until end of turn, target creature can't be blocked. Sacrifice Surveillance.


Dogged Tenacity
{2}{U}
Enchantment -- Aura
Enchant creature
Discard a card: Untap enchanted creature.


Rainmaker's Fastness
{2}{U}
Enchantment
Whenever a creature deals combat damage to you, return it to its owner's hand.


Rainmaker's Wrath
{3}{U}{U}
Enchantment
When Rainmaker's Wrath comes into play, if Rainmaker's Wrath is in play, remove all forests and mountains from the game.
When Rainmaker's Wrath leaves play, return to play all cards removed from the game with Rainmaker's Wrath.


Lost Horizon
{U}
Enchantment -- Aura
Enchant nonbasic land
As Lost Horizon comes into play, choose a basic land type. Enchanted land's type is the chosen type.
Sacrifice Lost Horizon: Each player may draw a card.
The lost city of Shal-Rigan is said to lie beyond the setting sun.


Curbed Prowess
{2}{U}
Enchantment
Your maximum hand size is two.
At the beginning of your upkeep, draw X cards, where X is the number of cards in your hand.
If a spell or ability not named Curbed Prowess would cause you to draw a card, skip that draw instead.


Assembly Line
{2}{U}
Enchantment
Imprint -- {1}: Remove a nonland artifact card in your hand from the game.
{1}: Put a charge counter on the last imprinted card.
Remove X charge counters from an imprinted card, where X is that card's converted mana cost: Put that card into play. Play this ability only any time you could play a sorcery.


Rainmaker's Whimsy
{2}{U}
Enchantment
{1}{U}: Draw two cards then discard a card at random.


Motion Sickness
{U}
Enchantment
When Motion Sickness comes into play, tap all creatures with haste. Creatures with haste don't untap during their controllers' untap steps.


Asthma
{2}{U}
Enchant Creature
Asthma comes into play with a suffocation counter on it.
Enchanted creature can't untap as long as Asthma has a suffocation counter on it.
{3}: Remove a suffocation counter from Asthma. Any player may play this ability.
Whenever enchanted creature untaps, put a suffocation counter on Asthma.


Spell Sphere
{1}{U}{U}
Enchantment
You may play Spell Sphere any time you could play an instant.
When Spell Sphere comes into play, counter target spell. If you do, remove that spell from the game instead of putting it in it's controller's graveyard.
When Spell Sphere is put into the graveyard from play, return the removed spell to the stack. That spell's controller may choose new targets for the spell.


Psychic Tendrils
{1}{U}{U}
Enchantment -- Aura
Enchant creature
When Psychic Tendrils comes into play, tap enchanted creature if its converted mana cost is less than or equal to the number of cards in your hand.
Enchanted creature does not untap during it's controller's untap step as long as its converted mana cost is less than or equal to the number of cards in your hand.
« Last Edit: June 23, 2006, 12:25:26 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 #2 on: June 29, 2005, 02:04:15 pm »

Instant Cards


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


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


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.


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.


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!


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 {1} for each island you control.


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


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}


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.


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.


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


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.


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


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.


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.


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.


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}
Chaos allows no order. Instinct denies all thought. Put aside your passions or be ruled by them.


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.


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"



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 hand 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



Prestidigitation
{U}
Instant
Search your library for a sorcery card with converted mana cost 1 or less, reveal that card, then put it into your hand. Then shuffle your library.


Postpone
{U}{U}
Instant
Kicker {2}{U}
Counter target spell. If you do, put it on top of its owner's library instead of into that player's graveyard. If the kicker cost was paid, put Postpone on top of your library.


Stream of Plasma
{X}{U}
Instant
Spend only blue mana on X.
Shuffle target creature with converted mana cost X into its owner's library. Its controller may add {X} to his or her mana pool at the beginning of his or her next main phase.


Biased Opinion
{1}{U}
Instant
Draw three cards, then reveal your hand to an opponent. That player chooses a card from your hand. Discard that card.


Temporal Seizure
{2}{U}
Instant
Choose draw step, main phase, or combat phase. Target player skips each instance of the chosen step or phase this turn.


Gathered Thoughts
{4}{U}
Instant
Play Gathered Thoughts only during your end of turn step.
Return any number of instant or sorcery cards you played this turn from your graveyard to your hand. Remove Gathered Thoughts from the game.


Focus Thought
{1}{U}
Instant
Reveal the top seven cards of your library. Choose three cards revealed in this way and put them on the top of your library in any order. Remove all other cards revealed in this way from the game.


Temporal Acceleration
{1}{U}
Instant
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of instant cards in all graveyards.


Third Time Lucky
{2}{U}
Instant
If Third Time Lucky is the third spell played this turn, draw three cards.


Mind Over Mass
{3}{U}
Instant
Until end of turn, target creature has power and toughness each equal to the number of cards in its controller's hand.


Lay Claim
{X}{1}{U}{U}
Instant
Gain control of target artifact with converted mana cost X or less.
What's mine is mine, and what's yours is also mine.


Mind Spike
{2}{U}
Instant
Counter target spell unless its controller pays {3}. If it is countered this way, its controller may put that card on top of its owner's library instead of into that controller's graveyard. If he or she does, you may draw a card.


Abrogate
{U}
Instant
Return target permanent to its owner's hand unless its controller pays {X}, where X is its converted mana cost.


Erratic Study
{U}
Instant
Shuffle target player's library.
Draw a card.
Expect the unexpected.


Skyrocket
{1}{U}
Instant
Two target creatures gain flying until end of turn.


Shattering the Prism
{4}{U}
Instant
Chose a permanent of each color, then return each permanent chosen this way to its owner's hand.


Glimpse of the Future
{1}{U}
Instant
Look at the top four cards of your library. You may shuffle your library. If you do, untap up to two lands. Otherwise, put those cards on top of your library in any order.


Stymie
{U}{U}
Instant
Counter two target spells. (You can't play this card if there aren't two spells to target. Spells can't target themselves.)


Last-Minute Study
{U}
Instant
Draw a card. Then, if you have fifteen or fewer card in your library, draw an additional card.


Pianissimo
{2}{U}
Instant
Counter target spell with converted mana cost 4 or greater.
Flowing mana reverberates as the thrum of a harp or the clap of a gong. When the cosmos direct that the notes be subdued, it is folly to try to play fiercely.


Activate
{U}
Instant
Activate target activated ability on target permanent. You may choose targets for the ability. (Mana abilities can't be targeted.)


Reorganize
{1}{U}
Instant
Shuffle a card from your hand into your library. If you do, draw two cards.


Apostasy
{3}{U}
Instant
Counter target creature spell. Put that creature into play under your control instead of in its owner's graveyard.
We have to distrust each other. It is our only defense against betrayal.


Dazzle
{U}
Instant
Counter target instant spell. Reveal your hand.


Abnegate
{U}
Instant
As an additional cost to play Abnegate, sacrifice a permanent.
Return target permanent to its owner's hand.
« Last Edit: April 18, 2006, 12:18:39 am by Matt » Logged

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SpenceForHire2k7: <= world english teach evar
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{Team Hindsight}
Matt
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« Reply #3 on: June 29, 2005, 02:04:29 pm »

Sorcery Cards


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


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.



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



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


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.


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.


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.


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


Psychic Gamble
{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.


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.


Time Skip
{1}{U}{U}
Sorcery
Target player takes an extra turn after this one. At the end of that turn, skip your next turn.


Speed Reading
{U}
Sorcery
Draw three cards and reveal your hand. An opponent seperates your hand into two piles. Remove one of those piles from the game.
Knowledge hastily acquired is hastily lost.


Reverse Psychology
{2}{U}{U}
Sorcery
Until end of target opponent's next turn, whenever that player successfully resolves a spell, gain control target permanent that player controls.


Planar Way
{2}{U}
Sorcery
Up to three target creatures are unblockable this turn.


Whirlwind Wellspring
{4}{U}{U}
Sorcery
The next instant or sorcery spell you play this turn has storm.


AEther Filter
{X}{U}{U}
Sorcery
Return each creature with converted mana cost X to its owner's hand.


Fair Trade
{2}{U}
Sorcery
Exchange control of two target nonland permanents with the same converted mana cost.


Chromatophobia
{3}{U}
Sorcery
Return target creature and each creature that shares a color with it to its owner's hand.
Discordant color;
Visual cacophony
Supplanted by gray.



Winter Solstice
{1}{U}
Sorcery
Lands don't untap during their controllers' next untap step.


Rain of Dreams
{3}{U}{U}
Sorcery
As an adiitional cost to play Rain of Dreams, remove your library from the game.
Draw 10 cards and untap all permanents you control.
"Such rains can wash away lifetimes of mystical works, but they may provide our only chance against Lim-Dul's forces." --Gustha Ebbasdotter, Kjeldoran Royal Mage


Confabulate
{1} {U}
Sorcery
The player with the most cards in his or her hand draws a card then the player with the most cards in his or her graveyard draws a card, then each player draws a card.

Split Decisions
{3} {U}
instant
Name 3 different numbers, your opponent chooses one. Search your library for a card with converted mana cost equal to that number reveal it to all players and put it in your hand. Shuffle your library afterwards.

"A lot can happen in one second."
« Last Edit: January 22, 2007, 08:24:41 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}
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