Magic Texte-Cardlist


1996 World Champion              Gold     Summon Legend           WUBRG     */*  R Promotion

Cannot be the target of spells or effects. World Champion has power and toughness
each equal to the life total of target opponent. [0]: Discard your hand to search your library for 1996 World Champion and reveal it
to all players. Shuffle your library and put 1996 World Champion on top of it. Use
this ability only at the beginnig of your upkeep and only if 1996 World Champion is
in your library.
It takes great sacrifice to make it to the top.

Abandon Hope                     Black    Sorcery                   X1B          U Tempest

Choose and discard X cards: Look at target opponent's hand and choose X of those cards.
That player discards the chosen cards.
As Gerrard's form vanished into the maw of trees, Hanna mouthed a silent plea,
mourning a crushed dream.


Abbey Gargoyles                  White    Summon Gargoyles         2WWW     3/4 U3 Homelands

Flying, protection from red
"Though Serra has not been seen for twenty years, her Gargoyles still watch over
our city and punish the guilty.


Abbey Matron·1                   White    Summon Cleric              2W     1/3 C2 Homelands

[W],[T]: +0/+3 until end of turn.
"The Matrons are kindly souls, but don't ask one for an ale." ---Halina, Drawrven
Trader


Abbey Matron·2                   White    Summon Cleric              2W     1/3 C2 Homelands

[W],[T]: +0/+3 until end of turn.
"The Matrons still say Serra is coming back. I bet she never even existed." ---Murat,
Death Speaker


Abduction                        Blue     Enchant Creature          2UU          U Weatherlight

When Abduction comes into play, untap enchanted creature.
If enchanted creature is put into any graveyard, put that creature into play under
its owner's control.

Abeyance                         White    Instant                    1W          R Weatherlight

Until end of turn, target player cannot play instants, interrupts, sorceries, or abilities
requiring an activation cost. Draw a card.
"I'm to modest a wizard to reveal the full extent of my abilities." ---Ertai,
wizard adept


Abjure                           Blue     Interrupt                   U          C Weatherlight

Sacrifice a blue permanent: Counter target spell.
Mirri's hackles rose as Ertai continues expounding his virtues. "If that arrogant
brat doesn't shut up soon," she growled to herself, "I', going to have to kill him."


Abomination                      Black    Summon Abomination        3BB     2/6 U1 Legends

All green or white creatures blocking Abomination are destroyed at the end of combat

Aboroth                          Green    Summon Aboroth            4GG     9/9  R Weatherlight

Cumulative upkeep -- Put a -1/-1 counter on Aboroth
The Weatherlight banked sharply as the colossal beast rose up to crush
the lone rider. "My bet's on the dirt", Gerrard said flatly.


Abu Ja'far                       White    Summon Leper                W     0/1 U3 Arabian Nights

If Abu dies without regenerating while participating in an attack or defense, all
creatures Abu is blocking or being blocked by are also killed and may not be regenerated.

Abyssal Gatekeeper               Black    Summon Gatekeeper          1B     1/1  C Weatherlight

If Abyssal Gatekeeper is put into any graveyard from play, each player chooses and
buries a creature he or she controls.
"There are two ways for me to pass this gate. One involves you remaining conscious."
---Gerrard of the
Weatherlight

Abyssal Hunter                   Black    Summon Hunter              3B     1/1  R Mirage

[B],[T]: Tap target creature. Abyssal Hunter deals to that creature an amount of damage
equal to Abyssal Hunter's Power.
Some smiles show cheer; some merely show teeth.

Abyssal Specter                  Black    Summon Specter            2BB     2/3  U Ice Age

Flying
When Abyssal Specter damages any opponent, that player chooses and discards a card
from his or her hand. Ignore this ability if the player has no cards in hand.
"Open the gates, and bid them enter" ---Lim-Dul, the Necromancer

Acid Rain                        Blue     Sorcery                    3U          R Legends

Desrtoys all forests in play.

Acidic Dagger                    Artifact Artifact                    4          R Mirage

[4],[T]: Destroy any non-Wall creature receiving combat damage from target creature
this turn. If target creature leaves play, bury Acidic Dagger. Use this ability only
before defense is chosen.

Acidic Sliver                    Gold     Summon Sliver              BR     2/2  U Stronghold

Each Sliver gains "[2], Sacrifice this creature: This creature deals 2 damage to target
creature of player."
The first sliver burst against the cave wall, and others piled in behind to deepen
the new tunnel.


Active Volcano                   Red      Instant                     R         C2 Legends

Destroy target blue permanent or return target island to owner's hand. Enchantments
on target land are destroyed.

Adarkar Sentinel                 Artifact Artifact Creature           5     3/3  U Ice Age

[1]: +0/+1 until end of turn
"We encountered the Sentinels in the wastes, near no living thing. Their purpose
was inscrutable." ---Disa the Restless, journal entry


Adarkar Unicorn                  White    Summon Unicorn            1WW     2/2  C Ice Age

[T]: Add either [U] or [U] and one colorless mana to your mana pool. This mana is
usable only for cumulative upkeep. Play this ability as an interrupt.
"There is no nobler creature in all of Terisiare." ---General Jarkeld, the Arctic
Fox


Adarkar Wastes                   Land     Land                                   R Ice Age

[T]: Add [1] to your mana pool.
[T]: Add [W] to your mana pool. Adarkar Wastes deals 1 damage to you.
[T]: Add [U] to your mana pool. Adarkar Wastes deals 1 damage to you.

Adun Oakenshield                 Gold     Summon Legend             GRB     1/2  R Legends

[GRB],[T]: Select one creature from your graveyard and place it in your hand.
"... And at his passing, the bodies of the world's gread warriors shall rise fro
their graves and follow him to battle." ---The Anvilonian Grimoire


Advance Scout                    White    Summon Soldier             1W     1/1  C Tempest

First strike
[W]: Target creature gains first strike until end of turn.
"The soldiers' path is worn smooth by the tread of many feet -- all in one direction,
none returning." ---Oracle
en-Vec

Adventurer's Guildhouse          Land     Land                                  U1 Legends

All your green legends gain bands with other legends.

Aegis of the Meek                Artifact Artifact                    3          R Ice Age

[1],[T]: Target 1/1 creature gets +1/+2 until end of turn.
"With this marvel, even the weak have a fighting chance!" ---Arcum Daggson, Soldevi
Machinist


Aeolipile                        Artifact Artifact                    2         U1 Fallen Empires

[1],[T]: Sacrifice Aeolipile to have it deal 2 damage to any target.
"Although fragile, the Aeolipile could be quite destructive."---Sarpadian
Empires, vol. I

Aesthir Glider·1                 Artifact Artifact Creature           3     2/1 C1 Alliances

Flying
Cannot be assigned to block.
"Sacrilege! A noble ally in life, made nothing more than a glorified kite in death!"
---Arna Kennerüd, Skycaptain


Aesthir Glider·2                 Artifact Artifact Creature           3     2/1 C1 Alliances

Flying
Cannot be assigned to block.
"A find example of the rewards of artifice: a thoroughly obedient steed with wings
of Soldevi steel." ---Arcum Daggson, Soldevi Machinist


Afiya Grove                      Green    Enchantment                1G          R Mirage

Afiya Grove comes into play with three +1/+1 conters on it.
During your upkeep, put one of these counters on target creature.
If Afiya Grove has none of these counters on it, bury it.

Afterlife                        White    Instant                    2W          U Mirage

Bury target creature and put an Essence token into play under the control of that
creature's controller. Treat this token as a 1/1 white creature with flying.
Facets of life, reflections of the soul.

Aftershock                       Red      Sorcery                   2RR          C Tempest

Destroy target artifact, creature, or land. Aftershock deals 3 damage to you.
"Every act of destruction has a repercussion." ---Karn, silver golem

Agent of Stromgald·1             Red      Summon Knight               R     1/1 C1 Alliances

[R]: Add [B] to your mana pool. Play this ability as an interrupt.
"The Order of Stromgald spreads its poisonous lies from within Varchild's troops,
and still she sees only visions of conquest." ---Lovisa Coldeyes, Balduvian Chieftain


Agent of Stromgald·2             Red      Summon Knight               R     1/1 C1 Alliances

[R]: Add [B] to your mana pool. Play this ability as an interrupt.
"The 'fabled' Order of Stromgald is cast to the four winds, lost for all time.
I, for one, give them no thought." ---General Varchild


Aggression                       Red      Enchant Creature           2R          U Ice Age

Target non-wall creature gains first strike and trample. At the end of its controller's
turn, destroy that creature if it did not attack that turn.
The star that burn twice as bright burns half as long.

Agility                          Red      Enchant Creature           1R          C Mirage

Enchanted creature gets +1/+1 and gains flanking (whenever a creature without
flanking is assigned to block this creature, the blocking creature gets -1/-1 until
end of turn.)


Agonizing Memories               Black    Sorcery                   2BB          U Weatherlight

Look at target player's hand. Choose two of those cards and put them on top of his
or ger library in any order,
"An innocent man died because of my anger. That knowledge will haunt me for all
eternity." ---Karn, silver golem


Air Elemental                    Blue     Summon Elemental          3UU     2/1  U Alpha

Flying
These spirits of the air are winsome and wild and cannot be truly contained. Only
marginally intelligent, they often substitue whimsy for strategy, delighting in mischief
and mayhem.


Aisling Leprechaun               Green    Summon Faerie               G     1/1 C1 Legends

All creatures that block or are blocked by Leprechaun become green creatures. Use
counters to indicate changed creatures. Cost to tap, maintain, or use special ability
of target creature remains entirely unchanged.

Akron Legionnaire                White    Summon Legionnaire        6WW     8/4  R Legends

None of your non-artifact creatures may attack except Akron Legionnaire.

Aku Djinn                        Black    Summon Djinn              3BB     5/6  R Visions

Trample
During your upkeep, each opponent puts a +1/+1 counter on each creature he or she
controls.
"Your arrogance amazes me, Kaervek. Did you not know the price you would pay?"
---Mangara


Al-abara's Carpet                Artifact Artifact                    5          R Legends

[5],[T]: Prevents all damage done to you by attacking non-flying creatures.
Al-abara simply laughed and lifted one finger, and the carpet carried her high
out of our reach.


Alabaster Dragon                 White    Summon Creature           4WW     4/4  R Portal

Flying
If Alabaster Dragon is put into your discard pile from play, shuffle Alabaster Dragon
back into your deck.

Alabaster Dragon                 White    Summon Dragon             4WW     4/4  R Weatherlight

Flying
If Alabaster Dragon is put into any graveyard from play, shuffle Alabaster Dragon
into its owner's library.

Alabaster Potion                 White    Instant                   XWW         C2 Legends

Target player gains X life or prevents X damage to any one creature or player.
"Healing is a matter of time, but it is sometimes also a matter of opportunity"
---D'Avenant proverb


Aladdin                          Red      Summon Aladdin            2RR     1/1 U2 Arabian Nights

[1RR] and tap to take control of an artifact from opponent. Artifact is returned when
Aladdin is removed from play or when game ends.

Aladdin's Lamp                   Artifact Artifact                              U2 Arabian Nights

[X],[T]: Instead of drawing a card from the top of your library, draw X cards but
choose only one to put it in your hand. You must shuffle the leftover cards and put
them at the bottom of your library.

Aladdin's Ring                   Artifact Artifact                    8         U2 Arabian Nights

[8],[T]: Aladdin's Ring does 4 damage to any target.
"After these words the magician draw a ring of his finger, and out it on one of
Aladdin's, saying: 'It is a talisman against all evil, so long as you obey me' " ---The
Arabian Nights, Junior


Alarum                           White    Instant                    1W          C Mirage

Untap target nonattacking creature. That creature gets +1/+3 until end of turn.
"One timely cry of warning can save none of suprise." ---Sidar Jabari

Alchor's Tomb                    Artifact Artifact                    4          R Legends

[2],[T]: Change the color of target permanent you control to a color of your choice.
Use counters. Cost to cast, tap, maintain, or use a special ability of card remains
unchanged.

Aleatory                         Red      Instant                    1R          U Mirage

Play only after defense is chose.
Flip a coin; target opponnet calls heads or tails while coin is in the air. If the
flip ends in your favor, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.

Ali Baba                         Red      Summon Ali Baba             R     1/1 U3 Arabian Nights

[R]: Tap a wall.
"When he reached the entrance of the cavern, he pronounced the words, 'Open, Sesame!'"
---The Arabian Nights, Junior Classic trans.


Ali from Cairo                   Red      Summon Ali from Cairo     2RR     0/1 U2 Arabian Nights

While Ali is in play, damage that would reduce you to less than 1 life lowers you
to 1 life. All further damage is prevented.

Aliban's Tower·1                 Red      Instant                    1R         C2 Homelands

Target blocking creature gets +3/+1 until end of turn.
"Those who hide in hollow towers would do well to remember the rain." ---Reyhan,
Samite Alchemist


Aliban's Tower·2                 Red      Instant                    1R         C2 Homelands

Target blocking creature gets +3/+1 until end of turn.
"The people of Aysen built their roads with stones from these wonders. Aliban
would be pleased with their ingeniuty." ---Baki, Wizard Attendant


All Hallow's Eve                 Black    Enchantment               2BB          R Legends

Put two counters on this card. Remove a counter during you upkeep. When you remove
the last counter from All Hallow's Eve, all players take all creatures from graveyard
and put them directly into play. Treat these creatures as though they were just summoned.
You choose what order they come into play.

Allay                            White    Instant                    1W          C Exodus

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Destroy target enchantment.

Alluring Scent                   Green    Sorcery                   1GG          R Portal

Choose any one creature. This turn, all creatures able to intercept that creature
do so.

Alms                             White    Enchantment                 W          C Weatherlight

[1],Remove the to card in your graveyard from the game: Prevent 1 damage to any creature.
"Helping people is mostly a metter of teaching them to help themselves." ---Sisay,
journal


Altar of Bone                    Gold     Sorcery                    WG          R Ice Age

Sacrifice a creature to look through your library for a creature card; put that card
into your hand after showing it to all other players. Reshuffle your library afterwards.

Altar of Dementia                Artifact Artifact                    2          R Tempest

Sacrifice a creature: Target player puts a number of cards equal to that creature's
power from the top of his or her library into his or her graveyard.
"It is not that you will go mad. It is that you will beg for madness." ---Volrath

Aluren                           Green    Enchantment               2GG          R Tempest

Any player may play a creature card with total casting cost 3 or less whenever he
or she could play an instant and without paying its casting cost.
Squee bounced up and down. "I see a horsey, an' a piggy, an' a --" "If you don't
shut up," hissed Mirri, "you'll see a kidney and a spleeny."


Amber Prison                     Artifact Artifact                    4          R Mirage

You may choose not to untap Amber Prison during your untap phase.
[4],[T]: Tap target artifact, creature, or land. As long as Amber Prison remains tapped,
that permanent does not untap during its controller's untap phase.

Ambush Party·1                   Red      Summon Ambush Party        4R     3/1 C2 Homelands

First strike
Ambush Party can attack the turn it comes into play on your side.
"Call it a cost of doing business. The best way to protect against thieves is
to hire better thieves." ---Eron the Relentless


Ambush Party·2                   Red      Summon Ambush Party        4R     3/1 C2 Homelands

First strike
Ambush Party can attack the turn it comes into play on your side.
"The roads to Koskun Keep are mostly safe these days. Mostly." ---Joskun, An-Havva
Constable


Ambush                           Red      Instant                    3R         C1 Homelands

All blocking creatures gain first strike until end of turn.
"Don't these goons have anything better to do?" ---Joskan, An-Havva Constable

Amnesia                          Blue     Sorcery                  3UUU         U2 The Dark

Look at target player's hand. Target player discards all non-land cards in his or
her hand.
"When one has witnessed the unspeakable, 'this sometimes better to forget." ---Vervamon
the Elder


Amok                             Red      Enchantment                1R          R Stronghold

[1], Discard a card at random: Put a +1/+1 counter on target creature.
Corvax's rage was horrifying. Within moments only blood and shreds of flesh remained
of the shapeshifter.


Amrou Kithkin                    White    Summon Kithkin             WW     1/1 C2 Legends

Creatures with power greater than 2 may not be assigned to block Kithkin. Blocker's
power may be increased after blocking has been assigned.
Quick and agile, Amrou Kithkin can usually escape from even the most fearsome
opponents.


Amulet of Kroog                  Artifact Artifact                    2         C4 Antiquities

[2],[T]: Prevent 1 damage to any target.
Among the first allies Urza gained were the people of Kroog. As a sign of friendship,
Urza gave the healers of the city potent amulets; afterwards, thousands journeyed
to Kroog in hope of healing, greatly adding to the city's glory.


Amulet of Quoz                   Artifact Artifact                    6          R Ice Age

Remove Amulet of Quoz from your deck before playing if you are not playing for ante.
[0],[T]: Sacrifice Amulet of Quoz. Flip a coin; target opponent calls heads or tails
while coin is in the air. If the flip ends up in your favor, that opponent loses the
game. Otherwise, you lose the game. Effects that prevent or redirect damage cannot
be used to counter this loss of life. Use this ability only during your upkeep. The
opponent may ante an additional card to counter this effect.

Amulet of Unmaking               Artifact Artifact                    5          R Mirage

[5],[T],Remove Amulet of Unmaking from the game. Remove target artifact, creature,
or land from the game. Play this ability as a sorcery.
Trade to trade, not to keep ---Suq'Ata motto

An-Havva Constable               Green    Summon Constable          1GG   2/1+* U3 Homelands

An-Havva Constable has toughness equal to 1 plus the total number of green creatures
in play.
"Joskun and the other Constables serve with passion, if not with grace." ---Devin,
Faerie Noble


An-Havva Inn                     Green    Sorcery                   1GG         U1 Homelands

Gain 1+* life, where * is equal to the toal number of green greatures in play.
"The Inn was ever a steady source of good cheer and kindness. Greatly do I miss
it, now that I am gone." ---Ihsan's Shade


An-Havva Township                Land     Land                                  U1 Homelands

[T]: Add one colorless mana to your mana pool.
[1],[T]: Add [G] to your mana pool.
[2],[T]: Add [W] to your mana pool.
[2],[T]: Add [R] to your mana pool.
Folk of good heart will always find a home.

An-Zerrin Ruins                  Red      Enchantment               2RR         U1 Homelands

Choose a creature type. Creatures of that type do not untap during their controller's
untap phase.
"The An-Zerrins have served me well, ever since I first killed them." ---Baron
Sengir


Anaba Ancestor                   Red      Summon Ghost               1R     1/1 U1 Homelands

[T]: Target Minotaur gets +1/+1 until end of turn.
"The Ancestors are the wisdom of the tribe and the soul of the Homelands. I am
eternally in their debt." ---Taysir


Anaba Bodyguard·1                Red      Summon Bodyguard           3R     2/3 C2 Homelands

First strike
"Not all Minotaurs are tribual. Some are freelance." ---Eron the Relentless

Anaba Bodyguard·2                Red      Summon Bodyguard           3R     2/3 C2 Homelands

First strike
"Not someone to pick a fight with, unless you're fond of pain." ---Halina, Dwarven
Trader


Anaba Shaman·1                   Red      Summon Minotaur            3R     2/2 C2 Homelands

[R],[T]: Anaba Shaman deals 1 damage to target creature or player.
"The Shamans? Ha! They are mere craven cows not capable of true magic." ---Irini
Sengir


Anaba Shaman·2                   Red      Summon Minotaur            3R     2/2 C2 Homelands

[R],[T]: Anaba Shaman deals 1 damage to target creature or player.
"Few master the power of the earth as well as do the Shamans of the Minotaurs."
---Baki, Wizard Attendant


Anaba Spirit Crafter             Red      Summon Minotaur           2RR     1/3 U1 Homelands

All Minotaurs get +1/+0.
"The Spirit Crafters sing of all our people. They sinf og those lost, of those
found, and of those who are yet to be." ---Onatah, Anaba Shaman


Anaconda·1                       Green    Summon Creature            3G     3/3  S Portal

Swampwalk (If defending player has any swamps in play, Anaconda can't be intercepted.
Swamps are in play regardless of whether they're tapped or untapped.)


Anaconda·2                       Green    Summon Creature            3G     3/3  U Portal

Swampwalk (If defending player has any swamps in play, Anaconda can't be intercepted.)

Anarchist                        Red      Summon Townsfolk           4R     2/2  C Exodus

When Anarchist comes into play, you may return target sorcery card from your graveyard
to your hand.
"I'll take that. You won't need it when the revolution comes."

Anarchy                          Red      Sorcery                   2RR          U Ice Age

Destroy all white permanents.
"The Shaman waved the staff, and the land inself went mad." ---Disa the Restless,
journal entry


Ancestral Knowledge              Blue     Enchantment                1U          R Weatherlight

Cumulative upkeep [1]
When Ancestral Knowledge comes into play, look at the top then cards of your library,
then remove any number of them from the game and out the rest back on top of your
library in any order. If Ancestral Knowledge leaves play, shuffle your library.

Ancestral Memories               Blue     Sorcery                  2UUU          R Portal

Look at the top seven cards of your deck. Put two of them into your hand and the rest
into your discard pile.

Ancestral Memories               Blue     Sorcery                  2UUU          R Mirage

Look at the tip seven cards of your library. Put two of those cards into your hand
and the rest into your graveyard.
"Even the ancient storytellers proclaimed Zhalfir to be dominant over all Jamuraa.
Kaervel's invasion shocked us all." ---Hakim, Loreweaver


Ancestral Recall                 Blue     Instant                     U          R Alpha

Draw 3 cards and force opponent to draw 3 cards.

Ancient Runes                    Red      Enchantment                2R          U Tempest

During each player's upkeep, Ancient Runes deals 1 damage to that player for each
artifact he or she controls.
Ertai volunteered to open the portal. He figured he owed it one.

Ancient Tomb                     Land     Land                                   U Tempest

[T]: Add two colorless mana to your mana pool. Ancient Tomb deals 2 damage to you.
There is no glory to be gained in the kingdome of the dead. ---Vec tomb inscription

Angelic Blessing                 White    Sorcery                    2W          C Exodus

Target creature gets +3/+3 and gains flying until end of turn.
Only the warrior who can admit mortal weakness will be bolstered by immortal strength.

Angelic Blessing                 White    Sorcery                    2W          C Portal

Any one creature gets +3[O]/+3[D] and gains flying until the end of the turn.

Angelic Protector                White    Summon Angel               3W     2/2  U Tempest

Flying
If Angelic Protector is the target of a spell or ability, it gets +0/+3 until end
of turn.
"My familiy sheltered in her light, the dark was content to wait." ---Crovax

Angelic Renewal                  White    Enchantment                1W          C Weatherlight

If any creatures are put into your graveyard from play, your may bury Angelic Renewal
and put one of those creatures into play.

Angelic Voices                   White    Enchantment               2WW          R Legends

As long as the only only creatures you control are white or artifact creatures all
you creatures gain +1/+1.

Angry Mob                        White    Summon Mob                2WW 2+*/2+* U2 The Dark

Trample. During you turn, the *s below are both equal to the total number of swamps
all opponents control. During any other player's turn, * equals 0.

Angus Mackenzie                  Gold     Summon Legend             WUG     2/2  R Legends

[WUG],[T]: Creatures attack and block as normal, but none deal any damage during combat.
All attacking creatures are still tapped. Use this ability at any time before attack
damage is dealt.
"Battles no longes serve a purpose in Karakas." ---Angus Mackenzie, Diary

Animate Artifact                 Blue     Enchant Artifact           3U          U Alpha

Target artifact becomes an artifact creature with power and toughness equal to its
casting cost. target retains all its original abilities. Animate Artifact does not
affect artifact creatures.

Animate Dead                     Black    Enchant Dead Creature      1B          U Alpha

Take target creature from any graveyard and put it directly into play under your control
with -1/-0. Treat this creature as though it were just summoned. If Animate Dead is
removed, bury the creature in its owner's graveyard.

Animate Wall                     White    Enchant Wall                W          R Alpha

Target wall can now attack.

Ankh of Mishra                   Artifact Artifact                    2          R Alpha

Ankh does 2 damage to anyone who puts a new land into play.

Anoint                           White    Instant                     W          C Tempest

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.) Prevent up to 3 damage to any creature.


Anti-Magic Aura                  Blue     Enchant Creature           2U         C1 Legends

All enchantments on target creature are destroyed. Target creature cannot be further
target by instants, sorceries, or enchantments.

Anvil of Bogardan                Artifact Artifact                    2          R Visions

Each player skips his or her discard phase.
During each player's draw phase, that player draws an additional card and the chooses
and discards a card.

Apathy                           Blue     Enchant Creature            U          C Weatherlight

Enchanted creature does not untao during its controler's untap pahse.
During the upkeep of enchanted creature's controller, that player may discard a card
at random to untao that creature.

Apes of Rath                     Green    Summon Apes               2GG     5/4  U Tempest

If Apes of Rath attacks, it does not untap during your next untap phase.
Monkeys three, monkeys through.

Apocalypse Chime                 Artifact Artifact                    2         U1 Homelands

[2],[T]: Sacrifice Apocalypse Chime to bury all cards from the Homelands
expansion.
"One day, or another, perhaps I shall ring my pretty chime... loudly, so that
all may hear." ---Grandmother Sengir


Apocalypse                       Red      Sorcery                  2RRR          R Tempest

Remove all permanents from the game. Discard your hand.
"There is a future in which I can see only mist and a single shadow." ---Oracle
en-Vec

Apprentice Wizard                Blue     Summon Wizard             1UU     0/1 U1 The Dark

[U],[T]: Add [3] to your mana pool. Play this ability as an interrupt

Arboria                          Green    Enchant World               G         U1 Legends

If a player does not cast a spell or put a card into play on his or her turn. no creatures
may attack that player until after his or her next turn.

Arcades Sabboth                  Gold     Summon Elder Dragon Legend 2WWGGUU     7/7  R Legends

Flying
[W]: +0/+1 until end of turn.
You untapped creatures gain +0/+2. Attacking creatures do not get this bonus. Pay
[WGU] during your upkeep or Arcades Sabboth is buried.

Arcane Denial·1                  Blue     Interrupt                  1U         C1 Alliances

Counter target spell. That spell's caster may draw up to two cards at the beginning
of the next turn's upkeep. Draw a card at the beginning of the next turn's upkeep.

Arcane Denial·2                  Blue     Interrupt                  1U         C1 Alliances

Counter target spell. That spell's caster may draw up to two cards at the beginning
of the next turn's upkeep. Draw a card at the beginning of the next turn's upkeep.

Archangel                        White    Summon Angel              5WW     5/5  R Visions

Flying
Attacking does not cause Archangel to tap.
"My mother once told me angels sing their swords' names with each strike." ---Sisay,
Captain of the
Weatherlight

Archangel                        White    Summon Creature           5WW     5/5  R Portal

Flying
Attacking doesn't cause Archangel to tap.

Arctic Foxes                     White    Summon Foxes               1W     1/1  C Ice Age

If defending player controls any snow-covered lands, no creature with power greater
than 1 may be assigned to block Arctic Foxes.
"Those Foxes are wily, swift, and ferocious. They are the warriors of the snows."
---General Jarkeld, the Arctic Fox


Arctic Wolves                    Green    Summon Wolves             3GG     4/5  U Weatherlight

Cumulative upkeep [2]
When Arctic Wolves comes into play, draw a card.
"No matter where we cat warriors go in the world, those stupid slobberers find
us." ---Mirri of the
Weatherlight

Arcum's Sleigh                   Artifact Artifact                    1          U Ice Age

[2],[T]: Attacking this turn does not cause target creature to tap. You cannot use
this ability if defending player controls no snow-covered lands.
"With the proper equipment and caution, one can travel anywhere." ---Arcum Dagsson,
Soldevi Machinist


Arcum's Weathervane              Artifact Artifact                    2          U Ice Age

[2],[T]: Target snow-covered land becomes a non-snow-covered land of the same type.
Mark the changed land with a counter. [2],[T]: Target non-snow-covered basic land becomes a snow-covered land of the same
type. Mark the changed land with a counter.

Arcum's Whistle                  Artifact Artifact                    3          U Ice Age

[3],[T]: Target non-wall creature must attack. At end of turn, destroy that creature
if it could not attack. Use this ability only during the creature's controller's turn
before the attack. The creature's controller may counter this effect by paying X,
where X is equal to the creature's casting cost. Arcum's Whistle does not affect creatures
brought under their controller's control this turn.

Ardent Militia                   White    Summon Creature            4W     2/5  U Portal

Attacking doesn't cause Ardent Militia to tap.

Ardent Militia                   White    Summon Soldiers            4W     2/5  C Weatherlight

Attacking does not cause Ardent Militia to tap.
"While the rest of us got paid to serve the Benalish army, the militia didn't.
I used to say they stod for freedom -- free and dump." ---Gerrard of the
Weatherlight

Arena of the Ancients            Artifact Artifact                    3          R Legends

All legends become tapped when Arena comes into play. Legends do not untap as normal
during untap phase.

Arena                            Land     Land                                   R Promotion

[3],[T]: Choose one of your creatures and have your opponent choose one of his or
her creatures. Both target creatures become tapped. Your creature does its power in
damage to your opponent's creature, and your opponent's creature does its power in
damage to yours.

Arenson's Aura                   White    Enchantment                2W          C Ice Age

[W]: Sacrifice an enchantment to destroy target enchantment.
[3UU]: Counter target enchantment.
"I have my faith, and I have my prayers. But if push comes to shove, I've also
got a little something extra." ---Halvor Arenson, Kjeldoran Priest


Argivian Archaeologist           White    Summon Archaeologist      1WW     1/1 U1 Antiquities

[WW]: Tap to bring one artifact from your graveyard to your hand.
Fascinated by the lore of ancient struggles, the Archaeologist searches incessantly
for remnants of an earlier, more powerful era.


Argivian Blacksmith              White    Summon Smith              1WW     2/2 C4 Antiquities

Tap to prevent up to 2 damage to target artifact creature.
Through years of study and training, the Blacksmiths of Argive became adept at
reassembling the mangles remains of the strange, mechanical creatures abounding in
their native land.


Argivian Find                    White    Instant                     W          U Weatherlight

Return target artifact or enchantment card from your graveyard to your hand.
"We often bury our pasts, and then someone comes along and digs them up." ---Gerrard
of the
Weatherlight

Argivian Restoration             Blue     Sorcery                   2UU          U Weatherlight

Put target artifact card from your graveyard into play.
"The Argivian University taught me two things: always look to the past, and never
dismiss what appears useless." ---Hanna,
Weatherlight navigator

Argothian Pixies                 Green    Summon Faeries             1G     2/1 C4 Antiquities

Cannot be blocked by artifact creatures. Any damage Argothian Pixies tkae from an
artifact creature is reduced to 0.
After the rape of Argoth Forest during the rule of the artificers, the Pixies
of Argoth bent their magic to more practical ends.


Argothian Treefolk               Green    Summon Treefolk           3GG     3/5 C4 Antiquities

Any damage Argothian Treefolk take from an artifact source is reduced to 0.
Haunting cries we hear in out dreams As the forest dies, a death from machines.

Armageddon Clock                 Artifact Artifact                    6         U2 Antiquities

Put one counter on Armageddon Clock during each of your upkeeps. Af the end of your
upkeep, each player takes damage equal to the number of counters on the clock. Any
player may spend [4] during any upkeep to remove a counter.

Armageddon                       White    Sorcery                    3W          R Portal

Destroy all lands. (This includes your lands.)

Armageddon                       White    Sorcery                    3W          R Alpha

Destroy all lands

Armor Sliver                     White    Summon Sliver              2W     2/2  U Tempest

Each Sliver gains "[2]: This creature gets +0/+1 until end of turn."
Hanna: "We must learn how they protect each other." Mirri: "After they're done
trying to kill us, all right?"


Armor Thrull·1                   Black    Summon Thrull              2B     1/3 C1 Fallen Empires

[T]: Sacrifice Armor Thrull to put a +1/+2 counter on a target creature.
Occasionally, an ally balked at wearing a dead Thrull as armor. The priest's whips,
however, were usually enough to encourage a more practical outlook.


Armor Thrull·2                   Black    Summon Thrull              2B     1/3 C1 Fallen Empires

[T]: Sacrifice Armor Thrull to put a +1/+2 counter on a target creature.
"Except for a bare spot at the base of their skulls, Armor Thrulls bear interlocking
plates and spikes with the strength of steel. Their design is almost artistic." ---Endrek
Sahr, "Thrulls"


Armor Thrull·3                   Black    Summon Thrull              2B     1/3 C1 Fallen Empires

[T]: Sacrifice Armor Thrull to put a +1/+2 counter on a target creature.
"They gave their lives to strengthen the Order's armies, until they declined this
honor in favor of joining the Thrull Rebelion." ---Jherana Rure, Counter-Insurgency
Commander


Armor Thrull·4                   Black    Summon Thrull              2B     1/3 C1 Fallen Empires

[T]: Sacrifice Armor Thrull to put a +1/+2 counter on a target creature.
"The worst thing about being a mercinary for the Ebon Hand is having to wear a
dead Thrull." ---Ivra Jursdotter


Armor of Faith                   White    Enchant Creature            W          C Ice Age

Target creature gets +1/+1.
[W]: Creature Armor of Faith enchants gets +0/+1 until end of turn.
"Keep your chainmail, warrior. I have my own form of protection." ---Halvor Arenson,
Kjeldoran Priest


Armor of Thorns                  Green    Enchant Creature           1G          C Mirage

You may choose to play Armor of Thorns as an instant; if you do so, bury it at end
of turn. Play only on nonblack creatures. Enchanted Creature gets +2/+2.

Armored Pegasus                  White    Summon Creature            1W     1/2  C Portal

Flying
Asked how it survived a run-in with a bog imp, the pegasus just shook its mane
and burped.


Armored Pegasus                  White    Summon Pegasus             1W     1/2  C Tempest

Flying
"I always charge a little extra to take on a pegasus. They fly like eagles, kick
like mules, and hide like hermits." ---Tahli
en-Dal, bounty hunter

Armorer Guildmage                Red      Summon Wizard               R     1/1  C Mirage

[B],[T]: Target creature gets +1/+0 until end of turn.
[G],[T]: Target creature gets +0/+1 until end of turn.
Zhalfir's destiny rings in tempered steel. ---Armorer Guild maxime

Army Ants                        Gold     Summon Insects            1BR     1/1  U Visions

[T], Sacrifice a land: Destroy target land.
"Do not underestimate the power of many against one." ---Sidar Jabari

Army of Allah                    White    Instant                   1WW         C4 Arabian Nights

All attacking creatures gain +2/+0 until end of turn.
On the day of victory no one is tired. ---Arab proverb

Arnjlot's Ascent                 Blue     Enchantment               1UU          C Ice Age

Cumulative Upkeep: [U]
[1]: Target creature gains flying until end of turn.
"The dreams of a child fulfilled: the wind on my brow, the air 'neath my feet."
---Arnjlot Olasson, Sky Mage


Arrogant Vampire                 Black    Summon Creature           3BB     4/3  U Portal

Flying
Charm and grace may hide a foul heart.

Artifact Blast                   Red      Interrupt                   R         C4 Antiquities

Counters any artifact as it is being cast.
The first line of defense against Urza and Mishra, the Artifact Blast achieved
widespread fame until an unlucky mage discovered it was useless on the devices the
brothers had already created.


Artifact Possession              Black    Enchant Artifact           2B         C4 Antiquities

Artifact possession does 2 damage to target artifact's controller each time target
artifact is tapped ot its activation cost is paid. Has no effect if cast on a continuous
artifact.
Any black mage could coax a Thraxodemon to inhabit a magical device.

Artifact Ward                    White    Enchant Creature            W         C4 Antiquities

Target creature cannot be blocked by artifact creature, and any damage taken from
an artifact source is reduced to 0. Target creature is unaffected by any artifact
effects that target it.

Ashen Ghoul                      Black    Summon Ghoul               3B     3/1  U Ice Age

Ashen Ghoul can attack the turn it comes into play.
[B]: Return Ashen Ghoul to play under your control. Use this ability only at the end
of your upkeep and only if Ashen Ghoul is in your graveyard with at least three creature
cards above it.

Ashen Powder                     Black    Sorcery                   2BB          R Mirage

Put target creature card from an opponent's graveyard into play under your control.
"What you call decay, I call ripening. You'll gain no sustenance from this harvest."
---Kaervek


Ashes to Ashes                   Black    Sorcery                   1BB         C3 The Dark

Ashes to Ashes removes two non-artifacts creatures from the play and does 5 damage
to you.
"All rivers eventually run to the sea. My job is to sort out who goes first."
---Maeveen O'Donagh, Memories of a Soldier


Ashnod's Altar                   Artifact Artifact                    3         U2 Antiquities

[0]: Sacrifice one of your creatures to add 2 colorless mana to your mana pool. This
effect is played as an interrupt. You may not sacrifice a creature that is already
on the way to the graveyard.

Ashnod's Battle Gear             Artifact Artifact                    2         U2 Antiquities

[2],[T]: Give a creature of yours +2/-2 as long as Ashnod's Battle Gear is tapped.
You may choose not to untap Ashnod's Battle Gear during your untap phase.
This horrid invention clearly illustrates why Mishra's lieutenant was feared as
much by her troops as by her foes.


Ashnod's Cylix                   Artifact Artifact                    2         R2 Alliances

[3],[T]: Target player looks at the top three cards of his or her library and puts
one of them on top of that library. Remove to remaining two cards from the game.
Few remember that Ashnod's defilement of Terisiare's resources outstripped even
that of her peer.


Ashnod's Transmogrant            Artifact Artifact                    1         U3 Antiquities

[T]: Target non-artifact creature gains +1/+1 and is now considered an artifact creature,
though it retains its original color. Discard Ashnod's Transmogrant after it is used.
Ashnod found few willing to trade their humanity for the power she offered them.

Asmira, Holy Avenger             Gold     Summon Legend             2GR     2/3  R Mirage

Flying
At the end of each turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature
put into the graveyard from play that turn.
"Omens lie to this early harvest's fruit." ---Asmira, Holy Avenger

Aspect of Wolf                   Green    Enchant Creature           1G          R Alpha

Increase target creature's power and toughness by half the number of dorests you control,
rounding down for power and up for toughness.

Assassin's Blade                 Black    Sorcery                    1B          U Portal

Play Assassin's Blade only after you're attacked, before you declare interceptors.
Destroy any one attacking creature that isn't black.

Astrolabe·1                      Artifact Artifact                    3         C1 Alliances

[1],[T]: Sacrifice Astrolabe to add two mana of any one color to your mana pool. Play
this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep.

Astrolabe·2                      Artifact Artifact                    3         C1 Alliances

[1],[T]: Sacrifice Astrolabe to add two mana of any one color to your mana pool. Play
this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep.

Aswan Jaguar                     Green    Summon Jaguar             1GG     2/2  R Astral

When Aswan Jaguar comes into play, choose a random creature type from those in target
opponent's deck. [GG],[T]: Bury target creature of the chosen type.

Atog                             Red      Summon Atog                1R     1/2 C4 Antiquities

[0]: +2/+2. Each time you use this ability, you must sacrifice one of your artifacts
in play.
The bane of all artificers, the legendary Atogs devoured intricate tools to further
their own twisted growth.


Aura of Silence                  White    Enchantment               1WW          U Weatherlight

Artifact and enchantemnt spells cost target opponent an additional [2] to play.
Sacrifice Aura of Silence: Destroy target artifact or enchantment.


Auratog                          White    Summon Atog                1W     1/2  R Tempest

Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
The auratog enjoys eating its wards.

Aurochs                          Green    Summon Aurochs             3G     2/3  C Ice Age

Trample
When attacking, Aurochs gets +1/+0 for each other Aurochs that attacks.
One Aurochs may feed a village, but a herd will flatten it.

Auspicious Ancestor              White    Summon Ancestor            3W     2/3  R Mirage

If Auspicious Ancestor is put into the graveyard from play, gain 3 life.
[1]: Gain 1life. Use this ability only when a white spell is sucessfully cast and
only once for each such spell.

Autumn Willow                    Green    Summon Legend             4GG     4/4 U1 Homelands

Cannot be the target of spells or effects.
[G]: Target player may target Autumn Willow with spells or effects until end of turn.
"We must shake her libs and rattle her brains." ---Grandmother Sengir

Avalanche                        Red      Sorcery                  X2RR          U Ice Age

Destroy X target snow-covered lands.
"The pass was completely blocked by the avalanche; we're forced to turn back.
Nevertheless, we've gone farther and seen more than any before us." ---Dis the Restless,
journal entry


Avenging Angel                   White    Summon Angel              3WW     3/3  R Tempest

Flying
If Avenging Angel is put into any graveyard from play, you may put Avenging Angel
on top of owner's library.

Avenging Druid                   Green    Summon Druid               2G     1/3  C Exodus

If Avenging Druid damages any opponent, you may reveal cards from your library until
you reveal a land card. Put that land into play and put all other revealed cards into
your graveyard.

Avizoa                           Blue     Summon Avizoa              3U     2/2  R Weatherlight

Skip your next untap phase: Avizoa gets +2/+2 until end of turn. Use this ability
only once each turn.
"Maybe we can trap the with bait," thought Tahngarth, eyeing Squee.

Avoid Fate                       Green    Interrupt                   G         C1 Legends

Counters target interrupt or enchantment. Can only counter spells that target a permanent
under your control.

Awakening                        Green    Enchantment               2GG          R Stronghold

At the beginning of each player's upkeep, untap all creatures and lands.
"There are times when destiny calls forth a people and demands an action. Now
is the time. We are the people. This is our action. Charge!" -Eladamri, Lord of Leaves


Awesome Presence·1               Blue     Enchant Creature            U         C1 Alliances

Enchanted creature cannot be blocked unless defending player pays an additional [3]
for each creature assigned to block enchanted creature.
"At the core of all power is raw passion." ---Gerda Äagesdotter, Archmage of the
Unseen


Awesome Presence·2               Blue     Enchant Creature            U         C1 Alliances

Enchanted creature cannot be blocked unless defending player pays an additional [3]
for each creature assigned to block enchanted creature.
"I shape my weapons from the fears of my enemies." --Chaeska, Keeper of Tresserhorn

Axelrod Gunnarson                Gold     Summon Legend           4BBRR     5/5  R Legends

Trample
Each time a creature is placed in the graveyard during a turn in which Axelrod damaged
it, you gain 1 life and Axelrod does 1 damage to target player.

Ayesha Tanaka                    Gold     Summon Legend            UUWW     2/2  R Legends

Banding
[T]: artifact effect which requires an activation cost is countered unless its controller
spends [W]. This ability is played as an interrupt.

Aysen Abbey                      Land     Land                                  U3 Homelands

[T]: Add one colorless mana to your mana pool.
[1],[T]: Add [W] to your mana pool.
[2],[T]: Add [U] to your mana pool.
[2],[T]: Add [G] to your mana pool.
Serra's gift to her people: a symbol of faith and hope.

Aysen Bureaucrats·1              White    Summon Bureaucrats         1W     1/1 C2 Homelands

[T]: Tap target creature with power no greater than 2.
"All the tortures of my vault of horrors pale in comparision to dealsing with
those petty Bureacrats." ---Baron Sengir


Aysen Bureaucrats·2              White    Summon Bureaucrats         1W     1/1 C2 Homelands

[T]: Tap target creature with power no greater than 2.
"I would say that out Bureacrats are no better than vipers--- but I shouldn's
insult the vipers." ---Murat, Death Speaker


Aysen Crusader                   White    Summon Crusader           2WW 2+*/2+* U1 Homelands

Aysen Crusader has power and toughness each equal to 2 plus the number of Heroes you
control.
"A renegade rallying the rabble does not a true Crusader make." ---Irini Sengir

Aysen Highway                    White    Enchantment              3WWW         U1 Homelands

All white creatures gain plainswalk.
"Tread the roads of righteousness, Murat, lest you lose your way and be consumed."
---Baris, Serra Inquisitor


Azimaet Drake                    Blue     Summon Drake               2U     1/3  C Mirage

Flying
[U]: +1/+0 until end of turn. You cannot spend more than [U] in this way each turn.
"A vizir's dish, best served drenched in honey and almonds." ---Suq'Ata royal
recipe


Azure Drake                      Blue     Summon Drake               3U     2/4 U1 Legends

Flying
The Arzure Drake would be more powerful were it not so easily distracted.

Backdraft                        Red      Instant                    1R         U1 Legends

Backdrawft does half of the damage (rounded down) done by one sorcery casr this turn
to the caster of the sorcery.

Backfire                         Blue     Enchant Creature            U         U1 Legends

For each point of damage done to you from taget creature Backfire does one point of
damage to target creatures controller.

Backside                         (null)                                          C Backsides



Bad Moon                         Black    Enchantment                1B          R Alpha

All black creatures get +1/+1

Bad River                        Land     Land                                   U Mirage

Bad River comes into play tapped.
[T],Sacrifice Bad River: Search your library for an island or swamp card. Put that
land into play. Shuffle your library afterwards.

Badlands                         Land     Land                                   R Alpha

[T]: Add either [R] or [B] to your mana pool.
Counts as both ?mountain and ?swamp and is affected by spells that affect either.
If a spell destroys one of these land types, this card is destroyed; if a spell alters
one of these land types, the other land type is unaffected.

Baki's Curse                     Blue     Sorcery                   2BB         U1 Homelands

Baki's Curse deals 2 damage to each creature for each creature enchantment on that
creature.
"Those who fling spells to quickly should have reason to regret it." ---Baki,
Wizard Attendant


Balance of Power                 Blue     Sorcery                   3UU          R Portal

If you have fewer cards in your hand than your opponent does, draw until you have
the same number. (When you play Balance of Power, it doesn't count as in your
hand.)


Balance                          White    Sorcery                    1W          R Alpha

Each player sacrifices enough lands to qualize the number of lands all players control.
The player who controls the fewest lands canot sacrifice any in this way. All players
equalize cards in hand adn then creatures in play in the same way.

Balduvian Barbarians             Red      Summon Barbarians         1RR     3/2  C Ice Age


"Barbarian raids were a concern to those living in the northwest provinces, but
the Skynights never dealt with the problem in a systematic way. They thought of the
Balduvians as an 'amusing model' of their forbears' culture." ---Kjeldor: Ice Civilization


Balduvian Bears                  Green    Summon Bears               1U     2/2  C Ice Age


"They're a hardy bunch, but I'd still bet that they just slept through the worst
of the cold times." ---Disa the Restless, journal entry


Balduvian Conjurer               Blue     Summon Wizard              1U     0/2  U Ice Age

[T]: Target snow-covered land becomes a 2/2 creature until end of turn. The targer
still counts as land but cannot be tapped for mana if it came into play on a side
this turn.
"The very land of Balduvia are alive." ---Arna Kennerüd, Skyknight

Balduvian Dead                   Black    Summon Zombies             3B     2/3 U2 Alliances

[2R]: Remove target summon card in your graveyard from the play to put a Graveborn
token into play. Treat this token as a 3/1 black and red creature that can attack
the turn it comes into play. Bury Graveborn token at end of turn.

Balduvian Horde                  Red      Summon Barbarians         2RR     5/5 R2 Alliances

When Balduvian Horde comes into play, discard a card at random from your hand or bury
Balduvian Horde.
"Peace will come only when we have taken Varchild's head." ---Lovisa Coldeyes,
Balduvian Chieftain


Balduvian Hydra                  Red      Summon Hydra              XRR     0/1  R Ice Age

When Balduvian Hydro comes into play, put X +1/+0 counter on it.
[0]: Remove a +1/+0 counter from Balduvian Hydra to prevent 1 damage to Balduvian
Hydra. [RRR]: Put a +1/+0 counter on Balduvian Hydra. Use this ability only during your upkeep.

Balduvian Shaman                 Blue     Summon Cleric               U     1/1  C Ice Age

[T]: Permanently change the text of target white enchantment you control that does
not have cumulative upkeep by replacing all instances of one color word with another.
For example, you may change "Counters black spells" to "Counters blue spells". Balduvian
Shaman cannot change mana symbols. That enchantment now has Cumulative Upkeep: [1].

Balduvian Trading Post           Land     Land                                  R2 Alliances

When Balduvian Tranding Post comes into play, sacrifice an untapped mountain or bury
Balduvian Trading Post. [T]: Add [1R] to your mana pool. [1],[T]: Balduvian Trading Post deals 1 damage to target attacking creature.

Balduvian War-Makers·1           Red      Summon Barbarians          4R     3/3 C1 Alliances

Rampage: 1
Balduvian War.Makers can attack the turn it comes into play on your side.
"Those mewling Barbarians will cower before my righteous steel!" ---General Varchild

Balduvian War-Makers·2           Red      Summon Barbarians          4R     3/3 C1 Alliances

Rampage: 1
Balduvian War.Makers can attack the turn it comes into play on your side.
"We sent our best to battle, but every man, woman, and child will stand against
Varchild's butchers." ---Lovisa Coldeyes, Balduvian Chieftain


Baleful Stare                    Blue     Sorcery                    2U          U Portal

Look at your opponent's hand. For each mountain and red card there, you draw a card.
(You draw from your deck.)

Ball Lightning                   Red      Summon Ball Lightning     RRR     6/1 U1 The Dark

Trample. Ball Lightning may attack on the turn during which it is summoned. Ball Lightning
is buried at the end of the turn during which it is summoned.

Balm of Restoration              Artifact Artifact                    2         U1 Fallen Empires

[1],[T]: Sacrifice Balm of Restoration to gain 2 life or prevent up to 2 damage to
any player or creature.
"Not all armies enjoyed the services of a medic. For them, Balm of Restoration
was that much more valuable."
---Sarpadian Empires, vol. I

Bandage                          White    Instant                     W          C Stronghold

Prevent 1 damage to any creature or player. Draw a card.
Takara shook with guilt. She knew the last image her father had seen was her sword
flashing toward him.


Banshee                          Black    Summon Banshee            2BB     0/1 U2 The Dark

[X],[T]: Banshee does X damage - half (rounded up) to you and half (rounded down)
to any one target.
Some say Banshees are the hounds of Death, baying to herd their prey into the
arms of their master.


Barbarian Guides                 Red      Summon Barbarians          2R     1/2  C Ice Age

[2R],[T]: Target creature you control gains a snow-covered landwalk ability of your
choice until end of turn. At end of turn, retrn that creature to its owner's hand.

Barbary Apes                     Green    Summon Apes                1G     2/2 C1 Legends


Unpredictable in the extreme, these carnivorous apes will prey even upon their
own kind.


Barbed Foliage                   Green    Enchantment               2GG          U Mirage

Whenever a creature attacks you, it loses flanking until end of turn.
Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it.

Barbed Sextant                   Artifact Artifact                    1          C Ice Age

[1],[T]: Sacrifice Barbed Sextant to add one mana of any color to your mana pool.
Play this ability as an interrupt. Draw a card at the beginning of the next turn's
upkeep.

Barbed Sliver                    Red      Summon Sliver              2R     2/2  U Tempest

Each Sliver gains "[2]: This creature gets +1/+0 until end of turn."
Spans of spines leapt from one sliver to the next, forming a deadly hedge around
the
Weatherlight.

Barbed-Back Wurm                 Black    Summon Wurm                4B     4/3  U Mirage

[B]: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn.
"The Mwonvuli Jungle has given the darkness teeth for tearing the gift of life
from the weak." ---Jolrael


Barishi                          Green    Summon Barishi            2GG     4/3  U Weatherlight

If Barishi is put into any graveyard from play, remove Barishi from them game, then
sguffle all creatures from your graveyard into your library.

Barktooth Warbeard               Gold     Summon Legend            4BRR     6/5 U1 Legends


He is devious and cunning, in both appearance and deed. Beware the Warbeard, for
this brute bites as well as he barks!


Barl's Cage                      Artifact Artifact                    4         U1 The Dark

[3]: Target creature does not untap as normal during its controller's next untap phase.
For a dozen years the Cage had held Lord Ith, but as the Pretender Mairsil's power
weakend, so did the bars.


Baron Sengir                     Black    Summon Legend            5BBB     5/5 U1 Homelands

Flying
Whenever a creature is put into the graveyard the same turn Baron Sengir damaged it,
put a +2/+2 counter on Baron Sengir. [T]: Regenerate target Vampire.
"Beast. Defiler. The source of all my pain." ---Ihsan's Shade

Barreling Attack                 Red      Instant                   2RR          R Mirage

Target creature gains trample until end of turn. That creature gets +1/+1 until end
of turn for each creature that blocks it.
"The trollish game of push--fall inspired this impressive tactic." ---Sidar Jabari

Barrin                           (null)                                          C Vanguard

You may sacrifice a permanent to return any creature to its owner's hand. Play this
ability as an instant.
An old and powerful wizard living on the mysterious isle of Tolaria, Barrin is
the teacher who trained the young Ertai. He is also Hanna's father, but for reasons
known only the two of them neither acknowladges the other -- or their strained relationship.


Barrow Ghoul                     Black    Summon Zombie              1B     4/4  C Weatherlight

During your upkeep, remove the top creature card in your graveyard from the game or
bury Barrow Ghoul.
"The killed my family to deny me a future. They fed on my ancestors ti deny me
a past." ---Crovax


Bartel Runeaxe                   Gold     Summon Legend            3GRB     6/5  R Legends

Bartel Runeaxe cannot be the target of enchant creature spells.
Attacking does not cause Bartel Runeaxe to tap.
Thundering down from Hammerheim, no foe could slow Bartel's charge.

Basal Thrull·1                   Black    Summon Thrull              BB     1/2 C1 Fallen Empires

[T]: Sacrifice Basal Thrull to add [BB] to your mana pool. Play this ability as an
interrupt.
Initially bred for sacrifice, the Thrulls eventually turned on their masters,
the Order of the Ebon Hand, with gruesome results.
---Sarpadian Empires, vol.
II

Basal Thrull·2                   Black    Summon Thrull              BB     1/2 C1 Fallen Empires

[T]: Sacrifice Basal Thrull to add [BB] to your mana pool. Play this ability as an
interrupt.
"Although my later designes were much more sophisticated, Basal Thrulls were no
less a success." ---Endrek Sahr, "Thrulls"


Basal Thrull·3                   Black    Summon Thrull              BB     1/2 C1 Fallen Empires

[T]: Sacrifice Basal Thrull to add [BB] to your mana pool. Play this ability as an
interrupt.
"To create the first Thrulls, I only introduced alchemic elements into the Order's
necromancy; Tourach's principles remained unchanged." ---Endrek Sahr, Master Breeder


Basal Thrull·4                   Black    Summon Thrull              BB     1/2 C1 Fallen Empires

[T]: Sacrifice Basal Thrull to add [BB] to your mana pool. Play this ability as an
interrupt.
"Above all, a well crafted Thrull should be hideous - blasted of countenace and
twisted of limb - to inspire fear and revulsion." ---Endrek Sahr, Master Breeder


Basalt Golem                     Artifact Artifact Creature           5     2/4  U Mirage

Basalt Golem cannot be blocked by artifact creatures.
Whenever Basalt Golem is blocked by any creature, bury that creature at end of combat
and put a Stone token into play under control of the creature's controller. Treat
this token as a 0/2 artifact creature that counts as a wall.

Basalt Monolith                  Artifact Artifact                    3          U Alpha

[T]: Add 3 colorless mana to your mana pool. Does not untap as normal during your
untap phase; you may spend [3] at any other time to untap. Drawing mana from this
artifact is played as an interrupt.

Baton of Morale                  Artifact Artifact                    2          U Ice Age

[2]: Target creature gains banding until end of turn.
"The Goblins woulk kill to get ahold of this one." ---Arcum Dagsson, Soldevi Machinist

Battering Ram                    Artifact Artifact Creature           2     1/1 C4 Antiquities

Bands, but only when attacking. Any wall blocking Battering Ram is destroyed. Walls
destroyed this way deal their damage before dying.
By the time Mishra was defeated, no mage was foolish enough to rely heavily on
walls.


Battle Cry                       White    Instant                    2W          U Ice Age

Untap all white creatures you control. Aly creature that blocks this turn gets +0/+1
until end of turn.
"In the thick of battle, you must keep your wits about you. Yelling a lot helps,
too." ---General Jarkeld, the Arctic Fox


Battle Frenzy                    Red      Instant                    2R          C Ice Age

All green creatures you control get +1/+1 until end of turn. All non-green creatures
you control get +1/+0 untli end of turn.
"One day youm too, shall drink the blood of your foes. It is something to look
forward to." ---Toothlicker Hari, Orcish Captain


Bay Falcon                       Blue     Summon Falcon              1U     1/1  C Mirage

Flying
Attacking does not cause Bay Falcon to tap.
"Wear the falcon's feather in your hair ---be fast as the falcon, bright as the
Sun." ---"Rise on Wings", Zhalfirin song


Bayou Dragonfly                  Green    Summon Insect              1G     1/1  C Tempest

Flying; swampwalk (If defending player controls any swamps, this creature is unblockable.)
"Like a sugar stick with wings!" ---Squee, goblin cabin hand

Bayou                            Land     Land                                   R Alpha

[T]: Add either [B] or [G] to your mana pool.
Counts as both ?swamp and ?forest and is affected by spells that affect either. If
a spell destroys one of these land types, this card is destroyed; if a spell alters
one of these land types, the other land type is unaffected.

Bazaar of Baghdad                Land     Land                                  U3 Arabian Nights

Tap to take two cards from your library, after which you must immediatly discard three
from your hand to your graveyard. If you don't have three or more cards in your hand,
discard your whole hand. No spells may be cast between drawing and discarding.

Bazaar of Wonders                Blue     Enchant World             3UU          R Mirage

When Bazaar of Wonders comes into play, remove all cards in all graveyards from the
game. Whenever a spell is played, counter it if a cards with the same name is in play or
in any graveyard.

Beast Walkers                    White    Summon Heroes             1WW     2/2 U1 Homelands

[G]: Banding until end of turn.
"The Beast Walkers do a great service to Aysen. As humans or as beasts, their
heart is yet to Serra true." ---Baris, Serra Inquisitor


Beasts of Bogardan               Red      Summon Beasts              4R     3/3 U1 Legends

Protection from red. Gains +1/+1 if any opponent controls any white cards.
Bogardan is a land as volatile as the creatures who live there.

Bee Sting                        Green    Sorcery                    3G          U Portal

Bee Sting deals 2 damage to any one creature or player.

Bellowing Fiend                  Black    Summon Spirit              4B     3/3  R Tempest

Flying
Whenever Bellowing Fiend damages any creature, Bellowing Fiend deals 3 damage to that
creature's controller and 3 damage to you.

Benalish Hero                    White    Summon Hero                 W     1/1  C Alpha

Banding
Banalia has a complex caste system that changes with the lunar year. No matter
what the season, the only caste than cannot be attained by either heredity of money
is that of the Hero.


Benalish Infantry                White    Summon Soldiers            2W     1/3  C Weatherlight

Banding
"My favorite part of getting into the infantry was getting out again." ---Gerrard
of the
Weatherlight

Benalish Knight                  White    Summon Knight              2W     2/2  C Weatherlight

First strike
You may play Benalish Knight whenever you could play an instant.
"We called them 'armored lightning.'" ---Gerrard of the Weatherlight

Benalish Missionary              White    Summon Cleric               W     1/1  C Weatherlight

[1W],[T]: Target blocked creature deals no combat damage this turn.
"Those horn-haters say no gods but theirs exist. I say let him find out for himself
-- right now!" ---Tahngarth of the
Weatherlight

Benevolent Unicorn               White    Summon Unicorn             1W     1/2  C Mirage

Whenever a spell assigns damage to a creature ot player, that damage is reduced by
1.
The best use for a unicorn's horn is to adorn a unicorn. ---Femeref adage

Benthic Behemoth                 Blue     Summon Serpent           5UUU     7/6  R Tempest

Islandwalk (If defending player controls any islands, this creature unblockable.)
"Deep devourer concealed in darkhome Shrouded it seeks all becomes fodder Once
will swam alone and asea But no more." ---
Rootwater Saga

Benthic Djinn                    Gold     Summon Djinn              2UB     5/3  R Mirage

Islandwalk (If defending player controls any islands, this creature is unblockable.)
During your upkeep, lose 2 life.
"In all my years I've only met one mage who successfully trapped a djinn ---and
none who tried and failed." ---Talibah, embermage


Benthic Explorers·1              Blue     Summon Merfolk             3U     2/4 C1 Alliances

[T]: Untap target tapped land an opponent controls to add one mana of any type that
land produces to your mana pool.
"The rising oceans brought new lakes -- and new terrors -- to Terisiare. The Explorers
found the ancient enemies spawning everywhere.


Benthic Explorers·2              Blue     Summon Merfolk             3U     2/4 C1 Alliances

[T]: Untap target tapped land an opponent controls to add one mana of any type that
land produces to your mana pool.
Distant Atlantis charged these venturing Explorers with the task of venturing
into unknown waters to track the despised Viscerids.


Bequeathal                       Green    Enchant Creature            G          C Exodus

If enchanted creature is put into any graveyard, draw two cards.
"On my death, I give you this treasure: the knowledge that life is hard, yet too
soon past." -Dal funeral rite


Berserk                          Green    Instant                     G          U Alpha

Until end of turn, target creature's current power doubles and it gains trample ability.
If it attacks, target creature is destroyed at end of turn. This spell cannot be cast
after current turn's attack is completed.

Bestial Fury·1                   Red      Enchant Creature           2R         C2 Alliances

Draw a card at the beginning of the upkeep of the turn after Bestial Fury comes into
play. If enchanted creature attacks and is blocked, it gains trample and gets +4/+0 until
end of turn.

Bestial Fury·2                   Red      Enchant Creature           2R         C1 Alliances

Draw a card at the beginning of the upkeep of the turn after Bestial Fury comes into
play. If enchanted creature attacks and is blocked, it gains trample and gets +4/+0 until
end of turn.

Betrayal                         Blue     Enchant Creature            U          C Visions

Play only on a creature an opponent controls.
If enchanted creature becomes tapped, draw a card.
"Sometimes a burden can be borne only on the shoulder of a willing enemy." ---Suq'Ata
aphorism


Betrothed of Fire                Red      Enchant Creature           1R          C Weatherlight

Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn.
Sacrifice enchanted creature: All creatures you control get +2/+0 until end of turn.

Binding Agony                    Black    Enchant Creature           1B          C Mirage

For each 1 damage dealt to enchanted creature, Binding Agony deals 1 damage to that
creature's controller.
A crash of rhinos in my head ---Femeref expression meaning "a severe head pain"

Binding Grasp                    Blue     Enchant Creature           3U          U Ice Age

During your upkeep, pay [1U] or bury Binding Grasp.
Gain control of target creature; that creature gets +0/+1.
"What I want, I take." ---Gustha Ebbasdotter, Kjeldoran Royal Mage

Bird Maiden                      Red      Summon Bird Maiden         2R     1/2 C4 Arabian Nights

Flying.
"Four things that never meet do here unite To shed my blood and ravage my heart.
A radiant brow and tresses that beguile Ans rosy cheeks and a glittering smile." ---
The
Arabian Nights, trans. Haddawy

Birds of Paradise                Green    Summon Mana Birds           G     2/1  R Alpha

Flying
[T]: Add one mana of any color to your mana pool. Play this ability as an interrupt.

Black Carriage                   Black    Summon Carriage           3BB     4/4 U1 Homelands

Trample
Does not untap during your untap phase.
[0]: Sacrifice a creature to untap Black Carriage. Use this ability only during your
upkeep.
"The Baron's driversare also driven." ---Chandler

Black Knight                     Black    Summon Knight              BB     2/2  U Alpha

Protection from white, first strike.
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why
a plague spreads or a field burns. Don't ask why I fight.


Black Lotus                      Artifact Artifact                    0          R Alpha

Adds 3 mana of a single color of your choice to your mana pool, the Black Lotus is
discarded. Tapping this artifact can be played as an interrupt.

Black Mana Battery               Artifact Artifact                    4         U1 Legends

[2],[T]: Put one counter on Black Mana Battery.
[T]: Add [B] to your mana pool. Remove as many counters as you wish. For each counter
removed add [B] to your mana pool. This ability is played as an interrupt.

Black Scarab                     White    Enchant Creature            W          U Ice Age

Target creature gets +2/+2 as long as any opponent controls any black cards. That
creature cannot be blocked by black creatures.

Black Vise                       Artifact Artifact                    1          U Alpha

If opponent has more than four cards in hand during his or her upkeep, Black Vise
does 1 damage to opponent for each card in excess of four.

Black Ward                       White    Enchant Creature            W          U Alpha

Target creature gains protection from black. The protection granted by Black Ward
does not destroy Black Ward.

Blanket of Night                 Black    Enchantment               1BB          U Visions

Each mana-producing land is a swamp in addition toits normal land type.
"Kaervek imprisoned Mangara out of jealousy, but he taints Jamuraa simply out of spite."
---Asmira, Holy Avenger

Blaze of Glory                   White    Instant                     W          R Alpha

Target defending creature can and must block all attacking creatures it can legally
block. For example, a normal non-flying target defender can and must black all normal
non-flying attackers at once, but cannot block any flying attackers. Controller of
target defender may distribute damage among attackers as desired. Play before defense
is chosen.

Blaze·1                          Red      Sorcery                    XR          S Portal

Blaze deals X damage to any one creature or player.

Blaze·2                          Red      Sorcery                    XR          U Portal

Blaze deals X damage to any one creature or player. (For example, if you tap a
mountain plus four other lands when you play Blaze, it deals 4 damage.)


Blazing Effigy                   Red      Summon Effigy              1R     0/3 C2 Legends

When placed in the graveyard from play, Effigy does 3 damage to target creature. If
an Effigy is damaged by another Effigy in this manner and is placed in the graveyard
in that turn, it deals the amount of damage it received from the other Effigy in addition
to its normal 3.

Blessed Reversal                 White    Sorcery                    1W          R Portal

Play Blessed Reversal only after you're attacked, before you declare interceptors.
For each attacking creature, you gain 3 life.

Blessed Wine                     White    Instant                    1W          C Ice Age

Gain 1 life. Draw a card at the beginnig of the next turn's upkeep.
"May the bounty of Kjeld enrich your days." ---Halvor Arenson, Kjeldoran Priest

Blessing                         White    Enchant Creature           WW          R Alpha

[W]: Target creature Blessing enchants gets +1/+1 until end of turn.

Blight                           Black    Enchant Land               BB         U1 Legends

If target land becomes tapped, it is destroyed at the end of this turn.

Blighted Shaman                  Black    Summon Cleric              1B     1/1  U Mirage

[T],Sacrifice a creature: Target creature gets +2/+2 until end of turn.
[T],Sacrifice a swamp: Target creature gets +1/+1 until end of turn.

Blind Fury                       Red      Instant                   2RR          U Mirage

All creatures lose trample until end of turn. Double combat damage assigned to creatures
this turn.
"Tell me... have you ever sung the Song of Blood?" ---Pujjaj of Urborg

Blinding Light                   White    Sorcery                    2W          R Portal

Tap all creatures except for white creatures. (This includes your creatures.)

Blinding Light                   White    Sorcery                    2W          U Mirage

Tap all nonwhite creatures.
"My shield will bear a shining sun sp you will always be with me. / Inlaid with
gold, it will shine like glowing embers." ---"Love Song of Night and Day"


Blinking Spirit                  White    Summon Blinking Spirit      3W     2/2  R Ice Age

[0]: Return Blinking Spirit to owner's hand.
"Don't look at it. Maybe it'll go away!" ---Ib Halfheart, Goblin Tactician

Blistering Barrier               Red      Summon Wall                2R     5/2  C Mirage


I live without food, stand without legs, wound without force, and am harder to
fight than to kill. What am I? ---Femeref riddle


Blizzard                         Green    Enchantment                GG          R Ice Age

Cumulative Upkeep: [2]
You cannot cast Blizzard if you control no snow-covered lands. Creatures with flying
do not untap during their controller's untap phase.

Blood Frenzy                     Red      Instant                    1R          C Tempest

Target attacking or blocking creature gets +4/+0 until end of turn. At end of turn,
destroy that creature.
"When Torahn bellows, none survive -- not even the warrior whose horns he rides."
---Talruum adage


Blood Lust                       Red      Instant                    1R         U1 Legends

Target creature gains +4/-4 until end of turn. If this reduces creature's toughness
below 1, creature's toughness is 1.

Blood Moon                       Red      Enchantment                2R         U1 The Dark

All non-basic lands are now basic mountains.
Heavy light flooded across the landscape, cloaking everthing in deep crimson.

Blood Pet                        Black    Summon Thrull               B     1/1  C Tempest

Sacrifice Blood Pet: Add [B] to your mana pool. Play this ability as a mana source.
"You are wrong," Volrath said. "I do not hate living. They often prove quite useful
to me." And then he laughed.


Blood of the Martyr              White    Instant                   WWW         U2 The Dark

For the remainder of the turn, you may redirect damage done to any number of creatures
to yourself instead.
The willow knows what the storm does not: that the power to endure harm outlives
the power to inflict it.


Bloodrock Cyclops                Red      Summon Cyclops             2R     3/3  C Weatherlight

Bloodrock Cyclops attacks each turn if able.
"He's big an' dumb an' ready to fight. A lot like ol' Hornhead here." ---Squee,
goblin cabin hand, scouting report


Blossoming Wreath                Green    Instant                     G          C Weatherlight

Gain life equal to the number of creature cards in your graveyard.
"I place this wreath for you, my kin. Even in death, you give me strength to avenge
you." ---Mirri of the
Weatherlight

Blue Elemental Blast             Blue     Interrupt                   U          C Alpha

Counter target red spell or destry target red permanent.

Blue Mana Battery                Artifact Artifact                    4         U1 Legends

[2],[T]: Put one counter on Blue Mana Battery.
[T]: Add [U] to your mana pool. Remove as many counters as you wish. For each counter
removed add [U] to your mana pool. This ability is played as an interrupt.

Blue Scarab                      White    Enchant Creature            W          U Ice Age

Target creature gets +2/+2 as long as any opponent controls any blue cards. That creature
cannot be blocked by blue creatures.

Blue Ward                        White    Enchant Creature            W          U Alpha

Target creature gains protection from blue. The protection granted by Blue Ward does
not destroy Blue Ward.

Bog Imp                          Black    Summon Creature            1B     1/1  C Portal

Flying
Don't be fouled by their looks. Think of them as little knives with wings.

Bog Imp                          Black    Summon Imp                 1B     1/1 C3 The Dark

Flying
On guard for larger dangers, we underestimated the power and speed of the Imp's
muck-crusted claws.


Bog Raiders                      Black    Summon Creature            2B     2/2  C Portal

Swampwalk (If defending player has any swamps in play, Bog Raiders can't be intercepted.)
Those who live amid decay must expect scavengers.

Bog Rats                         Black    Summon Rats                 B     1/1 C3 The Dark

Cannot be blocked by walls.
Their stench was vile and strong enough, but not nearly as powerful as their hunger.

Bog Wraith                       Black    Summon Creature            3B     3/3  U Portal

Swampwalk (If defending player has any swamps in play, Bog Wraith can't be intercepted.)
It moved through the troops leaving no footprints, save on their souls.

Bog Wraith                       Black    Summon Wraith              3B     3/3  U Alpha

Swampwalk
'Twas in the bogs of Cannelbrae My mate did meet an early grave; Twas nothing left for us to save In the peat-filled bogs of Cannelbrae.

Bogardan Firefiend               Red      Summon Spirit              2R     2/1  C Weatherlight

If Bogardan Fierefiend is put into any graveyard from play, it deals 2 damage to target
creature.
"The next one who tells me to relax and curl up by the fire is dead." ---Mirri
of the
Weatherlight

Bogardan Phoenix                 Red      Summon Phoenix           2RRR     3/3  R Visions

Flying
If Bogardan Phoenix is put into any graveyard from play and has no death counters
on it, return Bogardan Phoenix to play and put a death counter on it. If Bogardan Phoenix is put into any graveyard from play and has a death counter on
it, remove it from the game.

Boil                             Red      Instant                    3R          U Tempest

Destroy all islands.
"The fishers will throw out their nets and draw them back filled with dust." ---Oracle
en-Vec

Boiling Blood                    Red      Instant                    2R          C Weatherlight

Target creature attacks this turn if able.
Draw a card.
"Your father has no horns! Your mother wears a bell! You drink the milk of goats!"
---Talruum taunts


Boiling Seas                     Red      Sorcery                    3R          U Portal

Destroy all islands. (This includes your islands.)

Bone Dancer                      Black    Summon Zombie             1BB     2/2  R Weatherlight

[0]: Put the top creature card of defending player's graveyard into play under your
countrol. Bone dancer deals no combat damage this turn. Use this ability only if Bone
Dancer is attacking and unblocked and only once each turn.

Bone Flute                       Artifact Artifact                    3         U2 The Dark

[2],[T]: All creatures get -1/-0 until end of turn.
After the Battle of Pitdown, Lady Ursnell fashioned the first such instrument
out of Lord Ursnell's left leg.


Bone Harvest                     Black    Instant                    2B          C Mirage

Put any number of target creature cards from your graveyard on top of your library.
Draw a card at the beginning of the next turn's upkeep.
"Only fools believe they will face my armies but once." ---Kaervek

Bone Mask                        Artifact Artifact                    4          R Mirage

[2],[T]: Prevent all damage to you from any one source. For each damage prevented
in this way, remove the top card of your library from the game.
"The protection offered comes at a price. How numerous are your kin?" ---Purraj
of Urborg


Bone Shaman                      Red      Summon Giant              2RR     3/3  C Ice Age

[B]: Any creature damaged by Bone Shaman this turn cannot regenerate until end of
turn.
Rattle me bones as I cross the floor And the bones in your grave will rattle no more.

Booby Trap                       Artifact Artifact                    6          R Tempest

When Booby Trap comes into play, name a card other than a basic land.
Whenever target opponent draws any cards, he or she reveals those cards to all players.
If any of those cards is the named card, Sacrifice Booby Trap and it deals 10 damage
to that player.

Book of Rass                     Artifact Artifact                    6         U2 The Dark

[2]: Pay 2 life to draw one card. Effects that prevent or redirect damage may not
be used to counter this loss of life.

Boomerang                        Blue     Instant                    UU          C Mirage

Return target permanent to owner's hand.
A lie always returns; be careful how you catch it.

Boomerang                        Blue     Instant                    UU         C2 Legends

Return target permanent to owner's hand; enchantments on target permanent are destroyed.
"O! call back yesterday, bid time return." ---William Shakespear,King Richard
the Second

Border Guard                     White    Summon Creature            2W     1/4  C Portal



Boris Devilboon                  Gold     Summon Legend             3BR     2/2  R Legends

[2BR],[T]: Put a minor demon token into play. Treat this token as a 1/1 red and black
creature.

Bottle Gnomes                    Artifact Artifact                    3     1/3  U Tempest

Sacrifice Bottle Gnomes: Gain 3 life.
"I am reminded of the fable of the silver ef. Its owner cracks it open to see
what jewels it holds, only to discover a simple yellow yolk." ---Karn, silver golem


Bottle of Suleiman               Artifact Artifact                    5         U2 Arabian Nights

[1]: Flip a coin, with opponent calling head or tail while the coin is in the air.
If the flip ends up in opponent's favor, Bottle of Suleiman does 5 damahe to you.
Otherwise a 5/5 flying Djinn immediately comes into play on your side. Use a counter
to represent Djinn. Djinn is treated exactly like a normal artifact creature except
that if it leaves play it is removed from the game entirely. No matter how the flip
turns out, Bottle of Suleiman is discarded after use.

Bottomless Pit                   Black    Enchantment               1BB          U Stronghold

During each player's upkeep, that player discards a card at random.
"I'm sure it came with the place. I don't think you build one on purpose." ---Gerrard

Bottomless Vault                 Land     Land                                  U1 Fallen Empires

Comes into play tapped. You may choose not to untap Bottomless Vault during your untap
phase and instead put a storage counter on it. [T]: Remove any number of storage counters from Bottomless Vault. For each storage
counter removed, add [B] to your mana pool.

Bounty Hunter                    Black    Summon Minion             2BB     2/2  R Tempest

[T]: Put a bounty counter on target nonblack creature.
[T]: Destroy target creature with any bounty counters on it.
"Once they've marked you," Starke said, "the world is made of glass."

Bounty of the Hunt               Green    Instant                   3GG         U2 Alliances

You may remove a green card in your hand from the game instead of paying Bounty of
the Hunt's casting cost. Put three +1/+1 counters, distributed any way you choose, on any number of target
creatures. Remove these counters at end of turn.

Braingeyser                      Blue     Sorcery                   XUU          R Alpha

Target player must draw X cards.

Brainstorm                       Blue     Instant                     U          C Ice Age

Draw three cards; then, take two cards fro your library and put tem on top of your
library in any order.
"I reeled from the bloew, and then suddenly, I knew exactly what to do. Within
moments, victory was mine." ---Gusta Ebbasdotter, Kjeldoran Royal Mage


Brainwash                        White    Enchant Creature            W         C3 The Dark

Target creature may not attack unless tis controller play [3] in addition to any other
costs required for the creature to attack.
"They're not yout friends; they despise you. I'm the only one you can count on.
Trust me."


Brand of Ill Omen                Red      Enchant Creature           3R          R Ice Age

Cumulative Upkeep: [R]
Target creature's controller cannot cast summon spells.
"Let thos who bear the brand receive no shelter, no kindness, and no comfort from
our people." ---Lovisa Coldeyes, Balduvian Chieftain


Brass Man                        Artifact Artifact Creature           1     1/3 U3 Arabian Nights

Brass Man does not untap as normal; you must play [1] during your untap phase to untap
it.

Brass-Talon Chimera              Artifact Artifact Creature           4     2/2  U Visions

First strike
Brass-Talon Chimera counts as a Chimera.
Sacrifice Brass-talon Chimera: Put a +2/+2 counter on target Chimera and that Chimera
gains first strike permanently.

Brassclaw Orcs·1                 Red      Summon Orcs                2R     3/2 C1 Fallen Empires

Cannot be assigned to block any creature of power greater than 1.
"The Brassclaws delighted in lightning raids on Icatian and Dwarven towns; an
unprepared enemy is easier to defeat."
---Sarpadian Empires, vol. 4

Brassclaw Orcs·2                 Red      Summon Orcs                2R     3/2 C1 Fallen Empires

Cannot be assigned to block any creature of power greater than 1.
"A whole skin is worth a thousand victories." ---Orcish Vateran of the Battle
of Mantford


Brassclaw Orcs·3                 Red      Summon Orcs                2R     3/2 C1 Fallen Empires

Cannot be assigned to block any creature of power greater than 1.
"Brassclaws were typical Orcs - quick to laud their own prowess in battle, quicker
to jeer at their opponents, and quicker still to run away when things started to look
slightly dangerous."
---Sarpadian Empires, vol. IV

Brassclaw Orcs·4                 Red      Summon Orcs                2R     3/2 C1 Fallen Empires

Cannot be assigned to block any creature of power greater than 1.
"The large brass claws worn by some Sarpadian Orc tribes were among the least
feared weapons ever known."
---Sarpadian Empires, vol. IV

Breath of Dreams                 Blue     Enchantment               2UU          U Ice Age

Cumulative Upkeep: [U]
Green creatures each require an additional Cumulative Upkeep: [1].
"Get up, blast you! They're attacking! Why are you all so slow?" ---General Jarkeld,
the Arctic Fox


Breath of Life                   White    Sorcery                    3W          C Portal

Take any one summon creature from your discard pile and put that card into play. Treat
it as though you just played it from your hand.

Breathstealer                    Black    Summon Night Stalker       2B     2/2  C Mirage

[B]: +1/-1 until end of turn.
"As a child, I slept with a cloth over my face, to hide fro the spirits that might
pull the air from my lungs." ---Mosi, Femeref weaver


Breathstealer's Crypt            Gold     Enchantment               2UB          R Visions

Whenever any player draws a card, he or she reveals that card. If the card is a creature,
that player plays 3 life or discards the card.
"Far too many soldiers have died in their beds." ---Telim'Tor

Breeding Pit                     Black    Enchantment                3B         U3 Fallen Empires

During your upkeep, pay [BB] or bury Breeding Pit.
At the end of your turn, put a Thrull token into play. Treat this token as a 0/1 black
creature.
The Thrulls bred at a terrifying pace. In the end, they overwhelmed the Order
of the Ebon Hand.


Breezekeeper                     Blue     Summon Djinn               3U     4/4  C Visions

Flying, phasing
"He blows a gust across the cliff to vanish in a breath of wind." --"Song of the
Wind Being"


Briar Shield                     Green    Enchant Creature            G          C Weatherlight

Enchanted creature gets +1/+1.
Sacrifice Brian Shield: Enchanted creature gets +3/+3 until end of turn.
In all its forms, the forst is the elves' best protector.

Brine Hag                        Blue     Summon Hag                2UU     2/2 U1 Legends

On the turn during which Hag is placed in the graveyard, all creatures who dealt damage
to Haf that turn become 0/2 creatures. Use counters to mark these creatures.


Brine Shaman                     Black    Summon Cleric              1B     1/1  C Ice Age

[T]: Sacrifice a creature to give target creature +2/+2 until end of turn.
[1UU]: Sacrifice a creature to counter target summon spell.
"The Shamans of Margit Lage do her bidding in secret, but they do it gladly."
---Halvor Arenson, Kjeldoran Priest


Broken Fall                      Green    Enchantment                2G          C Tempest

Return Broken Fall to owner's hand: Regenerate target creature.
"I think I used up all my good luck and all my bad luck in the same fall." ---Gerrard
of the
Weatherlight

Broken Visage                    Black    Instant                    4B         U1 Homelands

Bury target non-artifact attacking creature and put a Shadow token into play. Treat
this token as a black creature with power and toughness equal to the power and toughness
of the attacking creature. Bury Shadow token at end of turn.


Bronze Horse                     Artifact Artifact Creature           7     4/4  R Legends

Trample
Damage done to Bronze Horse by spells which target it is reduced to 0 as long as you
control another creature.

Bronze Tablet                    Artifact Artifact                    6         U1 Antiquities

[4],[T]: Target any card opponent has in play; remove it and Bronze Tablet from game.
You become owner of that card, and your opponent becomes owner of Bronze Tablet. Exchange
is permanent; play as interrupt. Opponent can prevent exchange by spending 10 life;
this discards Bronze Tablet. Damage-prevention effects cannot counter such loss of
life. Bronze Tablet comes into play tapped. Remove this card from deck if not playing
for ante.

Brood of Cockroaches             Black    Summon Insects             1B     1/1  U Visions

If Brood of Cockroaches is put into the graveyard from play, pay 1 life and return
Brood of Cockroaches to your hand at end of turn.
"It's like waking on a bed of a thousand olives during an earthquake of a subtle
force." ---Afari,
Tales

Brothers of Fire                 Red      Summon Brothers           1RR     2/2 U2 The Dark

[1RR]: Brothers of Fire do 1 damage to any target and 1 damage to you.
Fire is never a gentle master

Brown Ouphe                      Green    Summon Ouphe                G     1/1  C Ice Age

[1G],[T]: Counter target artifact ability requireing an activation cost. Play this
ability as an interrupt.
"Ouphes love trinkets and love to take them apart. I only wish they wouldn't do
so with the magical ones." ---Taaveti of Kelsinko, Elvish Hunter


Browse                           Blue     Enchantment               2UU         U2 Alliances

[2BB]: Look at the top five cards of your library and put one of them into your hand.
Remove the remaining four from the game.
"Once great literature -- now great litter." ---Jaya Ballard, Task Mage

Brush with Death                 Black    Sorcery                    2B          C Stronghold

Buyback [2BB] (You may pay an additional [2BB] when you playthis spell. If you
do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target opponent loses 2 life. You gain 2 life.

Brushland                        Land     Land                                   R Ice Age

[T]: Add [1] to your mana pool.
[T]: Add [W] to your mana pool. Brushland deals 1 damage to you.
[T]: Add [G] to your mana pool. Brushland deals 1 damage to you.

Brushwagg                        Green    Summon Brushwagg          1GG     3/2  R Mirage

If Brushwagg blocks or is blocked, it gets -2/+2 until end of turn.
"Defiantly, the yourg cyclops popped the brushwagg into his mouth. His cheeks
suddenly puffed, his eye bulged, and he was forced to agree with his elder." ---Afari,
Tales

Bubble Matrix                    Artifact Artifact                    4          R Weatherlight

All damage dealt to creatures is reduced to 0.
"This device was commisioned by a king who desired peace. Unfortunately, the royal
artificer was also the king's jester." ---Hanna,
Weatherlight navigator

Builder's Bane                   Red      Sorcery                   XXR          C Mirage

Destroy X target artifacts. For each artifact put into the graveyard in this way,
Builder's Bane deals 1 damage to that artifact's controller.
There is only so much a person may be buried with.

Bull Elephant                    Green    Summon Elephant            3G     4/4  C Visions

When Bull Elphant comes into play, return two forests you control to owner's hand
or bury Bull Elephant.
Four gray trees and a long, coiling snake. What am I?" ---Zhalfirin riddle

Bull Hippo                       Green    Summon Creature            3G     3/3  U Portal

Islandwalk (If defending player has any islands in play, Bull Hippo can't be intercepted.)
Stay alert: his limbering may shake the ground itself, but in water, he glides.

Bullwhip                         Artifact Artifact                    4          U Stronghold

[2], [T]: Bullwhip deals 1 damage to target creature. That creature attacks this turn
if able.
"Pain is a crude way to enforce obedience, but it is cheap and plentiful." ---Volrath

Burgeoning                       Green    Enchantment                 G          R Stronghold

Whenever any opponent plays a land, you may choose a land card from your hand and
put it into play.
"The plants said, "We will fight the stone with root and stem and seed. We are
patient. We will win." -Skyshroud myth of the forest


Buried Alive                     Black    Sorcery                    2B          U Weatherlight

Search your library for up to three creature cards and put them into your graveyard.
Shuffle your library afterwards.
"Is it worse to walk while dead, or to be buries alive? I have wirnessed both."
---Crovax


Burning Cloak                    Red      Sorcery                     R          C Portal

Any one creature gets +2[O]/+0[D] until the end of the turn. Burning Cloak deals 2
damage to that creature.

Burning Palm Efreet              Red      Summon Efreet             2RR     2/2  U Mirage

[1RR]: Buring Palm Efreet deals 2 damage to target creature with flying and that creature
loses flying until end of turn.
even the lion envies the lark.

Burning Shield Askari            Red      Summon Knight              2R     2/2  C Mirage

Flanking (Whenever a creature without flanking is assigned to block this creature,
the blocking creature gets -1/-1 until end of turn.)
[RR]: First strike until end of turn
"Any day that I ride my horse up to my ankles in the remains of my enemies is
a good day." ---Akin, seasoned askari


Burnout                          Red      Interrupt                  1R         U2 Alliances

Counter target interrupt spell if it is blue.
Draw a card at the beginning of next turn's upkeep.
"GOTCHA!" ---Jaya Ballard, Task Mage

Burnt Offering                   Black    Interrupt                   B          C Ice Age

Sacrifice a creature to add that creature's casting cost in any combination of red
and/or black mana to your mana pool.
"My foes serve me twice: in dying, and in death." ---Lim-Dul, the Necromancer

Burrowing                        Red      Enchant Creature            R          U Alpha

Target creature gains mountainwalk.

Bösium Strip                     Artifact Artifact                    3          R Weatherlight

[3],[T]: Until end of turn, if at any time the top card in your graveyard is an instant,
interrupt, or sorcery card, you may play that card as though it were in your hand.
If you do so, remove the card from the game.

Cadaverous Bloom                 Gold     Enchantment               3BG          R Mirage

Choose a card in your hand and remove it from the game. Add [BB] or [GG] to your mana
pool. Play this ability as a mana source.
"It's filthy work, planting them." ---Kifimbo, Shadow Guildmage

Cadaverous Knight                Black    Summon Knight              2B     2/2  C Mirage

Flanking (Whenever a creature without flanking is assigned to block this creature,
the blocking creature gets -1/-1 until end of turn.)
[1BB]: Regenerate
Grieve for the soul in death dishonored. ---Shadow Guild saying

Caldera Lake                     Land     Land                                   R Tempest

Caldera Lake comes into play tapped.
[T]: Add one colorless mana to your mana pool.
[T]: Add [U] or [R] to your mana pool. Caldera Lake deals 1 damage to  you.

Call from the Grave              Black    Sorcery                    2B          R Astral

Put a random creature from a random graveyard into play under your control. Call from
the Grave deals to you an amount of damage equal to that creature's casting cost.

Call of the Wild                 Green    Enchantment               2GG          R Weatherlight

[2GG]: Reveal the top card of your library to all players. If that card is a creature
card, put it into play. Otherwise, bury it.
Thinking of dinner made Squee realize that the forest was probably thinking the
same thing.


Call to Arms                     White    Enchantment                1W          R Ice Age

Choos a color. As long as target opponent controls more cards of that color than any
other color, all white creatures get +1/+1. If at any time that opponent does not
control more cards of that color than any other color, bury Call to Arms

Calming Licid                    White    Summon Licid               2W     2/2  U Stronghold

[W], [T]: Calming Licid loses this ability and becomes a creature enchantment that
reads "Enchanted creature cannot attack" instead of a creature. Move calming Licid
onto target creature. You may pay [W] to end this effect.

Camel                            White    Summon Camel                W     0/1 C5 Arabian Nights

Bands. All creatures attacking in a band with Camel are immune to damage done by Deserts.
Everyone knew Walid was a pious man, for he had been blessed with many sons, many
jewels, and a great many camels.


Camouflage                       Green    Instant                     G          U Alpha

You may rearrange your attacking creatures and place them face down, revealing which
is which only after defense is chosen. If this results in impossible blocks, such
as non-flying creatures blocking flying creatures, illegals blockers cannot block
this turn.

Candelabra of Tawnos             Artifact Artifact                    1         U1 Antiquities

[X],[T]: Untap X seperate lands.
Tawnos learned quickly from Urza that utter simplicity often led to wondrous,
yet subtle utility


Cannibalize                      Black    Sorcery                    1B          C Stronghold

Choose two target creatures controlled by any one player. Remove one of those creatures
from the game and put two +1/+1 counters on the other.
"Mine."

Canopy Dragon                    Green    Summon Dragon             4GG     4/4  R Mirage

Trample
[1G]: Flying and loses trample until end of turn.
"In the Mwonvuli you must divide your attention between what hangs overhead and
what lies underfoot." ---Sidar Jabari


Canopy Spider                    Green    Summon Spider              1G     1/3  C Tempest

Canopy Spider can block creatures with flying.
"We know our place in the cycle of life -- and it is not as flies." ---Eladamri,
Lord of Leaves


Canyon Drake                     Red      Summon Drake              2RR     1/2  R Tempest

Flying
[1], Discard a card at random: Canyon Drake gets +2/+0 until end of turn.
"These runes are though enough without the distraction," Ertai muttered, one eye
on the drake.


Canyon Wildcat                   Red      Summon Cat                 1R     2/1  C Tempest

Mountainwalk (If defending player controls any mountains, this creature is unblockable.)
"Relative of yours?" Ertai teased. Mirri simply sneered.

Capricious Sorcerer              Blue     Summon Creature            2U     1/1  R Portal

On your turn, before you attack, you may tap Capricious Sorcerer to have it deal 1
damage to any one creature or player.

Capsize                          Blue     Instant                   1UU          C Tempest

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Return target permanent to owner's hand.

Carapace·1                       Green    Enchant Creature            G         C2 Homelands

Target creature gets +0/+2.
[0]: Sacrifice Carpace to regenerate creature Carpace enchants.
"The tougher to crack, the sweeter the snack." ---Kakra, Sea Troll

Carapace·2                       Green    Enchant Creature            G         C2 Homelands

Target creature gets +0/+2.
[0]: Sacrifice Carpace to regenerate creature Carpace enchants.
"Now that's a fashin statement." ---Devin, Faerie Noble

Caribou Range                    White    Enchant Land              2WW          R Ice Age

When Caribou Range comes into play, choose target land you control.
[WW]: Tap land Caribou Range enchants to put a Caribou token into play. Treat rhis
token as a 0/1 white creature. [0]: Sacrifice a Caribou token to gain 1 life.

Carnassid                        Green    Summon Beasts             4GG     5/4  R Stronghold

Trample
[1G]: Regenerate Carnassid.
The hunter would never forget the time or place where he first met the carnassid,
for they buried him there.


Carnivorous Plant                Green    Summon Wall                3G     4/5 C3 The Dark


"It had a mouth like that of a great beast, and gnashed its teeth as it strained
to reach us. I am thankful it possessed no means of locomotion." ---Vervamon the Elder


Carnophage                       Black    Summon Zombie               B     2/2  C Exodus

During your upkeep, pay 1 life or tap Carnophage.
Eating is all it knows.

Carrier Pigeons·1                White    Summon Pigeons             3W     2/1 C1 Alliances

Flying
Draw a card at the beginning of the upkeep of the turn after Carrior Pigeons comes
into play.
"Birds know no borders! Why, then, should we?" ---General Varchild, in a missive
to King Darien of Kjeldor


Carrier Pigeons·2                White    Summon Pigeons             3W     2/1 C1 Alliances

Flying
Draw a card at the beginning of the upkeep of the turn after Carrior Pigeons comes
into play.
"It's true I ask no fealty of the flocks -- but surely we are more than mere beasts."
---Kind Darien of Kjeldor, in a missive to General Varchild


Carrion Ants                     Black    Summon Ants               2BB     0/1  R Legends

[1]: +1/+1 until end of turn.
"'War is no picnic,' my father liked to say. But the Ants seem to disagree." ---General
Chanek Valteroth


Carrion                          Black    Instant                   1BB          R Mirage

Sacrifice a creature: Put into play a number of Maggot tokens equal to the sacrifice
creature's power. Treat these tokens as 0/1 black creatures.
King or herder, the maggots care not.

Carrionette                      Black    Summon Skeleton            1B     1/1  R Tempest

[2BB]: Remove Carrionette and target creature from the game. That creature's controller
may pay [2] to counter this ability. Use this ability only if Carrionette is in your
graveyard.

Cartographer                     Green    Summon Townsfolk           2G     2/2  U Exodus

When Cartographer comes into play, you may return target land card from your graveyard
to your hand.
How do you map a world when the land moves beneath your feet?

Casting of Bones·1               Black    Enchant Creature           2B         C1 Alliances

If enchanted creature is put into the graveyard, draw three cards. Choose and discard
one of those cards.
"Whether whole of not, still we serve Lim-Dul's wishes." ---Chaeska, Keeper of
Tresserhorn


Casting of Bones·2               Black    Enchant Creature           2B         C1 Alliances

If enchanted creature is put into the graveyard, draw three cards. Choose and discard
one of those cards.
"Only a necromancer would create such a fool form of divination" ---Gerda Äagesdotten,
Archmage of the Unseen


Castle Sengir                    Land     Land                                  U3 Homelands

[T]: Add one colorless mana to your mana pool.
[1],[T]: Add [B] to your mana pool.
[2],[T]: Add [U] to your mana pool.
[2],[T]: Add [R] to your mana pool.
Where hope has no champion, evil rules all.

Castle                           White    Enchantment                3W          U Alpha

Untapped creatures you control get +0/+2 when not attacking.

Cat Burglar                      Black    Summon Minion              3B     2/2  C Exodus

[2B], [T]: Target player chooses and discards a card. Play this ability as a sorcery.
The il-Kor no longer roam the open plains, but they are still hunters.

Cat Warriors                     Green    Summon Cat Warriors       1GG     2/2 C2 Legends

Forestwalk
These stealty felines have survived so may battles that some believe they must
possess many lives.


Cataclysm                        White    Sorcery                   2WW          R Exodus

Each player chooses from the permanents he or she controls an artifact, a creature,
an enchantment, and a land and sacrifices the rest.
The Weatherlight dragged the Predator behind it, the cradle hauling the casket.

Catacomb Dragon                  Black    Summon Dragon             4BB     4/4  R Mirage

Flying
When Catacomb Dragon is blocked by any nonartifact, non-Dragon creature, that creature's
power is halfed, rounded up, until end of turn.

Cathedral of Serra               Land     Land                                  U1 Legends

All your white legends gain bands with other legends.

Cave People                      Red      Summon Cave People        1RR     1/4 U2 The Dark

If declared as an attacker, Cave People get +1/-2 until end of turn.[1RR],[T]:
Target creature gains mountainwalk until end of turn.

Caverns of Despair               Red      Enchant World             2RR          R Legends

All players may attack with no more than two creatures each turn and block with no
more than two creatures each turn.

Celestial Dawn                   White    Enchantment               1WW          R Mirage

All nonland cards you own that are not in play are white. All nonland permanents you
control are white. All lands you control are plains. All colored mana symbols in all
costs on all these cards and permanents are [W].

Celestial Prism                  Artifact Artifact                    3          U Alpha

[2],[T]: Provides 1 mana of any color. Play this ability as an interrupt.

Celestial Sword                  Artifact Artifact                    6          R Ice Age

[3],[T]: Target creature you control gets +3/+3 until end of turn. At end of turn,
bury that creature.
"So great is its power, only the chosen can wield it and live." ---Avram Garrison,
Leader of the Knights of Stromgald


Cemetery Gate·1                  Black    Summon Wall                2B     0/5 C2 Homelands

Protection from black
"It keeps some out, yes. Is also keeps others in!" ---Grandmother Sengir

Cemetery Gate·2                  Black    Summon Wall                2B     0/5 C2 Homelands

Protection from black
"Just the place for a picnic." ---Murat, Death Speaker

Centaur Archer                   Gold     Summon Centaur            1RG     3/2  U Ice Age

[T]: Centaur Archer deals 1 damage to target creature with flying.
"Centaurs will kill our Aesthir if they can; they've always been enimies. Destroy
the horse-people on sight." ---Arna Kennerüd, Skynight


Cerulean Wyvern                  Blue     Summon Wyvern              4U     3/3  U Mirage

Flying, protetction from green
"Once, a Quirion asken why I was so cautious when the day was clear. I told him
of the sky-blue hide of the cerulean wyvern, and he offered me double if I could conjure
a strong tailwind!" ---Sisay, Captain of the
Weatherlight

Chain Lightning                  Red      Sorcery                     R         C2 Legends

Chain Lightning does 3 damage to one target. Each time Chain Lightning does damage,
the target or target's controller may then pay [RR] to have Chain Lightning do 3 damage
to any target of that player's choice.

Chain Stasis                     Blue     Instant                     U         U1 Homelands

Tap or untap target creature. Whenever any player uses Chain Stasis to tap or untap
a creature, that creature's controller may pay [2U] to use Chain Stasis to tap or
untap any tagret creature.
"Here we go again." ---Kakra, Sea Troll

Chains of Mephistopheles         Black    Enchantment                1B          R Legends

Every time a player draws a card, the player must first discard a card fom his or
her hand. If there are no card's in player's hand, take top card from library and
place it in the graveyard instead of drawing. This enchantment does not apply to the
first card drawn by a player during the draw phase.

Chandler                         Red      Summon Legend              4R     3/3 C1 Homelands

[RRR],[T]: Destroy target artifact creature.
"Never brag about the latest wonder you've creatued, students. Chandler might
be listening." ---Reveka, Wizard Savant


Change of Heart                  White    Instant                     W          C Stronghold

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Target creature cannot attack this turn

Channel                          Green    Sorcery                    GG          U Alpha

Until end of turn, you may add colorless mana to your mana ppol at a cost of 1 life
per one mana. Play these additions as interrupts. Effects that prevent or redirect
damage cannot be used to counter this loss of life.

Chaos Charm                      Red      Instant                     R          C Mirage

Choose one --- Target creature is unaffected by summoning sickness this turn; or Chaos
charm deals 1 damage o target creature; or destroy target Wall.

Chaos Harlequin                  Red      Summon Harlequin          2RR     2/4 R2 Alliances

[R]: Remove the top card of your library from the game. If that card is a land, Chaos
Garlequin gets -4/-0 until end of turn; otherwise, Chaos Harlequin gets +2/+0 until
end of turn

Chaos Lord                       Red      Summon Lord              4RRR     7/7  R Ice Age

First Strike
Chaos Lord can attack the first turn it comes into play on a side, except the turn
it first comes into play. During your upkeep, count the number of permanents. If that
number is even, target opponent gains control of Chaos Lord.

Chaos Moon                       Red      Enchantment                3R          R Ice Age

During each player's upkeep, count the number of permanents. If that number is odd,
all red creatures get +1/+1 and mountains produce an additional [R] when tapped for
mana until end of turn. If the number is even, all red creatures get -1/-1 and mountains
produce colorless mana instead of their normal mana until end of turn.

Chaos Orb                        Artifact Artifact                    2          R Alpha

[1]: Flip Chaos Orb onto the playing area from a height of at least one foot. Chaos
Orb must turn completely over at least once or it is discarded with no effect. When
Chaos Orb lands, any cards in play that it touches are destroyed, as is Chaos Orb.

Chaoslace                        Red      Interrupt                   R          R Alpha

Change the color of target spell of target permanent to red. Cost to cast, tap, maintain,
or used a special ability of target remain unchanged.

Chaossphere                      Red      Enchant World              2R          R Mirage

Creatures with flying cannot block creatures without flying.
Creatures without flying can block creatures with flying.
"I dance the nothing dance, / Feet in the air, knives in the ground." ---Femeref
chant


Chaotic Goo                      Red      Summon Ooze               2RR     0/0  R Tempest

Chaotic Goo comes into play with three +1/+1 counters on it.
During your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter
to Chaotic Goo. Otherwise, remove a +1/+1 counter from it.

Charcoal Diamond                 Artifact Artifact                    2          U Mirage

Charcoal Diamond comes into play tapped.
[T]: Add [B] to your mana pool. Play this ability as a mana source.

Charging Bandits                 Black    Summon Creature            4B     3/3  U Portal

If Charging Bandits attacks, it gets +2[O]/+0[D] until the end of the turn.
The fear in their victims' eyes is their most cherished reward.

Charging Paladin                 White    Summon Creature            2W     2/2  U Portal

If Charging Paladin attacks, it gets +0[O]/+3[D] until the end of the turn.

Charging Paladin                 White    Summon Knight              2W     2/2  C Exodus

If Charging Paladin attacks, it gets +0/+3 until end of turn.
"Hope shall be the blade that severs our bonds."

Charging Rhino                   Green    Summon Creature           3GG     4/4  R Portal

Charging Rhino can't be intercepted by more than one creature.

Charging Rhino                   Green    Summon Rhino              3GG     4/4  U Tempest

Charging Rhino cannot be blocked by more than one creature.
"Is it wrong to go straight for what you want? Sneaking is for cats and goblins."
---Tahngarth of the
Weatherlight

Chariot of the Sun               Artifact Artifact                    3          U Mirage

[2],[T]: Target creature you control gains flying and has its toughness reduced to
1 until end of turn.
"Sun follows Moon until she tires, then carries her until she's strong / and runs
ahead of him again." ---"Love Song of Night and Day"


Chill                            Blue     Enchantment                1U          U Tempest

Red spells cost an additional [2] to play.
"Temper, temper." ---Ertai, wizard adept

Chimeric Sphere                  Artifact Artifact                    3          U Weatherlight

[2]: Until end of turn, Chimeric Sphere is a 2/1 artifact creature with flying.
[2]: Until end of turn, Chimeric Sphere is a 3/2 artifact creature without flying.

Choke                            Green    Enchantment                2G          U Tempest

Islands do not untap during their controllers' untap phases.
"One day we shall walk where once was water." ---Eladamri, Lord of Leaves

Choking Sands                    Black    Sorcery                   1BB          C Mirage

Destroy target nonswamp land. If that land is a nonbasic land, Choking Sands deals
2 damage to the land's controller.
"The people wiped the sand from their eyes and cursed ---and left the barren land
to the hyenas and vipers." ---Afari,
Tales

Choking Vines                    Green    Instant                    XG          C Weatherlight

Play only when blockers are declared.
X target attacking creatures are considered blocked. Choking Vines deals 1 damage
to each of these creatures.

Chromatic Armor                  Gold     Enchant Creature          1WU          R Ice Age

When Cromatic Armor comes onto play, put a sleight counter on it and choose a color.
Any damage dealt to target creature by a source of that color is reduced to 0. [X]: Put a sleight counter on Chromatic Armor and change the color that it protects
agains. X is equal to the number of sleight counters on Chromatic Armor.

Chromium                         Gold     Summon Elder Dragon Legend 2BBUUWW     7/7  R Legends

Flying; Rampage: 2.
Pay [BUW] during your upkeep or Chromium is buried.

Chronatog                        Blue     Summon Atog                1U     1/2  R Visions

Skip your next turn: Chronatog gets +3/+3 until end of turn. Use this ability only
once each turn.

Chub Toad                        Green    Summon Toad                2G     1/1  C Ice Age

Chup Toad gets +2/+2 until end of turn when blocking or blocked.
At the door, Run away quick Or you'll run no more. ---Traditional children's rhyme

Cinder Cloud                     Red      Instant                   3RR          U Mirage

Destroy target creature. If a white creature is put into the graveyard in this way,
Cinder Cloud deals to that creature's controller an amount of damage equal to the
creature's power.

Cinder Crawler                   Red      Summon Salamander          1R     1/2  C Exodus

[R]: Cinder Crawler gets +1/+0 until end of turn. Use this ability only if Cinder
Crawler is blocked.
The crawler doesn't care what gets in its way. It pushes everything into the boiling
muck and waits for the meal to cook.


Cinder Giant                     Red      Summon Giant               3R     5/3  U Weatherlight

During your upkeep, Cinder Giant deals 2 damage to each other creature you control.
"The giant wept tears of embers for the deaths of his allies." ---Azeworai, "The
Lonely Giant"


Cinder Marsh                     Land     Land                                   U Tempest

[T]: Add one colorless mana to your mana pool.
[T]: Add [B] or [R] to your mana pool. Cinder Marsh does not untap during your next
untap phase.

Cinder Wall                      Red      Summon Wall                 R     3/3  C Weatherlight

If Cinder Wall blocks, destroy it at end of combat.
"Easy! All you gotta do is push somebody into it." ---Squee, goblin cabin hand,
scouting report


Circle of Despair                Gold     Enchantment               1WB          R Mirage

[1],Sacrifice a creature: Prevent all damage to any creature or player from any one
source.
"Life is a resource that should belong only to the strong." ---Shauku, Endbringer

Circle of Protection: Artifacts  White    Enchantment                1W         U3 Antiquities

[2]: Prevent all damage agains you from any one artifact source. If a source does
damage to you more than once in a turn, you must play [2] each time you want to prevent
the damage.

Circle of Protection: Black      White    Enchantment                1W          C Tempest

[1]: Prevent all damage to you from a black source. (Treat further damage from
that source normally.)


Circle of Protection: Black      White    Enchantment                1W          C Ice Age

[1]: Prevent all damage agains you from one black source. If a source deals damage
to you more than once in a turn, you may pay [1] each time to prevent the damage.

Circle of Protection: Black      White    Enchantment                1W          C Beta

[1]: Prevent all damage against you from one black source. If a source deals damage
to you more than once in a turn, you may play +1 each time to prevent the damage.

Circle of Protection: Blue       White    Enchantment                1W          C Tempest

[1]: Prevent all damage to you from a blue source. (Treat further damage from
that source normally.)


Circle of Protection: Blue       White    Enchantment                1W          C Ice Age

[1]: Prevent all damage agains you from one blue source. If a source deals damage
to you more than once in a turn, you may pay [1] each time to prevent the damage.

Circle of Protection: Blue       White    Enchantment                1W          C Alpha

[1]: Prevent all damage against you from one blue source. If a source deals damage
to you more than once in a turn, you may play +1 each time to prevent the damage.

Circle of Protection: Green      White    Enchantment                1W          C Tempest

[1]: Prevent all damage to you from a green source. (Treat further damage from
that source normally.)


Circle of Protection: Green      White    Enchantment                1W          C Ice Age

[1]: Prevent all damage agains you from one green source. If a source deals damage
to you more than once in a turn, you may pay [1] each time to prevent the damage.

Circle of Protection: Green      White    Enchantment                1W          C Alpha

[1]: Prevent all damage against you from one green source. If a source deals damage
to you more than once in a turn, you may play +1 each time to prevent the damage.

Circle of Protection: Red        White    Enchantment                1W          C Tempest

[1]: Prevent all damage to you from a red source. (Treat further damage from that
source normally.)


Circle of Protection: Red        White    Enchantment                1W          C Ice Age

[1]: Prevent all damage agains you from one red source. If a source deals damage to
you more than once in a turn, you may pay [1] each time to prevent the damage.

Circle of Protection: Red        White    Enchantment                1W          C Alpha

[1]: Prevent all damage against you from one red source. If a source deals damage
to you more than once in a turn, you may play +1 each time to prevent the damage.

Circle of Protection: Shadow     White    Enchantment                1W          C Tempest

[1]: Prevent all damage to you from a creature with shadow. (Treat further damage
from that source normally.)


Circle of Protection: White      White    Enchantment                1W          C Tempest

[1]: Prevent all damage to you from a white source. (Treat further damage from
that source normally.)


Circle of Protection: White      White    Enchantment                1W          C Ice Age

[1]: Prevent all damage agains you from one white source. If a source deals damage
to you more than once in a turn, you may pay [1] each time to prevent the damage.

Circle of Protection: White      White    Enchantment                1W          C Alpha

[1]: Prevent all damage against you from one white source. If a source deals damage
to you more than once in a turn, you may play +1 each time to prevent the damage.

Circling Vultures                Black    Summon Birds                B     3/2  U Weatherlight

Flying
DurIng your upkeep, remove the top creature card in your graveyard from the game or
bury Circling Vultures. If Curcling Vultures is in your hand, you may discard it. Play this ability as an
instant.

Citanul Druid                    Green    Summon Druid               1G     1/1 U3 Antiquities

Druid gains a +1/+1 counter each time opponent casts an artifact.
Driven mad by the fall of Argoth, the Citanul Druids found peace only in battle.

City in a Bottle                 Artifact Artifact                    1         U2 Arabian Nights

All cards from Arabian Nights must be discarded from play except City in a Bottle.
While City in a Bottle is in play, no further cards from Arabian Nights can be played.

City of Brass                    Land     Land                                  U3 Arabian Nights

Tap to add 1 mana of any color to your mana pool. You suffer 1 damage whenever City
of Brass becomes tapped.

City of Shadows                  Land     Land                                  U1 The Dark

[T]: Sacrifice one of your creatures, but remove it from the game intead of placing
it in your graveyard. Put a counter on City of Shadow. [T]: Add X colorless mana to your mana pool, where X is the number of counters on
City of Shadows.

City of Solitude                 Green    Enchantment                2G          R Visions

Each player may play spells and abilities only during his or her turn.
"My horison was the arcing petals, my new home resplendent with spires of weeds
and pillows of fragrant pollen." ---Naimah, Gemeref philosopher


City of Traitors                 Land     Land                                   R Exodus

If you play a land, sacrifice City of Traitors.
[T]: Add two colorless mana to your mana pool.
"While we fought, the il surrendered." -Oracle en-Vec

Civic Guildmage                  White    Summon Wizard               W     1/1  C Mirage

[G],[T]: Target creature gets +0/+1 until end of turn.
[U],[T]: Put target creature you control on top of owner's library.
To condemn the innocent you must fight first condemn yourself. ---Civic Guild
maxim


Clairvoyance                     Blue     Instant                     U          C Ice Age

Look at target player's hand. Draw a card at the beginnig of the next turn's upkeep.
"As we followed the ice wall, we had the distinct feeling of being watched. Many
of the party wanted to run back." ---Disa the Restless, journal entry


Clay Statue                      Artifact Artifact Creature           4     3/1 C4 Antiquities

[2]: Regenerates
Tawnos won fame as Urza's greatest assistant. After he created these warriors,
Urza ended his apprenticeship, promoting him directly to the rank of master.


Cleanse                          White    Sorcery                   2WW          R Legends

All black creatures in play are destroyed.
The clouds broke and the sun's rays burst forth; each foul beast in its turn faltered,
and was gone.


Cleansing                        White    Sorcery                   WWW         U1 The Dark

All land is destroyed. Players may prevent Cleansing from destroying specific lands
by playing 1 life for each land they wish to protect. Effects that prevent or redirect
damage may not be used to counter this loss of life.

Clergy en-Vec                    White    Summon Cleric              1W     1/1  C Tempest

[T]: Prevent 1 damage to any creature or player.
"Faith's shield is hammered out by the blows of unbelievers." ---Oracle en-Vec

Clergy of the Holy Nimbus        White    Summon Priest               W     1/1 C2 Legends

When Clergy are destroyed or taken lethal damage, unless opponent pays [1] Clergy
are regenerated.

Cloak of Confusion               Black    Enchant Creature           1B          C Ice Age

If target creature you control attacks and is not blocked, you may choose to have
it deal no damage to defending player this turn. If you do so, that player discards
a card at random from his or her hand. Ignore this ability if that player has no cards
in hand.

Cloak of Feathers                Blue     Sorcery                     U          C Portal

Any one creature gains flying until the end of the turn. You draw a card.
A thousand feathers from a thousand birds, sewn with magic and song.

Cloak of Invisibility            Blue     Enchant Creature            U          C Mirage

Enchanted creature gains phasing and cannot be blocked except by Walls.
"Usefull... if you can find it." ---Pashad ibn Asim, Suq'Ata trader

Clockwork Avian                  Artifact Artifact Creature           5     2/1 U1 Antiquities

Flying. Put four +1/+0 counters on Avian. After Avian attacks or blocks a creature,
discard a counter. During his or her upkeep, controller may buy back lost counters
for [1] per counter; this taps Avian.

Clockwork Beast                  Artifact Artifact Creature           6     0/4  R Alpha

Put seven +1/+0 counters on Beast. After Beast attacks or blocks a creature, discard
a counter. During your upkeep phase, controller may buy back lost counters for [1]
per counter; this taps Beast.

Clockwork Gnomes                 Artifact Artifact Creature           4     2/2 C1 Homelands

[3],[T]: Regenerate target artifact creature.
"Until I came to the Floating Isle, I never had to oil the servants." ---Baki,
Wizard Attendant


Clockwork Steed                  Artifact Artifact Creature           4     0/3 C1 Homelands

Cannot be blocked by artifact creatures.
When Clockwork Steed comes into playm put four +1/+0 counters on it. At the end of
any combat in which Clockwork Steed attacked or blocked, remove one of these counters. [X],[T]: Put X +1/+0 counters on Clockwork Steed. You may have no more than four of
these counters on Clockwork Steed. Use this ability only during your upkeep.

Clockwork Swarm                  Artifact Artifact Creature           4     0/3 C1 Homelands

Cannot be blocked by walls.
When Clockwork Swarm comes into play, put four +1/+0 counters on it. At the end of
any combat in which Clockwork Swarm attacked or blocked, remove one of these counters. [X],[T]: Put X +1/+0 counters on Clockwork Swarm. You may have no more than four counters
on Clockwork Swarm. Use this ability only during your upkeep.


Clone                            Blue     Summon Clone               3U     */*  U Alpha

Upon summoning, Clone aquires all characteristics, including color, of any one creature
in play on either side; any creature enchantments on original creature are not copied.
Clone retains these characteristics even after original creature is destroyed. Clone
cannot be summoned if there are no creatures in play.

Clot Sliver                      Black    Summon Sliver              1B     1/1  C Tempest

Each Sliver gains "[2]: Regenerate this creature."
"One would whink I would be accustomed to unexpected returns." ---Hanna, Weatherlight
navigator

Cloud Djinn                      Blue     Summon Djinn               5U     5/4  U Weatherlight

Flying
Could Djinn can block only creatures with flying.
"As elusive as the footprint of a djinn" ---Suq'Ata expression

Cloud Dragon                     Blue     Summon Creature            5U     5/4  R Portal

Flying
Cloud Dragon can intercept only creatures with flying.

Cloud Elemental                  Blue     Summon Elemental           2U     2/3  C Visions

Flying
Cloud Elemental can block only creatures with flying.
"You know you've angered the gods when the clouds turn against you." ---Sisay,
Captain of the
Weatherlight

Cloud Pirates                    Blue     Summon Creature             U     1/1  C Portal

Flying
Cloud Pirates can intercept only creatures with flying.

Cloud Spirit                     Blue     Summon Creature            2U     3/1  U Portal

Flying
Cloud Spirit can intercept only creatures with flying.

Cloud Spirit                     Blue     Summon Spirit              2U     3/1  C Stronghold

Flying
Cloud Spirit can block only creatures with flying.
Clouds are the soil, dreams are the crop. ---Kor saying

Cloudchaser Eagle                White    Summon Bird                3W     2/2  C Tempest

Flying
When Cloudchaser Eagle comes into play, destroy target enchantment.
When the eagle catches a cloud, it tears it into strips that fall to earth. ---Vec
myth of the rains


Coal Golem                       Artifact Artifact Creature           5     3/3 U2 The Dark

[3]: Sacrifice Coal Golem to add [RRR] to your mana pool. This ability is played as
an interrupt.
"Three such creatures stood burning at the crest of the holl. Only seconds later,
the Fireball struck our front line." ---Lydia, Countess Brellis


Coat of Arms                     Artifact Artifact                    5          R Exodus

Each creature gets +1/+1 for each other creature in play of the same creature type.
(For example, if there are three Goblins in play, each of them gets +2/+2.)
"Hup, two, three, four, Dunno how to count no more." -Mogg march

Cockatrice                       Green    Summon Cockatrice         3GG     2/1  R Alpha

Flying
At the end of combat, destroy all non-wall creatures blocking or blocked by Cockatrice.

Cocoon                           Green    Enchant Creature            G         U1 Legends

Tap target creature you control and put three counters on it. Target creature does
not untap as normal while it has one or more of these counters on it. Remove one counter
during your upkeep. During the upkeep phase after the one in which the last counter
was removed, Cocoon is destroyed and target creature gains a +1/+1 counter and flying
ability.

Coercion                         Black    Sorcery                    2B          C Tempest

Look at target opponent's hand and choose one of those cards. That player discards
that card.
"There's very little that escapes me, Greven. And you will escape very little
if you fail." ---Volrath


Coercion                         Black    Sorcery                    2B          C Visions

Look at target opponent's hand. Choose a card from that player's hand. That player
discards that card.
A rhino's bargain ---Femeref expression meaning "a situation with ni choices"

Coffin Queen                     Black    Summon Wizard              2B     1/1  R Tempest

You may choose not to untap Coffin Queen during your untap phase.
[2B], [T]: Put target creature card from any graveyard into play under your control.
Remove that creature from the game if Coffin Queen becomes untapped or if you lose
control of Coffin Queen.

Coiled Tinviper                  Artifact Artifact                    3     2/1  C Tempest

First strike
The bite of the tinviper feels most like a razor draws across the tongue.

Coils of the Medusa              Black    Enchant Creature           1B          C Weatherlight

Enchanted creature gets +1/+1.
Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature.
Serpentine locks shape ornate rocks.

Cold Snap                        White    Enchantment                2W          U Ice Age

Cumulative Upkeep: [2]
During each player's upkeep, Cold Snap deals 1 damage to that player for each snow-covered
land he or she controls.
Who knows from whence the winter comes?

Cold Storage                     Artifact Artifact                    4          R Tempest

[3]: Put target creature you control on Cold Storage.
Sacrifice Cold Storage: Put all creature cards on Cold Storage into play.

Colossus of Sardia               Artifact Artifact Creature           9     9/9 U1 Antiquities

Trample. Colossus does not untap normally during untap phase; you may spend [9] during
your upkeep phase to untap Colossus.
From the Sardian mountains wakes ancient doom; Warriors born from a rocky womb.

Combat Medic·1                   White    Summon Soldier             2W     0/2 C1 Fallen Empires

[1W]: Prevent 1 damage to any player or creature
"Although Icatia's Combat Medics borrowed much of their knowledge from other societies,
their skills were their own."
---Sarpadian Empires, vol. VI

Combat Medic·2                   White    Summon Soldier             2W     0/2 C1 Fallen Empires

[1W]: Prevent 1 damage to any player or creature
"Time enough to become a Medic once you're hurt too badly to fight. For nor, Icatia
needs your strength more than your compassion." ---Lydia Wynforth, Mayor of Trokair


Combat Medic·3                   White    Summon Soldier             2W     0/2 C1 Fallen Empires

[1W]: Prevent 1 damage to any player or creature
"Without Combat Medics, Icatia would probably not have withstood the forces of
chaos as log as it did."
...Sarpadian Empires, vol. VI

Combat Medic·4                   White    Summon Soldier             2W     0/2 C1 Fallen Empires

[1W]: Prevent 1 damage to any player or creature
"We'd no sooner knock'em back on their heels than that accursed sawbones would
show up and patch'em back together again." ---Ivra Jursdotter


Command of Unsummoning           Blue     Sorcery                    2U          U Portal

Play Command of Unsummoning only after you're attacked, before you declare interceptors.
Return any one or two attacking creatures to their Owner's hand.

Commander Greven il-Vec          Black    Summon Legend            3BBB     7/5  R Tempest

When Commander Greven il-Vec comes into play, sacrifice a creature. Greven cannot
be blocked except by artifact creatures and black creatures.

Conch Horn                       Artifact Artifact                    2         U1 Fallen Empires

[1],[T]: Sacrifice Conch Horn. Draw two cards, then put any one card from your hand
back on top of your library.
Even the most skilled of modern mages only partially understand the Conch Horn's
awesome powers.


Concordant Crossroads            Green    Enchant World               G          R Legends

Creatures may attack or use special abilities that include [T] during the turn they
are brought into play.

Cone of Flame                    Red      Sorcery                   3RR          U Weatherlight

Choose three target creatures and/or players. Cone of Flame deals 1 damage to the
first, 2 damage to the secont, and three damage to the third.
"Mine is not the warmth of compassion.? ---Ertai, wizard adept

Conquer                          Red      Enchant Land              3RR          U Ice Age

Gain control of target land.
"Why do we trade with those depicable Elves? You don't live in forests, you burn
them!" ---Avram Garrisson, Leader of the Knights of Stromgald


Consecrate Land                  White    Enchant Land                W          U Alpha

All enchantments on target land are destroyed. Land cannot be destroyed or further
enchanted until Consecrate Land has been destroyed.

Conservator                      Artifact Artifact                    4          U Alpha

[3],[T]: Prevent the loss of up to 2 life.

Constant Mists                   Green    Instant                    1G          U Stronghold

Buyback - Sacrifice a land (You may sacrifice a land in addition to any other
costs when you play this spell. If you do, put Constant Mists into your hand instead
of your graveyard as part of the spell's effect.)
Creatures deal no combat damage this turn.

Consuming Ferocity               Red      Enchant Creature           1R          U Mirage

Play only on a non-Wall creature.
Enchanted creature gets +1/+0.
During your upkeep, put a +1/+0 counter on enchanted creature. At the end of any upkeep,
if that creature has three of these counters on it, bury the creature and it delas
to its controller an amount of damage equal to its power.

Contagion                        Black    Instant                   3BB         U2 Alliances

You may pay 1 life and remove a black card in your hand from the game instead of paying
Contagion's casting cost. Effects that prevent or redirect damage cannot be used to
counter this loss of life. Put two -2/-1, distributed any way you choose, on any number of target creatures.

Contemplation                    White    Enchantment               1WW          U Stronghold

Whenever you successfully cast a spell, gain 1 life.
"How fascinating it is to watch the machinations of one's own mind play themselves
out." -Volrath


Contempt                         Blue     Enchant Creature           1U          C Stronghold

If enchanted creature attacks, return that creature and Contempt to owner's hand at
end of combat.
"Predictable little man. In all these years you taught me so much yet learned
so little." ---Volrath, to Starke


Contract from Below              Black    Sorcery                     B          R Alpha

Discard your current hand and draw eight new cards, adding the first drawn card to
your ante. Remove this card from your deck before plaing if you are not playing for
ante.

Control Magic                    Blue     Enchant Creature          2UU          U Alpha

Gain control of target creature.

Convalescence                    White    Enchantment                1W          R Exodus

During your upkeep, if you have 10 or less life, gain 1 life.
Selenia had hurt Mirri terribly, but injuries of the flesh could be treated. The
wounds she had torn in Crovax's soul would never close.


Conversion                       White    Enchantment               2WW          U Alpha

All mountains becom basic plains. During your upkeep, play [WW] or destroy Conversion.

Conviction                       White    Enchant Creature           1W          C Stronghold

Enchanted creature gets +1/+3.
[W]: Return Conviction to owner's hand.
It was not the minotaur's shoulders but his soul that bore the heaviest weight.

Convulsing Licid                 Red      Summon Licid               2R     2/2  U Stronghold

[R], [T]: Convulsing Licid loses this ability and becomes a creature enchantment that
reads "Enchanted creature cannot block" instead of a creature. Move Convulsing Licid
onto target creature. You may pay [R] to end this effect.

Cooperation                      White    Enchant Creature           2W          C Ice Age

Target creature gains banding.
"The Elves train our healers, an wee keep the Orcs at bay. Most Elvish bargains
aren't as fair." ---General Jarkeld, the Arctic Fox


Copper Tablet                    Artifact Artifact                    2          U Alpha

Copper Tablet does 1 damage to each player during his or her upkeep.

Copy Artifact                    Blue     Enchantment                1U          R Alpha

Select any artifact in play. This enchantment acts as a duplicate of that artifact;
it is affected by cards that affect either enchantments or artifacts. The copy remains
even if the original artifact is destroyed. Enchantments on the original artifact
are not copied.

Coral Atoll                      Land     Land                                   U Visions

Coral Atoll comes into play tapped.
When Coral Atoll comes into play, return an untapped island you control to owner's
hand or bury Coral Atoll. [T]: Add [U] and one colorless mana to your mana pool.

Coral Eel                        Blue     Summon Creature            1U     2/1  C Portal


Some fishers like to eat eels, and some eels liek to eat fishers.

Coral Fighters                   Blue     Summon Merfolk             1U     1/1  U Mirage

If Coral Fighters attacks and is not blocked, look at the top card of defending player's
library. You may choose to put that card on the bottom of that player's library.

Coral Helm                       Artifact Artifact                    3         U1 Antiquities

[3]: Give target creature +2/+2 until end of turn. Each time you use this ability,
you must discard one card at random from your hand. Coral Helm cannot be used if you
have no cards in your hand.

Coral Reef                       Blue     Enchantment                UU         C1 Homelands

When Coral Reef comes into play, put four polyp counters on it.
[0]: Sacrifice an island to put two polyp counters on Coral Reef.
[U]: Tap target blue creature and remove a polyp counter from Coral Reef to put a
+0/+1 counter on any target creature.

Corpse Dance                     Black    Instant                    2B          R Tempest

Buyback [2] (You may pay an additional [2] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Put the top creature card from your graveyard into play. That creature is unaffected
by summoning sickness this turn. Remove the creature from the game at end of turn.

Corrosion                        Gold     Enchantment               1BR          R Visions

Cumulative Upkeep [1]
During your upkeep, put a rust counter on each artifact target opponent controls.
If the number of rust counters on an artifact equals ot exceeds that artifact's casting
cost, bury the artifact. If Corrosion leaves play, remove all rust counters from the game.

Corrupting Licid                 Black    Summon Licid               2B     2/2  U Stronghold

[B], [T]: Corrupting Licid loses this abillity and becomes a creature enchantment
that reads "Enchanted creature cannot be blocked except by artifact creatures and
black creatures" instead of a creature. Move Corrupting Licid onto target creature.
You may pay [B] to end this effect.

Cosmic Horror                    Black    Summon Horror            3BBB     7/7  R Legends

First strike; pay [3BBB] during your upkeep or Cosmic Horror does 7 damage to you
and is destroyed.
"Then flashed the living ligntning from her eyes,/And screams of horror rend th'
affrighted skies." ---Alexander Pope, The Rape of the Lock


Counterspell                     Blue     Interrupt                  UU          C Tempest

Counter target spell.
"It was probably a lousy spell in the first place." ---Ertai, wizard adept

Counterspell                     Blue     Interrupt                  UU          C Ice Age

Counter target spell.
"The duel was going badly for me, and Zur thought I was finished. He boasted that
he would eat my soul - but all he ate were his words." ---Gusta Ebbasdotter, Kjeldoran
Royal Mage


Counterspell                     Blue     Interrupt                  UU          U Alpha

Counter target spell.

Counterspell                     Blue     Interrupt                  UU          R Arena

Counter target spell.

Crash of Rhinos                  Green    Summon Rhinos             6GG     8/4  C Mirage

Trample
Love is like a rhino, short-sighted and hasty; if it cannot find a way, it will
make a way. ---Femeref adage


Crashing Boars                   Green    Summon Boars              3GG     4/4  U Exodus

If Crashing Boars attacks, defending player chooses an untapped creature he or she
controls. That creature blocks Crashing Boars this turn if able.
Bores ruin a party. Boars are party to ruin.

Craven Giant                     Red      Summon Creature            2R     4/1  C Portal

Craven Giant can't intercept.

Craven Giant                     Red      Summon Giant               2R     4/1  C Stronghold

Craven Giant cannot block.
What is high as a mountain and low as a snake? -Dal riddle

Craven Knight                    Black    Summon Creature            1B     2/2  C Portal

Craven Knight can't intercept.
"I say vicory is better than honor!"

Craw Giant                       Green    Summon Giant            3GGGG     6/4 U1 Legends

Trample, Rampage: 2
Harthag gave a jolly laugh as he surveyed the army before him. "Ho ho ho! Midgets!
You thing you can stand in my way?"


Craw Wurm                        Green    Summon Wurm               4GG     6/4  C Alpha


The most terrifying thing about the Craw Wurm is probably the horrible crashing
sound it makes as it speeds through the forest. This noise is so loud it echoes through
the trees and seems to come from all directions at once.


Crazed Armodon                   Green    Summon Elephant           2GG     3/3  R Tempest

[G]: Crazed Armodon gets +3/+0 and gains trample until end of turn. At end of turn,
destroy Crazed Armodon. Use this ability only once each turn.
These are its last days. Mourning is over. Rage remains.

Creature Bond                    Blue     Enchant Creature           1U          C Alpha

If target creature is put into the graveyard, Creature Bond deals damage equal to
the creature's toughness to that creature's controller.

Creeping Mold                    Green    Sorcery                   2GG          U Visions

Destroy target artifact, land, or enchantment.
"Mold coult catch you." ---Suq'Ata insult

Crevasse                         Red      Enchantment                2R         U1 Legends

Creatures with mountainwalk may be blocked as if they did not have this ability.

Crimson Hellkite                 Red      Summon Dragon            6RRR     6/6  R Mirage

Flying
[X],[T]: Crimson Hellkite deals X damage to target creature. Spend only red mana in
this way.
"Dragonfire forged me a warrior." ---Rashida Scalebane

Crimson Kobolds                  Red      Summon Kobolds              0     0/1 C2 Legends

This card is a red spell when cast and Kobolds are a red creature.
"Kobolds are harmless." ---Bearand the Bold, epitaph

Crimson Manticore                Red      Summon Manticore          2RR     2/2  R Legends

Flying. [R],[T]: Manticore does 1 damage to target attacking or blocking creature.
Noted neither for their good looks nor their charm, Crimson Manticores can be
fearsome allies. As dinner companions, however, they are best left alone.


Crimson Roc                      Red      Summon Roc                 4R     2/2  U Mirage

Flying
If Crimson Roc blocks any creature without flying, Crimson Roc gets +1/+0 and gains
first strike until end of turn.

Crookshank Kobolds               Red      Summon Kobolds              0     0/1 C2 Legends

This card is a red spell when casr and Kobolds are a red creature.
The Crookshank military boasts a standing army of nearly twenty-four million,
give or take twenty-two million.


Crossbow Ambush                  Green    Instant                     G          C Stronghold

All creatures you control can block creatures with flying until end of turn.
There is no drake that flies faster than a crossbow bolt. -Vec saying

Crovax the Cursed                Black    Summon Legend             2BB     0/0  R Stronghold

Crovax the Cursed counts as a Vampire.
Crovax comes into play with four +1/+1 counters on it.
During your upkeep, sacrifice a creature and put a +1/+1 counter Corvax, or remove
a +1/+1 counter from Corvax. [B]: Corvax gains flying until end of turn.

Crovax                           (null)                                          C Vanguard

Whenever any of your creatures damages any creature or player, gain 1 life.
How does one escape a curse? For Crovax, a wealthy noble, the answer may lie in joining
the crew of the Weatherlight as they seek to rescue ther abducted captain
Sisay. Secretly, he hopes in his journeys to find Selenia, the angelic being who abandoned
him and his familiy years ago.


Crown of Flames                  Red      Enchant Creature            R          C Tempest

[R]: Enchanted creature gets +1/+0 until end of turn.
[R]: Return Crown of Flames to owner's hand.
It is the forge of kings.

Crown of the Ages                Artifact Artifact                    2          R Ice Age

[4],[T]: Switch target enchantment from one creature to another; the enchantment's
new target must be legal. The controller of the enchantment does not change. Treat
the enchantment as though it were just cast on the new target.

Cruel Bargain                    Black    Sorcery                   BBB          R Portal

Draw four cards. You lose half your life, rounded up. (For example, if you have
11 life, you lose 6 life.)


Cruel Fate                       Blue     Sorcery                    4U          R Portal

Look at the top five cards of your opponent's deck. Put one of them into your opponent's
discard pile and the rest on top of his or her deck in any order.

Cruel Tutor                      Black    Sorcery                    2B          R Portal

Search your deck for any card. Shuffle your deck and put that card on top of it. You
lose 2 life.
The more you pay for the lesson, the better you'll remember it.

Crumble                          Green    Instant                     G         C4 Antiquities

Bury target artifact. Artifact's controller gains life points equal to target artifact's
casting cost.
The spirits of Argoth grant new life to those who repent the folly of enslaving
their labors to devices.


Crusade                          White    Enchantment                WW          R Alpha

All white creatures gain +1/+1.

Crypt Cobra                      Black    Summon Cobra               3B     3/3  U Mirage

If Crypt Cobra attacks and is not blocked, defending player gets a poison counter.
If any player has ten or more poison counters, he or she loses the game.

Crypt Rats                       Black    Summon Rats                2B     1/1  C Visions

[X]: Crypt Rats deals X damage to each creature and player. Spend only black mana
in this way.
"Once I dreamt of death, but now it dreams of me / And only rats and rotting flesh
can hear my silent plea." ---Mundungu chant


Crystal Golem                    Artifact Artifact Creature           4     3/3  U Mirage

At end of your turn, Crystal Golem phases out.
"Once, a wealthy king commisioned an artificial creature to be crafted frin the
royal treasury, thinking it a clever poly to have the jewels guard themselves." ---Azeworai,
"The Golem's Wish"


Crystal Rod                      Artifact Artifact                    1          U Alpha

[1]: Any blue spell cast gives you 1 life. Can only give 1 life each time a blue spell
is cast.

Crystal Vein                     Land     Land                                   U Mirage

[T]: Add one colorless mana to your mana pool.
[T],Sacrifice Crystal Vein: Add two colorless mana to your mana pool.

Crystalline Sliver               Gold     Summon Sliver              WU     2/2  U Stronghold

Slivers cannot be the target of spells or abilities.
Bred as living shields, these slivers have proven unruly -- they know they cannot
be caught.


Culling the Weak                 Black    Mana Source                 B          C Exodus

Sacrifice a creature: Add [BBBB] to your mana pool.
"The blood of the weak shall be the ink with which we scribe great Yawgmoth's
glorious name." -Stronghold architect, journal


Cunning                          Blue     Enchant Creature           1U          C Exodus

Enchanted creature gets +3/+3. If enchanted creature attacks or blocks, sacrifice
Cunning at end of turn.
"... Dry-walkers die We feed on sweet flesh ...." -Rootwater Saga

Cuombajj Witches                 Black    Summon Witches             BB     1/3 C4 Arabian Nights

Tap to do 1 damage to any target; opponent may also do 1 damage to any target. You
choose your target before opponent does, but damage is inflicted simultaneously.

Curiosity                        Blue     Enchant Creature            U          U Exodus

If enchanted creature damages an opponent, you may draw a card.
All Mirri wanted to do was rest, but she couldn't ignore a nagging suspicion as
she followed Crovax's skulking form.


Curse Artifact                   Black    Enchant Artifact          2BB         U2 The Dark

During his or her upkeep, controller of target artifact may choose to bury target
artifact. If controller chooses not to bury target artifact, Curse Artifact does 2
damage to him or her.
Voska feared the artifact had come to easily.

Curse Land                       Black    Enchant Land              2BB          U Alpha

Curse land deals 1 damage to target land's controller during his or her upkeep phase.

Curse of Marit Lage              Red      Enchantment               3RR          R Ice Age

When Curse od Margi Lage comes into play, tap all islands. Islands do not untap during
their controller's untap phase.
"Our world has not felt her thundering steps in lifetimes, but Margi Lage's presence
is still with us." ---Halvor Arenson, Kjeldoran Priest


Cursed Flesh                     Black    Enchant Creature            B          C Exodus

Enchanted creature gets -1/-1 and cannot be blocked except by artifact creatures and
black creatures.
A farewell to arms ... and feet ... and legs ....

Cursed Rack                      Artifact Artifact                    4         C1 Antiquities

Opponent must discard down to four cards during his or her discard phase.
Ashnod invented serveral torture techniques that could make victims even miles
away beg for mercy as if the End had come.


Cursed Scroll                    Artifact Artifact                    1          R Tempest

[3], [T]: Name a card. Target opponent chooses a card at random from your hand. If
he or she chooses the named card, Cursed Scroll deals 2 damage to target creature
or player.

Cursed Totem                     Artifact Artifact                    2          R Mirage

Players cannot play any creature abilities requiring an activation cost.
Pass me from soul to soul / soldier to herder, herder to beast, beast to soil
/ until I am everywhere. / Then pass me those souls. ---Totem inscription (translated)


Cycle of Life                    Green    Enchantment               1GG          R Mirage

Return Cycle of Life to owner's hand: Target creature you summoned this turn is 0/1
until the beginnig of your next upkeep. At the beginning of a +1/+1 counter on that creature.
This does nature assert herself.

Cyclone                          Green    Enchantment               2GG         U3 Arabian Nights

Put one chip on Cyclone each round during your upkeep, then pay [G] for each chip
or discard Cyclone. If not discarded, Cyclone immediately does one damage per chip
to each player and each creature in play.

Cyclopean Mummy                  Black    Summon Mummy               1B     2/1 C2 Legends

If Mummy is placed in the graveyard from play, remove it from the game.
The ritual of plucking out an eye to gain future sight is but a curse that enables
the living to see their own deaths.


Cyclopean Tomb                   Artifact Artifact                    4          R Alpha

[2],[T]: Turn any one non-swamp land into swamp during upkeep. Mark the changed lands
with tokens. If Cyclopean Tomb is destroyed, remove one token of your choice each
upkeep, returning that land to its original nature.

D'Avenant Archer                 White    Summon Archer              2W     1/2 C2 Legends

[T]: Archers does 1 damage to target attacking or blocking creature.

Dakkon Blackblade                Gold     Summon Legend           2BUUW     */*  R Legends

The *s below equal the number of lands you control.

Damping Field                    White    Enchantment                2W         U3 Antiquities

Players may not untap more than one artifact during each of their own untap phases.
Eventually, mages learned to harness the power of natural damping fields and use
it for their own ends.


Dance of Many                    Blue     Enchantment                UU         U1 The Dark

When Dance of Mana is brought into play, choose a target summon card in play. Then
put a token creature in play and treat it as if you have just brought an exact copy
of target summon card into play. If Dance of Many leaves play, remove the token creature
from play. If token creature leaves play, destroy Dance of Many. If you do not pay
[UU] during your upkeep, Dance of Many is destroyed.

Dance of the Dead                Black    Enchant Dead Creature      1B          U Ice Age

Take target creature from any graveyard and put it directly into play under your control,
tapped, with +1/+1. Treat that creature as though it were just summoned. The creature
does not untap during its controller's untap phase. At the end of his or her upkeep,
its controller may pay an additional [1B] to untap it. If Dance of the Dead is removed,
bury the creature in its owner's graveyard.

Dancing Scimitar                 Artifact Artifact Creature           4     1/5 U2 Arabian Nights

Flying
Bobbing merrily from opponent to opponent, the scimitar began to add playful little
flourishes to its strokes; it even turned a couple of somersaults.


Dandan                           Blue     Summon Dandan              UU     4/1 C4 Arabian Nights

Dandan cannot attack unless opponent has islands in play. Dandan is destroyed immediatly
if at any time you have no islands in play.

Daraja Griffin                   White    Summon Griffin             3W     2/2  U Visions

Flying
Sacrifice Daraja Griffin: Destroy target black creature.
"And the flamingos said, 'Get out of our nest -- we can't be seen with the likes
of you!' So, the griffin ate them." ---Azeworai, "The Ugly Bird"


Daring Apprentice                Blue     Summon Wizard             1UU     1/1  R Mirage

[T], Sacrifice Daring Apprentice: Counter target spell.
In front of every great wizard is a doomed apprentice.

Dark Banishing                   Black    Instant                    2B          C Tempest

Destroy target nonblack creature. That creature cannot be regenerated this turn.
"It is the way of most wizards to begin by exiling themselves and to end by exiling
everybody else." ---Hanna,
Weatherlight navigator

Dark Banishing                   Black    Instant                    2B          C Mirage

Bury target nonblack creature.
"Femeref was guided by the wisdom of the Council of Voices. But in one terrible
instant, they were slain, leavin Asmira as the sole voice of leadership." ---Hakim,
Loreweaver


Dark Banishing                   Black    Instant                    2B          C Ice Age

Dury target non-black creature.
"Will not the mountain quake and hells melt at the coming darkness? Share this
vision with your enemies, Lim-Dul, and they shall wither." ---Leshrac, Walker of Night


Dark Heart of the Wood           Gold     Enchantment                BG         C3 The Dark

You may sacrifice a forest to gain 3 life. Counts as both a black card and a green
card.
Even the Goblins shun this haunted place, where the tree limbs twist in agony
and the ground seems to scuttle under your feet.


Dark Maze·1                      Blue     Summon Wall                4U     4/5 C2 Homelands

[0]: Dark Maze can Attack this turn. At end of turn, remove Dark Maze from the game.
Dark Maze cannot attack the turn it comes under your control.
"The path of faith is fortunately fraught with failure." ---Irini Sengir

Dark Maze·2                      Blue     Summon Wall                4U     4/5 C2 Homelands

[0]: Dark Maze can Attack this turn. At end of turn, remove Dark Maze from the game.
Dark Maze cannot attack the turn it comes under your control.
"Stray not into the path of darkness or be lost forever." ---Baki, Wizard Attendant

Dark Privilege                   Black    Enchant Creature           1B          C Visions

Enchanted creature gets +1/+1.
Sacrifice a creature: Regenerate enchanted creature.
"As you breathe your last, understand why I accept such forbidden gifts." ---Purraj
of Urborg


Dark Ritual                      Black    Interrupt                   B          C Ice Age

Add [BBB] to your mana pool.
"Leshrac, my liege, grant me the power I am due." ---Lim-Dul, the Necromancer

Dark Ritual                      Black    Interrupt                   B          C Alpha

Add [BBB] to your mana pool.

Dark Ritual                      Black    Mana Source                 B          C Tempest

Add [BBB] to your mana pool.
"If there is such a thing as too much power, I have not discovered it." ---Volrath

Dark Ritual                      Black    Mana Source                 B          C Mirage

Add [BBB] to your mana pool.
"The ceremony ended with a voice from the shadows, a voice with vast, ominous
power." ---Kifimbi, Shadow Guildmage


Dark Sphere                      Artifact Artifact                    0         U2 The Dark

[T]: Sacrifice Dark Sphere to prevent half of the damage done to you by a single source.
"I was struck senseless for a moment, but revived when the strange curiosity I
carried fell to the ground, screaming like a dying animal." ---Barl, Lord Ith


Darkling Stalker                 Black    Summon Spirit              3B     1/1  C Tempest

[B]: Regenerate Darkling Stalker.
[B]: Darkling Stalker gets +1/+1 until end of turn.
"In this dark places, yes, I am afraid of my own shadow." ---Mirri of
the
Weatherlight

Darkness                         Black    Instant                     B         C1 Legends

Creatures attack and block as normal, but none deal any damage. All attacking creatures
are still tapped. Play any time before attack damage is assigned.
"If I must die, I will encounter darkness as a bride,/ And hug is in my arms."
---William Shakespear, Measure for Measure


Darkpact                         Black    Sorcery                   BBB          R Alpha

Swap top card of your library with either card of the ante; this swap is permanet.
You must have a card in your library to cast this spell. Remove this card from your
deck before blaying if you are not playing for ante.

Daughter of Autumn               Green    Summon Legend             2GG     2/4 U1 Homelands

[W]: Redirect to Daughter of Autumn 1 damage dealt to a white creature.
"Those who say that Serra is dead have never met the Autumn Willow's daughters.
They are as kind and as generous as Serra would wish us to be." ---Gulsen, Abbey Matron


Dauthi Cutthroat                 Black    Summon Minion              1B     1/1  U Exodus

Shadow (This creature can block or be blocked by only creatures with shadow.)
[1B], [T]: Destroy target creature with shadow.
In their twisted logic, to empty the shadow world is to escape it.

Dauthi Embrace                   Black    Enchantment                2B          U Tempest

[BB]: Target creature gains shadow until end of turn. (This creature can block
or be blocked by only creatures with shadow.)

"The Dauthi army grows by screams and bounds." ---Lyna, Soltari emissary

Dauthi Ghoul                     Black    Summon Zombie              1B     1/1  U Tempest

Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever any creature with shadow is put into any graveyard from play, put a +1/+1
counter on Dauthi Ghoul.

Dauthi Horror                    Black    Summon Beast               1B     2/1  C Tempest

Shadow (This creature can block or be blocked by only creatures with shadow.)
Dauthi Horror cannot be blocked by white creatures.

Dauthi Jackal                    Black    Summon Hound               2B     2/1  C Exodus

Shadow (This creature can block or be blocked by only creatures with shadow.)
[BB], Sacrifice Dauthi Jackal: Destroy target blocking creature.
"All Dauthi are jackals, regardless of breed." -Lyna, Soltari emissary

Dauthi Marauder                  Black    Summon Minion              2B     3/1  C Tempest

Shadow (This creature can block or be blocked by only creatures with shadow.)
"The Dauthi came from beneath the Ruins one night, and the darkness cast them
in the best possible light." ---Soltari
Tales of Life

Dauthi Mercenary                 Black    Summon Knight              2B     2/1  U Tempest

Shadow (This creature can block or be blocked by only creatures with shadow.)
[1B]: Dauthi Mercenary gets +1/+0 until end of turn.
"The Dauthi believe they dignify murder by paying for it." ---Lyna, Soltari emissary

Dauthi Mindripper                Black    Summon Minion              3B     2/1  U Tempest

Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice Dauthi Mindripper: Defending player chooses and discards three cards. Use
this ability only if Dauthi Mindripper is attacking and unblocked.

Dauthi Slayer                    Black    Summon Soldier             BB     2/2  C Tempest

Shadow (This creature can block or be blocked by only creatures with shadow.)
 Each turn, Dauthi Slayer attacks if able.
"They have knifes for every soul." ---Lyna, Soltari emissary

Dauthi Trapper                   Black    Summon Minion              2B     1/1  U Stronghold

[T]: Target creature gains shadow until end of turn. (This creature can block
or be blocked by only creatures with shadow.)

Merfolk tell their young Dandan, humans of Rag Man. Dal tell tales of the Dauthi,
and they are far worse.


Dauthi Warlord                   Black    Summon Soldier             1B     */1  U Exodus

Shadow (This creature can block or be blocked by only creatures with shadow.)
Dauthi Warlord has power equal to the number of creatures with shadow in play.

Dazzling Beauty                  White    Instant                    2W          C Mirage

Play only when defense is chose.
Target unblocked creature is considered blocked.
Draw a card at the beginning of the next turn's upkeep.

Deadfall                         Green    Enchantment                2G         U1 Legends

Creatures with forestwalk may be blocked as if they did not have this ability.

Deadly Insect·1                  Green    Summon Insect              4G     6/1 U3 Alliances

Cannot be the target of spells or effects.
"Beautiful, indeed -- but one sting could fell a Giant in a heartbeat." ---Taaveti
of Kelsinko, Elvish Hunter


Deadly Insect·2                  Green    Summon Insect              4G     6/1 U3 Alliances

Cannot be the target of spells or effects.
"There is no time for pain when this beast leaves its terrible sting" ---Jaeuhl
Carthalion, Juniper Order Advocate


Deadshot                         Red      Sorcery                    3R          R Tempest

Tap target creature. That creature deals damage equal to its power to another target
creature.
"Carrion! Keep your distance. My blade will come to you!" ---Crovax

Death Pits of Rath               Black    Enchantment               3BB          R Tempest

Whenever any creature is dealt damage, destroy it. That creature cannot be regenerated
this turn.
As the sludge below began to shift and take shapes, Gerrard turned from the railing
to Orim. "I suppose," he said, "it's a little to late for prayer, isn't it?"


Death Spark                      Red      Instant                     R         U2 Alliances

Death Sprak deals 1 damage to target creature or player.
At the end of your upkeep, if Death Sprak is in your graveyard with a creature card
directly above it, you may pay [1] to put Death Sprak into your hand.

Death Speakers                   White    Summon Speakers             W     1/1 U3 Homelands

Protection from black
"Such innocent littel birds. They sing a sweet song, sitting on their fragile
branch." ---Gandmother Sengir


Death Stroke                     Black    Sorcery                    BB          C Stronghold

Destroy target tapped creature.
For a sharp second, Selenia froze, and Crovax's blade found home. As the angel
shattered like glass, Crovax felt his mind collapse- the curse had been fulfilled.


Death Ward                       White    Instant                     W          C Ice Age

Regenerate target creature.
"Sometimes, a soul is not ready to complete its journey to the next word." ---Halvor
Arenson, Kjeldoran Priest


Death Ward                       White    Instant                     W          C Alpha

Regenerate target creature

Death Watch                      Black    Enchant Creature            B          C Visions

If enchanted creature is put into any graveyard, that creature's controller loses
an amount of life equal to its power and you gain an amount of life equal to its toughness.
"Watch death wait / Wait, death, watch / Steal breath swiftly / but steal life
slowly." ---Suq'Ata dirge


Death's Duet                     Black    Sorcery                    2B          C Exodus

Return two target creature cards from your graveyard to your hand.
Life has always been a dance. It is only fitting that death sing the tune.

Deathgrip                        Black    Enchantment                BB          U Alpha

[BB]: Counter target green spell. Play this ability as an interrupt.

Deathlace                        Black    Interrupt                   B          R Alpha

Change the color of target spell or target permanent to black. Costs to cast, tap,
maintain, ot use a special ability of target remain unchanged.

Debt of Loyalty                  White    Instant                   1WW          R Weatherlight

Regenerate target creature. Gain control of that creature.
"I killed him because I had to," Strake lied to Gerrard. "But now I pledge my
loyalty to you."


Decomposition                    Green    Enchant Creature           1G          U Mirage

Play only on a black creature.
Enchanted creature gains "Cumulative upkeep --- 1 life."
If enchanted creature is put into the graveyard, its controller loses 2 life.

Deep Spawn                       Blue     Summon Homarid           5UUU     6/6 U3 Fallen Empires

Trample
During your upkeep, take two cards from the top of your library and put them in your
graveyard, or destroy Deep Spawn. [B]: Deep Spawn may not be the target of spells or effects until end of turn and does
not untap as normal during your next untap phase. If Deep Spawn is untapped, tap it.

Deep Water                       Blue     Enchantment                UU         C3 The Dark

[U]: All mana--producing lands you control provide [U] instead of their normal mana
until end of turn.

Deep Wood                        Green    Sorcery                    1G          U Portal

Play Deep Wood only after you're attacked, before you declare interceptors.
This turn, all damage dealt to you by attacking creatures is reduced to 0.

Deep-Sea Serpent                 Blue     Summon Creature           4UU     5/5  U Portal

Deep-Sea Serpent can attack only if the defending player has an island in play.
Sailors fear the deep-sea serpent; others thank the gods it has no legs.

Defiant Stand                    White    Sorcery                    1W          U Portal

Play Defiant Stand only after you're attacked, before you declare interceptors.
Any one creature gets +1[O]/+3[D] until the end of the turn. If that creature is tapped,
untap it.

Deflection                       Blue     Interrupt                  3U          R Ice Age

Target spell, which must have a single target, targets a new legal target of your
choice.
Up and down, over and through, back around - the joke's on you.

Deja Vu                          Blue     Sorcery                    2U          C Portal

Return any one sorcery card from your discard pile to your hand.
The past is a mirror of the future.

Delif's Cone                     Artifact Artifact                    0         C1 Fallen Empires

[T]: Sacrifice Delif's Cone. If target creature you control attacks and is not blocked,
you may choose to gain its power in life. If you do so, it deals no damage to opponent
this turn.
"Where is it written that beasts must cause pain?" ---Delif,Ponderings

Delif's Cube                     Artifact Artifact                    1         U1 Fallen Empires

[2],[T]: If target creature you control attacks and is not blocked, it deals no damage
to opponent. Instead put a cube counter on Delif's Cube. [2]: Remove a cube counter to regenerate target creature.

Delirium                         Gold     Instant                   1BR          U Mirage

Play only on target opponent's turn.
Tap target creature that player controls. That creature deals to the player an amount
of damage equal to its power. That creature neither deals nor receives combat damage
this turn.

Demonic Attorney                 Black    Sorcery                   1BB          R Alpha

If opponent doesn't concede the game immediately, each player must ante an additional
card from the top of his or her library. Remove this card from your deck before playing
if you are not playing for ante.

Demonic Consultation             Black    Instant                     B          U Ice Age

Name a card. Remove the top six cards of your library from the game and reveal the
next card to all players. If it is the card named, put it into your hand. If not,
remove that card from the game and continue revealing the top card of your library
and removing it from the game until named card appears.

Demonic Hordes                   Black    Summon Demons            3BBB     5/5  R Alpha

[T]: Destroy 1 land.
Pay [BBB] during your upkeep or Hordes become tapped and you lose a land of opponent's
choice.
Created to destroy Dominia, Demons can sometimes be bent to a more focused purpose.

Demonic Torment                  Black    Enchant Creature           2B         U1 Legends

Target creatue deals no damage during combat. Creature cannot attack.

Demonic Tutor                    Black    Sorcery                    1B          U Alpha

Search your library for one card and take it into your hand. Reshuffle your library
afterward.

Dense Foilage                    Green    Enchantment                2G          R Weatherlight

Creatures cannot be the target of spells.
"Big plants not only goot for hidin', but full o' tasty bigs, too." ---Squee,
goblin cabin hand


Derelor                          Black    Summon Thrull              3B     4/4 U1 Fallen Empires

Your black spells cost an additional [B] to cast.
"Strength it has, but at the cost of a continuous supply of energy. Such failure
can only bear one result." ---From the execution order for Endrek Sahr, Master Breeder


Desert Drake                     Red      Summon Creature            3R     2/2  U Portal

Flying

Desert Nomads                    Red      Summon Nomads              2R     2/2 C5 Arabian Nights

Desertwalk. Desert Nomads are immune to damage done by deserts.

Desert Twister                   Green    Sorcery                   4GG         U3 Arabian Nights

Destroy any card in play.

Desert                           Land     Land                                  C1 Arabian Nights

Tap to add 1 colorless mana to your manapool or to do 1 damage to an attacking creature
after it deals its damage.

Desertion                        Blue     Interrupt                 3UU          R Visions

Counter target spell. If that spell is an artifact or summon spell, put that card
into play under your control as though it were just played.
First the insult, then the injury.

Desolation                       Black    Enchantment               1BB          U Visions

At the end of each turn, each player who tapped a land for mana during that turn sacrifices
a land. If a plains is sacrificed in this way, Desolation deals 2 damage to that plains'
controller.
"Kill a creature, destroy a present. Kill the land, destroy the future." ---Kaervek

Desperate Gambit                 Red      Instant                     R          U Weatherlight

Flip a coin; target opponent calls heads or tails while the coin is the ine air. If
flip ends up in your favor, double the damage dealt by a source you control. Otherwise,
prevent all damage from that source.

Despotic Scepter                 Artifact Artifact                    1          R Ice Age

[T]: Bury target permanent you own.
"We were not meant to have sich terrible things. They should be left where te
found them, if not destroyed!" ---Sorine Relicbane, Soldevi Heretic


Detonate                         Red      Sorcery                    XR         U3 Antiquities

Target any artifact; X is the casting cost of the target artifact. Target artifact
is destroyed, and Detonate does X points of damage to artifact's controller. Artifact
creatures destroyed in this manner may not be regenerated.

Devastation                      Red      Sorcery                   5RR          R Portal

Destroy all creatures and lands. (This includes your creatures and lands.)

Devoted Hero                     White    Sorcery                     W     1/2  C Portal


The heart's courage is the soul's guardian.

Devouring Deep                   Blue     Summon Devouring Deep      2U     1/2 C2 Legends

Islandwalk
"Full fathom five the father lies;/ Of his bones are coral made;/ Those are pearls
that were his eyes;/ Nothing of him that doth fade,/ But doth suffer a sea-change/
Into something rich and strange" ---William Shakespear, The Tempest


Diabolic Edict                   Black    Instant                    1B          C Tempest

Target player sacrifices a creature.
Greven il-Vec lifted Vhati off his feet. "The fall will give you time
to think on your failure."


Diabolic Machine                 Artifact Artifact Creature           7     4/4 U2 The Dark

[3]: Regenerates
"The bolts of our ballistae smashed into the monstrous thing, but our hopes died
in our chests as its gears continued turning." ---Sevti Mukul, The Fall of Alsoor


Diabolic Vision                  Gold     Sorcery                    UB          U Ice Age

Look at the top five cards of your library and out one of them into your hand. Put
the remaininng four on top of your library in any order.
"I have seen the true path. I will not warm myself by the fire - I will become
the flame." ---Lim Dul, the Necromancer


Diamond Kaleidoscope             Artifact Artifact                    4          R Visions

[3],[T]: Put a Prism token into play. Treat this token as a 0/1 artifact creature.
Sacrifice a Prism token: Add one mana of any color to your mana pool. Play this ability
as a mana source.
"A pretty toy. Now show me its tactical applications." ---Telim'Tor

Diamond Valley                   Land     Land                                  U2 Arabian Nights

Tap to sacrifice one of your creatures in exchange for a number of life points equal
to its toughness. Note that this ability may be used after blocking has been declared.

Didgeridoo                       Artifact Artifact                    1         U1 Homelands

[3]: Take a Minotaur from your hand and put it directly into play as though it were
just summoned.
"Play the song of he who delivered us. Play the song of Feroz." ---Onatah, Anaba
Shaman


Diminishing Returns              Blue     Sorcery                   2UU         R2 Alliances

Each player shuffles his or her hand and graveyard into his or her library. Remove
the top ten cards of your library from the game. Each player draws up to seven cards.

Dingus Egg                       Artifact Artifact                    4          R Alpha

Whenever anyone loses a land, Dingus Egg does 2 damage to that player for each land
lost.

Dingus Staff                     Artifact Artifact                    4          U Weatherlight

Whenever a creature is put into any graveyard from play, Dingus Staff deals 2 damage
to that creature's controller.
"A sharp conscience is the weapon of the soul." ---Hana, Weatherlight
navigator


Dire Wolves                      Green    Summon Wolves              2U     2/2  C Ice Age

Gains banding if you control any plains.
"Its amazing how scared a city kid can get at a dog. Now, of course, I'd cross
Terisiare alone, and keep no watch if I had a pack of greys handling on my flanks
as I went." ---Oddveig Ulfsson, caravan scout


Dirtcowl Wurm                    Green    Summon Wurm                4G     3/4  R Tempest

Whenever any opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm.
Few of Rath's rivers follow a steady course, so many new channels are carved for
them.


Dirtwater Wraith                 Black    Summon Wraith              3B     1/3  C Mirage

Swampwalk (If defending player controls any swamps, this creature is unblockable.)
?: +1/+0 until end of turn.
"The foul entities of the Uuserk swamp had never before dared to spread their
influence to the very heart of Zhalfir." ---Hakim, Loreweaver


Discordant Spirit                Gold     Summon Spirit             2BR     2/2  R Mirage

At end of target opponent's turn, put a +1/+1 counter on Discordant Spirit for each
1 damage dealt to you this turn. At end of your turn, remove all these counters from Discordant Spirit.

Diseased Vermin                  Black    Summon Rats                2B     1/1 U2 Alliances

During your upkeep, Diseased Vermin deals 1 damage to a single target opponent it
has previously damaged for each infection counter on Diseased Vermin. If Diseased
Vermin damages a player in combat, put an iffection counter on it.

Disempower                       White    Instant                    1W          C Mirage

Put target artifact or enchantment on top of owner's library.
"Mangara is gone. Who among you doubts that I have taken his power?" ---Kaervek

Disenchant                       White    Instant                    1W          C Tempest

Destroy target artifact or enchantment.
The swarm seemed unmoved by the artifical slivers' destruction. "They clearly
were not the leaders," Hanna cursed. "I guess we'll have to do this the hard way."


Disenchant                       White    Instant                    1W          C Mirage

Destroy target artifact or enchantment.
"There are harder ways to learn the meaning of the word 'no.'" ---Rashida Scalebane

Disenchant                       White    Instant                    1W          C Ice Age

Destroy target artifact or enchantment.
"I implore you not to forget the horrors of the past. You would have us start
the Brothers' War anew!" ---Sorine Relicbane, Soldevi Heretic


Disenchant                       White    Instant                    1W          C Alpha

Destroy target enchantment or artifact.

Disenchant                       White    Instant                    1W          R Arena

Destroy target enchantment or artifact.

Disharmony                       Red      Instant                    2R          R Legends

Target attacking creature comes under your control untapped. Return to former controller
at end of turn. This creature is no longer considered to have attacked. Play before
defense is chosen.

Disintegrate                     Red      Sorcery                    XR          C Alpha

Disintegrate deals X damage to target creature or player. The target cannot regenerate
until end of turn. If tge target receives lethal damage this turn, remove it from
the game entirely.

Dismiss                          Blue     Interrupt                 2UU          U Tempest

Counter target spell.
Draw a card.
"There is nothing you can do that I cannot simply deny." ---Ertai, wizard adept

Disrupt                          Blue     Interrupt                   U          C Weatherlight

Counter target instant, interrupt, or sorcery unless its caster pays an additional
[1].
Oh, I'm sorry --- did I break your concentration?

Disrupting Scepter               Artifact Artifact                    3          R Alpha

[3],[T]: Opponent must discard one card of his or her choice. Can only be used during
controller's turn.

Dissipate                        Blue     Interrupt                 1UU          U Mirage

Counter target spell. Remove that spell card from the game.
"If you weren't born with it, you don't need it." ---Grahilah, former trader of
Amiqat


Disturbed Burial                 Black    Sorcery                    1B          C Tempest

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Return target creature card from your graveyard to your hand.

Divine Intervention              White    Enchantment               6WW          R Legends

Put two counters on this card. Remove a counter during your upkeep. When you remove
the last counter from Divine Intervention, the game is over and considered a draw.

Divine Offering                  White    Instant                    1W          C Mirage

Destroy target artifact. Gain an amount of life equal to that artifact's casting cost.
"Suq'Ata believe in trande; Femeref, alms; Zhalfirins, steel. Be warned, Kaervek
---now we are joined." ---Sidar Jabari


Divine Offering                  White    Instant                    1W         C2 Legends

Destroy target artifact. You gain life points equal to casting cost of artifact.
D'Haren stared at the twisted lump of metal that had been a prized artifact. The
fight was getting ugly.


Divine Retribution               White    Instant                    1W          R Mirage

For each attacking creature, Divine Retrubution deals 1 damage to target attacking
creature.
"To the undiscerning eye, justice and venegance can look the same" ---Rashida
Scalebane


Divine Transformation            White    Enchant Creature          2WW          R Legends

Target creature geains +3/+3.
Glory surged through her and radiance surrounded her. All things were possible
with the blessing of the Divine.


Dizzying Gaze                    Red      Enchant Creature            R          C Exodus

Play Dizzying Gaze only on a creature you control.
[R]: Enchanted creature deals 1 damage to target creature with flying.
"When I cut down my angel I only started my fall." -Crovax

Djinn of the Lamp                Blue     Summon Creature           5UU     5/6  R Portal

Flying
Once they learned the trick of carrying their own lamps, they never touch the
ground again.


Dominating Licid                 Blue     Summon Licid              1UU     1/1  R Exodus

[1UU], [T]: Dominating Licid loses this ability and becomes a creature enchantment
that reads "Gain control of enchanted creature" instead of any other type of permanent.
Move Dominating Licid onto target creature. You may pay [U] to end this effect.

Doomsday                         Black    Sorcery                   BBB          R Weatherlight

Pay half your life, rounded up: Put yout graveyard on top of your library, then remove
all but five cards of your library from the game. Put the rest on top of your library
in any order.

Dormant Volcano                  Land     Land                                   U Visions

Dormant Volcano comes into play tapped.
When Dormant Volcano comes into play, return an untapped mountain you control to owner's
hand or bury Dormant Volcano. [T]: Add [R] and one colorless mana to your mana pool.

Downdraft                        Green    Enchantment                2G          U Weatherlight

[G]: Target creature loses flying until end of turn.
Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying.

Draconian Cylix                  Artifact Artifact                    3         U1 Fallen Empires

[2],[T]: Discard a card at random from your hand to regenerate a target creature.
"There is no gain without sacrifice." ---Icatian Proverb

Dracoplasm                       Gold     Summon Shapeshifter        UR     */*  R Tempest

Flying
When you play Dracoplasm, sacrifice any number of creatures. Dracoplasm comes into
play with power equal to the total power of the sacrificed creatures and toughness
equal to the total toughness of those creatures. [R]: Dracoplasm gets +1/+0 until end of turn.

Drafna's Restoration             Blue     Sorcery                     U         C4 Antiquities

Take any number of artifacts of your choice from target players graveyard and place
them on top of that player's library, in any order.
Drafna, founder of the College of Lat-Nam, could create a working model from even
the smallest remnants of a newly unearthed artifact.


Dragon Engine                    Artifact Artifact Creature           3     1/3 C4 Antiquities

[2]: +1/+0
Those who believed the city of Kroog would never fall to Mishra's forces severly
underestimated the might of his war machines.


Dragon Mask                      Artifact Artifact                    3          U Visions

[3],[T]: Target creature you control gets +2/+2 until end of turn. At end of turn,
if that creature is in play, return it to owner's hand.
"With no further options, I was forced to don the mask." ---Rashida Scalebane

Dragon Whelp                     Red      Summon Dragon             2RR     2/1  U Alpha

Flying
[R]: +1/+0 until end of turn. If you spend more than [RRR] in this way during one
turn, destroy Dragon Whelp at end of turn.

Drain Life                       Black    Sorcery                    1B          C Mirage

For each [B] you spend in addition to the casting cost, Drain Life deals 1 damage
to target creature or player. Gain 1 life for each damage dealt, but not more than
the toughness of the creature or the life total of the player Drain Life damages.

Drain Life                       Black    Sorcery                    1B          C Alpha

Drain life deals 1 damage to a target creature or player for each [B] you play in
addition to the casting cost. You then gain 1 life for each 1 damage dealt. You cannot
gain more life than the toughness of the creature or the total life of the player
Drain Life damages.

Drain Power                      Blue     Sorcery                    UU          R Alpha

Target player must draw all mana from his or her available lands; then, all mana in
target player's mana pool drains into your mana pool.

Dread Charge                     Black    Sorcery                    3B          R Portal

This turn, your black creatures can be intercepted only by other black creatures.
"As equal were their souls, so equal was their fate." ---John Dryden, "Ode to
Mrs. Anne Killigrew"


Dread Reaper                     Black    Summon Creature          3BBB     6/5  R Portal

When Dread Reaper comes into play from your hand, you lose 5 life. (The person
who plays Dread Reaper loses the life.)


Dread Specter                    Black    Summon Specter             3B     2/2  U Mirage

Whenever Dread Specter blocks or is blocked by a nonblack creature, destroy that creature
at end of combat.
Whatever follows life is incruable. ---Zhalfirin aphorism

Dread Wight                      Black    Summon Wight              3BB     3/4  R Ice Age

At end of combat, put a paralyzation conter on any creature blocking or blocked by
Dread Wight. As long as the creature has a paralyzation counter on it, it does not
untap during its controller's untap phase. As a non-interrupt fast effect, the creature's
controller may pay [4] to remove a paralyzation counter.

Dread of Night                   Black    Enchantment                 B          U Tempest

All white creatures get -1/-1.
"These moonless, foreign skies keep me in thrall. Dark whispers echo in the night,
and I cannot resist." ---Selenia, dark angel


Dream Cache                      Blue     Sorcery                    2U          C Tempest

Draw three cards. Choose two cards from your hand and put both on either the top or
the bottom of your library.
"The sanctity of poverty is invention of the rich." ---Starke

Dream Cache                      Blue     Sorcery                    2U          C Mirage

Draw three cards. Choose two from your hand and put both on either the top or the
bottom of your library.
Dreams' riches are easily spent. ---Suq'Atat adage

Dream Coat                       Blue     Enchant Creature            U         U1 Legends

Caster may change target creature's color to any other color. This ability is played
as an interrupt. Limit of one change per turn. Cost to tap, maintain, or use a special
ability of target creature remains entirely unchanged.
"Adopt the character of the twisting octopus, which takes on the appearance of
the nearby rock. Now follow in this direction, now turn a different hue." ---Theognis,
Elegies 1, 215


Dream Fighter                    Blue     Summon Soldier             2U     1/1  C Mirage

Whenever Dream Fighter blockes or is blocked by a creature, Dream Fighter and that
creature phase out.
Not only the sleeping should fear dreams.

Dream Halls                      Blue     Enchantment               3UU          R Stronghold

Instead of paying the casting cost for a spell of any color, its caster may choose
and discard a card that shares at least one color with that spell. If the spell has
[X] in its casting cost, [X] is [0].
Within without.

Dream Prowler                    Blue     Summon Illusion           2UU     1/5  C Stronghold

Dream Prowler is unblockable as long as no other creatures are attacking.
"To think that some find sleep a restful state." ---Volrath

Dream Tides                      Blue     Enchantment               2UU          U Visions

Creatures do not untap during their controller's untap phase.
Each nongreen creature's controller may play an additional [2] during his or her upkeep
to untap that creature.

Dreams of the Dead               Blue     Enchantment                3U          U Ice Age

[1U]: Take target white or black creature from your graveyard and put it directly
into play as though it were just summoned. That creature now requires an additional
Cumulative Upkeep: [2]. If the creature leaves play, remove it from the game.

Dregs of Sorrow                  Black    Sorcery                   X4B          R Tempest

Destroy X target nonblack creatures. Draw X cards.
Crovax gazed upon the dead, and for one dark moment he saw a banquet.

Drift of the Dead                Black    Summon Wall                3B     */*  U Ice Age

Drift of the Dead has power and toughness equal to the number of snow-covered lands
you control.
"Take their dead, and entomb them in the snow. Risen, they shall serve a new purpose."
---Lim-Dul, the Necromancer


Drop of Honey                    Green    Enchantment                 G         U2 Arabian Nights

During your upkeep, the creature in play with the lowest power is destroyed and cannot
be regenerated. If there is a tie you choose which to destroy. Drop of honey must
be discarded if there are no creatures in play.

Drought                          White    Enchantment               2BB          U Ice Age

During your upkeep, play [WW] or destroy Drought. Before a spell that requires [B]
as part of its casting cost may be cast or an ability that requires [B] as part of
its activation cost may be played, the controller of that spell or ability sacrifices
a swamp for each [B] in the spell's casting cosr or the ability's activation cost.

Drowned                          Blue     Summon Zombies             1U     1/1 C3 The Dark

[B]: Regenerates
We asked Captain Soll what became of the Serafina, but all he said was, "Ships
that go down shouldn't come back up."


Drudge Skeletons                 Black    Summon Skeletons           1B     1/1  C Alpha

[B]: Regenerates
Bones scattered around us hoined form misshaped bodies. We struck at them repeatedly
- they fell, but soon formed again, with the same mocking look on their faceless skulls.


Drudge Spell                     Black    Enchantment                BB         U3 Homelands

[B]: Remove from the game two target creatures in your graveyard to put a Skeleton
token into play. Treat this token as a 1/1 black creature with "[B]: Regenerates".
If Drudge Spell leaves play, bury all Skeleton tokens.

Dry Spell                        Black    Sorcery                    1B          U Portal

Dry Spell deals 1 damage to each creature and player. (This includes your creatures
and you.)

A fist of dust to line your throat, a bowl of sand to fill your belly.

Dry Spell·1                      Black    Sorcery                    1B         C2 Homelands

Dry Spell deals 1 damage to each creature and player.
"Wherever water is lacking, all things suffer." ---Autumn Willow

Dry Spell·2                      Black    Sorcery                    1B         C2 Homelands

Dry Spell deals 1 damage to each creature and player.
"My soul thirsts for Serra's salvation, as does my body for life's breath." ---Ihsan's
Shade


Duct Crawler                     Red      Summon Insect               R     1/1  C Stronghold

[1R]: Target creature cannot block Duct Crawler this turn.
"The mountain's ducts will be like organ pipes, amplifying the glorious roar of
the dying." -Stonghold architect, journal


Dungeon Shade                    Black    Summon Spirit              3B     1/1  C Stronghold

[B]: Dungeon Shade gets +1/+1 until end of turn.
A sickness stirs in its eyes, a nightmare born in darkened wails.

Duplicity                        Blue     Enchantment               3UU          R Tempest

When Duplicity comes into play, put the top five cards of your library face down on
Duplicity. During your upkeep, you may exchange all the cards in your hand for the cards on Duplicity. At the end of your turn, choose and discard a card. If you lose control of Duplicity, put all cards on it into owner's graveyard.

Durkwood Boars                   Green    Summon Boars               4G     4/4 C2 Legends


"And the unclean spirits went out, and entered the swine: and the herd ran violently..."
---Mark 5:13


Duskrider Falcon                 White    Summon Falcon              1W     1/1  C Weatherlight

Flying, protection from black
"Seaborne ships have their dolphins to dance in their wakes; I have my duskriders."
---Sisay, journal


Dust to Dust                     White    Sorcery                   1WW         C3 The Dark

Removes two target artifacts from the game.
Trevish never noticed that the amulet had vanished. It had disappeared not only
from his possession, but from his memory as well.


Dwarven Armorer                  Red      Summon Dwarf                R     0/2 U1 Fallen Empires

[R],[T]: Discard a card from your hand to put either a +0/+1 or a +1/+0 counter on
a target creature.
"The few remaining pieces from this period suggest the Dwarves eventually made
weapons and armour out of everything, even children's toys."
---Sarpadian Empires,
vol. IV

Dwarven Armory                   Red      Enchantment               2RR          R Ice Age

[2]: Sacrifice a land to put a +2/+2 counter in target creature. Use this ability
only during your upkeep.
"Few of us left, now. Confounded Yeti have opened all the vents. We'd best hide
here with the weapons." ---Perena Deepcutter, Dwarven Armorer


Dwarven Berserker                Red      Summon Dwarf               1R     1/1  C Weatherlight

If Dwarven Berserker is blocked, it gets +3/+0 and gains trample until end of turn.
"I max be small, but I can kick your butt."

Dwarven Catapult                 Red      Instant                    XR         U3 Fallen Empires

Dwarven Catapult does X damage, divided evenly among all of opponent's creatures (round
down).
"Often greatly outnumbered in battle, Dwarves relied on catapults as one means
of damaging a large army."
---Sarpadian Empires, vol. IV

Dwarven Demolition Team          Red      Summon Dwarves             2R     1/1  U Alpha

Tap to destroy a wall.

Dwarven Hold                     Land     Land                                  U1 Fallen Empires

Comes into play tapped. You may choose not to untap Dwarven Hold during your untap
phase and instead put a storage counter on it. [T]: Remove any number of storage counters from Dwarven Hold. For each storage counter
removed, add [R] to your mana pool.

Dwarven Lieutenant               Red      Summon Dwarf               RR     1/2 U3 Fallen Empires

[1R]: Target Dwarf gets +1/+0 until end of turn.
"Dwarven officers were tireless in battle, moving up and down the lines to rally
their troops and boost moral."
---Sarpadian Empires, vol. IV

Dwarven Miner                    Red      Summon Dwarf               1R     1/2  U Mirage

[2R],[T]: Destroy target nonbasic land.
"Fetch the pestridder, Paka --- we've got dwarves in the rutabagas!" ---Jamul,
Femeref farmer


Dwarven Nomad                    Red      Summon Dwarf               2R     1/1  C Mirage

[T]: Target creature with power 2 or less is unblockable this turn.
A dwarf's life belongs as much to the land as to the dwarf. ---Creed of the Stonethrow
Clan


Dwarven Pony                     Red      Summon Pony                 R     1/1 U1 Homelands

[1R],[T]: Target Dwarf gains mountainwalk until end of turn.
"I hear Halina's got a pony that can count to six--- and likes to eat meat." ---Chandler

Dwarven Ruins                    Land     Land                                  U2 Fallen Empires

Comes into play tapped.
[T]: Add [R] to your mana pool.
[T]: Sacrifice Dwarven Ruins to add [RR] to your mana pool.

Dwarven Sea Clan                 Red      Summon Dwarves             2R     1/1 U1 Homelands

[T]: At end of combat, Dwarven Sea Clan deals 2 damage to target attacking or blocking
creature. Use this ability only if that creature's controller controlls any islands.
"No Dwarf alive can best one of my crew dead." ---Zeki, Reef Pirate

Dwarven Soldier·1                Red      Summon Dwarf               1R     2/1 C1 Fallen Empires

If Dwarven Soldier blocks or is blocked by Orcs, it gets +0/+2 until end of turn.
"Let no one say we did not fight until the last ..." ---Headstone fragment from
a mass grave found in the Crimson Peaks


Dwarven Soldier·2                Red      Summon Dwarf               1R     2/1 C1 Fallen Empires

If Dwarven Soldier blocks or is blocked by Orcs, it gets +0/+2 until end of turn.
There is a legend among present-day Dwarves that the Dwarves of Sarpadia will
one day return to defend Dwarvenkind against a deadly peril.


Dwarven Soldier·3                Red      Summon Dwarf               1R     2/1 C1 Fallen Empires

If Dwarven Soldier blocks or is blocked by Orcs, it gets +0/+2 until end of turn.
"Although the Dwarves stauchly defended their walled city-states against the Orcs,
their civilization was the first to fall, and its name was sadly lost."
---Sarpadian
Empires, vol. I

Dwarven Song                     Red      Instant                     R         U1 Legends

Changes the color of one or more target creatures to red until end of turn. You choose
which and how many creatures are affected. Cost to tap, maintain, or use of special
ability of target creatures remain entirely unchanged.

Dwarven Thaumaturgist            Red      Summon Dwarf               2R     1/2  R Weatherlight

[T]: Switch power and toughness of target creature until end if turn. Effects that
alter that creature's power alter its toughness instead, and vice versa, until end
of turn.

Dwarven Trader·1                 Red      Summon Dwarf                R     1/1 C2 Homelands


"Their definition of 'fair profit' is certainly novel." ---Reveka, Wizard Savant

Dwarven Trader·2                 Red      Summon Dwarf                R     1/1 C2 Homelands


"They wouldn't sell their own families--- at least, not for cheap." ---Zeki, Reef
Pirate


Dwarven Vigilantes               Red      Summon Dwarves             2R     2/2  C Visions

If Dwarven Vigilantes attacks ans is not blocked, you may choose to have it deal no
combat damage this turn. If you do son, Dwarven Vigilantes deals an amount of damage
equal to its power ti target creature.
Some dwarves can only be pushed so far.

Dwarven Warriors                 Red      Summon Dwarves             2R     1/1  C Alpha

[T]: Target creature with power no greater than 2 becomes unblockable until end of
turn. Other effects may later be used to increase the creature's power beyond 2

Dwarven Weaponsmith              Red      Summon Dwarves             1R     1/1 U3 Antiquities

[T]: During you upkeep, add a permanent +1/+1 counter to any creature. Each time you
use this ability, you must sacrifice one of your artifacts in play.
"Work with zeal as hammers peal! Melt, anneal, and pount the steel!" ---Old Dwarvish
forge-chant


Dystopia                         Black    Enchantment               1BB         R2 Alliances

Cumulative Upkeep: 1 life
During each player's upkeep, if that player controlls any green of white permanents,
he or she sacrifices a green or white permanent.

Early Harvest                    Green    Instant                   1GG          R Mirage

Target player untaps all basic lands he or she controls.
"Tonight we'll ear a farefell feast. Cold corn porridge is not enough. / Let's
peel papayas, oineapples, and mangoes, drink coconut milk, / and bake bananas." ---"Love
Song of Night and Day"


Earth Elemental                  Red      Summon Elemental          3RR     4/5  U Alpha


Earth Elementals have the eternal strength of stone and the endurance of mountains.
Primordially connected to the land they inhabit, they take a long-term view of things,
scorning the impetuous haste of short-lived mortal creatures.


Earthbind                        Red      Enchant Creature            R          C Alpha

If cast on a flying creature, Earthbing removes flying ability and does 2 damage to
target creature; this damage occurs only once, at the time Earthbind is cast. If another
spell or effect gives target creature flying ability, Earthbind does not affect this.
Earthbind has no effect on non-flying creatures.

Earthcraft                       Green    Enchantment                1G          R Tempest

Tap an untapped creature you control: Untap target basic land.
"The land gives up little, but we are masters of persuasion." ---Eladamri, Lord
of Leaves


Earthlink                        Gold     Enchantment              3BRG          R Ice Age

During your upkeep, play [2] or bury Eartlink.
Whenever a creature is put into the graveyard from play, that creature's controller
sacrifices a land. Ignore this effect if that player controls no land.

Earthlore                        Green    Enchant Land                G          C Ice Age

When Earthlore comes into play, choose target land you control.
[0]: Tap land Earthlore enchants to give target creature +1/+2 until end of turn.
"Even the ground is our friend." ---Kolbjörn, Elder Druid of the Juniper Order

Earthquake                       Red      Sorcery                    XR          R Portal

Earthquake deals X damage to each player and each creature without flying. (This includes
you and your creatures without flying.)

Earthquake                       Red      Sorcery                    XR          R Alpha

Earthquake deals X damage to each player and each creature without flying.

Eater of the Dead                Black    Summon Eater               4B     3/4 U2 The Dark

[0]: Take one  creature from any graveyard and remove it from the game. Untap Eater
of the Dead.
Even the purid muscles of the dead can provide strength to those loathsome enough
to consume them.


Ebon Dragon                      Black    Summon Creature           5BB     5/4  R Portal

Flying
When Ebon Dragon comes into play from your hand, you may force your opponent to choose
and discard a card from his or her hand.

Ebon Praetor                     Black    Summon Avatar             4BB     5/5 U1 Fallen Empires

Trample, first strike//During your upkeep put a -2/-2 counter on Ebon Praetor. You
may sacrifice a cerature during yout upkeep to remove a -2/-2 counter from Ebon Praetor.
If the creature sacrifice was a Thrull, also put a +1/+0 counter on Ebon Praetor.
Only one creature may be sacrificed in this manner each turn.

Ebon Stronghold                  Land     Land                                  U2 Fallen Empires

Comes into play tapped.
[T]: Add [B] to your mana pool.
[T]: Sacrifice Ebon Stronghold to add [BB] to your mana pool.

Ebony Charm                      Black    Instant                     B          C Mirage

Choose one --- Target opponent looses 1 life and you gain 1 life; or remove from the
game up to three cards in any player's graveyard; or target creature cannot be blocked
this turn except by artifact or black creatures.

Ebony Horse                      Artifact Artifact                    3         U2 Arabian Nights

[2],[T]: Remove one of your attacking creatures from combat. Treat this as if the
creature never attacked, except that defender assigned to block it cannot choose to
block another creature.

Ebony Rhino                      Artifact Artifact Creature           7     4/5 C1 Homelands

Trample
"That Rhino would fetch us a tidy sum, Joven. Perhaps it's time to make it ours."
---Chandler


Echo Chamber                     Artifact Artifact                    4          R Tempest

[4], [T]: Target opponent chooses target creature he or she controls. Put a token
creature into play and treat it as a copy of that creature. The token creature is
unaffected by summoning sickness this turn. At end of turn, remove the token creature
from the game. Play this ability as a sorcery.

Ekundu Cyclops                   Red      Summon Cyclops             3R     3/4  C Mirage

If any creature you control attacks, Ekundu Cyclops also attacks if able.
"Big one I, One big eye, One-eye see Two-eye die!" ---Traditional cyclops chant

Ekundu Griffin                   White    Summon Griffin             3W     2/2  C Mirage

Flying, first strike
"My goat was a small price to play for the chance to see the hunting griffin dive
and seize it." ---Pashad ibn Asim, Suq'Ata trader


El-Hajjaj                        Black    Summon El-Hajjaj          1BB     1/1 U2 Arabian Nights

You gain 1 life for every point of damage El-Hajjaj inflicts.

Eladamri's Vineyard              Green    Enchantment                 G          R Tempest

At the beginning of each player's main phase, add [GG] to that player's mana pool.
The muschroom wine made Gerrard's head spin, and his stomach soon followed suit.

Eladamri, Lord of Leaves         Green    Summon Legend              GG     2/2  R Tempest

All Elves gain forestwalk. (If defending player controls any forests, those creatures
are unblockable.)
Elves cannot be the target of spells or abilities.
"We have been patient. We have planned our attack. We are ready... now." ---Eladamri,
Lord of Leaves


Elder Druid                      Green    Summon Cleric              3G     2/2  R Ice Age

[3G],[T]: Tap or untap target artifact, creature, or land.
"I am older than any Elder Druid before me, and still no child has been born with
the Mark to take my place. When will the wheel turn?" ---Kolbjörn, Elder Druid of
the Juniper Order


Elder Land Wurm                  White    Summon Wurm              4WWW     5/5  R Legends

Trample. Wurm cannot attack until it has been assigned as a blocker.
Sometimes it's best to let a sleeping dragon lie.

Elder Spawn                      Blue     Summon Spawn             4UUU     6/6  R Legends

Elder Spawn cannot be blocked by red creatures. Sacrifice one of your islands during
your upkeep or Elder Spawn does 6 damage to you and is buried.

Electric Eel                     Blue     Summon Eel                  U     1/1 U2 The Dark

[RR]: +2/+0; Electric eel does 1 damage to you. Electric Eel does 1 damage to you
when it is bought into play.

Elemental Augury                 Gold     Enchantment               UBR          R Ice Age

[3]: Look at the top three cards of target player's library. Put them on the top of
that player's library in any order.
"It is the chnaging of perception that is important." --Gerda Äagesdotter, Archmage
of the Unseen


Elephant Grass                   Green    Enchantment                 G          U Visions

Cumulative upkeep [1]
Black creatures cannot attack you. Ninblack creatures cannot attack you unless their
controller pay an additional [2] for each attacking creature.
"How have I angered nature that she would imprison me in a labyrinth of grass?"
---Kasib ibn Naji, Letters


Elephant Graveyard               Land     Land                                  U2 Arabian Nights

Tap to add 1 colorless mana to your mana pool or regenerate an Elephant or
Mammoth.

Elite Cat Warrior·1              Green    Summon Creature            2G     2/3  S Portal

Forestwalk (If defending player has any forests in play, Elite Cat Warrior can't
be intercepted. Forests are in play regardless of whether they're tapped or untapped.)


Elite Cat Warrior·2              Green    Summon Creature            2G     2/3  C Portal

Forestwalk (If defending player has any forests in play, Elite Cat Warrior can't be
intercepted.)

Elite Javelineer                 White    Summon Soldier             2W     2/2  C Tempest

If Elite Javelineer blocks, it deals 1 damage to target attacking creature.
"Precision is frequently more valuable than force." ---Gerrard of the Weatherlight

Elixir of Vitality               Artifact Artifact                    4          U Mirage

Elixir of Vitality comes into play tapped.
[T],Sacrifice Elixir of Vitality: Gain 4 life.
[8],[T],Sacrifice Elixir of Vitality: Gain 8 life.
"Eternal life or your money back." ---Unnamed Suq'Ata merchant, deceased

Elkin Bottle                     Artifact Artifact                    3          R Ice Age

[3],[T]: Take the top card from your library and place it face up in front of you.
You may play that card as though it were in your hand; if you do not play it by your
next upkeep, remove it from the game.

Elkin Lair                       Red      Enchant World              3R          R Visions

During each player's upkeep, that player chooses a card at random from his or her
hand and sets it aside face up. The player may play that card as though it were in
his or her hand. If the player does not play the card by end of turn, bury that card.

Elven Cache                      Green    Sorcery                   2GG          C Portal

Return any one card from your discard pile to your hand.

Elven Cache                      Green    Sorcery                   2GG          C Visions

Return target card from your graveyard to your hand.
"The elves can hide better than most can look." ---Mwani, Mtenda herder

Elven Fortress·1                 Green    Enchantment                 G         C1 Fallen Empires

[1G]: Target blocking creature gets +0/+1 until end of turn.
"The size of the obvious Fortress walls often misled foes. Actually, the Elves
enchanted the forest itself to provide the first line of defense with tangling vines
and stinging thorns."
---Sarpadian Empires, vol. III

Elven Fortress·2                 Green    Enchantment                 G         C1 Fallen Empires

[1G]: Target blocking creature gets +0/+1 until end of turn.
"Thallids are not ordinary enemies of flesh and bone and reason. They attack with
no thought of our strength or of their own losses. I fear our Fortress shall be overwhelmed."
---Kyliki Havenwood


Elven Fortress·3                 Green    Enchantment                 G         C1 Fallen Empires

[1G]: Target blocking creature gets +0/+1 until end of turn.
Many Elven Fortesses weren't built by masons and carpenters, but created from
the living forest itself.


Elven Fortress·4                 Green    Enchantment                 G         C1 Fallen Empires

[1G]: Target blocking creature gets +0/+1 until end of turn.
"Burn it down, you say? Now there's a stupid idea. What do you suppose will become
of those overhanging branches, hmm? And then what do you suppose will become of us?"
---Ivra Jursdotter


Elven Lyre                       Artifact Artifact                    2         U1 Fallen Empires

[1],[T]: Sacrifice Elven Lyre to give a target creature +2/+2 until end of turn.
Scholars are uncertain whether it was the actual sound or some other magical property
of the Elven Lyre that transformed its player.


Elven Palisade                   Green    Enchantment                 G          U Exodus

Sacrifice a forest: Target attacking creature gets -3/-0 until end of turn.
"Volrath is not the only one who can shape this world to serve him." -Eladamri,
Lord of Leaves


Elven Riders                     Green    Summon Riders             3GG     3/3  R Legends

Cannot be blocked by any creatures except wally and flying creatures.
"Sometimes it is better to be swift of foot than strong of swordarm." ---Elven
proverb


Elven Rite                       Green    Sorcery                    1G          U Stronghold

Put two +1/+1 counters, distributed any way you choose, on any number of target creatures.
As the bough stretches, so shall you grow. As the roots spread, so shall you thrive.

Elven Warhounds                  Green    Summon Hounds              3G     2/2  R Tempest

If Elven Warhounds is blocked by any creature, put that creature on top of owner's
library.
"If a creature is dumb enough to love you for leashing it, why should you not
want to follow its lead?" ---Mirri of the
Weatherlight

Elves of Deep Shadow             Green    Summon Elves                G     1/1 U2 The Dark

[T]: Add [B] to your mana pool, and Elves of Deep Shadow do 1 damage to you, This
ability is played as an interrupt.
"They are aberrations who have turned on everything we hold sacred. Let them be
cast out." ---Ailheen, Speaker of the Council


Elvish Archers                   Green    Summon Elves               1G     2/1  R Alpha

First strike
I tell you, there was so many arrows flying about you couldn't hardly see the
sun. So I says to young Angus, "Well, at least now we're fighting in the shade!"


Elvish Bard                      Green    Summon Elf                3GG     2/4 U2 Alliances

All creatures able to block Elvush Bard do so. If this forces a creature to block
more attackers than allowed, defending player assigns that creature to block as many
of those attackers as allowed.

Elvish Berserker                 Green    Summon Elf                  G     1/1  C Exodus

For each creature that blocks it, Elvish Berserker gets +1/+1 until end of turn.
Their fury scatters enemies like a pile of dry leaves.

Elvish Farmer                    Green    Summon Elf                 1G     0/2 U1 Fallen Empires

During your upkeep, put a spore counter on Elvish Farmer.
[0]: remove three spore counters from Elvish Farmer to put a Saproling token into
play. Treat this token as a 1/1 green creature. [0]: Sacrifice a Saproling token to gain 2 life.

Elvish Fury                      Green    Instant                     G          C Tempest

Buyback [4] (You may pay an additional [4] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Target creature gets +2/+2 until end of turn.

Elvish Healer                    White    Summon Cleric              2W     1/2  C Ice Age

[T]: Prevent 1 damage to ny non-green creature or play or up to 2 damage to any green
creature.
"The Kjeldorans keep the Orcs at bay and we train their healers. Most human bargains
aren't as fair." ---Liana of the Elvish Council


Elvish Hunter·1                  Green    Summon Elf                 1G     1/1 C1 Fallen Empires

[1G],[T]: Target creature does not untap as normal during its controller's next untap
phase.
"As the climate cooles, many Elves turned to Thallid farming for food, while the
Hunters honed their skills on what little game remained."
---Sarpadian Empires,
vol. III

Elvish Hunter·2                  Green    Summon Elf                 1G     1/1 C1 Fallen Empires

[1G],[T]: Target creature does not untap as normal during its controller's next untap
phase.
"Elves often tipped their arrows with a drug that caused a deep but harmless sleep."---Sarpadian
Empires, vol. III

Elvish Hunter·3                  Green    Summon Elf                 1G     1/1 C1 Fallen Empires

[1G],[T]: Target creature does not untap as normal during its controller's next untap
phase.
The Elves never had a standing army; when battle came, they presed Hunters, Scouts,
and Farmers into a suprisingly efficient militia.


Elvish Ranger                    Green    Summon Creature            2G     4/1  C Portal



Elvish Ranger·1                  Green    Summon Elf                 2G     4/1 C1 Alliances


"How can any Human hope to match our skills? We are children of Fyndhorn, at its
sap runs in out veins." ---Taaveti of Kelsinko, Elvish Hunter


Elvish Ranger·2                  Green    Summon Elf                 2G     4/1 C1 Alliances


"No one may fault an Elvish Ranger's heard, but the simplest frailty may fell
even the proudest warrior." ---Kaysa, Elder Druid of the Juniper Order


Elvish Scout·1                   Green    Summon Elf                  G     1/1 C1 Fallen Empires

[G],[T]: Untap a target attacking creature you control. That creature neither receives
nor deals damage during combat this turn.
Even one whose ears were closely tuned to the sounds of Havenwood could miss hearing
a Scout move past.


Elvish Scout·2                   Green    Summon Elf                  G     1/1 C1 Fallen Empires

[G],[T]: Untap a target attacking creature you control. That creature neither receives
nor deals damage during combat this turn.
Although the Elves of Havenwood lived in isolated villages, their swift communications
allowed them to act as a single community.


Elvish Scout·3                   Green    Summon Elf                  G     1/1 C1 Fallen Empires

[G],[T]: Untap a target attacking creature you control. That creature neither receives
nor deals damage during combat this turn.
"Even for Elves, they were stealthy little twerps. They'd taken our measure before
we'd even seen them." ---Marshall Volnikov


Elvish Spirit Guide              Green    Summon Spirit              2G     2/2 U2 Alliances

If Elvish Spirit Guide is in you hand, you may remove to from the game to add [G]
to your mana pool. Play this ability as an interrupt.
"We are never without guidance, if we but seek it." ---Taaveti of Kelsino, Elvish
Hunter


Emberwilde Caliph                Gold     Summon Djinn              2UR     4/4  R Mirage

Flying, trample
Emberwilde Caliph attacks each turn if able.
For each 1 damage Emberwilde Caliph successfully deals, lose 1 life.
The fire breathes while the air burns.

Emberwilde Djinn                 Red      Summon Djinn              2RR     5/4  R Mirage

Flying
During each player's upkeep, he or she may pay [RR] or 2 life to gain control of Emberwilde
Djinn.
A hefty price is no guarantee of quality merchandise.

Emerald Charm                    Green    Instant                     G          C Visions

Choose one --- Untap target permanent; or destroy target global enchantment; or target
creature loses flying until end of turn.

Emerald Dragonfly                Green    Summon Dragonfly           1G     1/1 C2 Legends

Flying, [GG]: First strike until end of turn.
Flittering, wheeling,/ darting in to strike, an then/ gone just as you blink."
---"Dragonfly Haiku," poet unknown


Emerald Medallion                Artifact Artifact                    2          R Tempest

Your green spells cost [1] less to play.

Emmessi Tome                     Artifact Artifact                    4          R Tempest

[5], [T]: Draw two cards, then choose and discard a card.
?It is like life and destiny: we think we know the story, but we have read only half
the tale.

Empyrial Armor                   White    Enchant Creature          1WW          C Weatherlight

Enchanted creature gets +X/+X where X is equal to the number of cards in your hand.
"An angel appeared in the smoldering skies above the fray, her clothes as flames,
her armor as fire." ---"Hymn of Angelfire"


Enchanted Being                  White    Summon Being              1WW     2/2 C1 Legends

Any damage dealt to Enchanted Being during combat by creatures with one or more enchantment
cards played on them is reduced to 0.

Enchantment Alteration           Blue     Instant                     U         C1 Legends

Switch target enchantment from one creature to another or from one land to another.
The controller of the enchantment does not change. New targe of enchantment must be
valid or this spell has no effect. Treat this as if the enchantment had just been
cast on the new target.

Endangered Armodon               Green    Summon Elephant           2GG     4/5  C Stronghold

If you control any creature with toughness 2 or less, sacrifice Endangered Armodon.
These are its last days. Its doom to be remembered only until the hunters hunger
again.


Endless Cockroaches              Black    Summon Creature           1BB     1/1  R Portal

If Endless Cockroaches is put into your discard pile from play, return Endless Cockroaches
to your hand.

Endless Scream                   Black    Enchant Creature           XB          C Tempest

Enchanted creature gets +X/+0.
"I have made Crovax weep; now I will make him scream. The pain will not end, but
will bind him to me." ---Volrath


Enduring Renewal                 White    Enchantment               2WW          R Ice Age

Play with the cards in your hand face up on the table. If you draw a creature card
from your library, discard it. Whenever a creature goes to the graveyard from play,
put that creature into your hand.
That which lasts longest serves best.

Energizer                        Artifact Artifact                    4     2/2  R Tempest

[2], [T]: Put a +1/+1 counter on Energizer.
Like a kettle set to boil, it must eventually go off -- on someone.

Energy Arc                       Gold     Instant                    WU         U2 Alliances

Untap any number of target creatures. Those creatures neither deal nore receive damage
in combat this turn.
"Relent, and you may transcent your situation." ---Gerda Äagesdotter, Archmage
of the Unseen


Energy Bolt                      Gold     Sorcery                   XRW          R Mirage

Energy Bolt deals X damage to target player, or target player gains X life.
Life and death are two faces of the same coin.

Energy Flux                      Blue     Enchant Artifact           2U         U3 Antiquities

All artifacts in play now require an upkeep of [2] in addition to any other upkeep
costs they may have. If the upkeep cast for an artifact is not paid, the artifact
must be discarded.

Energy Storm                     White    Enchantment                1W          R Ice Age

Cumulative Upkeep: [1]
Damage dealt by instants, interrupts, and sorceries is reduced to 0.
Creatures with flying do not untap during their controller's untap phase.

Energy Tap                       Blue     Sorcery                     U         C2 Legends

Target untapped creature you control becomes tapped. Add an amount of colorless mana
equal to target creature's casting cost to your mana pool.

Energy Vortex                    Blue     Enchantment               3UU          R Mirage

When you play Energy Vortex, choose target opponent.
At the beginning of your upkeep, remove all energy counters from Energy Vortex.
During chosen opponent's upkeep, he or she pays [1] for each counter on Energy Vortex,
or it deals 3 damage to him or her. [X]: Put X energy counters on Energy Vortex. Use this ability only duing your upkeep.

Enervate                         Blue     Instant                    1U          C Ice Age

Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's
upkeep.
"Worlds turn in crucial moments of decision. Make your choice" ---Gusta Ebbasdotter,
Kjeldoran Royal Mage


Enfeeblement                     Black    Enchant Creature           BB          C Tempest

Enchanted creature gets -2/-2.
Crovax had witnessed Selenia lead the Predator to the Weatherlight.
As the battle raged on deck, he felt his strength melt in the heat of her bertayal.


Enfeeblement                     Black    Enchant Creature           BB          C Mirage

Enchanted creature gets -2/-2-
"If it is weak, either kill it or ignore it. Anything else honors it." ---Kaervek

Enlightened Tutor                White    Instant                     W          U Mirage

Search your library for an artifact or enchantment card and reveal that card to all
players. Shuffle your library and put the revealed card back on top of it.
"I do not teach. I simply reveal." ---Daudi, Femeref tutor

Enraging Licid                   Red      Summon Licid               1R     1/1  U Tempest

[R], [T]: Enraging Licid loses this ability and becomes a creature enchantment that
reads "Enchanted creature is unaffected by summoning sickness" instead of a creature.
Move Enraging Licid onto target creature. You may pay [R] to end this effect.

Enslaved Scout·1                 Red      Summon Goblin              2R     2/2 C1 Alliances

[2]: Mountainwalk until end of turn
"Her soldiers' hatred for the Goblins is tempered only by their need for what
the Goblins alone hold: knowledge of their mountain home." ---King Darien of Kjeldor


Enslaved Scout·2                 Red      Summon Goblin              2R     2/2 C1 Alliances

[2]: Mountainwalk until end of turn
"Even the basest creatures may serve a purpose. Still, their lives need be only
as long as the paths we tread." ---General Varchild


Ensnaring Bridge                 Artifact Artifact                    3          R Stronghold

Each creature with power greater than the number of cards in your hand cannot attack.
"I expected a fight, but I didn't expect it from the building itself." ---Gerrard

Entropic Specter                 Black    Summon Spirit             3BB     */*  R Exodus

Flying
Entropic Specter has power and toughness each equal to the number of cards in target
opponent's hand. If Entropic Specter damages any player, that player chooses and discards a card.

Ephemeron                        Blue     Summon Illusion           4UU     4/4  R Exodus

Flying
Choose and discard a card: Return Ephemeron to owner's hand.
From nothing came teeth.

Equilibrium                      Blue     Enchantment               1UU          R Exodus

Whenever you successfully cast a creature spell, you may pay [1] to return target
creature to owner's hand.
In Rath, there are only so many souls to go around.

Equinox                          White    Enchant Land                W         C1 Legends

Tap land enchanted with Equinox to counter a spell that destroys one or more of your
lands. This ability is played as an interrupt.

Equipoise                        White    Enchantment                2W          R Visions

During your upkeep, for each land target player controls in exess of the number of
lands you control, target land he or she controls phases out. Repeat this process
for artifacts and the for creature.

Erg Raiders                      Black    Summon Raiders             1B     2/3 C5 Arabian Nights

If you do not attack with Raiders, they do 2 damage to you at end of turn. Raiders
do no damage to you during the turn in which they are summoned.

Erhnam Djinn                     Green    Summon Djinn               3G     4/5 U2 Arabian Nights

During your upkeep, you must choose one of opponent's non-wall creatures in play.
Until your next upkeep, that creature gains the forestwalking ability. If opponent
has no creatures, ignore this effect.

Eron the Relentless              Red      Summon Legend             3RR     5/2 U3 Homelands

Eron the Relentless can attack the turn it comes into play on your side.
[RRR]: Regenerate
"Eron would be much less of a hassle if only he were mortal." ---Reyhan, Samite
Alchemist


Erosion                          Blue     Enchant Land              UUU         C3 The Dark

Target land is desrtoyed unless its controller play [1] or play 1 life during his
or her upkeep. Effects that prevent or redirect damage may not be used to counter
this loss of life.

Errand of Duty·1                 White    Instant                    1W         C1 Alliances

Put a knight token into play. Treat this token as a 1/1 white creature with banding.
"May they speed to their task, for the Skyknights alone cannot hold Kjeldor safe."
---Arna Kennerüd, Skycaptain


Errand of Duty·2                 White    Instant                    1W         C1 Alliances

Put a knight token into play. Treat this token as a 1/1 white creature with banding.
"Call every abel sword to our side. Kjeldor will stand triumphant!' ---King Darien
of Kjeldor


Errant Minion                    Blue     Enchant Creature           2U          C Ice Age

During target creature's controller's upkeep, Errant Minion deals 2 damamge to him
or her. He or she may play [1] for each 1 damage he or she wishes to prevent from
Errant Minion.
Abondon not your faith when others abandon you.

Errantry                         Red      Enchant Creature           1R          C Ice Age

Target creature gets +3/+0. If that creature attacks, no other creature can attack
this turn.
"There is no shame in solitude. The lone Knight may succeed where a hundred founder."
---Arna Kennerüd, Skyknight


Erratic Portal                   Artifact Artifact                    4          R Exodus

[1], [T]: Return target creature to owner's hand unless its controller pays [1].
"In Barrin's name!" cried Lyna as Hanna's sword passed through her, "Ertai sends
word that the portal is open-but not for long!"


Ersatz Gnomes                    Artifact Artifact Creature           3     1/1  U Mirage

[T]: Target spell is colorless. Play this ability as an interrupt.
[T]: Target permanent is colorless until end of turn.
From jungle to sea, from sea to stone, from stone to field, from field to bone.
What am I? ---Zhalfirin riddle


Ertai                            (null)                                          C Vanguard

Your creatures can't be the target of your opponents' spells or abilities.
After serving his apprenticeship under Barrin of Tolaria, Ertai graced the Weatherlight
crew with his presence as the ship's "resident" wizard. He realizes that few recognize
his greatness -- but then how could they, when the lack his insight and wisdom?


Ertai's Familiar                 Blue     Summon Illusion            1U     2/2  R Weatherlight

Phasing
If Ertai's Familiar leaves play, put the top three cards of your library into your
graveyard. [U]: Ertai's Familiar cannot phase out until the beginning of your next upkeep.

Ertai's Meddling                 Blue     Interrupt                  XU          R Tempest

When target spell is successfully cast, put X delay counters on it. X cannot be 0.
During each upkeep of that spell's caster, remove a delay counter from the spell.
If the spell has no delay counters on it, it resolves.

Ertai, Wizard Adept              Blue     Summon Legend              2U     1/1  R Exodus

Ertai, Wizard Adept counts as a Wizard.
[2UU], [T]: Counter target spell. Play this ability as an interrupt.
"Was that it?" -Ertai, wizard adept

Escaped Shapeshifter             Blue     Summon Shapeshifter       3UU     3/4  R Tempest

As long as your opponent controls any creatures with flying, Escaped Shapeshifter
gains flying. The same is true for first strike, trample, and protection from any
color.

Essence Bottle                   Artifact Artifact                    2          U Tempest

[3], [T]: Put an elixir counter on Essence Bottle.
[T], Remove all elixir counters from Essence Bottle: Gain 2 life for each elixir counter
removed in this way.

Essence Filter                   Green    Sorcery                   1GG          C Ice Age

Destroy all enchantments or destroy all non-white enchantments.
"Freyalise has cleansed our bodies and minds of the plagues of Kjeldor; all she
asks in return is that we keep pure our newly given home of Fyndhorn." ---Kolbjörn,
Elder Druid of the Juniper Order


Essence Flare                    Blue     Enchant Creature            U          C Ice Age

Target creature gets +2/+0. During each of its controller's upkeeps, put a -0/-1 counter
on the creature. These counters remain even if Essence Flare is removed.
Never underestimate the power of the soul unleashed.

Essence Vortex                   Gold     Instant                   1UB          U Ice Age

Bury target creature. That creature's controller may counter this spell by paying
the creature's toughness in life. Effects that prevent or redirect damage cannot be
used to counter this loss of life.
Masters who sacrifice for servants will receive the gift og loyalty.

Eternal Flame                    Red      Sorcery                   2RR         U1 The Dark

Eternal Flame does an amount of damage to your opponent equal to the number of mountains
you control, but also half that amount of damage to you, rounding up.

Eternal Warrior                  Red      Enchant Creature            R         U1 Legends

Attacking does not tap target creature.
Warriors of the Tsunami-nito School spend years in training to master the way
of effortless effort.


Ether Well                       Blue     Instant                    3U          U Mirage

Put target creature on top of owner's library. If that creature is red, you may choose
to put it on the bottom of owner's library instead.
"Whoa ---my tail will never fit through that hole!"

Ethereal Champion                White    Summon Avatar            2WWW     2/4  R Mirage

Pay 1 life: Prevent 1 damage to Ethereal Champion.
"If I have learned anything as a wizard it is this: never fight your own battles."
---Waffa, sorcerer of Nyomba


Eureka                           Green    Sorcery                   2GG          R Legends

Buth players may take any permanent in their hand and put it directly into play. Players
take turns playing one card from their hand until neither player wants to play more
permanents. No other spell or effect of any king may be used while Eureka is in effect.
If a spell has an [X] in its casting cost, X is 0.

Evacuation                       Blue     Instant                   3UU          R Stronghold

Return all creatures to owner's hands.
The first step of every exodus is from the blood and the fire onto the trail

Evaporate                        Red      Sorcery                    2R         U3 Homelands

Evaporate deals 1 damage to each blue creature and white creature.
"The body is a temple with a foundation of sand." ---Autumn Willow

Everglades                       Land     Land                                   U Visions

Everglades comes into play tapped.
When Everglades comes into play, return an untapped swamp you control to owner's hand
or bury Everglades. [T]: Add [B] and one colorless mana to your mana pool.

Evil Eye of Orms-By-Gore         Black    Summon Evil Eye            4B     3/6 U1 Legends

None of your creatures can attack except Evil Eyes. Evil Eye can only be blocked by
walls.
"The highway of fear is the shortest route to defeat."

Evil Presence                    Black    Enchant Land                B          U Alpha

Target land becomes a basic swamp

Evincar's Justice                Black    Sorcery                   2BB          C Tempest

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Evincar's Justice deals 2 damage to each creature and player.

Exalted Dragon                   White    Summon Dragon             4WW     5/5  R Exodus

Flying
Each turn, Exalted Dragon cannot attack unless you sacrifice a land.
If dragons excel at anything more than vanity, it is greed.

Excavator                        Artifact Artifact                    2          U Tempest

[T], Sacrifice a basic land: Target creature gains that landwalk ability until end
of turn. (If defending player controls any lands of that type, this creature is
unblockable.)


Exhaustion                       Blue     Sorcery                    2U          R Portal

At the beginning of your opponent's next turn, he or she skips untapping his or her
creatures and lands.

Exile                            White    Instant                    2W         R2 Alliances

Remove target non-white attacking creature from the game. Gain life equal to that
creature's toughness.

Exorcist                         White    Summon Exorcist            WW     1/1 U1 The Dark

[1W],[T]: Target black creature is destroyed.
Though they often bore little greater charm than the demons they battled, exorcists
were always welcome in Scarwood.


Extinction                       Black    Sorcery                    4B          R Tempest

Destroy all creatures of any creature type of your choice.
"I once had an entire race killed just to listen to the rattling of their dried
bones as I waded through them." ---Volrath


Eye for an Eye                   White    Instant                    WW         U3 Arabian Nights

Can be cast only when a creature, spell, or effect does damage to you. Eye for an
Eye does an equal amount of damage to the controller of that creature, spell, or effect.
If some spell or effect reduces the amount of damage you receive, it does not reduce
the damage dealt by Eye for an Eye.

Eye of Singularity               White    Enchant World              3W          R Visions

Weh Eye of Singularity comes into play, bury all permanents with them same name except
basic lands. Whenever any permanent other than a basic land comes into play, bury any permanent
already in play with the same name.

Fade Away                        Blue     Sorcery                    2U          C Exodus

For each creature, that creature's controller pays [1] or sacrifices a permanent.
"Consider the fable of the greedy herder. As her flock grew, so did her weariness;
she slept, and the sheep wandered off." -Karn, silver golem


Faerie Dragon                    Green    Summon Dragon             2GG     1/3  R Astral

Flying
[1GG]: Play a random effect.

Faerie Noble                     Green    Summon Noble               2G     1/2 U1 Homelands

Flying
All Faeries you control get +0/+1.
[T]: All Faeries you control get +1/+0 until end of turn.
"Faeries talk all in riddles and trickey bits, 'cept the Nobles. Now there's
some straight talkers." ---Joskun, An-Havva Constable


Fallen Angel                     Black    Summon Angel              3BB     3/3 U1 Legends

Flying
Sacrifice a creature to give Fallen Angel +2/+1 until end of turn.

Fallen Askari                    Black    Summon Knight              1B     2/2  C Visions

Flanking (Whenever a creature without flanking is assigned to block this creature,
the blocking creature gets -1/-1 until end of turn.)
Fallen Askari cannot block.
In troubled times, there are few greater sorrows than a wayward savior.

Falling Star                     Red      Sorcery                   2RR          R Legends

Flip Star onto the playing area from a height of at least one foot. Star must turn
at least 360 degrees or it has no effect. When Falling Star lands, Falling Star does
3 damage to each creature that it touches. Any creatures damaged by Falling Star that
are destroyed become tapped.

Fallow Earth                     Green    Sorcery                    2G          U Mirage

Put target land on top of owner's library.
"...and when the farmer awoke the next morning, all the seeds from his field were
once again in their sacks." ---Afari,
Takes

Fallow Wurm                      Green    Summon Wurm                2G     4/4  U Weatherlight

When Fallow Wurm comes into play, chose and discard a land card or bury Fallow Wurm.
"The wurm's wake" ---Elvish expression meaning "ruined crops"

False Demise·1                   Blue     Enchant Creature           2U         U3 Alliances

If enchanted creature is put into the graveyard, return that creature to play under
your control as though it were just cast.
"Fool! Never believe they're dead until you see the body!" ---General Varchild

False Demise·2                   Blue     Enchant Creature           2U         U3 Alliances

If enchanted creature is put into the graveyard, return that creature to play under
your control as though it were just cast.
"Far too many of your missing 'dead' seem to be turning up in Varchild's ranks!"
---King Darien of Kjeldor


False Orders                     Red      Instant                     R          C Alpha

You decide whether and how one defending creature blocks, though you can't make a
choice the defender couldn't legally make. Play after defender has chosen but before
damage is dealt.

False Peace                      White    Sorcery                     W          C Portal

Choose any one player. That player can't attack on his or her next turn.

Familiar Ground                  Green    Enchantment                2G          U Weatherlight

Each creature you control cannot be blocked by more than one creture.
"I'd rather fight on foreign soil. That way, if I lose I can blame the terrain."
---Gerrard of the
Weatherlight

Fanatical Fever                  Green    Instant                   2GG          U Ice Age

Target creature gains trample and gets +3/+0 until end of turn.
"Let go your fury, and hone your anger. Become the fist of Freyalise!" ---Kolbjörn,
Elder Druif of the Juniper Order


Fanning the Flames               Red      Sorcery                   XRR          U Stronghold

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Fanning the Flames deals X damage to target creature or player.

Farmstead                        White    Enchant Land              WWW          R Alpha

Target land's controller gains 1 life if [WW] is spent during controller's upkeep.
You cannot gain more than 1 life each turn through this enchantment.

Farrel's Mantel                  White    Enchant Creature           2W         U3 Fallen Empires

If target creature attacks and is not blocked, it may deal X+2 damage to any other
target cearture, where X is the power of the creature Farrel's Mantel enchants. If
it does so, it deals no damage to opponent this turn.

Farrel's Zealot·1                White    Summon Townsfolk          1WW     2/2 C1 Fallen Empires

If Farrel's Zealot attacks and is not blocked, you may choose to have it deal 3 damage
to a target creature. If you do so, it deals no damage to opponent this turn.
Farrel, a former priest, believed Icatia was far too complacent toward the Order
of the Ebon Hand.


Farrel's Zealot·2                White    Summon Townsfolk          1WW     2/2 C1 Fallen Empires

If Farrel's Zealot attacks and is not blocked, you may choose to have it deal 3 damage
to a target creature. If you do so, it deals no damage to opponent this turn.
After the fall of Trokair, Farrel and his followers formally broke their ties
with the rest of Icatia.


Farrel's Zealot·3                White    Summon Townsfolk          1WW     2/2 C1 Fallen Empires

If Farrel's Zealot attacks and is not blocked, you may choose to have it deal 3 damage
to a target creature. If you do so, it deals no damage to opponent this turn.
Farrel and his followers became a formidable band of vigilantes, battling Icatians
and followers of Tourach.


Farrelite Priest                 White    Summon Cleric             1WW     1/3 U3 Fallen Empires

[1]: Add [W] to your man pool. Play this ability as an interrupt. If more than [3]
is spent in thsi way during one turn, bury Farrelite Priest at end of turn.
Although their methods were often brutal, Farrel's followers believed in the preservation
of justice and virtue.


Fastbond                         Green    Enchantment                 G          R Alpha

You may put as many lands into play as you want each turn. Fastbond does 1 damage
to you for every land beyond the first that you play in a single turn.

Fasting                          White    Enchantment                 W         U2 The Dark

You may choose to skip you draw phase; if you do so, you gain 2 life. If you draw
a card for any reason, Fasting is destroyed. During your upkeep put a hunger counter
of Fasting. When Fasting has five hunger counters ob it, it is destroyed.

Fatal Blow                       Black    Instant                     B          C Weatherlight

Bury target creature that was damaged this turn.
"What is crueler? To let a wound of the heard fester, or to simply cut it out."
---Crovax


Fatal Lore                       Black    Sorcery                   2BB         R2 Alliances

Target opponent chooses one: you draw three cards; or you choose and bury up to two
creatures that opponent controls and he or she draws up to three cards.
"All knowledge has it price." ---Gerda Äagesdotter, Archmage of the Unseen

Favorable Destiny                White    Enchant Creature           1W          U Mirage

As long as echanted creature's controller controls at least one other creature, enchanted
creatures cannot be the target of spells or effects. As long as enchanted creature is white, it gets +1/+2.

Fear                             Black    Enchant Creature           BB          C Ice Age

Target creature cannot be blocked except by artifact creatures or black creatures.
"Even the bravest of warriors yet knows the dark clutch of fright upon his stalwart
heart." ---Lim-Dul, the Necromancer


Fear                             Black    Enchant Creature           BB          C Alpha

Target creatures cannot be blocked except by black creatures or artifact creatures.

Feast of the Unicorn·1           Black    Enchant Creature           3B         C2 Homelands

Target creature gets +4/+0.
"Some delicacies are not to be savored, save by the callous." ---Baron Sengir

Feast of the Unicorn·2           Black    Enchant Creature           3B         C2 Homelands

Target creature gets +4/+0.
"Could there be a fouler act? No doubt the Baron knows of one." ---Autumn Willow

Feast or Famine·1                Black    Instant                    3B         U3 Alliances

Bury target non-black, non-artifact creature or put Zombie token into play. Treat
this token as a 2/2 black creature.
"The living cannot understand the benefits of death." ---Chaeska, Keeper of Tresserhorn

Feast or Famine·2                Black    Instant                    3B         U3 Alliances

Bury target non-black, non-artifact creature or put Zombie token into play. Treat
this token as a 2/2 black creature.
"We are not yet free od Lim-Dul's terrors." ---Halvor Arensson, Kjeldoran Priest

Feedback                         Blue     Enchant Enchantment        2U          U Alpha

Feedback deals 1 damage to controller of target enchantment during that player's upkeep.

Feint                            Red      Instant                     R         C1 Legends

All creatures blocking target attacking creature become tapped. Target attacking creature
and all creatures blocking it deal no damage during combat.

Feldon's Cane                    Artifact Artifact                    1         C1 Antiquities

[0],[T]: Reshuffle your graveyard into your library. If Feldon's Cane is used, remove
it from the game, returning it into owner's deck only when the game is over.
Feldon found the first of these canes frozen in the Ronom Glacier.

Fellwar Stone                    Artifact Artifact                    2         U2 The Dark

[T]: Add 1 mana to your mana pool. This mana may be of any color that any of opponent's
lands can produce. This ability is played as an interrupt.
"What do you have that I cannot obtain?" ---Mairsil, called the Pretender

Femeref Archers                  Green    Summon Archers             2G     2/2  U Mirage

[T]: Femeref Archers deals 4 damage to target attacking creature with flying.
"They say a Zhalfirin archer can split the eye of a griffin. Nonsense, of course:
they have no faith to guide their darts." ---Nuru, Femeref archer


Femeref Enchantress              Gold     Summon Enchantress         GW     1/2  R Visions

Whenever an enchantment is put into any graveyard from play, draw a card.
"Then she spread a fine dust over the land, like a butterfly shaking its wing."
---"The Enchantress," Femeref tales


Femeref Healer                   White    Summon Cleric              1W     1/1  C Mirage

[T]: Prevent 1 damage to any creature or player.
"Faith is my shield, and hope is my armor; I am vulnerable only to myself." ---Asmira,
Holy Avenger


Femeref Knight                   White    Summon Knight              2W     2/2  C Mirage

Flanking (Whenever a creature without flanking is assigned to block this creature,
the blocking creature gets -1/-1 until end of turn.)
[W]: Attacking does not cause Femeref Knight to tap this turn.
"I will return / with lizard skins for your sandals. Paint your eyes black and
wait for me." ---"Love Song of Night and Day"


Femeref Scouts                   White    Summon Scouts              2W     1/4  C Mirage


"The days before the war were filled with strange portents: scouts and herders
spoke of villages reduced to ash, of farmers taken from their fields, and of foul
beasts roaming the plains in packs. I know, for I spoke to them all." ---Hakim, Loreweaver


Feral Instinct                   Green    Instant                    1G          C Visions

Target creature gets +1/+1 until end of turn.
Draw a card at the beginnin gof the next turn's upkeep.
"If a rhine's head is lower than its shoulders, trist me -- it is not praying."
---Mwani, Mtenda herder


Feral Shadow                     Black    Summon Creature            2B     2/1  C Portal

Flying
Not all shadows are cast by light -- some are cast by darkness.

Feral Shadow                     Black    Summon Night Stalker       2B     2/1  C Mirage

Flying
"The night stalker are such a minor power in Urborg. Their sad eagerness to elevate
themselves makes them willing tools in the plundering of little Femered." ---Kaervek


Feral Thallid                    Green    Summon Fungus            3GGG     6/3 U3 Fallen Empires

During your upkeep, put a spore counter on Feral Thallid.
[0]: Remove three spore counters from Feral Thallid to regenerate it.
"Born and bred of fungus, Thallids were nearly impossible to kill."---Sarpadian
Empires, vol. I

Feroz's Ban                      Artifact Artifact                    6         U1 Homelands

Summon spells each cost an additional [2] to cast.
"Without the protection of Feroz's Ban, I fear the Homelands are lost." ---Daria

Fervor                           Red      Enchantment                2R          R Weatherlight

All creatures you control are unaffected by summoning sickness.
"If your blood doesn't run hot, I will make it run in the sands!" ---Maraxus of
Keld


Festering Evil                   Black    Enchantment               3BB          U Weatherlight

During your upkeep, Festering Evil deals 1 damage to each creature and player.[BB],Sacrifice
Festering Evil: Festering Evil deals 3 damage to each creature and player.

Festival                         White    Instant                     W         C3 The Dark

Opponent may not declare an attack this turn. Play during opponent's upkeep phase.
Only after the townsfolk had drawn us into their merry celebration did we discover
that their holiday rituals held a deeper purpose.


Fetid Horror                     Black    Summon Shade               3B     1/2  C Mirage

[B]: +1/+1 until end of turn.
"Of the six who went down the Uuserk Trail to scout ahead, one returned. She clawed
at her eyes and nostrils and sobbed with horror. I was curious about what she saw,
but we chose another path." ---Scout Ekemet, final journal


Fevered Convulsions              Black    Enchantment                BB          R Tempest

[2BB]: Put a -1/-1 counter on target creature.
"Tell me again why you failed to capture Gerrard, you worthless pile of spine."
---Volrath, to Greven


Fevered Strength·1               Black    Instant                    2B         C2 Alliances

Target creature gets +2/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
"The fever clouds the mind as it energizes the body. Both will pass in time."
---Halvor Arensson, Kjeldoran Priest


Fevered Strength·2               Black    Instant                    2B         C1 Alliances

Target creature gets +2/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
"The burst of strength brought on by this plague should not be mistaken for a
sign of renewed health." ---Kolbjörn, High Honored Druid


Field of Dreams                  Blue     Enchant World               U          R Legends

The top card of each player's library is always face up.
Some people say that the world is round, and if you travel far enough you'll come
to the other side, where everyting is upside down.


Field of Souls                   White    Enchantment               2WW          R Tempest

Whenever a nontoken creature is put into your graveyard from play, put an Essence
token into play. Treat this token as a 1/1 white creature with flying.

Fiery Justice                    Gold     Sorcery                   WRG          R Ice Age

Fiery Justice deals 5 damage divided any way you choose among any number of target
creatures and/or players. Target opponent gains 5 life.
"The fire of justice burns like nothing else." ---Lovisa Coldeyes, Balduvian Chieftain

Fighting Chance                  Red      Instant                     R          R Exodus

For each blocking creature, flip a coin. If you win the flip, that creature deals
no combat damage this turn.
A stroke of luck can smite an army.

Fighting Drake                   Blue     Summon Drake              2UU     2/4  U Tempest

Flying
Two things are needed to survive the harsh skies of Rath: a thick hide and a thicker
skull.


Final Fortune                    Red      Instant                    RR          R Mirage

Take another turn after tgis one. You lose the game at the end of that turn.
Want all, lose all. ---Thalfirin aphorism

Final Strike                     Black    Sorcery                   2BB          R Portal

Choose one of your creatures. Final Strike deals to your opponent damage equal to
that creature's offense. Then, put the creature in your discard pile.

Fire Covenant                    Gold     Instant                   1BR          U Ice Age

Fire Covenant deals X damage, divided any way you choose among any number of target
creatures, where X is equal to the amount of life you pay. Effects that prevent or
redirect damage cannot be used to counter this loss of life.

Fire Diamond                     Artifact Artifact                    2          U Mirage

Fire Diamond comes into play tapped.
[T]: Add [R] to your mana pool. Play this ability as a mana source.

Fire Dragon                      Red      Summon Creature          6RRR     6/6  R Portal

Flying
When Fire Dragon comes into play from your hand, it deals to any one creature damage
equal to the number of mountains you have in play.

Fire Drake                       Red      Summon Drake              1RR     1/2 U2 The Dark

Flying.
[R]: +1/+0 until end of turn. No more than [R] may be spent in this way each turn.

Fire Elemental                   Red      Summon Elemental          3RR     5/4  U Alpha


Fire Elementals are ruthless infernos, annihilating and consuming their foes in
a frenzied holocaust. Crackling and blazing, they sear swift, terrible paths, leaving
the land charred and scorched in their wake.


Fire Imp                         Red      Summon Creature            2R     2/1  U Portal

When Fire Imp comes into play from your hand, it deals 2 damage to any one creature.
(If you're the only player with creatures, Fire Imp deals 2 damage to one of your
creatures.)


Fire Snake                       Red      Summon Creature            4R     3/1  C Portal

If Fire Snake is put into your discard pile from play, destroy any one land.

Fire Sprites                     Green    Summon Faeries             1G     1/1 C2 Legends

[G],[T]: Add [R] to your mana pool. This ability is played as an interrupt.

Fire Tempest                     Red      Sorcery                   5RR          R Portal

Fire Tempest deals 6 damage to each creature and player. (This includes your creatures
and you. If all players drop to 0 life or less, the game is a draw.)

Fire Whip                        Red      Enchant Creature           1R          C Weatherlight

Play only on a creature you control.
Tap enchanted creature: Enchanted creature deals 1 damage to target creature or player.
Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player.

Fire and Brimstone               White    Instant                   3WW         U2 The Dark

Fire and Brimstone does 4 damage to target creature and 4 damage to you. Can only
be used during a turn in which target player has declared an attack.

Fireball                         Red      Sorcery                    XR          C Alpha

Fireball deals X damage, devided ebenly (round down) among any number of target creatures
and/or players. Pay an additional [1] for each target beyond the first.

Fireball                         Red      Sorcery                    XR          R Arena

Fireball deals X damage, divided evenly (round down) among any number of target creatures
and/or players. Pay an additional [1] for each target beyond the first.

Fireblast                        Red      Instant                   4RR          C Visions

You may sacrifice two mountains instead of playing Fireblast's casting cost.
Fireblast deals 4 damage to target creature or player.

Firebreathing                    Red      Enchant Creature            R          C Mirage

[R]: Enchanted creature gets +1/+0 until end of turn.
"Magic's only part of it, my friend. Diet does the rest." ---Pashad ibn Asim,
Suq'Ata trader


Firebreathing                    Red      Enchant Creature            R          C Alpha

[R]: Target creature Firebreathing enchants gets +1/+0 until end of turn.
"And topples round the dreary west A looming bastion fringed with fire." ---Alfred, Lord Tennyson, " In Memoriam"

Firefly                          Red      Summon Insect              3R     1/1  U Tempest

Flying
[R]: Firefly gets +1/+0 until end of turn.
"If they don't pinch, they burn. Can't ya eat any of da bugs here?" ---Squee,
goblin cabin hand


Fireslinger                      Red      Summon Wizard              1R     1/1  C Tempest

[T]: Fireslinger deals 1 damage to target creature or player and 1 damage to you.
"Remember the moral of the fireslinger fable: with power comes isolation." ---Karn,
silver golem


Firestorm Hellkite               Gold     Summon Dragon             4UR     6/6  R Visions

Flying, trample
Cumulative upkeep [UR]
"If it can scar the sky with fire, do not share its destination." ---Mwani, Mtenda
herder


Firestorm Phoenix                Red      Summon Phoenix            4RR     3/2  R Legends

Flying. If Phoenix is placed in the graveyard from play, return it to owner's hand
instead. It may not be summoned again until owner's next turn.
"The bird of wonder dies, the maiden phoenix,/ Her ashes new-create another heir/
As great in admiration as herself." ---William Shakespear, King Henry the Eighth


Firestorm                        Red      Instant                     R          R Weatherlight

Choose and discard X cards: Firestorm deals X damage to each of X target creatures
and/or players.
"Glok loved storms! He'd sit an' watch an' laugh through the whole thing. I miss
him." ---Squee, goblin cabin hand


Fishliver Oil                    Blue     Enchant Creature            U         C4 Arabian Nights

Target creature gains islandwalk ability.
Then the maiden bade him cast off his robes and cover his body with fishliver
oil, that he might safely follow her into the sea.


Fissure                          Red      Instant                   3RR         C3 The Dark

Target land or creature is buried.
"Must not all things at the last be swallowed up in death?" ---Plato

Fit of Rage                      Red      Sorcery                    1R          C Weatherlight

Target creature gets +3/+0 and gains first strike until end of turn.
"Anger is fleeting; remorse is eternal." ---Karn, silver golem

Flailing Drake                   Green    Summon Drake               3G     2/3  U Tempest

Flying
If Flailing Drake blocks or is blocked by any creature, that creature gets +1/+1 until
end of turn.
Too many choices will always distract a greedy beast.

Flame Elemental                  Red      Summon Elemental          2RR     3/2  U Mirage

[R],[T],Sacrifice Flame Elemental: Flame Elemental deals an amount of damage equal
to its power to target creature.
Storyteller: By my hand in the fire, this story is a tale of power. Listeners: May it give you strength.

Flame Spirit                     Red      Summon Spirit              4R     2/3  U Ice Age

[R]: +1/+0 until end of turn.
"The spirit of the flame is the spirit of change." ---Lovisa Coldeyes, Balduvian
Chieftain


Flame Wave                       Red      Sorcery                 3RRRR          U Stronghold

Flame Wave deals 4 damage to target player and each creature he or she controls.
"I hear the roaring of a wave whose waters are red and whose mists are black."
-Oracle en-Vec


Flare                            Red      Instant                    2R          C Mirage

Flare deals 1 damage to target creature or player.
Draw a card at the beginning of the next turn's upkeep.
"In the forest, fires light the sky as black clouds unfold their weight." ---"Love
Song of Night and Day"


Flare                            Red      Instant                    2R          C Ice Age

Flare deals 1 damage to target creature or player. Draw a card at the beginning of
the next turn's upkeep.
"I strive for elegance and speed in my work." ---Jaya Ballard, Task Mage

Flash Counter                    Blue     Interrupt                  1U         C2 Legends

Counters target interrupt or instant spell.
"She grinned at me---a wicked grin. 'I hope you weren't relying to heavily on
that, my dear.'" ---Medryn Silverwand, Diary


Flash Flood                      Blue     Instant                     U         C2 Legends

Destroy target red permanent, or return target mountain to owner's hand.
Many people say that no power can bring the mountains low. Many people are fools.

Flash                            Blue     Instant                    1U          R Mirage

Choose a creature card from your hand and put it into play as though it were just
summoned. Pay the creature's casting cost reduced by up to [2]. If you cannot, bury
the creature.

Flashfires                       Red      Sorcery                    3R          U Portal

Destroy all plains. (This includes your plains.)

Flashfires                       Red      Sorcery                    3R          U Alpha

Destroy all plains.

Fledgling Djinn                  Black    Summon Djinn               1B     2/2  C Weatherlight

During your upkeep, Fledging Djinn deals 1 damage to you.
"The young can be quite dangerous. Trust me, I should know." ---Ertai, wizard
adept


Fleet-Footed Monk                White    Summon Creature            1W     1/1  C Portal

Fleet-Footed Monk can't be intercepted by any creature with offense 2 or greater.

Flickering Ward                  White    Enchant Creature            W          U Tempest

When you play Flickering Ward, choose a color.
Enchanted creature gains protection from the chosen color.
[W]: Return Flickering Ward to owner's hand.

Flight                           Blue     Enchant Creature            U          C Alpha

Target creature gains flight.

Fling                            Red      Instant                    1R          C Stronghold

Sacrifice a creature: Fling deals damage equal to the sacrificed creature's power
to target creature or player.
It's raining rats and moggs.

Flood Plain                      Land     Land                                   U Mirage

Flood Plain comes into play tapped.
[T],Sacrifice Flood Plain: Search your library for a plains or island. Put that land
into play. Shuffle your library afterwards.

Flood                            Blue     Enchantment                 U         U2 The Dark

[UU]: Target non-flying creatures becomes tapped.
"A dash of cool water does wonders to clear a cluttered battlefield." ---Vibekke
Ragnild,
Witches and War

Flooded Shoreline                Blue     Enchantment                UU          R Visions

[UU], Return two islands you control to owner's hand: Return target creature to owner's
hand.
"Some say the sea is lealous of the land and wishes to climb its heights to meet
the sky." ---Afari,
Tales

Flooded Woodlands                Gold     Enchantment               2UB          R Ice Age

No gren creature can attack unless its controller sacrifices a land whenever that
creature attacks.
Freyalise's tears bring life and renewal, though they also bring trouble.

Floodgate                        Blue     Summon Wall                3U     0/5  U Mirage

If Floodgate gains flying, bury it.
If Floodgate leaves play, it deals to each nonblue creature without flying 1 damage
for each two islands you control.
"Quick, Rhirhok ---teach me to swim!" ---Makht, goblin casualty

Floodwater Dam                   Artifact Artifact                    3         R2 Alliances

[XX1],[T]: Tap X target lands
Viscerid dams may be of living creatures as well as bones and mud.

Floral Spuzzem                   Green    Summon Spuzzem             3G     2/2 U1 Legends

If Floral Spuzzem attacks an opponent and is not blocked, then Floral Spuzzem may
choose to destroy a target artifact under that opponent's control and deal no damage.

Flow of Maggots                  Black    Summon Insects             2B     2/2  R Ice Age

Cumulative Upkeep: [1]
Cannot be blocked by non-wall creatures.
"The very earth seemed alive and made a sound like the writhing of the damned"
---Lucilde Fiksdotter, Leader of the Order of the White Shield


Flowstone Blade                  Red      Enchant Creature            R          C Stronghold

[R]: Enchanted creature gets +1/-1 until end of turn.
"Remember the fable of the elf who came upon a cave of gold. In trying to free
the largest piece, she was crushed by its weight. -Karn, silver golem


Flowstone Flood                  Red      Sorcery                    3R          U Exodus

Buyback-Pay 3 life, Discard a card at random. (You may pay 3 life and discard
a card at random in addition to any other costs when you play this spell. If you do,
put Flowstone Flood into your hand instead of our graveyard as part of the spell's
effect.)
Destroy target land.

Flowstone Giant                  Red      Summon Giant              2RR     3/3  C Tempest

[R]: Flowstone Giant gets +2/-2 until end of turn.
When the first of these giants woke from the bedrock, he was still sleepy. He
yawned and streched until his legs grew so thin that they snapped like icicles in
the sun. ---Vec lore


Flowstone Hellion                Red      Summon Beast               4R     3/3  U Stronghold

Flowstone Hellion is unaffected by summoning sickness.
[0]: Flowstone Hellion gets +1/-1 until end of turn.
Volrath leaves no stone untrained.

Flowstone Mauler                 Red      Summon Beasts             4RR     4/5  R Stronghold

Trample
[R]: Flowstone Mauler gets +1/-1 until end of turn.
Once these horrifying creatures were perfected, there was no need for armodons.

Flowstone Salamander             Red      Summon Salamander         3RR     3/4  U Tempest

[R]: Flowstone Salamander deals 1 damage to target creature blocking it.
The Furnace of Rath is periodically illuminated by their sparkling yawns.

Flowstone Sculpture              Artifact Artifact                    6     4/4  R Tempest

[2], Choose and discard a card: Flowstone Sculpture gains flying, first strike, or
trample permanently, or put a +1/+1 counter on Flowstone Sculpture.
The sculptor, weary of his work, created art that would finish itself.

Flowstone Shambler               Red      Summon Beast               2R     2/2  C Stronghold

[R]: Flowstone Shambler gets +1/-1 until end of turn.
Flowstone troops are notoriously difficult to keep in formation.

Flowstone Wyvern                 Red      Summon Drake              3RR     3/3  R Tempest

Flying
[R]: Flowstone Wyvern gets +2/-2 until end of turn.

Flux                             Blue     Sorcery                    2U          U Portal

Each player chooses and discards from his or her hand any number of cards and then
draws that many cards. You then draw a card. (You choose first.)

Flux                             Blue     Sorcery                    2U          C Weatherlight

Each player chooses and sicards any number of cards, then draws that many cards. Draw
c card.
"Every spell has the potential to be worthless." ---Ertai, wizard adept

Flying Carpet                    Artifact Artifact                    4         U2 Arabian Nights

[2],[T]: Give one creature fllying ability until end of turn. If that creature is
destroyed before end of turn, so is Flying Carpet.

Flying Men                       Blue     Summon Flying Men           U     1/1 C5 Arabian Nights

Flying
Saffiyah clapped her hands and twenty flying men appeared at her side, each well
trained in the art of combat.


Fog Elemental                    Blue     Summon Elemental           2U     4/4  C Weatherlight

Flying
If Fog Elemental attacks or blocks, bury it at end of combat.
"I've seen fog so thick you could cut it, but none that could cut me." ---Tahngarth
of the
Weatherlight

Fog                              Green    Instant                     G          C Mirage

Creatures deal no combat damage this turn.
"More armies have been lost in the confusion of the jungle mists than to any battle."
---Jolrael


Fog                              Green    Instant                     G          C Alpha

No creatures deal damage in combat this turn.

Folk of An-Havva·1               Green    Summon Folk of An-Havva       G     1/1 C2 Homelands

If assigned as a blocker, Folk of An-Havva gets +2/+0 until end of turn.
"This town's only for good folk. The rest can go to the city." ---Joskun, An-Havva
Constable


Folk of An-Havva·2               Green    Summon Folk of An-Havva       G     1/1 C2 Homelands

If assigned as a blocker, Folk of An-Havva gets +2/+0 until end of turn.
"There are those who accept being told what to do, what to think, and what to
say. Then there are the Folk of An-Havva." ---Reyhan, Samite Alchemist


Folk of the Pines                Green    Summon Dryads              4G     2/5  C Ice Age

[1G]: +1/+0 until end of turn.
"Out friends of the forest take many forms, yet all serve the will of Freyalise."
---Laina of the Elvish Council


Fool's Tome                      Artifact Artifact                    4          R Tempest

[2], [T]: Draw a card. Use this ability only if you have no cards in your hand.

Foot Soldiers                    White    Summon Creature            3W     2/4  C Portal



Foratog                          Green    Summon Atog                2G     1/2  U Mirage

[G],Sacrifice a forest: +2/+2 until end of turn.
Five hundred yeas to grow --- barely a minute to eat.

Forbid                           Blue     Interrupt                 1UU          U Exodus

Buyback-Choose and discard two cards. (You may choose and discard two cards in
addition to any other costs when you play this spell. If you do, put Forbid into your
hand instead of your graveyard as part of the spell's effect.)
Counter target spell.

Forbidden Crypt                  Black    Enchantment               3BB          R Mirage

For each card you would draw, insted choose target card in your graveyard and put
it into your hand. If you cannot, you lose the game. Whenever a card is put into your graveyard, remove that card from the game.

Forbidden Lore                   Green    Enchant Land               2G          R Ice Age

When Forbidden Lore comes into play, choose target land.
[0]: Tap land Forbidden Lore enchants to give target creature +2/+1 until end of turn.

Forbidden Ritual                 Black    Sorcery                   2BB          R Visions

Sacrifice a card in play: Target opponent loses 2 life unless he or she sacrifices
a permanent or chooses and discards a card. You may repeat this process as may times as you choose.

Force Spike                      Blue     Interrupt                   U         C2 Legends

Target spell is countered unless its caster spends an additional [1].

Force Void                       Blue     Interrupt                  2U          U Ice Age

Counter target spell unless that spell's caster pays an additional [1]. Draw a card
at the beginning of then next turn's upkeep.
"My mind and spirit are one - a barrier not readily passed." ---Gustha Ebbasdotter,
Kjeldoran Royal Mage


Force of Nature                  Green    Summon Force            2GGGG     8/8  R Alpha

Trample
During your upkeep, play [GGGG] or Force of Nature deals 8 damage to you.

Force of Will                    Blue     Interrupt                 3UU         U2 Alliances

You may pay 1 life and remove a blue card in your hand from the game instead of paying
Force Will's casting cost. Effects that prevent or redirect damage cannot be used
to counter this loss of life. Counter target spell.

Forcefield                       Artifact Artifact                    3          R Alpha

[1]: Lose only 1 life to an unblocked creature.

Foreshadow                       Blue     Instant                    1U          U Visions

Name a card. Put the top card from target opponet's library into his or her graveyard.
If that card is the one named, draw a card. Draw a card at the beginning of the next turn's upkeep.

Foresight·1                      Blue     Sorcery                    1U         C1 Alliances

Search your library for any therr cards and remove them from the game. Shuffle your
library afterwards. Draw a card at the beginning of the next turn's upkeep.

Foresight·2                      Blue     Sorcery                    1U         C1 Alliances

Search your library for any therr cards and remove them from the game. Shuffle your
library afterwards. Draw a card at the beginning of the next turn's upkeep.

Forest                           Land     Land                                   R Arena

[T]: Add [G] to your mana pool.

Forest·1                         Land     Land                                   L Tempest

[T]: Add [G] to your mana pool.

Forest·1                         Land     Land                                   S Portal

[G]

Forest·1                         Land     Land                                   L Mirage

[T]: Add [G] to your mana pool.

Forest·1                         Land     Land                                   L Ice Age

[T]: Add [G] to your mana pool.

Forest·1                         Land     Land                                   L Alpha

[T]: Add [G] to your mana pool.

Forest·2                         Land     Land                                   L Tempest

[T]: Add [G] to your mana pool.

Forest·2                         Land     Land                                   S Portal

[G]

Forest·2                         Land     Land                                   L Mirage

[T]: Add [G] to your mana pool.

Forest·2                         Land     Land                                   L Ice Age

[T]: Add [G] to your mana pool.

Forest·2                         Land     Land                                   L Alpha

[T]: Add [G] to your mana pool.

Forest·3                         Land     Land                                   L Tempest

[T]: Add [G] to your mana pool.

Forest·3                         Land     Land                                   S Portal

[G]

Forest·3                         Land     Land                                   L Mirage

[T]: Add [G] to your mana pool.

Forest·3                         Land     Land                                   L Ice Age

[T]: Add [G] to your mana pool.

Forest·3                         Land     Land                                   L Beta

[T]: Add [G] to your mana pool.

Forest·4                         Land     Land                                   L Tempest

[T]: Add [G] to your mana pool.

Forest·4                         Land     Land                                   S Portal

[G]

Forest·4                         Land     Land                                   L Mirage

[T]: Add [G] to your mana pool.

Forethought Amulet               Artifact Artifact                    5          R Legends

Pay [3] during your upkeep or Forethought Amulet is destroyed. If you receive more
than 2 damage from a sorcery or instant source, that damage is reduced to 2.

Forget                           Blue     Sorcery                    UU         U1 Homelands

Target player chooses and discards 2 cards from his or her hand. If that player does
not have enough cards in hand, his or her entire hand is discarded. The player then
draws as many cards as he or she discarded in this way.

Forgotten Lore                   Green    Sorcery                     G          U Ice Age

Target opponent chooses target card from your graveyard. You may pay [G] to have that
opponent choose a new target he or she has not already chosen. Put the last target
card in your hand.
In ashes are the gems of history.

Foriysian Brigade                White    Summon Soldiers            3W     2/4  U Weatherlight

Foriysian Brigade may block two creatures each combar (All blocking assignments
must still be legal.)

"a double-edged sword lets you cut down your enemies with the backswing as well.

Fork                             Red      Interrupt                  RR          R Alpha

Any one sorcery or instant spell just cast is duplicated. Treat Fork as an exact copy
of target spell except that fork remains red. Caster of Fork chooses the copy's target.

Forked Lightning                 Red      Sorcery                    3R          R Portal

Forked Lightning deals 4 damage divided any way you choose among any one, two, or
three creatures.

Formation                        White    Instant                    1W          R Ice Age

Target creature gains banding until end of turn. Draw a card at the beginning of the
next turn's upkeep.
"I have been a warrior for over four hundred years, and yet each generation of
Kjeldorans teaches me new tricks. There can be no better allies." ---Taaveti of Kelsinko,
Elvish Hunter


Forsaken Wastes                  Black    Enchant World              2U          R Mirage

Players cannot gain life.
During each player's upkeep, that player looses 1 life.
If Forsaken Wastes is the target of a successfully cast spell, that spell's caster
loses 5 life.

Fortified Area                   White    Enchantment               1WW         U1 Legends

All your walls gain +1/+0 and banding.

Foul Familiar                    Black    Summon Spirit              2B     3/1  C Ice Age

Cannot be declared as a blocking creature.
[B]: Pay 1 life to return Foul Familiar to owner's hand. Effects tht prevent or redirect
damage cannot be used to counter this loss of life.
"Serve me, and live forever." --Lim-Dul, the Necromancer

Foul Imp                         Black    Summon Imp                 BB     2/2  C Stronghold

When Foul Imp comes into play, lose 2 life.
The imp, unaware of its own ordor, paused to catch its breath... and promptly
died.


Fountain of Youth                Artifact Artifact                    0         U2 The Dark

[2],[T]: Gain 1 life.
The Fountain had stood in the town square for centuries, but only the pigeons
knew its secret.


Foxfire                          Green    Instant                    2G          C Ice Age

Untap target attacking creature. That creature neither receives nor deals damage in
combat this turn. Draw a card at the beginning of the next turn's upkeep.
"Only the foolish fear Foxfire." ---Kolbjörn, Elder Druid of the Juniper Order

Frankenstein's Monster           Black    Summon Monster            XBB     0/1 U1 The Dark

When Frankenstein's Monster is brought into play, if you do not take X creatures from
your graveyard and remove them from the game, Frankenstein's Monster is countered.
For each creature removed from your graveyard in this way, you may choose to give
Frankenstein's Monster a permanent +2/+0, +1/+1 or +0/+2.

Freewind Falcon                  White    Summon Falcon              1W     1/1  C Visions

Flying, protection from red
"That does it! I'm going back to hunting chickens!" ---Rhirhok, goblin archer

Frenetic Efreet                  Gold     Summon Efreet             1UR     2/1  R Mirage

Flying
[0]: Flip a coin; target opponent calls heads or tails while coin is in the air. If
the flip ends up in your favor, Frenetic Efreet phases out. Otherwise, bury Frenetic
Efreet.

Freyalise Supplicant             Green    Summon Cleric              1G     1/1  U Ice Age

[T]: Sacrifice a red of white creature to have Greyalise Supplicant deal an amount
of damage equal to half the creature's power, rounded down, to target creature or
player.
"We have joined with the Druids of the Juniper Order. Our faith is one." ---Laina
of the Elvish Council


Freyalise's Charm                Green    Enchantment                GG          U Ice Age

[GG]: When any opponent succesfully casts a black spell, draw a card. Use this ability
only once each time a black spell is cast. [GG]: Return Freyalise's Charm to owner's hand.

Freyalise's Winds                Green    Enchantment               2GG          R Ice Age

Whenever a permanent becomes tapped, put a wind counter on it. Permanents with any
wind counters on them do not untap during their controller's untap phase; instead
, remove all wind counter from those permanents.

Frog Tongue                      Green    Enchant Creature            G          C Tempest

When Frog Tongue comes into play, draw a card.
Enchanted creature can block creatures with flying.
"But why can't I get one?" sniveled Squee. "All da bugs here got wings."

Frost Giant                      Red      Summon Giant             3RRR     4/4 U1 Legends

Rampage: 2
The Frost Giants have been out in the cold a long, long time, but they have their
rage to keep them warm.


Frozen Shade                     Black    Summon Shade               2B     1/1  C Alpha

[B]: +1/+1 until end of turn
"There are some qualities, some incorporate things,/ That have a double life,
which thus is made/ A type of twin entity which springs/ From matter and light, evinced
in solid and shade." ---Edgar Allan Poe, "Silence"


Fruition                         Green    Sorcery                     G          C Portal

For each forest you and your opponent have in play, you gain 1 life.

Fugitive Druid                   Green    Summon Druid               3G     3/2  R Tempest

Whenever any player successfully casts an enchantment spell that targets Fugitive
Druid, draw a card.
"If the druids are so devoted to their treesm I will carve them coffins from their
precious heartwood." ---Volrath


Fugue                            Black    Sorcery                   3BB          U Exodus

Target player chooses and discards three cards.
"My ship ...," Sisay mumbled. "Intact," Gerrard reassured her, "which is more
than I can say for you, my friend." Sisay laughed despite the pain.


Fumarole                         Gold     Sorcery                   3BR          U Ice Age

Pay 2 life to destroy target creature and target land. Effects that prevent or redirect
damage cannot be used to counter this loss of life.
"Too many of us have dies in the explosion that wrack these hills." ---Klazina
Jansdotter, Leader of the Order of the Sacred Torch


Funeral Charm                    Black    Instant                     B          C Visions

Choose one --- Target player chooses and discards a card; or target creature gets
+2/-1 until end of turn; or target creature gains swampwalk until end of turn. (If
defending player controls any swamps, that creature is unblockable.)


Funeral March                    Black    Enchant Creature          1BB         C1 Homelands

When target creature leaves play, that creature's controller sacrifices a creature
he or she controls. Ignore this effect if that player controls no creatures.
"This party is such fun -- but it's a shame to mourn just one." ---Irini Sengir

Fungal Bloom                     Green    Enchantment                GG         U1 Fallen Empires

[GG]: Put a spore counter on target Fungus.
"Thallids could absorb energy from the forest itself. Even Elves were at a disadvantage
in fighting them."
---Sarpadian Empires, vol. III

Fungus Elemental                 Green    Summon Elemental           3G     3/3  R Weatherlight

[G],Sacrifice a forest: Put a +2/+2 counter on Fungus Elemental. Use this ability
only if Fungus Elemental came into play this turn.
"I rot growth and grow rot. What am I?" ---Elvish riddle

Fungusaur                        Green    Summon Fungusaur           3G     2/2  R Alpha

At the end of any turn in which Fungusaur receives damage but does not leave play,
put 1 +1/+1 counter on it.
Rather than sheltering her young, the female Fungusaur often injures her own offspring,
thereby ensuring their rapid growth.


Furnace Brood                    Red      Summon Elementals          3R     3/3  C Exodus

[R]: Target creature cannot be regenerated this turn.
Furnace air crackles with magmatic cackles.

Furnace Spirit                   Red      Summon Spirit              2R     1/1  C Stronghold

Furnace Spirit is unaffected by summoning sickness.
[R]: Furnace Spirit gets +1/+0 until end of turn.
If it can survive the Furnace, you don't want it near you.

Furnace of Rath                  Red      Enchantment              1RRR          R Tempest

Double all damage assigned to any creature or player.

Fylamarid                        Blue     Summon Beast              1UU     1/3  U Tempest

Flying
Fylamarid cannot be blocked by blue creatures.
[U]: Target creature is blue until end of turn.

Fylgja                           White    Enchant Creature            W          C Ice Age

When Fylgia comes into play, put for healing counters on it.
[0]: Remove a healing counter from Fylgja to prevent 1 damage to creature Fylgja enchants.
[2W]: Put a healing counter on Fylgja.

Fyndhorn Bow                     Artifact Artifact                    2          U Ice Age

[3],[T]: Target creature gains first strike until end of turn.
"With a bow like this, the hunting is always good." ---Taaveti of Kelsiko, Elvish
Hunter


Fyndhorn Brownie                 Green    Summon Brownie             2G     1/1  C Ice Age

[2G],[T]: Untap target creature.
"I've been insulted by drunks in a hundred inns, but never as skillfully or annoying
as by those blasted Brownies." ---General Jarkeld, the Arctic Fox


Fyndhorn Druid·1                 Green    Summon Druid               2G     2/2 C1 Alliances

If Fyndhorn Druid is put into the graveyard the same turn it was blocked, gain 4 life.
"All struggels ultimately require sacrifice. It's just that some sacrifices are
dearer than others." ---Jaeuhl Carthalion, Juniper Order Advoctae


Fyndhorn Druid·2                 Green    Summon Druid               2G     2/2 C1 Alliances

If Fyndhorn Druid is put into the graveyard the same turn it was blocked, gain 4 life.
"Honor those who honor Fyndhorn above themselves." ---Kolbjörn, High Honored Druid

Fyndhorn Elder                   Green    Summon Elf                 2G     1/1  U Ice Age

[T]: Add [GG] to your mana pool. Play this ability as an interrupt.
"Do we know what we're doing? Yes - the will of Freyalise." ---Laina of the Elvish
Council


Fyndhorn Elves                   Green    Summon Elves                G     1/1  C Ice Age

[T]: Add [G] to your mana pool. Play this ability as an interrupt.
"Living side by side with the Elves for so long leaves me with no doubt that we
serve the same goddess." ---Kolbjörn, Elder Druid of the Juniper Order


Fyndhorn Pollen                  Green    Enchantment                2G          R Ice Age

Cumulative Upkeep: [1]
All creatures get -1/-0.
[1G]: All creatures get -1/-0 until end of turn.
"I breathed deeply, and suddenly I knew not who or where I was." ---Taaveti of
Kelsinko, Elvish Hunter


Gabriel Angelfire                Gold     Summon Legend           3WWGG     4/4  R Legends

During your upkeep, Gabriel gains one of the following abilities until your next upkeep:
flying, first strike, trample or rampage: 3.

Gaea's Avenger                   Green    Summon Gaea's Avenger     1GG *+1/*+1 U1 Antiquities

The *s below are the number of artifacts opponent has in play.
After the destruction of Argoth, Gaea was willing to install a portion of her
own power into some of her few vengeful followers.


Gaea's Blessing                  Green    Sorcery                    1G          U Weatherlight

Draw a card.
Target player shuffles up to three target cards from his or her graveyard into his
or her librarry. If Gaea's Blessing is put into your graveyard from your library,
shuffle your graveyard into your library.

Gaea's Liege                     Green    Summon Gaea's Liege      3GGG     */*  R Alpha

Gaea's Liege has power and toughness each equal to the number of forests you control;
when Gaea's Liege attacks, these are instead equal to the number of forests defending
player controls. [T]: Target land becomes a basic forest until Gaea's Liege leaves play.

Gaea's Touch                     Green    Enchantment                GG         C3 The Dark

You may put one additional land in play during each of your turns, but that land must
be a basic forest. You may sacrifice Gaea's Touch to add [GG] to your mana pool. This
ability is played as an interrupt.

Gallantry                        White    Instant                    1W          U Tempest

Target blocking creature gets +4/+4 until end of turn.
Draw a card.
"Forgive me," Mirri whispered. "I thought you a burden, and you saved my life."
Hanna quietly accepted the apology.


Gallowbraid                      Black    Summon Legend             3BB     5/5  R Weatherlight

Trample
Cumulative upkeep -- 1 life
If its skin looks like stone, it is only to match its heart." ---Crovax

Game of Chaos                    Red      Sorcery                   RRR          R Ice Age

Flip a coin; target opponent calls heads or tails while the coin is in the air. If
the flip end up in your favor, you gain 1 life and opponent loses 1 life. Otherwise,
you lose 1 life and opponent gains 1 life. Effects that prevent or redirect damage
cannot be used to counter this loss of life. The winner of each round decides whether
to continue. Double the stakes in life each round.

Gangrenous Zombies               Black    Summon Zombies            1BB     2/2  C Ice Age

[T]: Sacrifice Gangrenous Zombies to have it deal 1 damage to each creature and player.
If you control any snow-covered swamps, Grangenous Zombies instead deals 2 damage
to each creature and player.

Gargantuan Gorilla               Green    Summon Gorilla           4GGG     7/7 R2 Alliances

During your upkeep, sacrifice a forest, or bury Gargantuan Gorilla and Gargantuan
Gorilla deals 7 damage to you. If you sacrifice a snow-covered forest in this was,
Gargantuan Gorilla gains trample until end of turn. [T]: Gargantuan Gorilla deals an amount of damage equal to its power to any other
target creature. That creature deals an amount of damage equal to its power to Gargantuan
Gorilla.

Gaseous Form                     Blue     Enchant Creature           2U          C Tempest

Enchanted creature neither deals nor receives combat damage.
"It's hard to hurt anyone when you're as transparent as your motives." ---Ertai,
wizard adept


Gaseous Form                     Blue     Enchant Creature           2U         C1 Legends

Damage done to target creature by creatures it blocks, or that block it, is reduced
to 0. Creature deals no damage during combat.
"...[A]nd gives to airy nothing/ A local habitation and a name." ---William Shakespear,
A Midsummer-Night's Dream

Gate to Phyrexia                 Black    Enchantment                BB         U3 Antiquities

Sacrifice one of your creatures during your upkeep to destroy any one artifact. You
may not sacrifice a creature that is already on its way to the graveyard.
"The warm rain of grease on my face immediately made it clear I had entered Phyrexia."
---Jarsyl, Diary


Gauntlet of Might                Artifact Artifact                    4          R Alpha

All red creatures gain +1/+1 an all mountains provide an extra red mana when tapped.

Gauntlets of Chaos               Artifact Artifact                    5          R Legends

[5]: Sacrifice Gauntlets of Chaos. Take control of target land, creature, or artifact.
Then give former controller of that permanent conrtol of a target permanent of the
same type under your control. You each control these permanents until end of game.
Gauntlets of Chaos does not tap or untap these permanents. Enchantments on traded
permanents are destroyed.

Gaze of Pain                     Black    Sorcery                    1B          C Ice Age

For each creature you control that attacks and is not blocked, you may choose to have
it deal no damage to defending player this turn. If you do so, it instead deals damage
equal to its power to any target creature.
Remove the guardians to ensure your victory.

Gem Bazaar                       Land     Land                                   R Astral

When Gem Bazaar comes into play, choose a random color.
[T]: Add to your mana pool one mana of the color last chosen. Then choose a random
color.

Gemstone Mine                    Land     Land                                   U Weatherlight

When Gemstone Mine comes into play, put three mining counters on it.
[T],Remove a mining counter: Add one mana of any color to your mana pool. If there
are no minig counters on Gemstone Mine, bury it.

General Jarkeld                  White    Summon Legend              3W     1/2  R Ice Age

[T]: Switch the blocking creatures of two target attacking creatures; all defense
must be legal. Use this ability only during combat after defense is chose and before
damage is dealt.

Gerrard                          (null)                                          C Vanguard

During your draw phase, draw an additional card.
Soldier. Adventurer. Heir to the Legacy. Gerrard has, over the years, traveled
much of Dominaria in search of fortune and glory. Now, after serving nobly in the
Benalish army, he has returned to the
Weatherlight to serve as captain in
Sisay's absence and to take up the battle against the Lord of the Wastes.


Gerrard's Battle Cry             White    Enchantment                 W          R Tempest

[2W]: All creatures you control get +1/+1 until end of turn.
Gerrard grinned and drew his sword. "This won't be a fair fight," he called to
his crew. "They should have brought a second ship!"


Gerrard's Wisdom                 White    Sorcery                   2WW          U Weatherlight

For each card in your hand, gain 2 life.
"Fighting without an army is called a duel, and you'll lose a duel if your enemy
comes expecting a war." ---Gerrard of the
Weatherlight

Ghazban Ogre                     Green    Summon Ogre                 G     2/2 C4 Arabian Nights

During its current controller's upkeep, the player with the highest life total takes
controll of Ghazban Ogre.

Ghost Hounds                     Black    Summon Hounds              1B     1/1 U3 Homelands

Attacking does not cause Ghost Hounds to tap.
If assigned to block any white creatures or any white creatures are assigned to block
it, Ghost Hounds gain first strike until end of turn.

Ghost Ship                       Blue     Summon Ship               2UU     2/4 C3 The Dark

Flying, [UUU]: Regenerates
"That phantom prow split the storm as lightning cast its long shadow on the battlefield
below." ---Mireille Gaetane, The Valeriad


Ghost Town                       Land     Land                                   U Tempest

[T]: Add one colorless mana to your mana pool.
[0]: Return Ghost Town to owner's hand. Use this ability only during another player's
turn.
"The air here smells like a grave" ---Crovax

Ghostly Flame                    Gold     Enchantment                BR          R Ice Age

Both black and red permanents ans spells are considered colorless source of damage.
"Walk slowly when in the nether world, and seek that which calls." ---Lim Dul,
the Necromancer


Ghosts of the Damned             Black    Summon Ghosts             1BB     0/2 C2 Legends

[T]: Target creatures get -1/-0 until end of turn.
The voices of the dead ring in the heart long after they have faded from the ears.

Giant Albatross·1                Blue     Summon Albatross           1U     1/1 C2 Homelands

Flying
[1U]: Bury all creatures that damaged Giant Albatross this turn. The controller of
those creatures may play 2 life to prevent the creature from being buried. Effects
that prevent or redirect damage cannot be used to counter this loss or life. Use this
ability only when Giant Albartoss is put into the graveyard from play.

Giant Albatross·2                Blue     Summon Albatross           1U     1/1 C2 Homelands

Flying
[1U]: Bury all creatures that damaged Giant Albatross this turn. The controller of
those creatures may play 2 life to prevent the creature from being buried. Effects
that prevent or redirect damage cannot be used to counter this loss or life. Use this
ability only when Giant Albartoss is put into the graveyard from play.

Giant Badger                     Green    Summon Badger             1GG     2/2  R Promotion

If assigned as a blocker, Giant Badger gets +2/+2 until end of turn.
The wizard Greensleeves called a Giant Badger to her aid in an battle with the
desert mage Karli.


Giant Caterpillar                Green    Summon Caterpillar         3G     3/3  C Visions

[G], Sacrifice Giant Caterpillar: Put a Butterfly token into play at end of turn.
Treat this token as a 1/1 green creature with flying.
"'I've seen hornworms big as a man's fist,' the traveler said, and nodded soberly
when our jaws went slack at his ignorance," ---Afari,
Tales

Giant Crab                       Blue     Summon Crab                4U     3/3  C Tempest

[U]: Until end of turn, Giant Crab cannot be the target of spells or abilities.
"During the giant crabs' mating season, Skyshroud nights are filles with the clatter
of their skirmishes.


Giant Growth                     Green    Instant                     G          C Ice Age

Target creature gets +3/+3 until end of turn.
"Here in Fyndhorn, the goddess Freyalise is generous to her children." ---Kolbjörn,
Elder Druid of the Juniper Order


Giant Growth                     Green    Instant                     G          C Alpha

Target creature gets +3/+3 until end of turn.

Giant Mantis                     Green    Summon Mantis              3G     2/4  C Mirage

Giant Mantis can block creatures with flying.
"I hate insects of every sort. The only mercy is that they are generally small."
---Mwani, Mtenda goatherd


Giant Octopus                    Blue     Summon Creature            3U     3/3  C Portal


At the sight of the thing the calamari vendor's eyes went wide, but from fear
or avarice none could tell.


Giant Oyster                     Blue     Summon Oyster             2UU     0/3 U3 Homelands

You may choose not to untap Giant Oyster during your untap phase.
[T]: Target tapped creature does not untap during its controller's untap phase as
long as Giant Oyster remains tapped. During your upkeep, put a -1/-1 counter on that
creature. If Giant Oyster becomes untapped or leaves play, remove all these counters
from the creature.

Giant Shark                      Blue     Summon Shark               5U     4/4 C3 The Dark

If Giant Shark blocks or is blocked by a creature that has taken damage this turn,
Giant Shark gains +2/+0 and trample ability until end of turn. Giant Shark cannot
attack unless opponent controls at least one island. Giant Shark is buried immediately
if at any time controller controlls no island.

Giant Slug                       Black    Summon Slug                1B     1/1 C2 Legends

[5]: During controller's next upkeep Giant Slug gains landwalk ability of controller's
choice until end of turn. The type of landwalk choses must correspond with one of
the five basic land typed.

Giant Spider                     Green    Summon Creature            3G     2/4  C Portal

Giant Spider can intercept as though it had flying.

Giant Spider                     Green    Summon Spider              3G     2/4  C Alpha

Can block creatures with flying.
While it possesses potent venom, the Giant Spider often chooses not to paralyse
its victims. Perhaps the creature enjoys the gentle rocking motion caused by its captives'
struggle to escape its web.


Giant Strength                   Red      Enchant Creature           RR          C Tempest

Enchanted creature gets +2/+2.
"Crovax seems filled only with shadows," thought Orim. "Where does his strength
come from?"


Giant Strength                   Red      Enchant Creature           RR         C2 Legends

Target creature gains +2/+2.
"O! it is excellent/ To have a giant's strength, but it is tyrannous/ To use it
like a giant." ---William Shakespear,
Measure for Measure

Giant Tortoise                   Blue     Summon Tortoise            1U     1/1 C4 Arabian Nights

Giant Tortoise gains +0/+3 while untapped.

Giant Trap Door Spider           Gold     Summon Spider             1RG     2/3  U Ice Age

[1RG],[T]: Remove from the game target creature, which doesn't have flying and is
attacking you, and Giant Trap Door Spider.
"So large and so quite - a combination best avoided." ---Disa the Restless, journal
entry


Giant Turtle                     Green    Summon Turtle             1GG     2/4 C2 Legends

Giant Turtle may not attack if it attacked during your last turn.
"The turtle lives 'twixt plated decks/ Which practically conceal its sex./ I think
it clever of the turtle/ In such a fix to be so fertile." ---Ogden Nash, "The Turtle"


Gibbering Hyenas                 Green    Summon Hyenas              2G     3/2  C Mirage

Gibbering Hyenas cannot block black creatures.
Hyenas laughing--- what's the joke? ---Feineref pharse meaning "that's not funny"

Gift of Estates                  White    Sorcery                    1W          R Portal

If your opponent has more lands in play than you do, search your deck for up to three
plains and put them into your hand. Shuffle your deck afterwards.

Gift of the Woods·1              Green    Enchant Creature            G         C1 Alliances

If enchanted creature blocks or is blocked by any creatures, enchanted creature gets
+0/+3 until end of turn and you gain 1 life.

Gift of the Woods·2              Green    Enchant Creature            G         C1 Alliances

If enchanted creature blocks or is blocked by any creatures, enchanted creature gets
+0/+3 until end of turn and you gain 1 life.

Glacial Chasm                    Land     Land                                   U Ice Age

Cumulative Upkeep: 2 life
When Glacial Chasm comes into play, sacrifice a land. You cannot attack. All damage
dealt to you is reduced to 0.

Glacial Crevasses                Red      Enchantment                2R          R Ice Age

[0]: Sacrifice a snow-covered mountain. No creatures deal damage in combat this turn.
"We were chasing Lim-Dul when the ridge in front of us suddenly crumbled. I can't
believe it was mere conincidence." ---Lucilde Fiksdotter, Leader of the Order of the
White Shield


Glacial Wall                     Blue     Summon Wall                2U     0/7  U Ice Age


"We are farther west than any could have imagined possible, but I still wish to
press on. Unfortunately, huge walls of ice block further travel. We can't believe
they are natural." ---Disa the Restless, journal entry


Glaciers                         Gold     Enchantment               2WU          R Ice Age

During your upkeep, play [WU] or bury Glacires.
All mountains become plains.
"Even the highest mountain can be ground to dust." ---Lucilde Fiksdotter, Leader
of the Order of the White Shield


Glasses of Urza                  Artifact Artifact                    1          U Alpha

[T]: You may look at opponent's hand.

Gliding Licid                    Blue     Summon Licid               2U     2/2  U Stronghold

[U], [T]: Gliding Licid loses this ability and becomes a creature enchantment that
reads "Enchanted creature gains flying" instead of a creature. Move Gliding Licid
onto target creature. You may pay [U] to end this effect.

Gloom                            Black    Enchantment                2B          U Alpha

White spells cost an additional [3] to cast. White enchantments with activation cost
require an additional [3] to use.

Glyph of Delusion                Blue     Instant                     U         C1 Legends

Put X counters on one target creature that target wall blocked during this turn; X
is the power of the blocked creatures. Creature does not untap as normal while it
has one or more of these counters on it. Remove one counter during creature's controller's
upkeep.

Glyph of Destruction             Red      Instant                     R         C2 Legends

Target wall you controll gains +10/+0 when blocking. Any damage dealt to target wall
is reduced to zero. Target wall is destroyed at end of turn.

Glyph of Doom                    Black    Instant                    3B         C2 Legends

All creatures blocked by target wall are destroyed at the end of combat.
"He knows he has a short span of life, that the day will come when he must pass
through the wall of oblivion..." ---William Faulkner


Glyph of Life                    White    Instant                     W         C2 Legends

Damage done to target wall by attacking creatures is added to your life point total.
Any wall can be battered down, but at what cost?

Glyph of Reincarnation           Green    Instant                     G         C1 Legends

Play after combat is over. All surviving creatures blocked by target wall this turn
are buried. For each creature buried in this manner, choose one creature from attacker's
graveyard and return it to play under attacker's control. Treat this creature as if
it were just summoned. If there are not enough creatures in attacker's graveyard,
all creatures in attacker's graveyard are returned to play.

Goblin Artisans                  Red      Summon Goblins              R     1/1 U3 Antiquities

You may tap Goblin Artisans as you cast an artifact. Then flip a coin; opponent calls
head or tail while coin is the air. If flip ends in opponent's favor, your artifact
is countered. Otherwise, draw another card from your library. You can only use this
ability once for each rime you cast an artifact.

Goblin Balloon Brigade           Red      Summon Goblins              R     1/1  U Alpha

[R]: Flying until end of turn.
"From up here we can drop rocks and arrows and more rocks!" "Uh, year boss, but how do we get down?"

Goblin Bomb                      Red      Enchantment                1R          R Weatherlight

During your upkeep, you may choose to flip a coin. Target opponent calls heads or
tails while the coin is in the air. If the flip ends up in your favor, put a fuse
counter on Goblin Bomb. Otherwize remove a fuse counter from Goblin Bomb. Remove 5 fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals
20 damage to target player.

Goblin Bombardment               Red      Enchantment                1R          U Tempest

Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player.
One mogg to aim the catapult, one mogg to steer the rock.

Goblin Bully                     Red      Summon Creature            1R     2/1  C Portal


It's easy to stand head and shoulders over those with no backbone.

Goblin Caves                     Red      Enchant Land              1RR         C3 The Dark

If target land is a basic mountain, all Goblins gain +0/+2.
The stench of countless generations of unspeakable activities was enough to loosen
both our footing and our stomachs.


Goblin Chirurgeon·1              Red      Summon Goblin               R     0/2 C1 Fallen Empires

[0]: Sacrifice a Goblin to regenerate a target creature.
"I asked one of my aides how they do it, but all he'd say way, 'Trust me, Mayor,
you don't want to know.'" ---Lydia Wynforth, Mayor of Trokair


Goblin Chirurgeon·2              Red      Summon Goblin               R     0/2 C1 Fallen Empires

[0]: Sacrifice a Goblin to regenerate a target creature.
"Perhaps Goblins are good for something after all." ---Atrributed to General Khurzog

Goblin Chirurgeon·3              Red      Summon Goblin               R     0/2 C1 Fallen Empires

[0]: Sacrifice a Goblin to regenerate a target creature.
The Chrurgeons patched up their fallen comrades with a gruesome mix of twisted
limbs and mangled flesh.


Goblin Digging Team              Red      Summon Goblins              R     1/1 C3 The Dark

[T]: Sacrifice Goblin Digging Team to destroy target wall.
"From down here we can make the whole wall collapse!" "Uh, yeah, boss, but how
do we get out?"


Goblin Elite Infantry            Red      Summon Goblin              1R     2/2  C Mirage

If Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn.
They talk a good fight.

Goblin Flotilla                  Red      Summon Goblins             2R     2/2 U1 Fallen Empires

Islandwalk
At the beginning of the attack, pay [R] or any creatures blocking or blocked by Goblin
Flotilla gain first strike until end of turn.
Exceptionally poor sailors, Goblins arrived at their destination retching and
in no condition to fight.


Goblin Grenade·1                 Red      Sorcery                     R         C1 Fallen Empires

Sacrifice a Goblin to have Goblin Grenade deal 5 damage to one target.
"I don't suppose we could teach them to throw the cursed things?" ---Ivra
Jursdotter


Goblin Grenade·2                 Red      Sorcery                     R         C1 Fallen Empires

Sacrifice a Goblin to have Goblin Grenade deal 5 damage to one target.
"Without their massive members, the Goblin could never have launched such a successful
offensive."?---Sarpadian Empires, von. VI


Goblin Grenade·3                 Red      Sorcery                     R         C1 Fallen Empires

Sacrifice a Goblin to have Goblin Grenade deal 5 damage to one target.
"According to accepted theory, the Grenade held some kind of flammable mixture
and was carried to its target by ha hapless Goblin."
Sarpadian Empires, vol. IV

Goblin Grenadiers                Red      Summon Goblins             3R     2/2  U Weatherlight

Sacrifice Goblin Grenadiers: Destroy target creature and target land. Use this ability
only if Goblin Grenadiers is attacking and unblocked.
?or once, Squee realized, he wasn't the dumb one.

Goblin Hero                      Red      Summon Goblin              2R     2/2 C3 The Dark


They attacked in an orgy of rage and madness, but only one seemed as focused on
killing us as on the sheer joy of battle.


Goblin King                      Red      Summon Lord               1RR     2/2  R Alpha

All Goblins gain mountainwalk and get +1/+1.
To become king of the Goblins, one must assassinate the previous king. Thus, only
the most foolish seek positions of leadership.


Goblin Kites                     Red      Enchantment                1R         U3 Fallen Empires

[R]: A target creature you control, which cannot have a toughness greater than 2,
gains flying until end of turn. Other effects may later be used to increase the creature's
toughness. At the end of turn, flip a coin; opponent calls heads or tails while coin
is in the air. If the flip ends up in opponent's flavor, bury that creature.

Goblin Lyre                      Artifact Artifact                    3          R Ice Age

[0]: Sacrifice Goblin Lyre. Flip a coin; target opponent calls heads or tails while
coin is in the are. If the flip end up in your favor, Goblin Lyre deals * damage to
that opponent, where * is equal to the number of creatures you control. Otherwize,
Goblin Lyre deals * damage to you, where * is equal to the number of creatures the
opponent controls.

Goblin Mutant                    Red      Summon Goblin             2RR     5/3  U Ice Age

Trample
Cannot attack if defending player controls an untapped creature with power greater
than 2. Cannot be assigned to block any creature with power greater than 2.
If only it had three brains, too.

Goblin Polka Band                Red      Summon Goblin              RR     1/1  R Astral

[2],[T]: Play [R] for each target: Tap any number of random target creatures. Goblins
tapped in this way do not untap during their controllers' next untap phases.

Goblin Recruiter                 Red      Summon Goblin              1R     1/1  U Visions

When Goblin Recruiter comes into play, search your library for any number of Goblin
cards. Reveal those cards to all players. Shuffle your library, the put tje cards
on top of your library in any order.
"Next!"

Goblin Rock Sled                 Red      Summon Rock Sled           1R     3/1 C3 The Dark

Trample. Rock Sled may not attack unless opponent controlls at least on mountain.
Rock Sles does not untap as normal during your untap phase if it attacked during your
last turn.

Goblin Sappers                   Red      Summon Goblins             1R     1/1  C Ice Age

[RR],[T]: Target creature you control cannot be blocked this turn. At the end of combat,
destroy that creature and Goblin Sappers. [RRRR],[T]: Target creature you control cannot be blocked this turn. At end of combat,
destroy that creature.

Goblin Scouts                    Red      Sorcery                   3RR          U Mirage

Put three Goblin Scout tokens into play. Treat these tokens as 1/1 red creatures with
mountainwalk that count as Goblins (if defending player controls any mountains,
these creatures are unblockable).

"Pathetic--- like I wouldn't know a goblin painted up to look like a drawf!" ---Pashad
ibn Asim, Suq'Ata trader


Goblin Shrine                    Red      Enchant Land              1RR         C3 The Dark

If target land is a basic mountain, all Goblins gain +1/+0. Goblin Shrine does 1 damage
to all Goblins if it leaves play.
"I knew it weren't no ordinary pile of---you know." ---Norin the Wary

Goblin Ski Patrol                Red      Summon Goblins             1R     1/1  C Ice Age

[1R]: Flying and +2/+0. At end of turn, bury Goblin Ski Patrol. Use this ability only
once and only if you control any snow-covered mountains.
"AIIIEEEE!" ---Ib Halfheart, Goblin Tactician

Goblin Snowman                   Red      Summon Goblins             3R     1/1  U Ice Age

When blocking, Goblin Snowman neither deals not receives damage in combat.
[T]: Goblin Snowman deals 1 damage to target creature it blocks.
"Strength in numbers? Right." ---Ib Halfheart, Goblin Tactiacian

Goblin Soothsayer                Red      Summon Goblins              R     1/1  U Mirage

?,[T],Sacrifice a Goblin: All red creatures get +2/+2 until end of turn.
"I see a great victory and rivers of blood. And... hmm, looks like a spleen."
---Grishnak, goblin soothsayer


Goblin Swine-Rider               Red      Summon Goblin               R     1/1  C Visions

If Goblin Swine-Rider is blocked, it deals 2 damage to each attacking creature and
2 damage to each blocking creature.
"May you get the mount you deserve." ---Suq'Ata cures

Goblin Tinkerer                  Red      Summon Goblin              1R     1/2  C Mirage

[R],[T]: Destroy target artifact. That artifact deals an amount of damage equal to
its casting cost to Goblin Tinkerer.
"Can they do that?" ---Imwita, Zahlfirin artificer, last words

Goblin Vandal                    Red      Summon Goblin               R     1/1  C Weatherlight

[R]: Destroy target artifact defending player controls. Goblin Vandal deals no combat
damage this turn. Use this ability only if Goblin Vandal is attacking and unblocks
and only once each turn.

Goblin War Drums·1               Red      Enchantment                2R         C1 Fallen Empires

Each attacking creature you control that opponent chooses to block may not be blocked
with fewer than two creatures.
"The Goblins' freaded War Drums struck terror into the hearts of even their bravest
foes."
---Sarpadian Empires, vol. IV

Goblin War Drums·2               Red      Enchantment                2R         C1 Fallen Empires

Each attacking creature you control that opponent chooses to block may not be blocked
with fewer than two creatures.
The War Drums enabled Goblin amd Orcish armies to crush the sparely defended Dwarven
cities.


Goblin War Drums·3               Red      Enchantment                2R         C1 Fallen Empires

Each attacking creature you control that opponent chooses to block may not be blocked
with fewer than two creatures.
"Defending the outer trenches, we strained out eyes in the darkness. All we could
hear was the Drums' terrible pounding. Dobbs, on my right, broke first. Soon we were
all heading for the walls." ---Croporal Peter Douglas, courtmartial testimony


Goblin War Drums·4               Red      Enchantment                2R         C1 Fallen Empires

Each attacking creature you control that opponent chooses to block may not be blocked
with fewer than two creatures.
When creating a new War Drum, Goblin designers sought out the highest quality
skulls. Serra Angel skulls were mist highly prized, although most acknowledged that
the skull of the exotic Sea Serpent made for a richer tone.


Goblin Warrens                   Red      Enchantment                2R         U1 Fallen Empires

[2R]: Sacrifice two Goblins to put three Goblin tokens into play. Treat these tokens
as 1/1 red creatures.
"Goblins bred underground, their numbers hidden from the enemy until it was too
late"
---Sarpadian Empires, vol. IV

Goblin Wizard                    Red      Summon Goblin             2RR     1/1 U2 The Dark

[T]: Take a Golbin from your hand and put it directly into play. Treat this goblin
as if it were just summoned. [R]: Target goblin gains protection from white until end of turn.

Goblins of the Flarg             Red      Summon Goblins              R     1/1 C3 The Dark

Mountainwalk. Goblins of the Flarg are buried if controller controls any Dwarves.

Golgothian Sylex                 Artifact Artifact                    4         U1 Antiquities

[1],[T]: All cards from the Antiquities expansion, including Golgothian Sylex, must
be discarded from play.
From their earliest education, the brothers had known that no human contrivance
could stand against the true masters of Dominia.


Gorilla Berserkers·1             Green    Summon Gorillas           3GG     2/3 C2 Alliances

Trample, rampage: 2
Cannot be blocked by fewer than three creatures.
"Beneath serenity may lie a hidden rage." ---Jaeuhl Carthalion, Juniper Order
Advocate


Gorilla Berserkers·2             Green    Summon Gorillas           3GG     2/3 C1 Alliances

Trample, rampage: 2
Cannot be blocked by fewer than three creatures.
"Their fury is their greatest weapon." ---Taaveti of Kelsinko, Elvish Hunter

Gorilla Chieftain·1              Green    Summon Gorilla            2GG     3/3 C1 Alliances

[1G]: Regenerate
"In the soil of leadership sprout the seeds of immortality." ---Kaysa, Elder Druid
of the Juniper Order


Gorilla Chieftain·2              Green    Summon Gorilla            2GG     3/3 C1 Alliances

[1G]: Regenerate
"Ph, no -- not you again?!" ---Jaya Ballard, Task Mage

Gorilla Pack                     Green    Summon Gorilla Pack        2G     3/3  C Ice Age

Gorilla Pack canot attack if defending player controls no forests. Bury Gorilla Pack
if you control no forests.
"We learned this at a dear price: once you cross the great river, get through
the Yavimaya forest at top speed." ---Disa the Restless, journal entry


Gorilla Shaman·1                 Red      Summon Gorilla              R     1/1 U3 Alliances

[XX1]: Destroy target non-creatureartifact with casting cost equal to X.
"Frankly, destruction is best left to professionals." ---Jaya Ballard, Task Mage

Gorilla Shaman·2                 Red      Summon Gorilla              R     1/1 U3 Alliances

[XX1]: Destroy target non-creatureartifact with casting cost equal to X.
"Each generation teaches the next that artifice is the enemy of natural order."
---Kaysa, Elder Druid of the Juniper Order


Gorilla War Cry·1                Red      Instant                    1R         C1 Alliances

Attacking creature cannot be blocked by only one creature this turn. Play only during
combat before defense is chosen. Draw a card at the beginning of the next turn's upkeep.
"The only 'art' these beasts possess is the are of noise!" ---Jaya Ballard

Gorilla War Cry·2                Red      Instant                    1R         C1 Alliances

Attacking creature cannot be blocked by only one creature this turn. Play only during
combat before defense is chosen. Draw a card at the beginning of the next turn's upkeep.
"Theirs is the are of blood." ---Jaeuhl Carthalion, Juniper Order Advocate

Gorilla Warrior                  Green    Summon Creature            2G     2/3  C Portal


They were formidable even before they learned the use of weapons.

Gossamer Chains                  White    Enchantment                WW          C Visions

Return Gossamer Chains to owner's hand: Uarget unblocked creature deals no combat
damage this turn.
"Harah swung his sword mightily, but still the air held him fast." ---Azeworai,
"Kenechi's Dream"


Gosta Dirk                       Gold     Summon Legend           3WWUU     4/4  R Legends

First strike
Creatures with islandwalk may be blocked as if they did not have this ability.

Grandmother Sengir               Black    Summon Legend              4B     3/3 U1 Homelands

[1B],[T]: Target creature gets -1/-1 until end if turn.
"Rarely have power and madness been so delightfully wed as the have in our dear
Grandmother." ---Baron Sengir


Granger Guildmage                Green    Summon Wizard               G     1/1  C Mirage

[W],[T]: Target creature gains first strike until end of turn.
[R],[T]: Grager Guildmage deals 1 damage to target creature or player and 1 damage
to you.
Leave no mouth agape, no stomach unfilled. ---Granger Guild maxim

Granite Gargoyle                 Red      Summon Gargoyle            2R     2/1  R Alpha

Flying; [R]: +0/+1
"While most overworlders fortunately don't realize this, Gargoyles can be most
delicious, provided you have the appropriate tools to carve them." ---The Underworld
Cookbook, by Asmoranomardicadaistinaculdacar


Grapeshot Catapult               Artifact Artifact Creature           4     2/3 C4 Antiquities

Tap to deal 1 damage to target flying creature.
For years scholars debated whether these were Urza's or Mishra's creations. Recent
research suggested they were invented by the brothers' original master, Tocasia, and
that both used these devices.


Grasslands                       Land     Land                                   U Mirage

Grassland comes into play tapped.
[T],Sacrifice Grassland: Seach your library for a forest or plains. Put that land
into play. Shuffle your library afterwards.


Grave Pact                       Black    Enchantment              1BBB          R Stronghold

Whenever any creature you control is put into any graveyard, each other player sacrifices
a creature.
"The bonds of loyalty can tie one to the grave." ---Crovax

Grave Robbers                    Black    Summon Robbers            1BB     1/1 U1 The Dark

[B],[T]: Take one artifact from any graveyard and remove it from the game. Gain 2
life.
"If you don's have enough health, you don's have anything." ---Proverb

Grave Servitude                  Black    Enchant Creature           1B          C Mirage

You may choose to play Grave Servitude as an instant; if you do; bury it at end of
turn. Enchanted creature gets +3/+1 and is black.
"I no longer believe in a final resting place." ---Shauju, Endbringer

Gravebane Zombie                 Black    Summon Zombie              3B     3/2  C Mirage

If Gravebane Zombie is put into the graveyard from play, put Gravebane Zombie on top
of owner's library.
"A zombie's bed must be a lumpy one or he wouldn't leave it so often." ---Rana,
Suq'Ata market fool


Gravebind                        Black    Instant                     B          R Ice Age

Target creature cannot regenerate this turn. Draw card at the beginning of hte next
turn's upkeep.
One foot in the grave, firmly planted.

Gravedigger                      Black    Summon Creature            3B     2/2  U Portal

When Gravedigger comes into play from your hand, you may choose to return a summon
creature from your discard pile to your hand.

Gravedigger                      Black    Summon Zombie              3B     2/2  C Tempest

When Gravedigger comes into play, you may return target creature card from your graveyard
to your hand.
A full coffin is like a full coffer -- both are attractive to thieves.

Gravity Sphere                   Red      Enchant World              2R          R Legends

All creatures lose flying ability.
On the morning of the Battle of Gal-Shan, the Sorcerer's cry rang out: "Let no
bird fly, let no creature take wing, let all the battle join as one."


Gray Ogre                        Red      Summon Ogre                2R     2/2  C Alpha


The Ogre philosopher Gnerdel believed the purpose of life was to live as high
on the food chain as possible. She refused to eat vegetarians, preferring to live
entirely on creatures that preyed on sentient beings.


Great Defender                   White    Instant                     W         U1 Legends

Target creature gains +0/+X until end of turn where is the creature's casting cost.

Great Wall                       White    Enchantment                2W         U1 Legends

Creatures with plainswalk may be blocked as if they did not have this ability.

Greater Realms of Preservation   White    Enchantment                1W         U1 Legends

[1],[W]: Prevents all damage against you from one red or black source. If a source
does damage to you more that once in a turn, you must play [1W] each time you want
to prevent the damage.

Greater Werewolf                 Black    Summon Lycanthrope         4B     2/4 C1 Homelands

At end of combat, pt a -0/-2 counter on all creatures blocking or blocked by Greater
Werewolf.
"The wolf-things are no mere beasts, but the lieutenants of the Baron." ---Taysir

Greed                            Black    Enchantment                3B          R Legends

[B]: Draw an extra card and lose 2 life. Effects that prevent or redirect damage may
not be used to counter this loss of life.
"There is no calamity greater than lavish desires./ There is no greater guilt
than discontent./ And there is no greater disaster than greed." ---Tao Te Ching 46


Green Mana Battery               Artifact Artifact                    4         U1 Legends

[2],[T]: Put one counter on Green Mana Battery.
[T]: Add [G] to your mana pool. Remove as many counters as you wish. For each counter
removed add [G] to your mana pool. This ability is played as an interrupt.

Green Scarab                     White    Enchant Creature            W          U Ice Age

Target creature gets +2/+2 as long as any opponent controls any green cards. That
creature cannot be blocked by green creatures.

Green Ward                       White    Enchant Creature            W          U Alpha

Target creature gains protection from green. The protection granted by Green Ward
does not destroy Green Ward.

Greven il-Vec                    (null)                                          C Vanguard

Whenever any of your creatures damages any creature, bury the damaged creature.
As a ruthless leader for Volrath, Greven il-Vec servers his lord by commanding
the flying ship
Predator. Greven has attained his powerful rank through a
series of underhanded schemes and assasinations, the majority of which were blessed
by Volrath himself.


Griffin Canyon                   Land     Land                                   R Visions

[T]: Add one colorless mana to your mana pool.
[T]: Untap target Griffin. That Griffin gets +1/+1 until end of turn.
"Where are falling feathers deadlier than falling rock?" ---The One Thousand
Questions

Grim Feast                       Gold     Enchantment               1BG          R Mirage

At the beginning of your upkeep, Grim Feast deals 1 damage to you.
Whenever a creature is put into target opponent's graveyard from play, gain an amount
of life equal to that creature's toughness.
"Hmmm ---midnight snack."

Grindstone                       Artifact Artifact                    1          R Tempest

[3], [T]: Put the top two cards of target player's library into that player's graveyard.
If both cards share at least one color, repeat this process.

Grinning Totem                   Artifact Artifact                    4          R Mirage

[2],[T],Sacrifice Grinning Totem. Search target opponent's library for any card and
put it face up in front of you. That player shuffles his or her library afterwards.
You may play the card as though it were in your hand. If you do not play the card
by the beginning of your next upkeep, put it into its owner's graveyard.

Grizzled Wolverine               Red      Summon Wolverine          1RR     2/2  C Ice Age

?: +2/+0 until end of turn. Use this ability only when a creature is assigned to block
Grizzled Wolverine and only once per turn.
"Before you release a Wolverine from the trap, make sure it's really dead." ---Lovisa
Coldeyes, Bladuvian Chieftain


Grizzly Bears                    Green    Summon Bears               1G     2/2  C Alpha


Don't try to outrun one of Dominaria's Grizzlies; it'll catch you, knock you down,
and eat you. Of course, you could run up atree. In that case you'll get a nice view
before it knocks the tree down and eats you.


Grizzly Bears                    Green    Summon Creature            1G     2/2  C Portal


Don't worry about provoking grizzly bears; they come that way.

Grollub                          Black    Summon Beast               2B     3/3  C Exodus

For each 1 damage dealt to Grollub, each opponent gains 1 life.
Mogglings caught in a misdeed often blame the grollub. Even though the creature
is usually innocent, no taskmaster can resist an excuse to beat it.


Guardian Angel                   White    Instant                    XW          C Alpha

Prevents X damage fom beaing dealt to any one target. Any further damage to the same
target this turn can be canceled by spending 1 mana per point of damage to be canceled.

Guardian Beast                   Black    Summon Guardian            3B     2/4 U2 Arabian Nights

As long as Guardian Beast is untapped, your non-creature artifacts cannot be further
enchanted, destroyed, or take under someone else's control. If something occurs that
would destroy the Guardian Beast and the artifacts simultaneously, the Guardian Beast
is destroyed but your artifacts are not. If an artifact is enchanted or stolen while
Guardian Beast is tapped, it remains so when Guardian Beast is untapped.

Guerrilla Tactics·1              Red      Instant                    1R         C2 Alliances

Guerrilla Tactics deals 2 damage to target creature or player. If a spell of effect
controlled by any opponent causes you to discard Guerrilla Tactics from your har,
reveal Guerrilla Tactics to all players, ant it deals 4 damage to target creature
or player.

Guerrilla Tactics·2              Red      Instant                    1R         C1 Alliances

Guerrilla Tactics deals 2 damage to target creature or player. If a spell of effect
controlled by any opponent causes you to discard Guerrilla Tactics from your har,
reveal Guerrilla Tactics to all players, ant it deals 4 damage to target creature
or player.

Guided Strike                    White    Instant                    1W          C Weatherlight

Target creature gets +1/+0 and gains first strike until end of turn.
"If you can kill you enemy with the first strike, you save yourself the labor
of the second." ---Gerrard of the
Weatherlight

Guiding Spirit                   Gold     Summon Angel              1WU     1/2  R Visions

Flying
[T]: If the top card of target player's graveyard is a creature card, put that card
on the top of that player's library.
"Retainer of eternal Sun! Life flash again upon thy wings." ---"Song of the Sun"
---Femeref song


Gustha's Scepter                 Artifact Artifact                    0         R2 Alliances

If Gustha's Scepter leaves play or you lose control of it, put all cards under Gustha's
Scepter into your graveyard. [T]: Put any card from your hand face down under Gustha's Scepter. You may look at
that card at any time. [T]: Return any card under Gustha's Scepter to your hand.

Gwendlyn Di Corci                Gold     Summon Legend            RBBU     3/5  R Legends

[T]: Target player discards one card from his or her hand at random. This power may
only be used during your turn.
Urborg became the final resting place of many swordsmen or renown, their steel
outmatched by the wiles of Gwendlyn


Hail Storm                       Green    Instant                   1GG         U2 Alliances

Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each
creature you control.
"If they can't take the hail, they's better stay home." ---Arna Kennerüd, Skycaptain

Hakim, Loreweaver                Blue     Summon Legend             3UU     2/4  R Mirage

Flying
[UU]: Put target creature enchantment card from your graveyard on Hakim, Loreweaver.
Treat that enchantment as though it were just played. Use this ability only during
your upkeep and only of there are no enchantments on Hakim.[UU],[T]: Destroy all enchantments
on Hakim.

Halfdane                         Gold     Summon Legend            1BUW     */*  R Legends

When Halfdane comes into play he is 3/3. During your upkeep Halfdane acquires the
power and toughness of target creature other than Halfdane. Id there are no legel
targets, Halfdane becomes 3/3.
Hail from Tolaria the ever changing 'Dane.

Hall of Gemstone                 Green    Enchant World             1GG          R Mirage

During each player's upkeep, that player chooses a color.
Until end of turn, each mana-producing land produces mana of the chosen color instead
of its normal color.

Hallowed Ground                  White    Enchantment                1W          U Ice Age

[WW]: Return target non-snow-covered land you control to owner's hand.
"On this site where Kjeld's blood was spilled, let non raise a fist or deny a
beggar." ---Halvor Arenson, Kjeldoran Priest


Halls of Mist                    Land     Land                                   R Ice Age

Cumulative Upkeep: [1]
No creature can attack if it attacked during its controller's last turn.

Hammer of Bogardan               Red      Sorcery                   1RR          R Mirage

Hammer of Bogardan deals 3 damage to target creature or player.
[2RRR]: Return Hammer of Bogardan to your hand. Use this ability only during your
upkeep and only if Hammer of Bogardan is in your graveyard.

Hammerhead Shark                 Blue     Summon Fish                1U     2/3  C Stronghold

Hammerhead Shark cannot attack unless defending player controls any islands.
Cross the eyes of a hammerhead and you'll dot its teeth.

Hammerheim                       Land     Legendary Land                        U2 Legends

[T]: Add [R] to your mana pool.
[T]: Remove all landwalking ability from target creature until end of turn.
"Tis distance lends enchantments to view,/And robes the mountain in its azure
hue." ---Thomas Campbell, "Pleasure of Hope"


Hand of Death·1                  Black    Sorcery                    2B          S Portal

Destroy any one creature that isn't black. (A creature is black if it has [B]
in its cost.)

Death claims all but the darkest souls.

Hand of Death·2                  Black    Sorcery                    2B          C Portal

Destroy any one creature that isn't black.

Hand of Justice                  White    Summon Avatar              5W     2/6 U1 Fallen Empires

[T]: Tap three white creatures you control to destroy any target creature.
"The Hand of Justice will come to cleanse the world of we are true." ---Oliver
Farrel


Hand to Hand                     Red      Enchantment                2R          R Tempest

Instants and abilities requiring an activation cost cannot be played during combat.
The match between Tahngarth and Greven was close only in the mind of the minotaur.

Hanna                            (null)                                          C Vanguard

Your spells cost [1] less to play.
Educated in Argive and highly knowledgeabke in the field of artifacts, the expert
navigator of the
Weatherlight believes that scholarship does not necessarily
lead to understanding. Her diligence in pursuing both is her greatest asset.


Hanna's Custody                  White    Enchantment                2W          R Tempest

Artifacts cannot be the target of spells or abilities.
"I protect the Legacy with my life if necessary, for its purpose is far more important
than my own." ---Hanna,
Weatherlight navigator

Harbinger of Night               Black    Summon Spirit             2BB     2/3  R Mirage

During your upkeep, put a -1/-1 counter on each creature.
Embrace the Harbinger ---Suq'Ata expression meaning "abandon hope"

Harbor Guardian                  Gold     Summon Guardian           2WU     3/4  U Mirage

Harbor Guardian can block creatures with flying.
If Harbor Guardian attacks, defending player may draw a card.
"Our guardians levies a tax on all traders. Wise travelers pay with a minimum
of fuss." ---Qhattib, Vizir of Amiqat


Harmattan Efreet                 Blue     Summon Efreet             2UU     2/2  U Mirage

Flying
[1UU]: Target creature gains flying until end of turn.
"One moment I was walking along the beach, and the next I was high in the air,
staring into a hideous smiling face." ---Tarub, Suq'Ata sailor


Harrow                           Green    Instant                    2G          U Tempest

Sacrifice a land: Search your library for up to two basic land cards and put them
into play. Shuffle your library afterwards.
Changing Rath's landscape is like tearing the scab from a wound.

Harsh Justice                    White    Sorcery                    2W          R Portal

Play Harsh Justice only after you're attacked, before you declare interceptors.
This turn, each attacking creature that damages you also deals equal damage to the
attacking player.

Harvest Wurm                     Green    Summon Wurm                1G     3/2  C Weatherlight

When Harvest Wurm comes into play, return any basic land card from your graveyard
to your hand or bury Harvest Wurm.
"The wurm's weave" ---Elvish expression meaning "plowed fields"

Hasran Ogress                    Black    Summon Ogre                BB     3/2 C5 Arabian Nights

Unless you pay [2] each time Hasran Ogress attacks, Hasran Ogress does 3 damage to
you.

Hatred                           Black    Instant                   3BB          R Exodus

Pay X life: Target creature gets +X/+0 until end of turn.
"I will flay the skin from your flesh and the flesh from your bones and scrape
your bones dry. And still you will not have suffered enough." -Greven il-Vec, to Gerrard


Haunting Apparition              Gold     Summon Ghost              1UB   1+*/2  U Mirage

Flying
Haunting Apparation has power equal to 1 plus the number of gren creature cards in
target opponents graveyard.
Like some foul herdbeast, it grazes on the dead

Haunting Misery                  Black    Sorcery                   1BB          C Weatherlight

Remove X creature cards in your graveyard from the game: Haunting Misery deals X damage
to target player.
"I am condemned without end." ---Crovax

Haunting Wind                    Black    Enchantment                3B         U3 Antiquities

Each time an artifact in play is tapped ot its actvation cost is plid, Haunting Winds
does 1 damage to that artifact's controller. Is not triggered by continuous artifacts.
These devices lured so many spirits that sometimes entire battlefields would become
haunted at once.


Havenwood Battleground           Land     Land                                  U2 Fallen Empires

Comes into play tapped.
[T]: Add [G] to your mana pool.
[T]: Sacrifice Havenwood Battleground to add [GG] to your mana pool.

Havoc                            Red      Enchantment                1R          U Tempest

Whenever target opponent successfully casts a white spell, he or she loses 2 life.
As Orim put the lightning rod into place on the bow, she cast a spell of protection
to shield herself from the heat. That's when the Furnace got personal.


Hazduhr the Abbot                White    Summon Legend             3WW     2/5 U1 Homelands

[X],[T]: Redirect to Hazdur the Abbot X damage dealt to any white creature you control.
"Soon, Serra will return and choose the Abbot's successor, else we are lost."
---Gulsen, Abbey Matron


Hazerider Drake                  Gold     Summon Drake              2WU     2/3  U Mirage

Flying, protection from red
"The hazerider danced in the thunderstorm and sang to its music." ---Afari,Tales

Hazezon Tamar                    Gold     Summon Legend            4WGR     2/4  R Legends

On your next upkeep after Hazezon is put into play, put * token Sand Warriors into
play, where * is the number of lands under your controll, Treat the Warriors as 1/1,
white, green, and red creatures. If Hazezon leaves play, all Sand Warriors are also
removed from game.

Headless Horseman                Black    Summon Horseman            2B     2/2 C1 Legends


"...[T]he ghost rides forth to the scene of battle in nightly quest of his head...
he sometimes passes along the Hollow, like a midnight blast..." ---Wahington Irving,
The Legend of Sleepy Hollow


Headstone                        Black    Instant                    1B         C1 Homelands

Remove from the game target card in any graveyard.
Draw a card at the beginnig of the next turn's upkeep.
"Your headstone is the last page in the book of your life." ---Murat, Death Speaker

Heal                             White    Instant                     W          C Ice Age

Prevent 1 damage to any player or creature. Draw a card at the beginnig of the next
turn's upkeep.
"Sometimes even the smallest boon can save a life." ---Halvor Arenson, Kjeldoran
Priest


Healing Salve                    White    Instant                     W          C Mirage

Target player gains 3 life, or prevent up to 3 damage to any creature or player.
"The Femeref look only to the Sun for healing; they have never truly understood
the life's cycle." ---Kifimbo, Shadow Guildmage


Healing Salve                    White    Instant                     W          C Alpha

Give target player 3 life, or prevent up to 3 damage to any creature or player.

Heart Sliver                     Red      Summon Sliver              1R     1/1  C Tempest

All Slivers are unaffected by summoning sickness.
Gerrard looked all around for the source of the mystreious pulse, and at that
moment the slivers boiled forth from the crevasses.


Heart Wolf                       Red      Summon Wolf                3R     2/2 U1 Homelands

First strike
[T]: Target dwarf gains first strike and gets +2/+0 until end of turn. If that Dwarf
leaves play this turn, bury Heart Wolf. Use this ability only when attack or defense
is announced.

Heart of Bogardan                Red      Enchantment               2RR          R Weatherlight

Cumulative upkeep [2]
If Heart of Bogardan's cumulative upkeep cost is not paid, Heart of Bogardan delas
damage equal to its last pain cumulative upkeep to target player and each creature
he or she controls.


Heart of Yavimaya                Land     Land                                  R2 Alliances

When Heart of Yavimaya comes into play, sacrifice a forest of bury Heart of Yavimaya.
[T]: Add [G] to your mana pool.
[T]: Target crature gets +1/+1 until end of turn.

Hearth Charm                     Red      Instant                     R          C Visions

Choose one --- Destroy target artifact creature; or all atacking creature get +1/+0
until end of turn; or target creature with power 2 or less is unlockable this turn.

Heartstone                       Artifact Artifact                    3          U Stronghold

The cost of each creature ability requiring an activation cost is reduced by [1].
This cannot reduce an ability's generic mana cost to less then [1].
"Finding a true heartstone is even harder than finding a true heart." ---Hanna

Heartwood Dryad                  Green    Summon Dryad               1G     2/1  C Tempest

Heartwood Dryad can block creatures with shadow.
To snare what lies between worlds takes the patient reach of trees.

Heartwood Giant                  Green    Summon Giant              3GG     4/4  R Tempest

[T], Sacrifice a forest: Heartwood Giant deals 2 damage to target player.
Wind in the trees is soothing, but the same can't be said for trees on the wind.

Heartwood Treefolk               Green    Summon Treefolk           2GG     3/4  U Tempest

Forestwalk (If defending player controls any forests, this creature is unblockable.)
"In all my years in Llanowar I never understood where trees fit in. They are revered
by elves and watered on by dogs." ---Mirri of the
Weatherlight

Heat Stroke                      Red      Enchantment                2R          R Weatherlight

At the end of each combat, destroy all creatures that blocked or were blocked this
turn.
?Stroke of heart or stroke of blade. Choose your fate, traitor." ---Maraxus of
Keld, to Strake


Heat Wave                        Red      Enchantment                2R          U Visions

Cumulative upkeep ?
Blue creatures cannot block creatures you control. Nonblue creatures cannot block
creatures you control unless their controller pays an additional 1 life for each blocking
creature.

Heat of Battle                   Red      Enchantment                1R          U Stronghold

Whenever any creature blocks, Heat of Battle deals 1 damage to that creature's controller.
"Takara, it's me!" shouted Starke. It was no use - she obeyed Volrath.

Heaven's Gate                    White    Instant                     W         U1 Legends

Changes the color of one or more target creatures to white until end of turn. You
choose which and how many creatures are affected. Cost to tap, maintain, or use a
special ability of target ceatures remain entirely unchanged.

Heavy Ballista                   White    Summon Soldiers            3W     2/3  C Weatherlight

[T]: Heavy Ballista deals 2 damage to target attacking or blocking creature.
"Archers, ballistae -- you can't even get near the island of Avenant" ---Gerrard
of the
Weatherlight

Hecatomb                         Black    Enchantment               1BB          R Ice Age

When Hacatomb comes into play, sacrifice four creatures.
[0]: Tap target swamp you control to have Hecatomb deal 1 damage to target creature
or player.

Hell Swarm                       Black    Instant                     B         C1 Legends

All creatures get -1/-0 until end of turn.
The brightness of day turned in an instant to dusk as the swarm descended upon
the battlefield.


Hell's Caretaker                 Black    Summon Hell's Caretaker      3B     1/1  R Legends

[T]: During you upkeep sacrifice a creature and take a creature from your graveyard
and pit it directly into play. Threat this creature as though it were just summoned.
You might leave here, Chenndra, should another take your place...

Hellfire                         Black    Sorcery                  2BBB          R Legends

All non-black creatures are destroyed. Hellfire does X+3 damage to you; X ist the
number of creatures placed in the graveyard.
"High on a throne of royal state... insatiate to pursue vain war with heav'n."
---John Milton, Paradise Lost


Helm of Awakening                Artifact Artifact                    2          U Visions

All spells cost one generic mana less to play.
"This little prize will cover your head, your spells, your bets, and your behind!"
---Pashad ibn Asim, Suq'Ata trader


Helm of Chatzuk                  Artifact Artifact                    1          R Alpha

[1],[T]: You may give one creature banding ability until end of turn.

Helm of Obedience                Artifact Artifact                    4         R2 Alliances

[X],[T]: Put the top card of target opponent's library into his or her graveyard.
Continue doing this until you have put X cards or a creature card into that graveyard,
whichever occurs first. If the last card put into the graveyard is a creature card,
bury Helm of Obedience and put thar creature into play under your control as though
it were just cast. X cannot be equal to 0.

Helm of Possession               Artifact Artifact                    4          R Tempest

You may choose not to untap Helm of Possession during your untap phase.
[2], [T], Sacrifice a creature: Gain control of target creature as long as you control
Helm of Possession and Helm of Possession remains tapped.

Hematite Talisman                Artifact Artifact                    2          U Ice Age

[3]: Untap target permanent. Use this ability only when a red spell is succesfully
cast and only once for each red spell cast.

Hermit Druid                     Green    Summon Druid               1G     1/1  R Stronghold

[G], [T]: Reveal cards from the top of your library until you reveal a basic land
card. Put that card into your hand and put all other revealed cards into your graveyard.
Seeking the company of plants ensures that your wits will go to seed.

Hero's Resolve                   White    Enchant Creature           1W          C Tempest

Enchanted creature gets +1/+5.
"Destiny, chance, faith, fortune -- they're all just ways of claiming your successes
without claiming your failures." ---Gerrard of the
Weatherlight

Heroism                          White    Enchantment                2W         U3 Fallen Empires

[0]: Sacrifice a white creature to have attacking red creatures deal no damage during
combat this turn. The attacking player may pay [2R] got an attacking creature to have
it deal damage as normal.

Hesitation                       Blue     Enchantment                1U          U Stronghold

If any spell is played, counter that spell and sacrifice Hesitation.
Gerrard hesitaed, looking up at an enemy ship. The future hesitated with him,
changed forever by the pause.


Hibernation Sliver               Gold     Summon Sliver              UB     2/2  U Stronghold

Each Sliver gains "Pay 2 life: Return this creature to owner's hand."
Mogglings have been known to play ball with hibernating slivers, completly unaware
of their true nature.


Hidden Horror                    Black    Summon Undead             1BB     4/4  U Weatherlight

When Hidden Horror comes into play, choose and discard a creature card or bury Hidden
Horror.
Lifespans are measured by its dreadful length.

Hidden Path                      Green    Enchantment             2GGGG         U1 The Dark

All green creatures gain forestwalk.
"Where moments before we were lost beyond hope, the stange, floating lights showed
us the way and restored our morale." ---Vervamon the Elder


Hidden Retreat                   White    Enchantment                2W          R Stronghold

Choose a card in your hand and put it on top of your library: Prevent all damage from
an instant or sorcery. (Treat further damage from that source normally.)
After an hour in the hidey-hole, Squee seriously pondered the advantages of danger
over boredom.


High Ground                      White    Enchantment                 W          U Exodus

Each creature you control may block one additional creature. (All defense must
be legal.)

In war, as in society, position is everything.

High Tide·1                      Blue     Instant                     U         C1 Fallen Empires

Until end of turn, all islands produce an additional [U] when tapped for mana.
"May Svyleun and her tides favor you." ---Traditional Merfolk blessing

High Tide·2                      Blue     Instant                     U         C1 Fallen Empires

Until end of turn, all islands produce an additional [U] when tapped for mana.
"When the very tide turn against you, it's time to consider retirement." ---General
Khurzog


High Tide·3                      Blue     Instant                     U         C1 Fallen Empires

Until end of turn, all islands produce an additional [U] when tapped for mana.
"By the time their enemies noticed the sea's changing mood, the Vodalians had
often shifted formation and were ready to attack"
---Sarpadian Empires, vol. V

Highland Giant                   Red      Summon Creature           2RR     3/4  C Portal



Hill Giant                       Red      Summon Creature            3R     3/3  C Portal


Hill giants are mostly just big. Of couse, that does count a lot!

Hill Giant                       Red      Summon Giant               3R     3/3  U Alpha


Fortunately, Hill Giants have large blind spots in which a human can easily hide.
Unfortunately, these blind spots are beneath the bottoms of their feet.


Hipparion                        White    Summon Hipparion           1W     1/3  U Ice Age

Cannot be assigned to block a creature with power 3 or greater unless you play an
additional [1].
"Someone once said the Hipparions are to Warriors what Aesthir are to Skyknight.
Don't believe it." ---General Jarkeld, the Arctic Fox


Hivis of the Scale               Red      Summon Legend             3RR     3/4  R Mirage

You may choose not to untap Hivis of the Scale during your untap phase.
[T]: Gain control of target Dragon. If Hivis becomes untapped or you lose control
of Hivis, lose control of that Dragon.

Hoar Shade                       Black    Summon Shade               3B     1/2  C Ice Age

[B]: +1/+1 until end of turn.
"The creature we fought in the western waste was doubly dangerous: mortally wounded,
it rebounded and attacked again." ---Disa the Restless, journal entry


Hollow Trees                     Land     Land                                  U1 Fallen Empires

Comes into play tapped. You may choose not to untap Hollow Trees during your untap
phase and instead put a storage counter on it. [T]: Remove any number of storage counters from Hollow Trees. For each storage counter
removed, add [G] to your mana pool.

Holy Armor                       White    Enchant Creature            W          C Alpha

Target creature gets +0/+2.
[W]: Target creature Holy Armor enchants gets +0/+1 until end of turn.

Holy Day                         White    Instant                     W         C1 Legends

Creatures attack and block as normal, but none deal any damage. All attacking creatures
are still tapped. Play any time before attack damage is assigned.
"The day of spirits; my soul's calm retreat/ Which none disturb!" ---Henry Vaughan,
"Silex Scintillans"


Holy Light                       White    Instant                    2W         C3 The Dark

All non-white creatures get -1/-1 until end of turn.
"Bathed in hallowed light, the infidels looked upon the impurities of their souls
and despaired." ---The Book of Tal


Holy Strength                    White    Enchant Creature            W          C Alpha

Target creature gets +1/+2.

Homarid Leper                    Blue     Summon Homarid            UUU   0.5/3  R Promotion

Bands with other Homarids.
Snow-covered non-basic landwalk.
During each upkeep, put either a +1/+0 or +0/+1 counter on Homarid Leper.
If there are ever three +1/+0 or three +0/+1 counters on Homarid Leper, remove all
counters and bury target creature you control.
The Homarid Leper seldom sees the light of play.

Homarid Shaman                   Blue     Summon Homarid            2UU     2/1 U1 Fallen Empires

[U]: Tap a target green creature.
"The ground grew swampty; hooves and claws sank into the marshy earth. Snarls
of rage and bleats of despair echoed through the trees as the water grew higher and
higher." ---Kyliki of Havenwood, "Havenwood Remembered"


Homarid Spawning Bed             Blue     Enchantment                UU         U3 Fallen Empires

[1UU]: Sacrifice a blue ceature to put X Carmarid tokens into play, where X is the
casting cost of the sacrificed creature. Treat these tokens as 1/1 blue creatures.

Homarid Warrior·1                Blue     Summon Homarid             4U     3/3 C1 Fallen Empires

[U]: Homarid Warrior may not be the target of spells or effects until end of turn
and does not untap as normal during your next untap phase. If Homarid Warrior is untapped,
tap it.

Homarid Warrior·2                Blue     Summon Homarid             4U     3/3 C1 Fallen Empires

[U]: Homarid Warrior may not be the target of spells or effects until end of turn
and does not untap as normal during your next untap phase. If Homarid Warrior is untapped,
tap it.

Homarid Warrior·3                Blue     Summon Homarid             4U     3/3 C1 Fallen Empires

[U]: Homarid Warrior may not be the target of spells or effects until end of turn
and does not untap as normal during your next untap phase. If Homarid Warrior is untapped,
tap it.

Homarid·1                        Blue     Summon Homarid             2U     2/2 C1 Fallen Empires

Put a tide counter on Homarid when brought into play and during your upkeep. If there
is one tide counter on Homarid, it gets -1/-1. If there are three tide counters, it
gets +1/+1. When there are four tide counters on Homarid, remove them all.

Homarid·2                        Blue     Summon Homarid             2U     2/2 C1 Fallen Empires

Put a tide counter on Homarid when brought into play and during your upkeep. If there
is one tide counter on Homarid, it gets -1/-1. If there are three tide counters, it
gets +1/+1. When there are four tide counters on Homarid, remove them all.

Homarid·3                        Blue     Summon Homarid             2U     2/2 C1 Fallen Empires

Put a tide counter on Homarid when brought into play and during your upkeep. If there
is one tide counter on Homarid, it gets -1/-1. If there are three tide counters, it
gets +1/+1. When there are four tide counters on Homarid, remove them all.

Homarid·4                        Blue     Summon Homarid             2U     2/2 C1 Fallen Empires

Put a tide counter on Homarid when brought into play and during your upkeep. If there
is one tide counter on Homarid, it gets -1/-1. If there are three tide counters, it
gets +1/+1. When there are four tide counters on Homarid, remove them all.

Honor Guard                      White    Summon Soldier              W     1/1  C Stronghold

[W]: Honor Guard gets +0/+1 until end of turn.
"It is not a choice I make, to have this guard. It is the choice of my people,
and my duty to them." -Oracle en-Vec


Honorable Passage                White    Instant                    1W          U Visions

Prevent all damate to you or target creature from any one source. If that source is
red, Honorable Passage deals to that source's controller an amount of damage equal
to the amount of damage prevented.

Hope Charm                       White    Instant                     W          C Visions

Choose one --- Target creature gains first strike until end of turn; or target player
gains 2life; or destroy target local enchantment.

Horn of Deafening                Artifact Artifact                    4          R Legends

[2],[T]: Target creature deals no damage during combat this turn.
"A blast, an echo... then silence."

Horn of Greed                    Artifact Artifact                    3          R Stronghold

Whenever any player plays a land, that player draws a card.
"Rath grows, and I am nourished." ---Volrath

Horned Sliver                    Green    Summon Sliver              2G     2/2  U Tempest

All Slivers gain trample.
A bristling wave of slivers broke against the Weatherlight's timbers.

Horned Turtle                    Blue     Summon Creature            2U     1/4  C Portal


Its spear has no shaft, its shield no handle.

Horned Turtle                    Blue     Summon Turtle              2U     1/4  C Tempest


"So like men are they: a hardened shell with fragile flesh beneath." ---Selenia,
dark angel


Hornet Cannon                    Artifact Artifact                    4          U Stronghold

[3], [T]: Put a Hornet token into play. Treat this token as a 1/1 artifact creature
with flying that is unaffected by summoning sickness. At end of turn, destroy the
token.

Hornet Cobra                     Green    Summon Cobra              1GG     2/1 C2 Legends

First strike
"Then inch by inch out of the grass rose up the head and spread hood of Nag,
the big black cobra, and he was five feet long from tongue to tail." ---Rudyard Kipling,
The Jungle Books


Horrible Hordes                  Artifact Artifact Creature           3     2/2  U Mirage

Rampage 1(For eacg creature assigned to block it beyond the first, this creature
gets +1/+1 until end of turn.)

Few are able to underestimate the hordes.

Horror of Horrors                Black    Enchantment               3BB         U1 Legends

Allows caster to sacrifice a swamp to regenerate a target black creature.
"And a horror of outer darkness after,/ And dust returneth to dust again." ---Adam
Lindsay Gordon, The Swimmer


Hot Springs                      Green    Enchant Land               1G          R Ice Age

When Hot Springs comes into play, choose target land you control.
[0]: Tap land Hot Springs enchants to prevent 1 damage to any creature ot player.
Warmth os life; heat if peace.

Howl from Beyond                 Black    Instant                    XB          C Ice Age

Target creature gets +X/+0 until end of turn.
"From the mouths of my servents, my voice shall emerge to shake the soul of my
foes." ---Lim-Dul, the Necromancer


Howl from Beyond                 Black    Instant                    XB          C Alpha

Target creature gets +X/+0 until end of turn.

Howling Fury                     Black    Sorcery                    2B          C Portal

Any one creature gets +4[O]/+0[D] until the end of the turn.
I howl my soul to the moon, and the moon howls with me.

Howling Mine                     Artifact Artifact                    2          R Alpha

Each player must draw one extra card during the draw phase of each of his or her turns.

Hulking Cyclops                  Red      Summon Creature           3RR     5/5  U Portal

Hulking Cyclops can't intercept.

Hulking Cyclops                  Red      Summon Cyclops            3RR     5/5  U Visions

Hulking Cyclops cannot block.
"Some say a great cyclops turns the world in its hands, looks down upon it with
its one bright eye." ---Afari,
Tales

Hulking Goblin                   Red      Summon Creature            1R     2/2  C Portal

Hulking Goblin can't intercept.
The bigger they are, the harder they avoid work.

Humility                         White    Enchantment               2WW          R Tempest

Each creature loses all abilities and is a 1/1 creature.
"One cannot cleanse the wounds of failure." ---Karn, silver golem

Hunding Gjornersen               Gold     Summon Legend            3UUW     5/4 U1 Legends

Rampage: 1
"You would never guess, at the terrifying sight of this man, that Hunding was
as charming a companion as one could wish for.


Hungry Mist·1                    Green    Summon Mist               2GG     6/2 C2 Homelands

During your upkeep, play [GG] or bury Hungry Mist.
"All things must eat, after all. Even the air can hunger." ---Gemma, Willow Priestess

Hungry Mist·2                    Green    Summon Mist               2GG     6/2 C2 Homelands

During your upkeep, play [GG] or bury Hungry Mist.
"If the air must feed, let it take the self--righteous." ---Murat, Death Speaker

Hurkyl's Recall                  Blue     Instant                     U         U1 Antiquities

All artifacts in play owned by target player are returned to target player's hand.
Any enchantments on those artifacts are discarded.
This spell, like many attributed to Drafna, was actually the work of his wife
Hurkyl.


Hurloon Minotaur                 Red      Summon Minotaur           1RR     2/3  C Alpha


The Monitaurs of the Hurloon Mountains are known fir their love of battle. They
are also known for their hymns to the dead, sung for friend and foe alike. These hymns
can last for days, filling the mountain valleys with their low, hauntaing sounds.


Hurloon Shaman                   Red      Summon Minotaur           1RR     2/3  U Weatherlight

If Hurloon Shaman is put into any graveyard from play, each player chooses and buries
a land he or she controls.
"I believe it when they say they're connected to the land -- looks like somebody
plowed her face." ---Tahngarth of the
Weatherlight

Hurr Jackal                      Red      Summon Jackal               R     1/1 C4 Arabian Nights

Tap to prevent a target creature from regenerating for the remainder of the turn.

Hurricane                        Green    Sorcery                    XG          R Portal

Hurricane deals X damage to each player and each creature with flying. (This includes
you and your creatures with flying.)

Hurricane                        Green    Sorcery                    XG          U Ice Age

Hurricane deals X damage to each creature with flying and each player.
"This was quite possibly the least pleasent occurence on the entire expedition."
---Disa the Restless, journal entry


Hurricane                        Green    Sorcery                    XG          U Alpha

Hurricane deals X damage to each player and each creature with flying.

Hyalopterous Lemure              Black    Summon Lemure              4B     4/3  U Ice Age

[0]: Flying and -1/-0 until end of turn.
"The Lemures looked harmless, until they descended on my troops. Within moments,
only bones remained." ---Lucilde Fiksdooter, Leader of the ORder of the White Shield


Hydroblast                       Blue     Interrupt                   U          C Ice Age

Counter target spell if it is red or destroy target permanent if it is red.
"Heed the lessons of our time: the forms of water may move the land itself and
hold captive the fires within." ---Gustha Ebbasdotter, Kjeldoran Royal Mage


Hymn of Rebirth                  Gold     Sorcery                   3WG          U Ice Age

Take target creature from any graveyard and put directly into play under your control
as thoug it were just summoned.
"There will come soft rains, ans spring shall be amongst us, a welcome friend."
---Halvor Arenson, Kjeldoran Priest


Hymn to Tourach·1                Black    Sorcery                    BB         C1 Fallen Empires

Target player discards two cards at random from his or her hand. If target player
does not have enough cards, his or her entire hand is discarded.
"Tourach's power was such that his followers defied him after his death."---Sarpadian
Empires, vol. II

Hymn to Tourach·2                Black    Sorcery                    BB         C1 Fallen Empires

Target player discards two cards at random from his or her hand. If target player
does not have enough cards, his or her entire hand is discarded.
Knowing the Hymn's power, the followers of Leitbur carefully guarded their pillaged
transcriptions.


Hymn to Tourach·3                Black    Sorcery                    BB         C1 Fallen Empires

Target player discards two cards at random from his or her hand. If target player
does not have enough cards, his or her entire hand is discarded.
Members of the Order often played the Hymn on instruments made from their victims'
bones


Hymn to Tourach·4                Black    Sorcery                    BB         C1 Fallen Empires

Target player discards two cards at random from his or her hand. If target player
does not have enough cards, his or her entire hand is discarded.
"The eerie, wailing Hymn caused insane even in hardened warriors."---Sarpadian
Empires, vol. II

Hyperion Blacksmith              Red      Summon Smith              1RR     2/2 U1 Legends

[T]: Target artifact controlled by opponent becomes tapped or untapped.
"The smith a mighty man is he/ With large and winewy hands./ And the muscles of
his brawny arms/ Are strong as iron bands." ---Henry Wadsworth Longfellow, The Village
Blacksmith


Hypnotic Specter                 Black    Summon Specter            1BB     2/1  U Alpha

Flying
An opponent damaged by Specter discards a card at random from his or her hand. Ignore
ethis effect if opponent has no cards in hand.
"... There was no trace Of aught on the illumined face ..." ---Samuel Coleridge, "Phantom"

Icatian Infantry·1               White    Summon Soldiers             W     1/1 C1 Fallen Empires

[1]: Bands until end of turn
[1]: First strike until end of turn
The Icatian army easily repelled early surprise attacks by the Orcs on border
towns like Motford.


Icatian Infantry·2               White    Summon Soldiers             W     1/1 C1 Fallen Empires

[1]: Bands until end of turn
[1]: First strike until end of turn
Although they had long been concerned about the Order of the Ebon Hand, the Icatians
faced an even greater threat from Goblin and Orcish raiders.


Icatian Infantry·3               White    Summon Soldiers             W     1/1 C1 Fallen Empires

[1]: Bands until end of turn
[1]: First strike until end of turn
"Valiant Icatia was the last of the Sarpadian empires to fall. Its faithful soldiers
defended their cities to the very end."
---Sarpadian Empires, vol. VI

Icatian Infantry·4               White    Summon Soldiers             W     1/1 C1 Fallen Empires

[1]: Bands until end of turn
[1]: First strike until end of turn
"Never surrender" ---Motto carved into a fragment of an Icatian wall

Icatian Javelineers·1            White    Summon Soldiers             W     1/1 C1 Fallen Empires

When Icatian Javeliners is brought into play, put a javelin counter on it.
[T]: Remove the javelin counter to have Icatian Javelineers deal 1 damage to any target.

Icatian Javelineers·2            White    Summon Soldiers             W     1/1 C1 Fallen Empires

When Icatian Javeliners is brought into play, put a javelin counter on it.
[T]: Remove the javelin counter to have Icatian Javelineers deal 1 damage to any target.

Icatian Javelineers·3            White    Summon Soldiers             W     1/1 C1 Fallen Empires

When Icatian Javeliners is brought into play, put a javelin counter on it.
[T]: Remove the javelin counter to have Icatian Javelineers deal 1 damage to any target.

Icatian Lieutenant               White    Summon Soldier             WW     1/2 U1 Fallen Empires

[1W]: Target Soldier gets +1/+0 until end of turn.
To become an officer, an Icatian Soldier had to pass a series of tests. These
evaluated not only fighting and leadership skills, but also integrity, honor, and
moral strength.


Icatian Moneychanger·1           White    Summon Townsfolk            W     0/2 C1 Fallen Empires

Moneychanger deals 2 damage to you when summoned; put three credit counters on Moneychnager
at that time. During your upkeep, put one credit counter on Moneychanger. [0]: Sacrifice Moneychanger to gain 1life for each credit counter on it. Use this
ability only during your upkeep.

Icatian Moneychanger·2           White    Summon Townsfolk            W     0/2 C1 Fallen Empires

Moneychanger deals 2 damage to you when summoned; put three credit counters on Moneychnager
at that time. During your upkeep, put one credit counter on Moneychanger. [0]: Sacrifice Moneychanger to gain 1life for each credit counter on it. Use this
ability only during your upkeep.

Icatian Moneychanger·3           White    Summon Townsfolk            W     0/2 C1 Fallen Empires

Moneychanger deals 2 damage to you when summoned; put three credit counters on Moneychnager
at that time. During your upkeep, put one credit counter on Moneychanger. [0]: Sacrifice Moneychanger to gain 1life for each credit counter on it. Use this
ability only during your upkeep.

Icatian Phalanx                  White    Summon Soldiers            2W     2/4 U3 Fallen Empires

Bands
Even after the wall was breached in half a dozon places, the Phalanxes fought
on, standing solidly against the onrushing raiders. Disciplined and dedicated, they
held their ranks to the end, even in the face of tremendous losses.


Icatian Priest                   White    Summon Cleric               W     1/1 U3 Fallen Empires

[1WW]: Target creature gets +1/+1 until end of turn.
"May you be strong and valiant, to defeat the enemies of the pure." ---"Leitbur's
Prayer"


Icatian Scout·1                  White    Summon Soldier              W     1/1 C1 Fallen Empires

[1],[T]: Target creature gains first strike until end of turn.
"Of course I'm not a spy! The enemy has spies. I am a Scout." ---Ailis Connaut

Icatian Scout·2                  White    Summon Soldier              W     1/1 C1 Fallen Empires

[1],[T]: Target creature gains first strike until end of turn.
"Scouting is the art of balancing the need to get undiscovered with the need to
get all the information you can. it's only by Leitbur's good grace that I'm still
alive today." ---Ailis Connaut, Diary


Icatian Scout·3                  White    Summon Soldier              W     1/1 C1 Fallen Empires

[1],[T]: Target creature gains first strike until end of turn.
"Because the Orc hordes attacked along the entire border, Scouts were essential
to Icatia's defense."
---Sarpadian Empires, vol. VI

Icatian Scout·4                  White    Summon Soldier              W     1/1 C1 Fallen Empires

[1],[T]: Target creature gains first strike until end of turn.
"Let it be known that Ailis Connaut acted with honor and bravery in the defense
of the town Montford, risking her life to scout the enemy's position ..." ---Procalmation
granting knighthhod


Icatian Skirmishers              White    Summon Soldiers            3W     1/1 U1 Fallen Empires

Bands, first strike
All creatures that band with Skirmishers to attack gain first strike until end of
turn.
Skirmishers engaged raiders before they could reach the town. Although these untis
typically suffered huge losses, they never lacked volunteers.


Icatian Store                    Land     Land                                  U1 Fallen Empires

Comes into play tapped. You may choose not to untap Icatian Store during your untap
phase and instead put a storage counter on it. [T]: Remove any number of storage counters from Icatian Store. For each storage counter
removed, add [W] to your mana pool.

Icatian Town                     White    Sorcery                    5W         U1 Fallen Empires

Put 4 Citizen tokens into play. Treat these tokens as 1/1 white creatures.
Icatia's once peaceful towns faced increasing attacks from Orcs and Goblins as
the climate cooled. By the time the empire fell, they were little more than armed
camps.


Ice Cauldron                     Artifact Artifact                    4          R Ice Age

[X],[T]: Put a charge counter on Ice Cauldron, and put a spell face up on Ice Cauldron.
Note the type and amount of mana used to pay this activation cost. Use this ability
only if there are no charge counters on Ice Cauldron. You may play that spell card
as though it were in your hand. [T]: Remove the carge counter from Ice Cauldron to add mana of the type and amount
last used to put a charge counter on Ice Cauldron to your mana pool. This mana is
usable only to cast the spell on top of Ice Cauldron.

Ice Floe                         Land     Land                                   U Ice Age

You may choose not to untap Ice Floe during your untap phase.
[T]: Tap target creature without flying that is attacking you. As long as Ice Floe
remains tapped, that creature does not untap during its controller's untap phase.

Ice Storm                        Green    Sorcery                    2G          U Alpha

Destroys any one land.

Iceberg                          Blue     Enchantment               XUU          U Ice Age

When Iceberg comes into play, put X ice counters on it.
[3]: Put an ice counter on Iceberg.
[0]: Remove an ice counter from ice berg to add one colorless mana to your mana pool.
Play this ability as an interrupt.

Icequake                         Black    Sorcery                   1BB          U Ice Age

Destroy target land. If htat land is a snow-covered land, Icequake deals 1 damage
to the land's controller.
"When the earth shakes, and their animals are swallowed up by the ground, perhaps
they will think twice befoe attacking again." ---Lim-Dul, the Necromancer


Ichneumon Druid                  Green    Summon Druid              1GG     1/1 U1 Legends

Ichnemon Druid does 4 damage to any opponent casting an instant. This does not apply
to the first instant cast by that opponent in each turn.

Icy Manipulator                  Artifact Artifact                    4          U Ice Age

[1],[T]: Tap target artifact, creature, or land
"The scavengers who first found it called it the 'Bone Crank'. Not a bad name,
I'd say." ---Arcum Dagsson, Soldevi Machinist


Icy Manipulator                  Artifact Artifact                    2          U Alpha

[1],[T]: You may tap any land, creature, or artifact in play on either side. No effects
are generated by that target card.

Icy Prison                       Blue     Enchantment                UU          R Ice Age

When Icy Prison comes into play, remove target creature from the game. When Icy Prison
leaves play, return that creature to play under it's owner's control as though it
were just summoned. During your upkeep, destroy Icy Prison. Any player may pay [3] to prevent this.

Ifh-Biff Efreet                  Green    Summon Djinn              2GG     3/3 U2 Arabian Nights

Flying. While Ifh-Biff Efreet is in play, and play can play [G] to have Ifh-Biff Efreet
do 1 damage to each player and each flying creature in play. This abbility does not
tap the Ifh-Biff Efreet, and can be used as soon as it is successfully summoned.

Igneous Golem                    Artifact Artifact Creature           5     3/4  U Mirage

[2]: Trample until end of turn.
"The creature rose from the mountain, its body weeping fire." ---Afari,Tales

Ihsan's Shade                    Black    Summon Legend            3BBB     5/5 U3 Homelands

Protection from white.
"Ihsan, the weak. Ihsan, the fallen. Ihsan, the betrayer. He has brought shame
to the Serra Paladins where none existed before. May his suffering equal his betrayal."
---Baris, Serra Inquisitor


Illicit Auction                  Red      Sorcery                   3RR          R Mirage

Choose target creature. Each player may bid life for control if that creature. You
begin the bidding with a high bid of 0. Proceeding in turn order, each player may
top the high bid. The auction ends when the high bid stands. The high bidder loses
an amount of life equal to the high bid and gains control if the creature.

Illumination                     White    Interrupt                  WW          U Mirage

Counter target artifact or enchantment spell. That spell's caster gains an amount
of life equal to the spell's casting cost.
"A brilliant light can either illuminate or blind. How will you know which until
you open your eyes?" ---Asmira, Holy Avenger


Illusionary Forces               Blue     Summon Illusion            2U     4/4  C Ice Age

Flying
Cumulative Upkeep: [U]
"This school was founded in secret, operates in secret, and exists for the teaching
of secrets. Those who would alter reality must first escape it." ---Gerda Äagesdotter,
Archmage of the Unseen


Illusionary Mask                 Artifact Artifact                    2          R Alpha

[X]: You can summon a creature face down so opponent doesn't know what it is. The
X cost can be any amount of mana, even 0; it serves to hide the true casting cost
of the creature, which you still have to spend. As soon as a face-down creature receives
damage, deals damage, or is tapped, you must turn it face up.

Illusionary Presence             Blue     Summon Illusion           1UU     2/2  R Ice Age

Cumulativ Upkeep: [U]
During your upkeep, Illusionary Presence gains a landwalk ability of your choice until
end of turn.
"We could feel the Shaman's power, as surely as we felt the storm." ---Disa the
Restless, journal entry


Illusionary Terrain              Blue     Enchantment                UU          U Ice Age

Cumulative Upkeep: [2]
All basic lands of one type become basic lands of a different type of your choice.
"The drawing of the maps is fruitless in the west near the ice walls, the very
earth is formless." ---Disa the Restless, journal entry


Illusionary Wall                 Blue     Summon Wall                4U     7/4  C Ice Age

Flying, First strike
Cumulative Upkeep: [U]
"Let them see what is not there and feel what does not touch them. When they no
longer trust their senses, that is the time to strike." ---Gerda Aages dotter, Archmage
of the Unseen


Illusions of Grandeur            Blue     Enchantment                3U          R Ice Age

Cumulative Upkeep: [2]
When Illusion of Grandeur comes into play, gain 20 life. When Illusion of Grandeur
leaves play, lose 20 life. Effects that prevent or redirect damage may not be used
to counter this loss of life.

Immolation                       Red      Enchant Creature            R         C1 Legends

Target creature gains +2/-2.

Implements of Sacrifice          Artifact Artifact                    2         U1 Fallen Empires

[1],[T]: Sacrifice Implements of Sacrifice to add 2 mana of any color to your mana
pool. Play this ability as an interrupt.
Relics of the Order of the Ebon Hand, the bowl and dagger bespeak the hideous
cruelty of its rituals.


Imposing Visage                  Red      Enchant Creature            R          C Ice Age

Target creature cannot be blocked by only one creature.
"I can't believe they expect me to fight with this rabble. A Goblin in a big mask
sends 'em runnung for cover." ---Avram Garrisson, Leader of the Knights of Stromgald


Imprison                         Black    Enchant Creature            B          R Legends

Pay [1] each time taget creature attempts to attack, block, or tap. That action is
prevented and the creature becomes tapped. Destroy enchantment if mana is not paid.

Imps' Taunt                      Black    Instant                    1B          U Tempest

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Target creature attacks this turn if able.

Impulse                          Blue     Instant                    1U          C Visions

Look at the top four cards of your library. Put one of them into your hand and the
rest on the bottom of your library. Shuffle your library afterwards.
"Controlling time ensures you need never look impulsive again." ---Teferi

In the Eye of Chaos              Blue     Enchant World              2U          R Legends

All instants and interrupts are countered unless their caster pays an additional X,
where X is the casting cost of the spell being cast.

Incinerate                       Red      Instant                    1R          C Mirage

Incinerate deals 3 damage to target creature or player. A creature damaged by Incinerate
cannot regenerate this turn.
"Never taunt an embermage, 'What are you going to do about it?'" ---Akin, seasoned
askari


Incinerate                       Red      Instant                    1R          C Ice Age

Incinerate deals 3 damage to target creature or player. No creature damage by Incinerate
can regenerate this turn.
"Yes, I think 'toast' is an appropriate description." ---Jaya Ballard, Task Mage

Incinerate                       Red      Instant                    1R          R Arena

Incinerate deals 3 damage to target creature or player. No creature damaged by Incinerate
can regenerate this turn.
"Yes, I think 'toast' is an appropriate description." ---Jaya Ballard, Task Mage

Indestructible Aura              White    Instant                     W         C2 Legends

Any damage dealt to target creature for remainder of turn is reduced to 0.
Theodar strode the battle lines, snatching swords with his bare hands and casting
them aside until all cowered before him.


Infantry Veteran                 White    Summon Soldier              W     1/1  C Visions

[T]: Target attacking creature gets +1/+1 until end of turn.
"he true dishonor for a soldier is surviving the war." ---Telim'Tor

Infernal Contact                 Black    Sorcery                   BBB          R Mirage

Pay half your life, round up: Draw four cards.
"But I signed nothing!" ---Taraneh, Suq'Ata mage

Infernal Darkness                Black    Enchantment               2BB          R Ice Age

Cumulativ Upkeep: [B] and 1 life
All mana-producing lands produce [B] instead of their normal mana.
"I though the day had brought enough horrors for our ragfed band, but the night
was far worse." ---Lucilde Fiksdotter, Leader of the Order of the White Shield


Infernal Denizen                 Black    Summon Infernal Denizen      7B     5/7  R Ice Age

During your upkeep, sacrifice two swamps. If you cannot, tap Infernal Denizen, and
target opponent may gain control of tharget creature of his or her choice you control.
The opponent loses control of that creature if Infernal Denizen leaves play. [T]: Gain control of target creature. Lose control of that creature if Infernal Denizen
leaves play.

Infernal Harvest                 Black    Sorcery                    1B          C Visions

Return X swamps you control to owner's hand: Infernal Harvest deals X damage, divided
aby way you choose, among any number of creatures.
I offered you eternal life; I just did't say where." ---Shauku, Endbringer

Infernal Medusa                  Black    Summon Medusa             3BB     2/4 U1 Legends

all non-wall creatures blocking Medusa are destroyed at the end of combat, as are
all creatures blocked by Medusa.

Infernal Tribute                 Black    Enchantment               BBB          R Weatherlight

[2],Sacrifice a card in play: Draw a card.
"I would not barter my soul for any of the filth that they called power. So they
took it from me and damned me to solitude." ---Crovax


Inferno                          Red      Sorcery                   5RR         U1 The Dark

Inferno does 6 damage to all players and all creatures.
"Any scrap of compassion that still existed in my soul was permanently snuffed
out when they cast me out into the flames." Mairsil, called the Pretender


Infinite Authority               White    Enchant Creature          WWW          R Legends

All creatures with toughness less than 3 blocking target creature or blocked by target
creature are destroyed at end of combat. At the end of the turn put a +1/+1 counter
on target creature for each creature destroyed in this manner during the turn. Counters
remain on creature even if enchantments leaves play.

Infinite Hourglass               Artifact Artifact                    4          R Ice Age

During your upkeep, put a time counter on Infinite Hourglass. During any upkeep, any
player may pay [3] to remove a time counter from Infinite Hourglass. All creatures
get +1/+0 for each time counter on Infinite Hourglass.

Infuse                           Blue     Instant                    2U          C Ice Age

Untap target artifact, creature, or land. Draw a card at the beginning of the next
turn's upkeep.
"The potential for change lies in all things. Know a thing's nature, know its
possibilities, and know it anew." ---Gusta Ebbasdotter, Kjeldoran Royal Mage


Ingenious Thief                  Blue     Summon Creature            1U     1/1  U Portal

Flying
When Ingenious Thief comes into play from your hand, look at your opponent's hand.

Inheritance                      White    Enchantment                 W         U2 Alliances

[3]: Draw a card. Use this ability only when a creature is put into the graveyard
from play, and only once for each creature put into the graveyard.
"More than lessons may be gained from the past." ---Halvor Arensson, Kjeldoran
Priest


Initiates of the Ebon Hand·1     Black    Summon Clerics              B     1/1 C1 Fallen Empires

[1]: Add [B] to your mana pool. Play this ability as an interrupt. If more than [3]
is spent in this way during one turn, bury Initiates of the Ebon Hand at end of turn.
Ebon leaders soon realized that non-human races often had special talents that
could be exploited.


Initiates of the Ebon Hand·2     Black    Summon Clerics              B     1/1 C1 Fallen Empires

[1]: Add [B] to your mana pool. Play this ability as an interrupt. If more than [3]
is spent in this way during one turn, bury Initiates of the Ebon Hand at end of turn.
"Many Initiates sacrificed a hand to become full member of the Order."---Sarpadian
Empires, vol. II

Initiates of the Ebon Hand·3     Black    Summon Clerics              B     1/1 C1 Fallen Empires

[1]: Add [B] to your mana pool. Play this ability as an interrupt. If more than [3]
is spent in this way during one turn, bury Initiates of the Ebon Hand at end of turn.
"We are no longer Nature's children, but her masters ..." ---Oath of the Ebon
Hand


Inner Sanctum                    White    Enchantment               1WW          R Weatherlight

Cumulative upkeep -- 2 life
All damage dealt to creatures you control is reduce to 0.
"Save me from Maraxus," Strake pleaded, "or condem me to his wrath. Either way,
do not ignore me!"


Inquisition                      Black    Sorcery                    2B         C3 The Dark

Look at target player's hand. Inquisition does 1 damage to target player for each
white card in his or her hand.
Many of those entrusted to Primata Delphine's care tended to express themselves
with screams.


Insidious Bookworms·1            Black    Summon Worms                B     1/1 C1 Alliances

[1B]: Target player discards a card at random from his or her hand. Use this ability
only when Insidious Bookworms is put into the graveyard from play. You cannot spend
more than [1B] in this way each turn.

Insidious Bookworms·2            Black    Summon Worms                B     1/1 C1 Alliances

[1B]: Target player discards a card at random from his or her hand. Use this ability
only when Insidious Bookworms is put into the graveyard from play. You cannot spend
more than [1B] in this way each turn.

Insight                          Blue     Enchantment                2U          U Tempest

Whenever target opponent successfully casts a green spell, draw a card.
"We can fight with you or against you. After my day, I'd prefer the former." ---Gerrard
of the
Weatherlight

Inspiration                      Blue     Instant                    3U          C Visions

Target player draws two cards.
"Madness and genius are seperated only by degrees of success." ---Sidar Jabari

Instill Energy                   Green    Enchant Creature            G          U Alpha

Target creature can attack the turn it comes into play on your side.
[0]: During your turn, untap target creature Instill Energy enchants. Use this ability
only once per turn.

Interdict                        Blue     Interrupt                  1U          U Tempest

Counter target artifact, creature, enchantment, or land ability requiring an activation
cost. Abilities of that permanent cannot be played again this turn. Draw a card.

Intruder Alarm                   Blue     Enchantment                2U          R Stronghold

Creatures do not untap during their controllers' untap phase. Whenever any creature
comes into play, untap all creatures.
Mirri was startled by Volrath's apparition -- it had no scent.

Intuition                        Blue     Instant                    2U          R Tempest

Search your library for any three cards and reveal them to target opponent. He or
she chooses one. Put that card into your hand and the rest into your graveyard. Shuffle
your library afterwards.

Invasion Plans                   Red      Enchantment                2R          R Stronghold

Each creature blocks whenever able. Attacking player chooses how each creature blocks.
(All blocking assignments must still be legal.)
Gerrard studied the globe as Mirri kept watch. Suddenly, his eyes widened. "This
is Dominaria!"


Invisibility                     Blue     Enchant Creature           UU          C Alpha

Target creature can be blocked only by walls.

Invoke Prejudice                 Blue     Enchantment              UUUU          R Legends

If opponent casts a Summon spell that does not match the color of one of the creatures
under your controll, that spell is countered unless the caster play an additional
X where is is the casting cost of the Summon spell.

Invulnerability                  White    Instant                    1W          U Tempest

Buyback [3] (You may pay an additional [3] when you play this spell. If you do,
put it into your hand instead of your graveyard as part of the spell's effect.)
Prevent all damage to you from one source. (Treat further damage from that source
normally.)


Irini Sengir                     Black    Summon Legend             2BB     2/2 U3 Homelands

White enchantments and green enchantments each cost an additional [2] to cast.
"The cruel being brings shame to all her fellow Dwarves and misery to all the
land. She is Sengir's daughter in spirit if not in blood." ---Reveka, Wizard Savant


Iron Star                        Artifact Artifact                    1          U Alpha

[1]: Any red spell cast gives you 1 life. Can only give 1 life each time a red spell
is cast.

Iron Tusk Elephant               White    Summon Elephant            4W     3/3  U Mirage

Trample
"The fury in the lion's eye; the patience in the hippo's yawn; the pride within the friffin's cry are one with the iron tusk's stride." ---"Iron Trusk", Femeref song

Iron-Heart Chimera               Artifact Artifact Creature           4     2/2  U Visions

Attacking does not cause Iron-Heart Chimera to tap.
Iron-Heart Chimera counts as a Chimera.
Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera and attacking
any turn does not cause that Chimera to tap.

Ironclaw Curse                   Red      Enchant Creature            R         U1 Homelands

Target creature gets -0/-1. That creature cannot be assigned to block any creature
with power greater than or equal to the toughness of the creature Ironclaw Curse enchants.

Ironclaw Orcs                    Red      Summon Orcs                1R     2/2  C Alpha

Cannot be assigned to block any creature with power greater than 1.
Generations of genetic weeding have given rise to the deviously cowardly Ironclaw
clan. To say that Orcs on general are vicious, depraved, and ignoble does not do justice
to the Ironclaw.


Ironroot Treefolk                Green    Summon Treefolk            3G     3/5  C Alpha


The mating habits of Treefolk, particularly the stalwart Ironroot Treefolk, are
truly absurd. Molasses comes to mind. It's amazing the species can survive at all
given such protracted periods of mate selection, conjugation, and gestation.


Island Fish Jasconius            Blue     Summon Island Fish       4UUU     6/8 U2 Arabian Nights

You must pay [UUU] during your untap phase to untap Island Fish. Island Fish cannot
attack unless opponent has islands in play. Island Fish is destroyed immediatly if
at any time you have no islands in play.

Island Sanctuary                 White    Enchantment                1W          R Alpha

During your draw phase, you may draw one less card from your library. If you do so,
until start of your next turn the only creatures that can attack you are those with
flying or islandwalk.

Island of Wak-Wak                Land     Land                                  U2 Arabian Nights

Tap to reduce target flying creature's power to 0.
The Isle of Wak-Wak, home to a tribe of winged folk, is named for a peculiar fruit
that grows there. The fruit look like a woman's head, and when ripe speaks the word
"Wak".


Island                           Land     Land                                   R Arena

[T]: Add [U] to your mana pool.

Island·1                         Land     Land                                   L Tempest

[T]: Add [U] to your mana pool.

Island·1                         Land     Land                                   S Portal

[U]

Island·1                         Land     Land                                   L Mirage

[T]: Add [U] to your mana pool.

Island·1                         Land     Land                                   L Ice Age

[T]: Add [U] to your mana pool.

Island·1                         Land     Land                                   L Alpha

[T]: Add [U] to your mana pool.

Island·2                         Land     Land                                   L Tempest

[T]: Add [U] to your mana pool.

Island·2                         Land     Land                                   S Portal

[U]

Island·2                         Land     Land                                   L Mirage

[T]: Add [U] to your mana pool.

Island·2                         Land     Land                                   L Ice Age

[T]: Add [U] to your mana pool.

Island·2                         Land     Land                                   L Alpha

[T]: Add [U] to your mana pool.

Island·3                         Land     Land                                   L Tempest

[T]: Add [U] to your mana pool.

Island·3                         Land     Land                                   S Portal

[U]

Island·3                         Land     Land                                   L Mirage

[T]: Add [U] to your mana pool.

Island·3                         Land     Land                                   L Ice Age

[T]: Add [U] to your mana pool.

Island·3                         Land     Land                                   L Beta

[T]: Add [U] to your mana pool.

Island·4                         Land     Land                                   L Tempest

[T]: Add [U] to your mana pool.

Island·4                         Land     Land                                   S Portal

[U]

Island·4                         Land     Land                                   L Mirage

[T]: Add [U] to your mana pool.

Ivory Charm                      White    Instant                     W          C Mirage

Choose one --- All creatures get -2/-0 until end of turn; or prevent 1 damage to any
creature or player; or tap target creature.

Ivory Cup                        Artifact Artifact                    1          U Alpha

[1]: Any white spell cast gives you 1 life. Can only give 1 ife each time a white
spell is cast.

Ivory Gargoyle                   White    Summon Gargoyle            4W     2/1 R2 Alliances

Flying
If Ivory Gargoyle is put into the graveyard from play, put it into play under owner's
control at the end of turn and skip your next draw phase. [4W]: Remove Ivory Gargoyle from the game.

Ivory Guardians                  White    Summon Guardians          4WW     3/3 U1 Legends

Protection from red. All guardians gain +1/+1 if an opponent controls any red cards.
The elite guard of the Mesa High Priests, the Ivory Guardians, were created to
protect the innocent and faithful. Some say their actions are above the law.


Ivory Tower                      Artifact Artifact                    1         U3 Antiquities

During your upkeep phase, gain 1 life for each card in your hand above four.
Valuing scholarship above all else, the inhabitants of the Ivory Tower reward
those who sacrifice power for knowledge.


Jabari's Banner                  Artifact Artifact                    2          U Weatherlight

[1],[T]: Target creature gains flanking until end of turn. (Whenever a creature
without flanking is assigned to block this creature, the blocking creature gets -1/-1
until end of turn.)


Jabari's Influence               White    Instant                   3WW          R Mirage

Play only after combat.
Gain control of target nonartifact, nonblack creature that attacked you this turn
and put a -1/-0 counter on it.
"Common soldiers can't understand what a sidar knows: the enemy can be a resource."
---Sidar Jabari


Jackal Pup                       Red      Summon Hound                R     2/1  U Tempest

For each 1 damage dealt to Jackal Pup, it deals 1 damage to you.
The first morning after acquiring her familiar, the wizard awoke with fleabites
and mange.


Jackalope Herd                   Green    Summon Beasts              3G     4/5  C Exodus

If you play any spell, return Jackalope Herd to owner's hand.
There's little more demeaning than getting your butt kicked by a bunch of bunnies.

Jacques le Vert                  Gold     Summon Legend            1WGR     3/2  R Legends

All your green creatures gain +0/+2.
Abandoning his sword to return to the lush forest of Pendlehaven, Jacques le Vert
devoted his life to protecting the creatures of his homeland.


Jade Monolith                    Artifact Artifact                    4          R Alpha

[1]: You may take damage done to any creature on yourself instead, but you must take
all of it. Source of damage is unchanged.

Jade Statue                      Artifact Artifact                    4     3/6  U Alpha

[2]: Jade Statue becomes a creature for the duration of the current attack exchange.
Can be a creature only during attack or defense.
"Some of the other guys dared me to touch it, bit I knew it weren't no ordinary
hunk o' rock." ---Norin the Wary


Jalum Tome                       Artifact Artifact                    3         U2 Antiquities

[2],[T]: Draw a card from your library, then immediatly discard a card of your choice
to your graveyard.
This timeworn relict was responsible for many of Urza's victories, though he never
fully comprehended its mystical runes.


Jamuraan Lion                    White    Summon Lion                2W     3/1  C Visions

[W],[T]: Target creature cannot block this turn.
The lion blinked ---Femeref expression meaning "situation avoided"

Jandor's Ring                    Artifact Artifact                    6         U2 Arabian Nights

[2],[T]: Discard a card you just draw from your library, and draw another card to
replace it.

Jandor's Saddlebags              Artifact Artifact                    2         U2 Arabian Nights

[3],[T]: Untap a creature.
Each day of their journey, Jandor opened the saddlebags and found them full of
mutton, quinces, chesse, date rolls, wine, and all manner of delicious and satisfying
foods.


Jangling Automaton               Artifact Artifact Creature           3     3/2  C Weatherlight

If Jangling Automaton attacks, untap all creatures defending player controls.
"We always look upon our first creations as masterpieces, no matter how awful
they are." ---Hanna,
Weatherlight navigator

Jasmine Boreal                   Gold     Summon Legend             3WG     4/5 U1 Legends


"Peace must prevail, even if the wicked must die."

Jayemdae Tome                    Artifact Artifact                    4          R Alpha

[4],[T]: Draw one extra card.

Jedit Ojanen                     Gold     Summon Legend            4UWW     5/5 U1 Legends


Mightiest of the Cat Warriors, Jedit Ojanen forsook the forests of his tribe and
took service with the Robaran Mercenaries, rising through their ranks to lead them
in the battle fro Efrava.


Jerrard of the Closed Fist       Gold     Summon Legend            3GGR     6/5 U1 Legends


Once, the order of the Closed Fist reached throughout the Kb'Briann Highlands.
Now, Jerrard alone remains to uphold their standard.


Jester's Cap                     Artifact Artifact                    4          R Ice Age

[2],[T]: Sacrifice Jester's Cap to look through target player's library and remove
any three of those cards from the game. Reshuffle that library afterwards.
"Know your foes' strengths as well as their weaknesses." ---Arcum Dagsson, Slodevi
Machinist


Jester's Mask                    Artifact Artifact                    5          R Ice Age

Comes into play tapped.
[1],[T]: Sacrifice Jester's Mask to look through opponent's hand and library. Give
that player a new hand of as many cards as he or she had before. Reshuffle the remaining
cards afterwards.

Jet Medallion                    Artifact Artifact                    2          R Tempest

Your black spells cost [1] less to play.

Jeweled Amulet                   Artifact Artifact                    0          U Ice Age

[1],[T]: Put a charge counter on Jeweled Amulet. Note what type of mana was used to
play this activation cost. Use this ability only if there are no charge counters on
Jeweled Amulet. [T]: Remove the charge counter from Jeweled Amulet to add one mana of the type last
used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability
as an interrupt.

Jeweled Bird                     Artifact Artifact                    1         U3 Arabian Nights

Draw a card, and exchange Jeweled Bird for your contribution to the ante. Your former
contribution goes to your graveyard. Remove this card from your deck before playing
if you are not playing for ante.

Jihad                            White    Enchantment               WWW         U2 Arabian Nights

Choose a color. As long as opponent has cards of this color in play, all white creatures
gain +2/+1. Jihad must be discarded immediately if at any time opponent das no cards
of this color in play.

Jinx                             Blue     Instant                    1U         C1 Homelands

Target land becomes a basic land of your choice until end of turn. Draw a card at
the beginning of the next turn's upkeep.
"What wizards upset, the land soon rights." ---Gemma, Willow Priestess

Jinxed Idol                      Artifact Artifact                    2          R Tempest

During your upkeep, Jinxed Idol deals 2 damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Idol permanently.
"Here."

Jinxed Ring                      Artifact Artifact                    2          R Stronghold

Whenever any card is put into your graveyard from play, Jinxed Ring deals 1 damage
to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring permanently.

Johan                            Gold     Summon Legend            3WGR     5/4  R Legends

If Johan does not attack and is not tapped, any of your creatures may attack without
tapping.

Johtull Wurm                     Green    Summon Wurm                5G     6/6  U Ice Age

For each blocking creature assigned to Jothull Wurm beyond the first, Jothull Wurm
gets -2/-1 until end of turn.
"To bring her down we must be on all sides at once - leave one avenue open and
we'll all be dead." ---Taaveti of Kelsinko, Elvish Hunter


Jokulhaups                       Red      Sorcery                   4RR          R Ice Age

Bury all artifacts, creatures, and lands.
"I was shocked when I first saw the aftermath of the Yavimaya Vallay disaster.
The raging waters had swept away trees, bridges, and even houses. My healers had much
work to do." ---Halvor Avenson, Kjeldoran Priest


Jolrael's Centaur                Green    Summon Centaur            1GG     2/2  C Mirage

Flanking (Whenever a creature without flanking