Magic Texte-Cardlist


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.

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.)


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.

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


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

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.


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


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


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.

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

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

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.


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.


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


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.

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 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 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


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.

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.

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.

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

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


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.

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.

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.

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

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.

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

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


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.

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


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 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.

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


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

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

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.

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

Burrowing                        Red      Enchant Creature            R          U Alpha

Target creature gains mountainwalk.

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.

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.

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.

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


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.

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.

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 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


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


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.

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.

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

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.


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.

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


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 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.

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.

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.

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.)

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.

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

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.

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


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 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 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


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.

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.

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

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.

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.

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


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


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


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.


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

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.

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.

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.

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.

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


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.

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

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 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.

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 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


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

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

Flashfires                       Red      Sorcery                    3R          U Portal

Destroy all plains. (This includes your plains.)

Flashfires                       Red      Sorcery                    3R          U Alpha

Destroy all plains.

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.

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 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.

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.

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.


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.

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.

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

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


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.

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 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.

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

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


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.


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


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.

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.

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.

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.


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.


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.

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.

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.


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.

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.

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.

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


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.

Immolation                       Red      Enchant Creature            R         C1 Legends

Target creature gains +2/-2.

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


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

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


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!"


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.


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.


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


Joven                            Red      Summon Legend             3RR     3/3 C1 Homelands

[RRR],[T]: Destroy target non-creature artifact.
"Joven, you're almost as good a thief as I. But Eron hates you even more." ---Chandler

Kaervek's Torch                  Red      Sorcery                    XR          C Mirage

Interrupts that target Kaervek's Torch each cost an additional [2] to play.
Kaervek's Torch deals X damage to target creature or player.
The pulsing heat of the miday Sun burns in the Lion's eye. ---Stone inscription,
source unknown


Karplusan Giant                  Red      Summon Giant               6R     3/3  U Ice Age

[0]: Tap target snow-covered land you control to give Karplusan Giant +1/+1 until
end of turn.
"They aren't the brightest or the quickest of Giants. For that matter, the same
holds true if you compare them to rocks." ---Disa the Restless, journal entry


Karplusan Yeti                   Red      Summon Yeti               3RR     3/3  R Ice Age

[T]: Karplusan Yeti deals an amount of damage equal to its power to target creature.
That creature deals an amount of damage equal to its power to Karplusan Yeti.
"Whar's that smell?" ---Perena Deepcutter, Dwarven Armorer

Keeper of Kookus                 Red      Summon Goblin               R     1/1  C Visions

[R]: Protection from red until end of turn
Wanted: Thick-skinned goblin for guarding mean ol' Kookus. Must like fires. Must
heal quickly.


Keeper of the Flame              Red      Summon Wizard              RR     1/2  U Exodus

[R], [T]: Keeper of the Flame deals 2 damage to target opponent. Use this ability
only if that opponent has more life than you.

Keldon Warlord                   Red      Summon Lord               2RR     */*  U Alpha

Keldon Warlord has power and toughness each equal to the number of non-wall creatures
you control, including Warlord. For example, if you control two other non-wall creatures,
Warlord is 3/3. If one of those creatures leaves play, Warlord immediately becomes
2/2.

Kindle                           Red      Instant                    1R          C Tempest

Kindle deals to target creature or player an amount of damage equal to 2 plus the
number of Kindle cards in all graveyards.
Hope of deliverance is scorched by the fire of futility.

Kird Ape                         Red      Summon Ape                  R     1/1 C5 Arabian Nights

Kird Ape gains +1/+2 if you have any forests in play.

Kobold Drill Sergeant            Red      Summon Drill Sergeant      1R     1/2 U1 Legends

All your Kobolds gain +0/+1 and trample.
"Joining this army is easy, boy. Just survive your first battle."

Kobold Overlord                  Red      Summon Lord                1R     1/2  R Legends

First strike. All you Kobolds gain frist strike.
"One for all, all for one; we strike first, and then you're done!" ---Oath of
the Kobold Musketeers


Kobold Taskmaster                Red      Summon Taskmaster          1R     1/2 U1 Legends

All your Kobolds gain +1/+0.
The Taskmaster knows that there is no cure for the common Kobold.

Kobolds of Kher Keep             Red      Summon Kobolds              0     0/1 C2 Legends

This card is a red spell when cast and Kobolds are a red creature.
Kher Keeo is unique among fortresses: impervios to aerial assault but defenseless
from the ground.


Kookus                           Red      Summon Djinn              3RR     3/5  R Visions

Trample
During your upkeep, if you do not control as least one Keeper of Kookus, Kookus deals
3 damage to you and attacks this this turn if able. [R]: +1/+0 until end of turn

Land's Edge                      Red      Enchant World             1RR          R Legends

All players may discard a card from hand at any time. If that player discards a land,
Land's Edge does 2 damage to target player of discarding player's choice.

Last Chance                      Red      Sorcery                    RR          R Portal

Take another turn after this one. You lose the game at the end of that turn. (You
don't lose if you've already won.)

Lava Axe                         Red      Sorcery                    4R          C Portal

Lava Axe deals 5 damage to your opponent.
Swing the axe as a broom, to sweep away the foe.

Lava Burst                       Red      Sorcery                    XR          C Ice Age

Lava Bust deals X damage to target cerature or player. Effect that prevent or redirect
damage cannot be used to protect that creature.
"Overkill? This isn't a game of Kick-the-Ouphe!" ---Jaya Ballard, Task Mage

Lava Flow                        Red      Sorcery                   3RR          U Portal

Destroy any one creature or land.

Lava Hounds                      Red      Summon Hounds             2RR     4/4  U Weatherlight

Lava Hounds is unaffected by summoning sickness.
When Lava Hound comes into play, it deals 4 damage to you.
"What cats bury, dogs eat." ---Urborg aphorsim

Lava Storm                       Red      Instant                   3RR          C Weatherlight

Lava Storm delas 2 damage to each attacking creature or 2 damage to each blocking
creature.
"They say lava conquers all.'

Lightning Blast                  Red      Instant                    3R          C Tempest

Lightning Blast deals 4 damage to target creature or player.
"Those who fear the darkness have never seen what the light can do." ---Selenia,
dark angel


Lightning Bolt                   Red      Instant                     R          C Alpha

Lightnig Bold deals 3 damage to target creature or player.

Lightning Cloud                  Red      Enchantment                3R          R Visions

[R]: Lightning Cloud deals 1 damage to target creature or player. Use this ability
only when a red spell is successfully cast and only once for each such spell.
The mightiest clouds sit upon spires of fire. ---Femeref adage

Lightning Elemental              Red      Summon Elemental           3R     4/1  C Tempest

Lightning Elemental is unaffected by summoning sickness.
A lightning elemental once killed an entire tribe of merfolk -- simply by going
for a swim.


Lightning Reflexes               Red      Enchant Creature           1R          C Mirage

You may choose to play Lightning Reflexes as an instant. If you do so, bury it at
end of turn. Enchanted creature gets +1/+0 and gains first strike.
"Inhale. Kill. Exhale."

Lizard Warrior                   Red      Summon Creature            3R     4/2  C Portal


Don't let its appearance frighten you. Let its claws and teeth do that.

Lowland Giant                    Red      Summon Giant              2RR     4/3  C Tempest


"Faugh!" snorted Tahngarth. "Why would it make a meal of something like you?"
Squee looked relieved. "No," he continued, "you'll make a much better toothpick."


Mage il-Vec                      Red      Summon Wizard              2R     2/2  C Exodus

[T], Discard a card at random: Mage il-Vec deals 1 damage to target creature or player.
Living below a flowstone foundry produces a disproportionate number of fire mages
among the il.


Magmasaur                        Red      Summon Elemental          3RR     0/0  R Tempest

Magmasaur comes into play with five +1/+1 counters on it.
During your upkeep, remove a +1/+1 counter from Magmasaur, or sacrifice Magmasaur
and it deals 1 damage for each +1/+1 counter on it to each creature without flying
and each player.

Magnetic Mountain                Red      Enchantment               1RR         U3 Arabian Nights

Blue creatures do not untap as normal. During their upkeep phases, players must spend
[4] for each blue creature they wish to untap. This cost must be paid in addition
to any other untap cost a given blue creature may already require.

Mana Clash                       Red      Sorcery                     R         U1 The Dark

You and target player each flip a coin. Mana Clash does 1 damage to any player whose
coin comes up tails. Repeat this process until both player's coins come up heads at
the same time.

Mana Flare                       Red      Enchantment                2R          R Alpha

Whenever a player taps a land for mana, it produced one additional mana of the same
type.

Manabarbs                        Red      Enchantment                3R          R Alpha

Each time any land is tapped for mana, Manabarbs deals 1 damage to that land's controller.

Maniacal Rage                    Red      Enchant Creature           1R          C Exodus

Enchanted creature gets +2/+2 and cannot block.
Only by sacrificing any semblance of defense could Gerrard best Greven.

Maraxus of Keld                  Red      Summon Legend             4RR     */*  R Weatherlight

Maraxus of Keld has power and toughness each equal to the total number of untapped
artifacts, creatures, and lands you control.
"I have no master. I am chaos." ---Maraxus of Keld

Marton Stromgald                 Red      Summon Legend             2RR     1/1  R Ice Age

If Marton Stromgald attacks, all other attacking creatures get +*/+* until end of
turn, where * is equal to the number of other attacking creatures. If Marton blocks,
all other blocking creatures get +*/+* until end of turn, where * is equal to the
number of other blocking creatures.

Melee                            Red      Instant                    4R          U Ice Age

Cast only on your turn during the combat before defense is chosen. Choose how attacking
creatures you control are blocked; all defense must be legal. After declaring blocking,
untap all unblocked creature. Treat those creatures as though they had not attacked.

Melting                          Red      Enchantment                3R          U Ice Age

All snow-covered lands become non-snowcovered lands of the same type.
"Who needs the sun when you've got me around?" ---Jaya Ballard, Task Mage

Meteor Shower                    Red      Sorcery                   XXR          C Ice Age

Meteor Shower deals X+1 daamge divided any way you choose among any number of target
creatures and/or players.
'Eenie, meenie, minie, moe ... oh why not all of them?" ---Jaya Ballard, Task Mage

Mijae Djinn                      Red      Summon Djinn              RRR     6/3 U2 Arabian Nights

If you choose to attack with Mijae Djinn, flip a coin immediatly after attack is announced;
opponent calls head or tail while coin is in the air. If flip ends up in opponent's
favor, Mijae Djinn is tapped but does not attack.

Minotaur Warrior                 Red      Summon Creature            2R     2/3  C Portal



Mob Justice                      Red      Sorcery                    1R          C Stronghold

Mob Justice deals 1 damage to target player for each creature you control.
A single stone can start an avalanche.

Mob Mentality                    Red      Enchant Creature            R          U Visions

Enchanted creature gains trample.
If all non-Wall creatures attack, enchanted creature gets +*/+0 until end of turn,
where * is equal to number of attacking creatures.
"Why is loud stupidity so infectious?" ---Rana, Suq'Ata market fool

Mogg Assassin                    Red      Summon Goblin              2R     2/1  U Exodus

[T]: Flip a coin. If you win the flip, destroy target creature an opponent controls.
Otherwise, destroy target creature of that opponent's choice.

Mogg Bombers                     Red      Summon Goblins             3R     3/4  C Stronghold

If any other creature comes into play, sacrifice Mogg Bombers and it deals 3 damage
to target player.
Behind every great mogg bomber is another mogg with a shovel and a basket.

Mogg Conscripts                  Red      Summon Goblins              R     2/2  C Tempest

Mogg Conscripts cannot attack unless you have successfully cast a creature spell this
turn.
"Torahn'a horns! They've seen us. Now statue, you must fight to save yourself!"
---Tahngarth, aboard the
Predator

Mogg Fanatic                     Red      Summon Goblin               R     1/1  C Tempest

Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player.
"I got it! I got it! I --"

Mogg Flunkies                    Red      Summon Goblins             1R     3/3  C Stronghold

Mogg Flunkies cannot attack or block during a turn in which no other creature you
control attacks or blocks.
They'll attack whatever's in front of them-as long as you tell them where that
is.


Mogg Infestation                 Red      Sorcery                   3RR          R Stronghold

Destroy all creatures target player controls. For each creature put into any graveyard
in this way, put two Goblin tokens into play under that player's control. Treat these
tokens as 1/1 red creatures.

Mogg Maniac                      Red      Summon Goblin               1     1/1  U Stronghold

Whenever Mogg Maniac is dealt damage, it deals an equal amount of damage to target
opponent.
Stand clear if he gets an itch.

Mogg Raider                      Red      Summon Goblin               R     1/1  C Tempest

Sacrifice a Goblin: Target creature gets +1/+1 until end of turn.
The evisceration of one mogg always cheers up the rest.

Mogg Squad                       Red      Summon Goblins             1R     3/3  U Tempest

Mogg Squad gets -1/-1 for each other creature in play.
As they crept into the Weatherlight's hold, the squad leader held up
his hand and whispered, "Stop, goblins -- what's that sound?"


Mons's Goblin Raiders            Red      Summon Goblins              R     1/1  C Alpha


The intricate dynamics of Rundvelt Goblin affairs are often confused with anarchy.
The chaos, however, is the chaos of a thundercloud, and direction will sporadically
and violently appear. Pashalik Mons and his Raiders are the tunderhead that leads
in the storm.


Monstrous Hound                  Red      Summon Hound               3R     4/4  R Exodus

Monstrous Hound cannot attack unless you control more lands than defending player.
Monstrous Hound cannot block unless you control more lands than attacking player.
"Stay."

Mountain Goat                    Red      Summon Creature             R     1/1  U Portal

Mountainwalk (If defending player has any mountains in play, Mountain Goat can't be
intercepted.)

Mountain Goat                    Red      Summon Goat                 R     1/1  C Ice Age

Mountainwalk
"Folkore has it that to capture a Mountain Goat is a sign of divine blessing.
I just know it's a sign that dinner is on the way." ---Klazina Jansdotter, Leader
of the Order of the Sacred Torch


Mountain Yeti                    Red      Summon Yeti               2RR     3/3 U1 Legends

Mountainwalk, protection from white.
The Yeti's single greatest asset is its unnerving ability to blend in with its
surrounding.


Mudslide                         Red      Enchantment                2R          R Ice Age

Creatures without flying do not untap during their controller's untap phase. At the
end of his or her upkeep, each player may play an additional [2] per creature to untap
a creature without flying he or she controls.

Nalathni Dragon                  Red      Summon Dragon             2RR     1/1  R Promotion

Flying, bands
[R]: +1/+0 until end of turn. If more than [RRR] is spent in this manner during one
turn, bury Nalathni Dragon at end of turn.
These small but intelligent Dragons and their Olesian allies held back the tide
of Pashalik Mons's hordes of Goblin Raiders.
DragonCon 1994

No Quarter                       Red      Enchantment                3R          R Tempest

Whenever any creature blocks or is blocked by a creature with lesser power, destroy
the creature with the lesser power.

Oath of Mages                    Red      Enchantment                1R          R Exodus

During each player's upkeep, if that player has less life than target opponent, he
or she may have Oath of Mages deal 1 damage to that opponent.

Ogre Enforcer                    Red      Summon Ogre               3RR     4/4  R Visions

Ogre Enforcer cannot be destroyed by lethal damage unless a single source deals enough
damage to destroy it.
"Ate up all of his siblings in the first week. A good beginning for one destined
to command." ---Suka, ogre matron


Ogre Shaman                      Red      Summon Ogre               3RR     3/3  R Exodus

[2], Discard a card at random: Ogre Shaman deals 2 damage to target creature or player.
Ogre shamans must be bright enough to learn their invocations and dim enough to
use them.


Omen of Fire                     Red      Instant                   3RR         R2 Alliances

Return all islands to their owners' hands. Each player sacrifices a plain or a white
permanent for each white permanent he or she controls.
"Let Balduvia burn to warm Kjeldor's hearth!" ---General Varchild

Onslaught                        Red      Enchantment                 R          C Exodus

Whenever you successfully cast a creature spell, tap target creature.
The last thing to go through the mogg's mind was its teeth.

Opportunist                      Red      Summon Soldier             2R     2/2  U Tempest

[T]: Opportunist deals 1 damage to target creature that was damaged this turn.
The third time the Oracle glanced suspicously at him, Starke decided she had glanced
twice too often.


Orc General                      Red      Summon General             2R     2/2 U2 The Dark

[T]: Sacrifice an Orc or Goblin to give all Orcs +1/+1 until end of turn.
"Your army must fear you more than the enemy. Only then will you triumph." Malga
Phlegmtooth


Orcish Artillery                 Red      Summon Orcs               1RR     1/3  U Alpha

[T]: Orcish Artillery deals 2 damage to target creature or player and 3 damage to
you.
In a rare display of ingenuity, the Orcs invented an incredibly destructive weapon.
Most Orcish artillerists are those who dared criticize its effectiveness.


Orcish Cannoneers                Red      Summon Orcs               1RR     1/3  U Ice Age

[T]: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to
you.
"It's a thankless job, and you'll probably die in an explosion. But the play is
pretty good." ---Toothlicker Harj, Orcish Captain


Orcish Captain                   Red      Summon Orc                  R     1/1 U3 Fallen Empires

[1]: Choose a target Orc. Flip a coin; opponent calls heads or tails while coin is
in the air. If the flip ends up in your favor, that Orc gets +2/+0 until end of turn.
Otherwise, that Orc gets -0/-2 until end of turn.
There's a chance to win every battle.

Orcish Catapult                  Red      Instant                   XRR          R Astral

Randomly distribute [X] -0/-1 counter among a random number of random target creatures.

Orcish Conscripts                Red      Summon Orcs                 R     2/2  C Ice Age

Cannot be declared as attacking unless at least two other creatures are also declared
as attacking. Cannot be assigned to block unless at least two other creatures are
also assigned to block.

Orcish Farmer                    Red      Summon Orc                1RR     2/2  C Ice Age

[T]: Target land becomes a swamp until it's controller's next untap phase.
"Yes, the Farmers keep our soldiers fed. But why do they have to make every battlefield
a pigpen?" ---Toothlicker Harj, Orcish Captain


Orcish Healer                    Red      Summon Cleric              RR     1/1  U Ice Age

[RR],[T]: Target creature cannot regenerate this turn.
[RBB],[T]: Regenerate target black or green creature
[RGG],[T]: Regenerate target black or green creature.

Orcish Librarian                 Red      Summon Orc                 1R     1/1  R Ice Age

[R],[T]: Take the top eight cards of your library; remove four of them at random from
the game. Put the remaining four on top of your library in any order.
Us hungry, need food... Lots of books... Hmm...

Orcish Lumberjack                Red      Summon Orc                  R     1/1  C Ice Age

[T]: Sacrifice a forest to add three mana in any combination of red and/or green to
your mana pool. Play this ability as an interrupt.
"How did I ever let myself get talked into this project?" ---Toothlicker Harj,
Orcish Captain


Orcish Mechanics                 Red      Summon Orcs                2R     1/1 C4 Antiquities

Tap to do 2 points of damage to any target. Each time you use this ability, you must
choose one of your artifacts in play and place it in the graveyard. This artifact
cannot be one already on its way to the graveyard, and artifact creatures killed in
this way may not be regenerated.

Orcish Mine                      Red      Enchant Land              1RR         U3 Homelands

When Orcish Mine comes into play, put three ore counters on it. During your upkeep
and whenever target land becomes tapped, remove an ore counter from Orcish Mine. When
the last ore counter is removed from Orcish Mine, destroy the land Orcish Mine enchants;
Orcish Mine deals 2 damage to that target land's controller.

Orcish Oriflamme                 Red      Enchantment                3R          U Alpha

All attacking creatures you control get +1/+0.

Orcish Settlers                  Red      Summon Orcs                1R     1/1  U Weatherlight

[XXR],[T],Sacrifice Orcish Settlers: Destroy X target lands.
The wouldn't know their houses from a charred hole in the ground.

Orcish Spy·1                     Red      Summon Orc                  R     1/1 C1 Fallen Empires

[T]: Look at the top three cards of target player's library and return them in the
same order.
?Orcish armies often employed the samller, swifter, and less intelligent Goblins
as spies."
---Sarpadian Empires, vol. I

Orcish Spy·2                     Red      Summon Orc                  R     1/1 C1 Fallen Empires

[T]: Look at the top three cards of target player's library and return them in the
same order.
"Yeah, they're ugly, they desert in droves, and their poersonal habits are enough
to make you sick. But I'll say this for Orcs: they make great spies." ---Ivra Jursdotter


Orcish Spy·3                     Red      Summon Orc                  R     1/1 C1 Fallen Empires

[T]: Look at the top three cards of target player's library and return them in the
same order.
"You idiot! Never let the spies mangle with the Orcish regulars after completing
a mission. Now we'll never get them to fight!" ---General Khurzog


Orcish Squatters                 Red      Summon Orcs                4R     2/3  R Ice Age

If Orcish Squatter attacks and is not blocked, you may gain control of target land
controlled by defending player. If you do so, Orcish Squatters deals no damage in
combat this turn. Lose control of that land if Orcish Squatters leaves play of if
you lose control of Orcish Squatters.

Orcish Veteran·1                 Red      Summon Orc                 2R     2/2 C1 Fallen Empires

Cannot be assigned to block any white creature of power greater than 1.
[R]: First strike until end of turn.
Although models of courage for Orcs, the Veterans quickly learned to fear the
swift justice of their Icatian enemies.


Orcish Veteran·2                 Red      Summon Orc                 2R     2/2 C1 Fallen Empires

Cannot be assigned to block any white creature of power greater than 1.
[R]: First strike until end of turn.
"Orcs often greeted promotions to Icatian battle with anguished walls and pleas
for mercy."
---Sarpadian Empires, vol. VI

Orcish Veteran·3                 Red      Summon Orc                 2R     2/2 C1 Fallen Empires

Cannot be assigned to block any white creature of power greater than 1.
[R]: First strike until end of turn.
Unsuccessful in their early battle for Montford, the Orcs quickly tempered their
bloodlust wuth cowardice.


Orcish Veteran·4                 Red      Summon Orc                 2R     2/2 C1 Fallen Empires

Cannot be assigned to block any white creature of power greater than 1.
[R]: First strike until end of turn.
Orcs are not exactly known for their valor - although most Orcs have seen countless
battles, only a handful have actually fought in them.


Orgg                             Red      Summon Orgg               3RR     6/6 U1 Fallen Empires

Trample
Orgg may not attack if opponet controls an untapped creature of power greater than
2. Orgg cannot be assigned to block any creature of power greater than 2.
It's bigger than it thinks.

Pallimud                         Red      Summon Beast               2R     */3  R Tempest

Pallimud has power equal to the number of tapped lands target opponent controls.
The old Vec tell tales of a beast that fed on scraps but turned its nose up at
the lavish banquet they set in its honor.


Pandemonium                      Red      Enchantment                3R          R Exodus

Whenever any creature comes into play, that creature's controller may choose to have
it deal damage equal to its power to target creature or player.
"If we cannot live proudly, we die so!" -Eladamri, Lord of Leaves

Panic                            Red      Instant                     R          C Ice Age

Target creature cannot block this turn. Cast only before defense is chose. Draw a
card at the beginning of the next turn's upkeep.
"If you'd been there, you would've run from that deer, too!" ---Jaya Ballard,
Task Mage


Paroxysm                         Red      Enchant Creature           1R          U Exodus

During the upkeep of enchanted creature's controller, reveal the top card of that
player's library to all players. If that card is a land card, destroy enchanted creature.
Otherwise, enchanted creature gets +3/+3 until end of turn. (Return the card to
the top of the player's library, face down.)


Pillage                          Red      Sorcery                   1RR         U2 Alliances

Bury target artifact or land.
"Were they to reduce us to ash, we would clog their throats and sting their eyes
in payment." ---Lovisa Coldeyes, Balduvian Chieftain


Pillaging Horde                  Red      Summon Creature           2RR     5/5  R Portal

When Pillaging Horde comes into play from your hand, discard a card at random from
your hand or destroy Pillaging Horde.

Power Surge                      Red      Enchantment                RR          R Alpha

During each player's upkeep, Power Surge deals that player 1 damage for each land
he or she controls that was untapped at the beginning of the turn, before the untap
phase.

Price of Progress                Red      Instant                    1R          U Exodus

Price of Progress deals 2 damage to each player for each nonbasic land he or she controls.
Man versus nature is not a fair fight.

Primitive Justice                Red      Sorcery                    1R         U2 Alliances

Destroy target artifact.
Destroy a target artifact for each [1R] you pay in addition to the casting cost.
Detsroy a target artifact and gain 1 life for each [1G] you pay in addition to the
casting cost.

Primordial Ooze                  Red      Summon Ooze                 R     1/1 U1 Legends

Must attack each turn if possible. Gains +1/+1 at end of your upkeep. Use counters.
The play [1] per counter or Ooze deals 1 damage to you for each counter and becomes
tapped.
The thick, moving mass from the beginnig of evolution swallows and digests the
animate and inanimate as it unthinkingly strives to countinue its existence.


Pyric Salamander                 Red      Summon Salamander          1R     1/1  C Mirage

[R]: +1/+0 until end of turn. Bury Pyric Salamander at end of turn.
When you've been chased by a dragon, you run from every lizard. ---Suq'Ata saying

Pyroblast                        Red      Interrupt                   R          C Ice Age

Counters target spell if it is blue or destroys target permanent if it is blue.
"Just the thing for those pesky water mages." ---Jaya Ballard, Task Mage

Pyroclasm                        Red      Sorcery                    1R          R Portal

Pyroclasm deals 2 damage to each creature. (This includes your creatures.)

Pyroclasm                        Red      Sorcery                    1R          U Ice Age

Pyroclasm deals 2 damage to each creature.
"Leaves more toom for the big ones to fight in, you know!" ---Jaya Ballard, Task
Mage


Pyrokinesis                      Red      Instant                   4RR         U2 Alliances

You may remove a red card in your hand from the game instead of paying Pyrokinesis's
casting cost. Pyrokinesis deals 4 damage, divided any way you choose among any number of target
creatures.
"Anybody want some...toast?" ---Jaya Ballard, Task Mage

Pyrotechnics                     Red      Sorcery                    4R         C2 Legends

Pyrotechnics does 4 damage divided any way you choose among any number of targets.
"Hi! ni! ya! Behold the man of flint, that's me!/ Four lightninngs zigzag from
me, strike and return." ---Navajo war chant


Quarum Trench Gnomes             Red      Summon Gnomes              3R     1/1  R Legends

[T]: Target plains produces [1] instead of [W] until end of game. Use counters.
"O Great Captain, all is loat. They tunneled, they burrowed, they trenched. They
sapped the strength of our defenses." ---Sorgus, Chronicles of the Quarum Plains


Raging Bull                      Red      Summon Bull                2R     2/2 C1 Legends


"Sometimes the bills win, and sometimes the bears win. But the bulls have more
fun." ---Anonymous


Raging Cougar                    Red      Summon Creature            2R     2/2  C Portal

Raging Cougar is unaffected by summoning sickness.

Raging Goblin                    Red      Summon Goblin               R     1/1  C Exodus

Raging Goblin is unaffected by summoning sickness.
Volrath has bred them to fear only him. Are they charging into battle, or merely
fleeing his wrath?


Raging Goblin·1                  Red      Summon Creature             R     1/1  S Portal

Raging Goblin is unaffected by summoning sickness. (It can attack the turn you
play it, unless another card prevents this.)


Raging Goblin·2                  Red      Summon Creature             R     1/1  C Portal

Raging Goblin is unaffected by summoning sickness.

Raging Gorilla                   Red      Summon Gorilla             2R     2/3  C Visions

If Raging Gorilla blocks or is blocked, it gets +2/-2 until end of turn.
"Every temper tantrum makes another angry gorilla." ---Femeref children's myth

Raging Minotaur                  Red      Summon Creature           2RR     3/3  C Portal

Raging Minotaur is unaffected by summoning sickness.

Raging River                     Red      Enchantment                2R          R Alpha

When you attack, non-flying creatures must be divided as opponent wishes between left
and right sides of the River. You then chose on which side of the River to place each
attacking creature, and attacking creatures can only be blocked by flying creatures
or those on the same side of the River.

Raging Spirit                    Red      Summon Spirit              3R     3/3  C Mirage

[2]: Raging Spirit is colorless until end of turn.
"Its buring powe is more elusive than shade on the Unyaro Plains, more perilous
than the hor of a rhino." ---Akin, seasoned askari


Raiding Party                    Red      Enchantment                2R         U3 Fallen Empires

Raiding Party may not be the target of white spells or effects.
?: Sacrifice an Orc to destroy all plains. A player may tap a white creature to prevent
up to two plains from being destroyed. Any number of creatures may be tapped in this
manner.

Rain of Salt                     Red      Sorcery                   4RR          U Portal

Destroy any two lands.

Rathi Dragon                     Red      Summon Dragon             2RR     5/5  R Tempest

Flying
When Rathi Dragon comes into play, sacrifice two mountains or sacrifice Rathi Dragon.
Wrap the flame as twine Kingdoms will be thine.

Ravenous Baboons                 Red      Summon Apes                3R     2/2  R Exodus

When Ravenous Baboons comes into play, destroy target nonbasic land.
Build something and the baboons will tear it down. Leave the pieces lying and
they will scatter them.


Reckless Embermage               Red      Summon Wizard              3R     2/2  R Mirage

[1R]: Reckless Embermage deals 1 damage to target creature or player and 1 damage
to itself.
Many mages have been consumed by their work.

Reckless Ogre                    Red      Summon Ogre                3R     3/2  C Exodus

If Reckless Ogre attacks and no other creatures do, it gets +3/+0 until end of turn.
There is no such thing as a regiment of ogres.

Red Elemental Blast              Red      Interrupt                   R          C Alpha

Counters target blue spell or destroys target blue permanent.

Reign of Chaos                   Red      Sorcery                   2RR          U Mirage

Destroy target plains and target white creature, or destroy target island and target
blue creature.
"The Burning Isles are the home to a dozen lords who claim dominion. Jamuraa will
look to only one leader: me." ---Kaervek


Relentless Assault               Red      Sorcery                   2RR          R Visions

Untap all creatures that attacked this tur. You may declare an additional attack during
your main phase this turn.
"Flog and Squee / up the tree / see the army / Flee, flee, flee." ---Goblin nursery
rhyme/war cry


Renegade Warlord                 Red      Summon Soldier             4R     3/3  U Tempest

First strike
If Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of
turn.
"His tongue must be honey, the way he gathers ants to fight with him." ---Volrath

Retribution                      Red      Sorcery                   2RR         U3 Homelands

Choose two target creatures controller by nay opponent. Bury one of those creatures,
and put a -1/-1 counter on the other. That opponent chooses which creature is buried.

Roc Hatchling                    Red      Summon Bird                 R     0/1  U Weatherlight

When Roc Hatchling comes into play, put four shell counters in it.
During your upkeep, remove a shell counter fro Roc Hatchling.
As long as Roc Hatchling has no shell counters on it, it gets +3/+2 and gains flying.

Roc of Kher Ridges               Red      Summon Roc                 3R     2/1  R Alpha

Flying
We encountered a valley topped with immense boulders and eerie rock formations.
Suddenly one of these boulders toppled from its perch and sprouted gargantuan wings,
casting a shadow of darkness and sending us fleeing in terror.


Rock Hydra                       Red      Summon Hydra              XRR     0/0  R Alpha

Put X +1/+1 counters (heads) on Hydra. Each point of damage Hydra suffers kills one
head unless controller spends [R] per head. During controller's upkeep, new heads
may be grown for [RRR] apiece.

Rock Slide                       Red      Instant                    XR          C Visions

Rock slide deals X damage, divided any way you choose, among any number of target
attacking or blocking creatures without flying.
"Good ol' rock. Nothing beats rock." ---Rhirhok, goblin archer

Rogue Skycaptain                 Red      Summon Mercenary           2R     2/1 R2 Alliances

Flying
At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. During your
upkeep, pay [2] for each wage counter on Rogue Skycaptain, or remove all wage counters
from Rogue Skycaptain and target opponent gains control of Rogue Skycaptain.

Rolling Thunder                  Red      Sorcery                   XRR          C Tempest

Rolling Thunder deals X damage divided any way you choose among any number of target
creatures and/or players.
"Such rage," thought Vhati, gazing up at the thunderhead from the Predator.
"It is Greven's mind manifest."


Ruination                        Red      Sorcery                    3R          R Stronghold

Destroy all nonbasic lands.
"We have built a wall upon sand. The wall will vanish. The sand will remain."
-Oracle en-Vec


Rukh Egg                         Red      Summon Egg                 3R     0/3 C4 Arabian Nights

If Rukh Egg goes to the graveyard from game, a Rukh - a 4/4 red flying creature -
comes into play on your side at the end of that turn. Use a counter to represent Rukh.
Rukh is treated exactly like a normal creature except that if it leaves play it is
removed from the game entirely.

Sabertooth Wyvern                Red      Summon Drake               4R     3/2  U Exodus

Flying, first strike
Most creatures grow out of their baby teeth, but sabertooth wyverns grow into
theirs.


Sabretooth Tiger                 Red      Summon Tiger               2R     2/1  C Ice Age

First strike
"Daughter, it is now your turn to hunt the Tiger, and make a blanket of its fur."
---Lovisa Coldeyes, Balduvian Chieftain


Sandstone Warrior                Red      Summon Soldier            2RR     1/3  C Tempest

First strike
[R]: Sandstone Warrior gets +1/+0 until end of turn.
"I used to describe something stable as 'rock solid.' So much for that
expression." ---Gerrard of the
Weatherlight

Sawtooth Ogre                    Red      Summon Ogre               2RR     2  C Weatherlight

If Sawtooth Ogre blocks or is blocked by any creature, Sawtooth Ogre deals 1 damage
to that creature at end of combat.
"You will sharpen your teeth on my enemies' bones." Maraxus promised them, and
his ogress cheered.


Scalding Salamander              Red      Summon Salamander          2R     2/1  U Exodus

[0]: Scalding Salamander deals 1 damage to each creature without flying defending
player controls. Play this ability only if Scalding Salamander is attacking and only
once each turn.

Scorched Earth                   Red      Sorcery                    XR          R Tempest

Choose and discard X land cards: Destroy X target lands.
"Fire cleanses as well as destroys; that is the nature of change." ---Oracle en-Vec

Scorching Spear                  Red      Sorcery                     R          C Portal

Scorching Spear deals 1 damage to any one creature or player.

Scorching Winds                  Red      Sorcery                     R          U Portal

Play Scorching Winds only after you're attacked, before you declare interceptors.
Scorching Winds deals 1 damage to each attacking creature.

Searing Spear 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.)
[1R]: Searing Spear Askari cannot be blocked by only one creature this turn.
When the other soldiers of Zhalfir fall, the askaris will yet stand.

Searing Touch                    Red      Instant                     R          U 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.)
Searing Touch deals 1 damage to target creature or player.

Sedge Troll                      Red      Summon Troll               2R     2/2  R Alpha

[B]: Regenerates.
While controller has swamps in play, Sedge Troll gains +1/+1.
The stench in the govel was overpowering; something loathsome was cooking. Occasionally
something surfaced in the thick paste, but my host would casually push it down before
I could make out what it was.


Seething Anger                   Red      Sorcery                     R          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 gets +3/+0 until end of turn.

Seismic Assault                  Red      Enchantment               RRR          R Exodus

Choose and discard a land card: Seismic Assault deals 2 damage to target creature
or player.
The flowstone seemed for a moment to assume Greven's rage-it lunged like a wild
beast at the Weatherlight.


Shadowstorm                      Red      Sorcery                     R          U Tempest

Shadowstorm deals 2 damage to each creature with shadow.
"You've not seen a storm until you've seen the kind that roars between worlds."
---Lyna, Soltari emissary


Shard Phoenix                    Red      Summon Phoenix             4R     2/2  R Stronghold

[RRR]: Put Shard Phoenix into your hand. Use the ability only if Shard Phoenix is
in your graveyard and only during your upkeep. Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying.

Shatter                          Red      Instant                    1R          C Tempest

Destroy target artifact.
"Such fuss over machines, Gerrard. Remember that you are the prize of the Legacy.
Throw away your toys!" ---Orim, Samite healer


Shatter                          Red      Instant                    1R          C Ice Age

Destroy target artifact.
"Let the past be the past. Do not call up that which you cannot put down. Destroy
that which destroyed us, so long ago." ---Sorine Relicbane, Soldevi Heretic


Shatter                          Red      Instant                    1R          C Alpha

Destroy target artifact.

Shattering Pulse                 Red      Instant                    1R          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 artifact.

Shatterstorm                     Red      Sorcery                   2RR         U1 Antiquities

All artifacts in play are buried.
Chains of leaping fire and sizzling lightnig laid waste to the artifacts' handiwork,
sparing not a single device.


Shivan Dragon                    Red      Summon Dragon             4RR     2/1  R Alpha

Flying
[R]: +1/+0 until end of turn.
While it's true most Dragons are cruel, the Shivan Dragon seems to take particular
glee in the misery of others, often tormenting its victims much like a cat plays with
a mouse before delivering the final blow.


Shock                            Red      Instant                     R          C Stronghold

Shock deals 2 damage to target creature or player.
Lightning tethers souls to the world. -Kor saying

Shocker                          Red      Summon Insect              1R     1/1  R Tempest

If Shocker damages any player, that player discards his or her hand, then draws a
new hand of as many cards as he or she had before.

Sirocco                          Red      Instant                    1R          U Mirage

Target player reveals his or her hand to all players. For each blue interrupt card
that player holds, he or she plays 4 life or discards that card.
"Blow, fiery wind, / strip illusions from the eye. / Blow, fiery wind of truth."
---Femeref chant


Sisters of the Flame             Red      Summon Sisters            1RR     2/2 U2 The Dark

[T]: Add [R] to your mana pool. This ability is played as an interrupt.
We are many wicks sharing a common tallow; we feed the skies with the ashed of
our prey.


Smoke                            Red      Enchantment                RR          R Alpha

No player may untap more than one creature during his or her untap phase.

Soldier of Fortune               Red      Summon Mercenary            R     1/1 U2 Alliances

[R],[T]: Target player shuggles his or her library.
"Loyality to coin alone is loyality nonetheless" ---General Varchild

Solfatara                        Red      Instant                    2R          C Visions

Target player cannot play any land cards this turn. Draw a card at the beginning of
the next turn's upkeep.
"A burst of hot air tossed the moon into the air, and the moon like it up there
so much it never needed the ground again." ---Azeworai, "Glitter Moon"


Song of Blood                    Red      Instant                    1R          C Visions

Put the top four cards from your library into your graveyard. For each creature card
out into your graveyard in this way, all creatures that attack this turn get +1/+0
until end of turn.
Purraj sang slaughter and danced death.

Sonic Burst                      Red      Instant                    1R          C Exodus

Discard a card at random: Sonic Burst deals 4 damage to target creature or player.
Music scythes the savage beast.

Spellshock                       Red      Enchantment                2R          U Exodus

Whenever any player successfully casts a spell, Spellshock deals 2 damage to him or
her.
A snap of fingers, a snap of teeth.

Spinal Villain                   Red      Summon Villain             2R     1/2  R Legends

[T]: Destroy target blue creature.
"Striking silent as a dream,/ Cutting short the strangled scream.." ---Tobrian,
"Watchdragon"


Spitting Drake                   Red      Summon Drake               3R     2/2  U Visions

Flying
[R]: +1/+0 until end of turn. You cannot spend more than [R] in this way each turn.
It prefers its meals cooked.

Spitting Earth                   Red      Sorcery                    1R          C Portal

Spitting Earth deals to any one creature damage equal to the number of mountains you
have in play. (This includes both tapped and untapped mountains.)

Spitting Earth                   Red      Sorcery                    1R          C Mirage

Spitting Earth deals to target creature an amount of damage equal to the number of
mountains you control.
"There are times solid ground gives precious little comfort." ---Talibah, embermage

Spitting Hydra                   Red      Summon Hydra              3RR     0/0  R Stronghold

Spitting Hydra comes into play with four +1/+1 counters on it.
[1R], Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to
target creature.

Starke of Rath                   Red      Summon Legend             1RR     2/2  R Tempest

[T]: Destroy target artifact or creature. That permanent's controller gains control
of Starke of Rath permanently.
"I know to whom I owe the most loyalty, and I see him in the nirror every day."
---Starke


Stone Giant                      Red      Summon Giant              2RR     3/4  U Alpha

[T]: Target creature you control, which must have toughness less than Stone Giant's
power, gains plying until end of turn. Destroy that creature at end of turn. Other
effects may late increase the creature's toughness beyond Stone Giant's power.

Stone Rain                       Red      Sorcery                    2R          C Tempest

Destroy target land.
"The land shall beg for drink and curse the rain that follows." ---Oracle ec-Vec

Stone Rain                       Red      Sorcery                    2R          C Portal

Destroy any one land.

Stone Rain                       Red      Sorcery                    2R          C Mirage

Destroy target land.
"What rainbow could possibly come of this rain?" ---Asmira, Holy Avenger

Stone Rain                       Red      Sorcery                    2R          C Ice Age

Destroy target land.
"May the forces that took Argoth beneath the waves come among us again." ---Arcum
Dagsson, Soldevi Machinist


Stone Rain                       Red      Sorcery                    2R          C Alpha

Destroy target land.

Stone Spirit                     Red      Summon Spirit              4R     4/3  U Ice Age

Cannot be blocked by creatures with flying.
"The spirit of the stone is the spirit of strength." ---Lovisa Coldeyes, Balduvian
Chieftain


Stonehands                       Red      Enchant Creature           2R          C Ice Age

Target creature gets +0/+2.
[R]: Creature Stonehands enchants gets +1/+0 until end of turn.
"Trust in the power of stone. Stone is strong; stone shatters swords; stone breaks
bones. Trust in stone." ---Lovisa Coldeyes, Balduvian Chieftain


Storm Shaman·1                   Red      Summon Cleric              2R     0/4 C1 Alliances

[R]: +1/+0 until end of turn.
"Embrace to storm. Its voice shall echo within you, and its fire shall become
your touch!" ---Lovisa Coldeyes, Balduvian Chieftain


Storm Shaman·2                   Red      Summon Cleric              2R     0/4 C1 Alliances

[R]: +1/+0 until end of turn.
"Let the lightning be your warning and the thunder your battle cry." ---Lovisa
Coldeyes, Balduvian Chieftain


Storm World                      Red      Enchant World               R          R Legends

If any player has less than four cards in hand at then end of his or her upkeep, Storm
World does one damage to that player for each card less than four.

Stun                             Red      Instant                    1R          C Tempest

Target creature cannot block this turn.
Draw a card.
"I concede it was a cheap shot, but it was the only one I could afford." ---Gerrard
of the
Weatherlight

Subterranean Spirit              Red      Summon Elemental          3RR     3/3  R Mirage

Protetction from red.
[T]: Subterranean Spirit deals 1 damage to each creature without flying.
"Air hot with sulfur. / Earth heaves beneath me. / Could it be the mountain /
ate something bad?" ---Dwarven mining song


Sudden Impact                    Red      Instant                    3R          U Tempest

Sudden Impact deals 1 damage to target player for each card in his or her hand.
The Predator roared like an unruly beast, and the Weatherlight
suddenly listed. "No!" screamed Hanna.


Suq'Ata Lancer                   Red      Summon Knight              2R     2/2  C Visions

Flanking (Whenever a creature without flanking is assigned to block this creature,
the blocking creature gets -1/-0 until end of turn.)
Suq'Ata Lancer is unaffected by summoning sickness.
"Never stop 'til you see your lance come out of the other side." ---Telim'Tor

Tahngarth's Rage                 Red      Enchant Creature            R          U Tempest

If enchanted creature is attacking, it gets +3/+0. Otherwise, it gets -2/-1.
"Taste my horns!" ---Tahngarth of the Weatherlight

Talruum Champion                 Red      Summon Minotaur            4R     3/3  C Visions

First strike
Whenever Talruum Champion blocks or is blocked by any creature that creature loses
first strike until end of turn.
In the Talruum language, there is no word for "surprise."

Talruum Minotaur                 Red      Summon Minotaur           2RR     3/3  C Mirage

Talruum Minotair is unaffected by summoning sickness.
Don't insult a Talruum unless your mount is swift. ---Suq'Ata saying

Talruum Piper                    Red      Summon Minotaur            4R     3/3  U Visions

All creatures with flying able to block Talruum Piper do so.
When the Talruum began to play, the dragons feel from the sky to squash the obnoxious
noise.


Telim'Tor                        Red      Summon Legend              4R     2/2  R Mirage

Flanking (Whenever a creature without flanking is assigned to block this creature,
the blocking creature gets -1/-1 until end of turn.)
If Temin'Tor attacks, all other creatures with flanking get +1/+1 until end of turn.
"The curious merely amass knowledge. The ambitious use it." ---Telim'Tor

Telim'Tor's Edict                Red      Instant                     R          R Mirage

Remove from the game target permanent you own or control.
Draw a card at the beginning of the next turn's upkeep.
"Execution awaits the dissenter." ---Kasib ibn Naji,Letters

Tempest Efreet                   Red      Summon Efreet            1RRR     3/3  R Legends

[T]: Pick a card at random from opponent's hand and place it in yours. Bury Tempest
Efreet in opponent's graveyard. The change in ownership is permanent. Play as an interrupt,
but opponent may prevent effect by paying 10 life points or conceding game before
the card to be switched is choses - if this is done, Tempest Efreet is buried. Effects
that prevent or redirect damage may not be used to counter this loss of life. Remove
this card from deck is not playing for ante.

The Brute                        Red      Enchant Creature           1R         C1 Legends

Target creature gains +1/+0 [RRR]: Regenerates
"Union may be strength, but it is mere bling brute strength unless wisely directed."
---Samuel Butler


Thunderbolt                      Red      Instant                    1R          C Weatherlight

Thunderbolt deals 3 damage to target player or 4 damage to target creature with flying.
"Most wizards consider a thunderbolt to be a proper retort." ---Ertai, wizard
adept


Thundermare                      Red      Summon Creature            5R     5/5  R Portal

Thundermare is unaffected by summoning sickness. When Thundermare comes into play
from your hand, tap all other creatures. (This includes your creatures.)

Thundermare                      Red      Summon Thundermare         5R     5/5  R Weatherlight

Thundermare is unaffected by summoning sickness.
When Tundermare comes into play, tap all other creatures.
Its hooves strike lightning and the thunder follows quickly after.

Tooth and Claw                   Red      Enchantment                3R          R Tempest

Sacrifice two creatures: Put a Carnivore token into play. Treat this token as a 3/1
red creature.
"You deify nature as female -- kind and gentle -- yet you cringe at what is natural."
---Mirri of the
Weatherlight

Tor Giant                        Red      Summon Giant               3R     3/3  C Ice Age


"What do you do then? Run. Run very fast. Don't stop until you see the camp -
or a bigger Giant." ---Toothlicker Harj, Orcish Captain


Torrent of Lava                  Red      Sorcery                   XRR          R Mirage

Torret of Lava delas X damage to each creature without flying.
Each creature gains "[T]: Prevent 1 damage to this creature from Torrent of Lava."
The mountain's voice shouts us all down.

Total War                        Red      Enchantment                3R          R Ice Age

Whenever any player declares an attack, destroy all untapped non-wall creatures that
player controls that don't attack. Do not destroy creatures the player did not control
at the beginning of the turn.

Tremor                           Red      Sorcery                     R          C Visions

Tremor deals 1 damage to each creature without flying.
"Where do you run when the earth becomes your enemy?" ---Naimah, Femeref philosopher

Tunnel                           Red      Instant                     R          U Alpha

Bury target wall.

Two-Headed Giant of Foriys Red   Red      Summon Giant               4R     4/4  R Alpha

Trample. May block two attacking creatures; divide damage between them however controller
likes.

Uthden Troll                     Red      Summon Troll               2R     2/2  U Alpha

[R]: Regenerate
?Oi oi oi, me gotta hurt in 'ere, Oi oi oi, me smell a ting is near, Gonna bosh 'm gonna nosh 'n da hurt'll disappear." ---Troll chant

Varchild's Crusader·1            Red      Summon Knight              3R     3/2 C1 Alliances

[0]: Varchild's Crusader cannot be blocked except by walls this turn. Bury Varchild's
Crusader at the end of turn.
"Every patch of land must belong to Kjeldor, no matter what the cost!" ---General
Varchild


Varchild's Crusader·2            Red      Summon Knight              3R     3/2 C1 Alliances

[0]: Varchild's Crusader cannot be blocked except by walls this turn. Bury Varchild's
Crusader at the end of turn.
"We could have peace, but Varchild would rather have the maps of the new Kjeldor
drawn with Balduvian blood." ---King Darien of Kjeldor


Varchild's War-Riders            Red      Summon War-Riders          1R     3/4 R2 Alliances

Trample, Rampage: 1
Cumulative Upkeep: Put a Survivor token unto play under target opponent's control.
Treat this token as a 1/1 red creature.
"What tries to crush out spirit only strengthens our resolve." ---Lovisa Coldeyes,
Balduvian Chieftain


Vertigo                          Red      Instant                     R          U Ice Age

Vertigo deals 2 damage to target creature with flying; that creature loses flying
until end of turn.
"I saw the wizard gesturing, but didn't guess his plan until my Aesthir cried
out and went into a dive." ---Arna Kennerüd, Skyknight


Veteran's Voice·1                Red      Enchant Creature            R         C1 Alliances

Play on a creature you control.
[0]: Tap enchanted creature to give any other creature +2/+1 until end of turn.
"Good soldiers rely first upon their training, then upon their instincts." ---King
Darien of Kjeldor


Veteran's Voice·2                Red      Enchant Creature            R         C1 Alliances

Play on a creature you control.
[0]: Tap enchanted creature to give any other creature +2/+1 until end of turn.
"Teach by example. If your students do not survive, they were not worth the lesson."
---General Varchild


Viashino Sandstalker             Red      Summon Viashino           1RR     4/2  U Visions

Viashino Sandstalker is unaffected by summoning sickness.
At the end of any turn, return Viashino Sandstalker to owner's hand.
"Some believe Sandstalkers to be illusions; those with scars know better." ---Zhalfirin
Guide to the Desert

Viashino Warrior                 Red      Summon Viashino            3R     4/2  C Mirage


"When traveling the Great Desert avaoid wearing the scales of lizards, for the
Viashino rule the sand and look poorly on the skinning of their cousins." ---
Zhalfirin
Guide to the Desert

Volcanic Dragon                  Red      Summon Creature           4RR     4/4  R Portal

Flying
Volcanic Dragon is unaffected by summoning sickness.

Volcanic Dragon                  Red      Summon Dragon             4RR     4/4  R Mirage

Flying
Volcanic Dragon is unaffected by summoning sickness.
Speed and fire are always a deadly combination.

Volcanic Geyser                  Red      Instant                   XRR          U Mirage

Volcanic Geyser deals X damage to target creature or player.
My thunder comes before the lightning; my lightning comes before the clouds; my
rain dries all the land it touches. What am I?" ---Femeref riddle


Volcanic Hammer                  Red      Sorcery                    1R          C Portal

Volcanic Hammer deals 3 damage to any one creature or player.
Cast the weight as though it were a die, to see a rival's fate.

Wall of Diffusion                Red      Summon Wall                1R     0/5  C Tempest

(Walls cannot attack.)
Wall of Diffusion can block creatures with shadow.
"The injury was being caught between this world and our own; the insult was to
find walls within." ---Lyna, Soltari emissary


Wall of Dust                     Red      Summon Wall                2R     1/4 U1 Legends

Creatures blocked by Wall of Dust cannot attack during your opponent's next turn.
Use counters to mark these creatures.
An ever-moving swarm of dust engulfs and disorients anything that comes near.

Wall of Earth                    Red      Summon Wall                1R     0/6 C2 Legends


The ground shuddered violently and the earth seemed to come to life. The elemenal
force contained in the vast wall of earth was trapped, bent to its controller's will.


Wall of Fire                     Red      Summon Wall               1RR     0/5  U Alpha

[R]: +1/+0 until end of turn.
Conjured from the bowels of hell, the fiery wall forms an impassable barrier,
searing the soul of any creature attempting to pass through its terrible bursts of
flame.


Wall of Granite                  Red      Summon Creature            2R     0/7  U Portal

Wall of Granite can't attack.

Wall of Heat                     Red      Summon Wall                2R     2/6 C1 Legends


At a distance, we mistook the sound for a waterfall ...

Wall of Lava                     Red      Summon Wall               1RR     1/3  U Ice Age

[R]: +1/+1 until end of turn
"Nowthere's something you don't see every day." ---Jaya Ballard, Task
Mage


Wall of Opposition               Red      Summon Wall               3RR     0/6  R Legends

[1]: +1/+0 until end of turn.
Like so many obstacles in life, the Wall of Opposition is but an illusion, held
fast by the focus and belief of the one who creates it.


Wall of Razors                   Red      Summon Wall                1R     4/1  U Stronghold

(Walls cannot attack.)
First strike
"In this blessed structure let the very walls baptize themselves in the blood
of intruders." -Stonghold architect, journal


Wall of Stone                    Red      Summon Wall               1RR     0/8  U Alpha


The Earth herself lends her strength to these walls of living stone, which possess
the stability of ancient mountains. These mighty bulwarks thwart ground-based troops,
providong welcome relief for weary warriors who defend the land.


Wheel of Fortune                 Red      Sorcery                    2R          R Alpha

All players must discard their hands and draw seven new cards.

Wild Wurm                        Red      Summon Wurm                3R     5/4  U Tempest

When Wild Wurm comes into play, flip a coin. If you lose the flip, return Wild Wurm
to owner's hand.
Wurm heads appear Wild wurm near Wurm tails you see Wild wurm flee

Wildfire Emissary                Red      Summon Efreet              3R     2/4  U Mirage

Protection from white
[1R]: +1/+0 until end of turn.
"The efreet is a striding storm with a voice that crackles like fire." ---Qhattib,
Vizier of Amiqat


Winds of Change                  Red      Sorcery                     R          R Portal

Each player counts the cards in his or her hand, shuffles those cards into his or
her deck, and then draws that many cards. (When you play Winds of Change, it doesn't
count as a card in your hand.)

Winds of Change                  Red      Sorcery                     R         U1 Legends

All players shuffle their hands into their libraries, and then draw the same number
of cards the originally held.
"Tis the set of sails, and not the gales,/ Which tells us the way to go." ---Ella
Wheeler Wilcox


Windseeker Centaur               Red      Summon Centaur            1RR     2/2  R Promotion

Attacking does not cause Windseeker Centaur to tap.
Loyal and passionate in battle, the Windseeker tribe roams the Green Lands near
the Honeyed Sea.


Winter Sky                       Red      Sorcery                     R         U1 Homelands

Flip a coin; target opponent calls heads or tails while coin is in the air. If the
flip ends up in your favor, Winter Sky deals 1 damage to each creature and player.
Otherwise, each player draws a card.

Word of Blasting                 Red      Instant                    1R          U Ice Age

Bury target wall. Word of Blasting deals an amount of damage equal to that wall's
casting cost to the wall's controller.
"Walls? What walls?' ---Jaya Ballard, Task Mage

Ydwen Efreet                     Red      Summon Efreet             RRR     3/6 U2 Arabian Nights

If you choose to block with Ydwen Efreet, flip a coin immediatly after defense is
annonced; opponent calls head or tail while coin is in the ait. If the flip ends up
in opponents favor, Ydwen Efreet cannot block this turn.

Zirilan of the Claw              Red      Summon Legend             3RR     3/4  R Mirage

[1RR],[T]: Search your library for a Drgaon card and put it into play as though it
were just played. Shuffle your library afterwards. That creature is unaffected by
summoning sickness. Remove the creature from the game at the end of any turn.

Ærathi Berserker                 Red      Summon Berserker         2RRR     2/4 U1 Legends

Rampage: 3
Ærathi children who show promise are left to survive for a year in the wilderness.
Those who return are shown the way of the Berserker.


Æther Flash                      Red      Enchantment               2RR          U Weatherlight

Whenever any creature commes into play, Æther Flash deals 2 damage to that creature.
"You can get there from here. Well, you can -- it just won't be fun." ---Ertai,
wizard adept


csc@informatik.uni-hannover.de