Alabaster Dragon
Smn Creature
4WW
4/4
R
Ted Naifeh
Flying ; If Alabaster Dragon is put into your discard pile from play,
shuffle Alabaster Dragon back into your deck.
Alluring Scent
Sorcery
1GG
R
Ted Naifeh
Choose any one creature. This turn, all creatures able to intercept
that creature do so.
Doom rarely smells this sweet.
Anaconda
Smn Creature
3G
3/3
C
Andrew Robinson
Swampwalk (If defending player has any swamps in play, Anaconda can't
be intercepted. Swamps are in play regardless of whether they're
tapped or untapped.)
Anaconda
Smn Creature
3G
3/3
U
Andrew Robinson
Swampwalk (If defending player has any swamps in play, Anaconda can't
be intercepted.)
Something soft bumped against the rowboat, then was gone.
Ancestral Memories
Sorcery
2UUU
R
Dan Frazier
Look at the top seven cards of your deck. Put two of them into your
hand and the rest into your discard pile.
Angelic Blessing
Sorcery
2W
C
DiTerlizzi
Any one creature gets +3/+3 and gains flying until the end of the
turn.
A peasant can do more by faith than a king by proclamation.
Archangel
Smn Creature
5WW
5/5
R
Quinton Hoover
Flying ; Attacking doesn't cause Archangel to tap.
Ardent Militia
Smn Creature
4W
2/5
U
Mike Raabe
Attacking doesn't cause Ardent Militia to tap.
Some fight for honor and some for gold, but the militia fights for
hearth and home.
Armageddon
Sorcery
3W
R
John Avon
Destroy all lands. (This includes your lands.)
"'O miserable of happy! Is this the end/ Of this new glorious world. .
. ?'" -John Milton, Paradise Lost
Armored Pegasus
Smn Creature
1W
1/2
C
Andrew Robinson
Flying
Asked how it survived a run-in with a bog imp, the pegasus just shook
its mane and burped.
Arrogant Vampire
Smn Creature
3BB
4/3
U
Zina Saunders
Flying
Charm and grace may hide a foul heart.
Assassin's Blade
Sorcery
1B
U
John Matson
Play Assassin's Blade only after you're attacked, before you declare
interceptors. ; Destroy any one attacking creature that isn't black.
Balance of Power
Sorcery
3UU
R
Adam Rex
If you have fewer cards in your hand than your opponent does, draw
until you have the same number. (When you play Balance of Power, it
doesn't count as in your hand.)
Baleful Stare
Sorcery
2U
U
John Coulthart
Look at your opponent's hand. For each mountain and red card there,
you draw a card. (You draw from your deck.)
Bee Sting
Sorcery
3G
U
Phil Foglio
Bee Sting deals 2 damage to any one creature or player.
There are few things as motivating as a swarm of bees.
Blaze
Sorcery
XR
C
Gerry Grace
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.)
Blaze
Sorcery
XR
U
Gerry Grace
Blaze deals X damage to any one creature or player.
Fire never dies alone.
Blessed Reversal
Sorcery
1W
R
Zina Saunders
Play Blessed Reversal only after you're attacked, before you declare
interceptors. ; For each attacking creature, you gain 3 life.
Blinding Light
Sorcery
2W
R
John Coulthart
Tap all creatures except for white creatures. (This includes your
creatures.)
Let the unjust avert their faces and contemplate their peril.
Bog Imp
Smn Creature
1B
1/1
C
Christopher Rush
Flying
Don't be fooled by their looks. Think of them as little knives with
wings.
Bog Raiders
Smn Creature
2B
2/2
C
Steve Luke
Swampwalk (If defending player has any swamps in play, Bog Raiders
can't be intercepted.)
Those who live amid decay must expect scavengers.
Bog Wraith
Smn Creature
3B
3/3
U
Ted Naifeh
Swampwalk (If defending player has any swamps in play, Bog Wraith
can't be intercepted.)
It moved through the troops leaving no footprints, save on their
souls.
Boiling Seas
Sorcery
3R
U
Tom Wänerstrand
Destroy all islands. (This includes your islands.)
What burns the land, boils the seas.
Border Guard
Smn Creature
2W
1/4
C
Kev Walker
"Join the army, see foreign countries!" they'd said.
Breath of Life
Sorcery
3W
C
DiTerlizzi
Take any one summon creature from your discard pile and put that card
into play. Treat it as though you just played it from your hand.
Bull Hippo
Smn Creature
3G
3/3
U
Roger Raupp
Islandwalk (If defending player has any islands in play, Bull Hippo
can't be intercepted.)
Stay alert: his lumbering may shake the ground itself, but in water,
he glides.
Burning Cloak
Sorcery
R
C
Scott M. Fischer
Any one creature gets +2/+0 until the end of the turn. ; Burning Cloak
deals 2 damage to that creature.
Capricious Sorcerer
Smn Creature
2U
1/1
R
Zina Saunders
On your turn, before you attack, you may tap Capricious Sorcerer to
have it deal 1 damage to any one creature or player.
Charging Bandits
Smn Creature
4B
3/3
U
Dermot Power
If Charging Bandits attacks, it gets +2/+0 until the end of the turn.
The fear in their victims' eyes is their most cherished reward.
Charging Paladin
Smn Creature
2W
2/2
U
Kev Walker
If Charging Paladin attacks, it gets +0/+3 until the end of the turn.
A true warrior's thoughts are of victory, not death.
Charging Rhino
Smn Creature
3GG
4/4
R
Una Fricker
Charging Rhino can't be intercepted by more than one creature.
A rhino rarely uses its horn to announce its charge, only to end it.
Cloak of Feathers
Sorcery
U
C
Rebecca Guay
Any one creature gains flying until the end of the turn. You draw a
card.
A thousand feathers from a thousand birds, sewn with magic and song.
Cloud Dragon
Smn Creature
5U
5/4
R
John Avon
Flying ; Cloud Dragon can intercept only creatures with flying.
Cloud Pirates
Smn Creature
U
1/1
C
Phil Foglio
Flying ; Cloud Pirates can intercept only creatures with flying.
Cloud Spirit
Smn Creature
2U
3/1
U
DiTerlizzi
Flying ; Cloud Spirit can intercept only creatures with flying.
Command of Unsummoning
Sorcery
2U
U
Phil Foglio
Play Command of Unsummoning only after you're attacked, before you
declare interceptors. ; Return any one or two attacking creatures to
their owner's hand.
Coral Eel
Smn Creature
1U
2/1
C
Una Fricker
Some fishers like to eat eels, and some eels like to eat fishers.
Craven Giant
Smn Creature
2R
4/1
C
Ron Spencer
Craven Giant can't intercept.
"The best armor is to keep out of range." -Italian Proverb.
Craven Knight
Smn Creature
1B
2/2
C
Charles Gillespie
Craven Knight can't intercept.
"I say victory is better than honor."
Cruel Bargain
Sorcery
BBB
R
Adrian Smith
Draw four cards. You lose half your life, rounded up. (For example, if
you have 11 life, you lose 6 life.)
Cruel Fate
Sorcery
4U
R
Adrian Smith
Look at the top five cards of your opponent's deck. Put one of them
into your opponent's discard pile and the rest on top of his or her
deck in any order.
Cruel Tutor
Sorcery
2B
R
Kev Walker
Search your deck for any card. Shuffle your deck and put that card on
top of it. You lose 2 life.
The more you pay for the lesson, the better you'll remember it.
Deep Wood
Sorcery
1G
U
Paolo Parente
Play Deep Wood only after you're attacked, before you declare
interceptors. ; This turn, all damage dealt to you by attacking
creatures is reduced to 0.
Deep-Sea Serpent
Smn Creature
4UU
5/5
U
Scott M. Fischer
Deep-Sea Serpent can attack only if the defending player has an island
in play.
Sailors fear the deep-sea serpent; others thank the gods it has no
legs.
Defiant Stand
Sorcery
1W
U
Hannibal King
Play Defiant Stand only after you're attacked, before you declare
interceptors. ; Any one creature gets +1/+3 until the end of the turn.
If that creature is tapped, untap it.
Deja Vu
Sorcery
2U
C
Hannibal King
Return any one sorcery card from your discard pile to your hand.
The past is a mirror of the future.
Desert Drake
Smn Creature
3R
2/2
U
Gerry Grace
Flying
Never doubt a dragon just because of its size.
Devastation
Sorcery
5RR
R
Steve Luke
Destroy all creatures and lands. (This includes your creatures and
lands.)
There is much talk about the art of creation. What about the art of
destruction?
Devoted Hero
Smn Creature
W
1/2
C
DiTerlizzi
The heart's courage is the soul's guardian.
Djinn of the Lamp
Smn Creature
5UU
5/6
R
DiTerlizzi
Flying
Once they learn the trick of carrying their own lamps, they never
touch the ground again.
Dread Charge
Sorcery
3B
R
Ted Naifeh
This turn, your black creatures can be intercepted only by other black
creatures.
"As equal were their souls, so equal was their fate." -John Dryden,
"Ode to Mrs. Anne Killigrew"
Dread Reaper
Smn Creature
3BBB
6/5
R
Christopher Rush
Flying ; When Dread Reaper comes into play from your hand, you lose 5
life. (The person who plays Dread Reaper loses the life.)
Dry Spell
Sorcery
1B
U
Roger Raupp
Dry Spell deals 1 damage to each creature and player. (This includes
your creatures and you.)
A fist of dust to line your throat, a bowl of sand to fill your belly.
Earthquake
Sorcery
XR
R
Adrian Smith
Earthquake deals X damage to each player and each creature without
flying. (This includes you and your creatures without flying.)
Ebon Dragon
Smn Creature
5BB
5/4
R
Donato Giancola
Flying ; When Ebon Dragon comes into play from your hand, you may
force your opponent to choose and discard a card from his or her hand.
Elite Cat Warrior
Smn Creature
2G
2/3
C
Eric Peterson
Forestwalk (If defending player has any forests in play, Elite Cat
Warrior can't be intercepted.)
"Hear that? No? That's a cat warrior."
Elite Cat Warrior
Smn Creature
2G
2/3
C
Eric Peterson
Forestwalk (If defending player has any forests in play, Elite Cat
Warrior can't be intercepted. Forests are in play regardless of
whether they're tapped or untapped.)
Elven Cache
Sorcery
2GG
C
Rebecca Guay
Return any one card from your discard pile to your hand.
Elves know where to harvest the best of the forest, for they planted
it themselves.
Elvish Ranger
Smn Creature
2G
4/1
C
DiTerlizzi
It's up to you if you enter their woods-and up to them if you leave
them.
Endless Cockroaches
Smn Creature
1BB
1/1
R
Ron Spencer
If Endless Cockroaches is put into your discard pile from play, return
Endless Cockroaches to your hand.
Exhaustion
Sorcery
2U
R
DiTerlizzi
At the beginning of your opponent's next turn, he or she skips
untapping his or her creatures and lands.
False Peace
Sorcery
W
C
Zina Saunders
Choose any one player. That player can't attack on his or her next
turn.
Mutual consent is not required for war.
Feral Shadow
Smn Creature
2B
2/1
C
Colin MacNeil
Flying
Not all shadows are cast by light-some are cast by darkness.
Final Strike
Sorcery
2BB
R
John Coulthart
Choose one of your creatures. Final Strike deals to your opponent
damage equal to that creature's offense. Then, put the creature in
your discard pile.
Fire Dragon
Smn Creature
6RRR
6/6
R
William Simpson
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 Imp
Smn Creature
2R
2/1
U
DiTerlizzi
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
Smn Creature
4R
3/1
C
Steve Luke
If Fire Snake is put into your discard pile from play, destroy any one
land.
The snake's final thrashings only spread the fire within it.
Fire Tempest
Sorcery
5RR
R
Mike Dringenberg
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.)
Flashfires
Sorcery
3R
U
Randy Gallegos
Destroy all plains. (This includes your plains.)
Dry grass is tinder before the spark.
Fleet-Footed Monk
Smn Creature
1W
1/1
C
D. Alexander Gregory
Fleet-Footed Monk can't be intercepted by any creature with offense 2
or greater.
"Hesitation is for the faithless. My belief lends me speed."
Flux
Sorcery
2U
U
Ted Naffeh
Each player chooses and discards from his or her hand any number of
cards and then draws that many cards. You then draw a card. (You
choose first.)
Foot Soldiers
Smn Creature
3W
2/4
C
Kev Walker
Infantry deployment is the art of putting your troops in the wrong
place at the right time.
Forest
Land
C
John Avon
Forest
Land
C
John Avon
Forest
Land
C
John Avon
Forest
Land
C
John Avon
Forked Lightning
Sorcery
3R
R
Ted Naifeh
Forked Lightning deals 4 damage divided any way you choose among any
one, two, or three creatures.
Fruition
Sorcery
G
C
Steve Luke
For each forest you and your opponent have in play, you gain 1 life.
Come to these woods and suffer no pain; you've burdens to lose and new
life to gain.
Giant Octopus
Smn Creature
3U
3/3
C
John Matson
At the sight of the thing the calamari vendor's eyes went wide, but
from fear or avarice none could tell.
Giant Spider
Smn Creature
3G
2/4
C
Randy Gallegos
Giant Spider can intercept as though it had flying.
It's not far into the trap, as the crow flies.
Gift of Estates
Sorcery
1W
R
Kaja Foglio
If your opponent has more lands in play than you do, search your deck
for up to three plains and put them into your hand. Shuffle your deck
afterwards.
Goblin Bully
Smn Creature
1R
2/1
C
Pete Venters
It's easy to stand head and shoulders over those with no backbone.
Gorilla Warrior
Smn Creature
2G
3/2
C
John Matson
They were formidable even before they learned the use of weapons.
Gravedigger
Smn Creature
3B
2/2
U
Scott M. Fischer
When Gravedigger comes into play from your hand, you may choose to
return a summon creature from your discard pile to your hand.
Grizzly Bears
Smn Creature
1G
2/2
C
Zina Saunders
Don't worry about provoking grizzly bears; they come that way.
Hand of Death
Sorcery
2B
C
John Coulthart
Destroy any one creature that isn't black.
Death claims all but the darkest souls.
Hand of Death
Sorcery
2B
C
John Coulthart
Destroy any one creature that isn't black. (A creature is black if it
has in its cost.)
Death claims all but the darkest souls.
Harsh Justice
Sorcery
2W
R
John Coulthart
Play Harsh Justice only after you're attacked, before you declare
interceptors. ; This turn, each attacking creature that damages you
also deals equal damage to the attacking player.
Highland Giant
Smn Creature
2RR
3/4
C
Ron Spencer
Though slow-witted and slow-moving they are quick to anger.
Hill Giant
Smn Creature
3R
3/3
C
Randy Gallegos
Hill giants are mostly just big. Of course, that does count for a lot!
Horned Turtle
Smn Creature
2U
1/4
C
Adrian Smith
Its spear has no shaft, its shield no handle.
Howling Fury
Sorcery
2B
C
Mike Dringenberg
Any one creature gets +4/+0 until the end of the turn.
I howl my soul to the moon, and the moon howls with me.
Hulking Cyclops
Smn Creature
3RR
5/5
U
Paolo Parente
Hulking Cyclops can't intercept.
Anyone can get around a cyclops, but a few can stand in its way.
Hulking Goblin
Smn Creature
1R
2/2
C
Pete Venters
Hulking Goblin can't intercept.
The bigger they are, the harder they avoid work.
Hurricane
Sorcery
XG
R
Andrew Robinson
Hurricane deals X damage to each player and each creature with flying.
(This includes you and your creatures with flying.)
Ingenious Thief
Smn Creature
1U
1/1
U
Dan Frazier
Flying ; When Ingenious Thief comes into play from your hand, look at
your opponent's hand.
Island
Land
C
Eric Peterson
Island
Land
C
Eric Peterson
Island
Land
C
Eric Peterson
Island
Land
C
Eric Peterson
Jungle Lion
Smn Creature
G
2/1
C
Janine Johnston
Jungle Lion can't intercept.
The lion's loyalty is to its hunger.
Keen-Eyed Archers
Smn Creature
2W
2/2
C
Alan Rabinowitz
Keen-Eyed Archers can intercept as though it had flying.
"If it has wings, shoot it. If it doesn't, shoot it anyway."
King's Assassin
Smn Creature
1BB
1/1
R
Zina Saunders
On your turn, before you attack, you may tap King's Assassin to
destroy any one tapped creature.
Fear is as effective a weapon as the blade.
Knight Errant
Smn Creature
1W
2/2
C
Dan Frazier
". . .[B]efore honor is humility." -The Bible, Proverbs 15:33
Last Chance
Sorcery
RR
R
Hannibal King
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
Sorcery
4R
C
Adrian Smith
Lava Axe deals 5 damage to your opponent.
Swing your axe as a broom, to sweep away the foe.
Lava Flow
Sorcery
3RR
U
Mike Dringenberg
Destroy any one creature or land.
People ran as never before at the thought of being buried and cremated
at the same time.
Lizard Warrior
Smn Creature
3R
4/2
C
Roger Raupp
Don't let its appearance frighten you. Let its claws and teeth do
that.
Man-o'-War
Smn Creature
2U
2/2
U
Una Fricker
When Man-o'-War comes into play from your hand, return any one
creature to its owner's hand. (If you're the only one with creatures,
return one of them to your hand.)
Mercenary Knight
Smn Creature
2B
4/4
R
Adrian Smith
When Mercenary Knight comes into play from your hand, choose and
discard a summon creature from your hand or destroy Mercenary Knight.
Merfolk of the Pearl Trident
Smn Creature
U
1/1
C
DiTerlizzi
Are merfolk humans with fins, or are human merfolk with feet?
Mind Knives
Sorcery
1B
C
Rebecca Guay
Your opponent discards a card at random from his or her hand.
To dodge the unerring knife, one must be free of thought.
Mind Rot
Sorcery
2B
C
Steve Luke
Your opponent chooses and discards two cards from his or her hand. (If
your opponent has only one card, he or she discards it.)
Minotaur Warrior
Smn Creature
2R
2/3
C
Scott M. Fischer
The herd's patience, the stampede's fury.
Mobilize
Sorcery
G
C
Rebecca Guay
Untap all your creatures.
A rested mind is the sharpest weapon.
Monstrous Growth
Sorcery
1G
C
Dan Frazier
Any one creature gets +4/+4 until the end of the turn.
Some cats are born fighters; others need a little persuading.
Monstrous Growth
Sorcery
1G
C
Dan Frazier
Any one creature gets +4/+4 until the end of the turn. (For example, a
6/3 creature would become 10/7.)
Moon Sprite
Smn Creature
1G
1/1
U
Terese Nielsen
Flying
"I am that merry wanderer of the night." -William Shakespeare, A
Midsummer Night's Dream
Mountain
Land
C
Brian Durfee
Mountain
Land
C
Brian Durfee
Mountain
Land
C
Brian Durfee
Mountain
Land
C
Brian Durfee
Mountain Goat
Smn Creature
R
1/1
U
Una Fricker
Mountainwalk (If defending player has any mountains in play, Mountain
Goat can't be intercepted.)
Only the heroic and the mad follow mountain goat trails.
Muck Rats
Smn Creature
B
1/1
C
Colin MacNeil
The difference between a nuisance and a threat is often merely a
matter of numbers.
Mystic Denial
Sorcery
1UU
U
Hannibal King
Play Mystic Denial only in response to another player playing a summon
creature or a sorcery. That card has no effect, and that player puts
it into his or her discard pile.
Natural Order
Sorcery
2GG
R
Alan Rabinowitz
Search your deck for a green summon creature and put that card into
play. Treat it as though you just played it from your hand. Then put
one of your green creatures into your discard pile. Shuffle your deck
afterwards.
Natural Spring
Sorcery
3GG
U
Janine Johnston
You gain 8 life.
Though many have come to this place to wash their wounds, the water is
never turned red.
Nature's Cloak
Sorcery
2G
R
Rebecca Guay
All your green creatures gain forestwalk until the end of the turn.
(If defending player has any forests in play, none of your green
creatures can be intercepted.)
Nature's Lore
Sorcery
1G
C
Terese Nielsen
Search your deck for a forest and put that card into play. Shuffle
your deck afterwards.
Nature's secrets can be read on every tree, every branch, every leaf.
Nature's Ruin
Sorcery
2B
U
Mike Dringenberg
Destroy all green creatures. (This includes your green creatures.)
One chill blast-the exhalation of the grave.
Needle Storm
Sorcery
2G
U
Charles Gillespie
Needle Storm deals 4 damage to each creature with flying. (This
includes your creatures with flying.)
Noxious Toad
Smn Creature
2B
1/1
U
Adrian Smith
If Noxious Toad is put into your discard pile from play, your opponent
chooses and discards a card from his or her hand.
Omen
Sorcery
1U
C
Eric Peterson
Look at the top three cards of your deck and return them in any order.
You may choose to shuffle your deck. Then draw a card.
Owl Familiar
Smn Creature
1U
1/1
C
Janine Johnston
Flying ; When Owl Familiar comes into play from your hand, draw a
card, then choose and discard a card from your hand.
Panther Warriors
Smn Creature
4G
6/3
C
Eric Peterson
The dogs of war are nothing compared to the cats.
Path of Peace
Sorcery
3W
C
Pete Venters
Destroy any one creature. That creature's owner gains 4 life.
The soldier reaped the profits of peace.
Personal Tutor
Sorcery
U
U
D. Alexander Gregory
Search your deck for a sorcery and reveal that card to all players.
Shuffle your deck and put the revealed card on top of it.
Phantom Warrior
Smn Creature
1UU
2/2
R
John Matson
Phantom Warrior can't be intercepted.
The phantom warrior comes from nowhere and returns there just as
quickly.
Pillaging Horde
Smn Creature
2RR
5/5
R
Kev Walker
When Pillaging Horde comes into play from your hand, discard a card at
random from your hand or destroy Pillaging Horde.
Plains
Land
C
Douglas Shuler
Plains
Land
C
Douglas Shuler
Plains
Land
C
Douglas Shuler
Plains
Land
C
Douglas Shuler
Plant Elemental
Smn Creature
1G
3/4
U
Ted Naifeh
When Plant Elemental comes into play from your hand, destroy one of
your forests or destroy Plant Elemental.
Primeval Force
Smn Creature
2GGG
8/8
R
Randy Gallegos
When Primeval Force comes into play from your hand, destroy three of
your forests or destroy Primeval Force.
Prosperity
Sorcery
XU
R
Phil Foglio
Each player draws X cards.
"Life can never be too good."
Pyroclasm
Sorcery
1R
R
John Matson
Pyroclasm deals 2 damage to each creature. (This includes your
creatures.)
Chaos does not choose its enemies.
Python
Smn Creature
1BB
3/2
C
Alan Rabinowitz
What could it have swallowed to grow so large?
Raging Cougar
Smn Creature
2R
2/2
C
Terese Nielsen
Raging Cougar is unaffected by summoning sickness.
Mountaineers quickly learn to travel with their spears always pointed
up.
Raging Goblin
Smn Creature
R
1/1
C
Pete Venters
Raging Goblin is unaffected by summoning sickness.
Charging alone takes uncommon daring or uncommon stupidity. Or both.
Raging Goblin
Smn Creature
R
1/1
C
Pete Venters
Raging Goblin is unaffected by summoning sickness. (It can attack the
turn you play it, unless another card prevents this.)
Raging Minotaur
Smn Creature
2RR
3/3
C
Scott M. Fischer
Raging Minotaur is unaffected by summoning sickness.
The only thing worse than a minotaur with an axe is an angry minotaur
with an axe.
Rain of Salt
Sorcery
4RR
U
Charles Gillespie
Destroy any two lands.
It pelts the land with its fury, spoiling what once was sweet.
Rain of Tears
Sorcery
1BB
U
Eric Peterson
Destroy any one land.
When emotions rain down, what rivers will be born?
Raise Dead
Sorcery
B
C
Charles Gillespie
Return any one summon creature from your discard pile to your hand.
The earth cannot hold that which magic commands.
Redwood Treefolk
Smn Creature
4G
3/6
C
Steve Luke
The soldiers chopped and chopped, and still the great tree stood,
frowning down at them.
Regal Unicorn
Smn Creature
2W
2/3
C
Zina Saunders
Unicorns don't care if you believe in them any more than you care if
they believe in you.
Renewing Dawn
Sorcery
1W
U
John Avon
For each mountain your opponent has in play, you gain 2 life.
Dawn brings a new day, and a new day brings hope.
Rowan Treefolk
Smn Creature
3G
3/4
C
Gerry Grace
One of the forest's best protectors is the forest itself.
Sacred Knight
Smn Creature
3W
3/2
C
Donato Giancola
Sacred Knight can't be intercepted by black or red creatures.
"No flame, no horror can sway me from my cause."
Sacred Nectar
Sorcery
1W
C
Janine Johnston
You gain 4 life.
"For he on honey-dew hath fed, And drunk the milk of Paradise."
-Samuel Taylor Coleridge, "Kubla Khan"
Scorching Spear
Sorcery
R
C
Mike Raabe
Scorching Spear deals 1 damage to any one creature or player.
Lift your spear as you might lift your glass, and toast your enemy.
Scorching Winds
Sorcery
R
U
D. Alexander Gregory
Play Scorching Winds only after you're attacked, before you declare
interceptors. ; Scorching Winds deals 1 damage to each attacking
creature.
Seasoned Marshal
Smn Creature
2WW
2/2
U
Zina Saunders
If Seasoned Marshal attacks, you may choose to tap any one creature.
(Tapped creatures can't intercept.)
Serpent Assassin
Smn Creature
3BB
2/2
R
Roger Raupp
When Serpent Assassin comes into play from your hand, you may choose
to destroy any one creature that isn't black.
Serpent Warrior
Smn Creature
2B
3/3
C
Roger Raupp
When Serpent Warrior comes into play from your hand, you lose 3 life.
(The person who plays Serpent Warrior loses the life.)
Skeletal Crocodile
Smn Creature
3B
5/1
C
Mike Dringenberg
The less flesh there is, the more teeth there seem to be.
Skeletal Snake
Smn Creature
1B
2/1
C
John Matson
They watched as the snake shed layer after layer until only cold bone
remained.
Snapping Drake
Smn Creature
3U
3/2
C
Christopher Rush
Flying
Drakes claim to be dragons-until the dragons show up.
Sorcerous Sight
Sorcery
U
C
Kaja Foglio
Look at your opponent's hand. You draw a card. (Draw the card from
your deck.)
Do not react; anticipate.
Soul Shred
Sorcery
3BB
C
Alan Rabinowitz
Soul Shred deals 3 damage to any one creature that isn't black. You
gain 3 life.
It would be a shame to let life slip away to nothing.
Spined Wurm
Smn Creature
4G
5/4
C
Colin MacNeil
It has more teeth than fit in its mouth.
Spiritual Guardian
Smn Creature
3WW
3/4
R
Terese Nielsen
When Spiritual Guardian comes into play from your hand, you gain 4
life.
Hope is born within.
Spitting Earth
Sorcery
1R
C
Hannibal King
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.)
Spotted Griffin
Smn Creature
3W
2/3
C
William Simpson
Flying
When the cat flies and the bird stalks, guard your horses carefully.
Stalking Tiger
Smn Creature
3G
3/3
C
Colin MacNeil
Stalking Tiger can't be intercepted by more than one creature.
No one is happy when they notice a tiger.
Starlight
Sorcery
1W
U
John Avon
For each black creature your opponent has in play, you gain 3 life.
Stars are like coins dropped into the night; their light buys safe
passage.
Starlit Angel
Smn Creature
3WW
3/4
U
Rebecca Guay
Flying
To soar as high as hope, to dive as swift as justice.
Steadfastness
Sorcery
1W
C
Kev Walker
All your creatures get +0/+3 until the end of the turn.
Brute force wins the battles. Conviction wins the wars.
Stern Marshal
Smn Creature
2W
2/2
R
D. Alexander Gregory
On your turn, before you attack, you may tap Stern Marshal to give any
one creature +2/+2 until the end of the turn.
Stone Rain
Sorcery
2R
C
John Matson
Destroy any one land.
I cast a thousand tiny suns-Beware my many dawns.
Storm Crow
Smn Creature
1U
1/2
C
Una Fricker
Flying
Storm crow descending, winter unending./ Storm crow departing, summer
is starting.
Summer Bloom
Sorcery
1G
R
Kaja Foglio
Take up to three lands from your hand and put them into play.
Summer sends its kiss with warmth and blooming life.
Swamp
Land
C
Romas
Swamp
Land
C
Romas
Swamp
Land
C
Romas
Swamp
Land
C
Romas
Sylvan Tutor
Sorcery
G
R
Kaja Foglio
Search your deck for a summon creature and reveal that card to all
players. Then shuffle your deck and put the revealed card on top of
it.
Symbol of Unsummoning
Sorcery
2U
C
Adam Rex
Return any one creature to its owner's hand. You draw a card.
". . .inviting the soul to wander for a spell in abyss of solitude. .
. ." -Kate Chopin, The Awakening
Taunt
Sorcery
U
R
Phil Foglio
Choose any one player. On that player's next turn, all his or her
creatures that can attack you must do so.
Temporary Truce
Sorcery
1W
R
Mike Raabe
Each player may draw up to two cards. For each card less than two any
player draws, that player gains 2 life. (You choose whether to draw
first.)
Theft of Dreams
Sorcery
2U
U
Adam Rex
For each tapped creature your opponent has in play, you draw a card.
Energy is never lost, only transformed.
Thing from the Deep
Smn Creature
6UUU
9/9
R
Paolo Parente
If Thing from the Deep attacks, destroy one of your islands or destroy
Thing from the Deep.
Seafarers fear sailing off the world's edge not so much as down its
gullet.
Thundering Wurm
Smn Creature
2G
4/4
R
Paolo Parente
When Thundering Wurm comes into play from your hand, discard a land
from your hand or destroy Thundering Wurm.
Thundermare
Smn Creature
5R
5/5
R
Bob Eggleton
Thundermare is unaffected by summoning sickness. ; When Thundermare
comes into play from your hand, tap all other creatures. (This
includes your creatures.)
Tidal Surge
Sorcery
1U
C
Douglas Shuler
Tap any one, two, or three creatures without flying. (Tapped creatures
can't intercept.)
"'Twas when the seas were roaring/ With hollow blasts of wind. . . ."
-John Gay, "The What D'Ye Call It"
Time Ebb
Sorcery
2U
C
Alan Rabinowitz
Return any one creature to the top of its owner's deck.
Like the ride, time both ebbs and flows.
Touch of Brilliance
Sorcery
3U
C
John Coulthart
Draw two cards.
Acting on one good idea is better than hoarding all the world's
knowledge.
Treetop Defense
Sorcery
1G
R
Zina Saunders
Play Treetop Defense only after you're attacked, before you declare
interceptors. ; This turn, all your creatures can intercept as though
they had flying.
Undying Beast
Smn Creature
3B
3/2
C
Steve Luke
If Undying Beast is put into your discard pile from play, put Undying
Beast on top of your deck.
Untamed Wilds
Sorcery
2G
U
Romas
Search your deck for a plains, island, swamp, mountain, or forest and
put that card into play. Shuffle your deck afterwards.
Valorous Charge
Sorcery
1WW
U
Douglas Shuler
All white creatures get +2/+0 until the end of the turn. (This
includes other players' white creatures.)
Stand in the way of truth at your peril.
Vampiric Feast
Sorcery
5BB
U
D. Alexander Gregory
Vampiric Feast deals 4 damage to any one creature or player. You gain
4 life.
It's not always gold the thief is after.
Vampiric Touch
Sorcery
2B
C
Zina Saunders
Vampiric Touch deals 2 damage to your opponent. You gain 2 life.
A touch, not comforting, but of death.
Venerable Monk
Smn Creature
2W
2/2
U
D. Alexander Gregory
When Venerable Monk comes into play from your hand, you gain 2 life.
His presense brings not only a strong arm but also renewed hope.
Vengeance
Sorcery
3W
U
Andrew Robinson
Destroy any one tapped creature.
Bitter as wormwood, sweet as mulled wine.
Virtue's Ruin
Sorcery
2B
U
Mike Dringenberg
Destroy all white creatures. (This includes your white creatures.)
All must fall, and those who stand highest fall hardest.
Volcanic Dragon
Smn Creature
4RR
4/4
R
Tom Wänerstrand
Flying ; Volcanic Dragon is unaffected by summoning sickness.
Volcanic Hammer
Sorcery
1R
C
Christopher Rush
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 Granite
Smn Creature
2R
0/7
U
Kev Walker
Wall of Granite can't attack.
The wisest man builds his house behind the rock.
Wall of Swords
Smn Creature
3W
3/5
U
Douglas Shuler
Flying ; Wall of Swords can't attack.
Sharper than wind, lighter than air.
Warrior's Charge
Sorcery
2W
C
Ted Naifeh
All your creatures get +1/+1 until the end of the turn.
It is not the absence of fear that makes a warrior, but its
domination.
Warrior's Charge
Sorcery
2W
C
Ted Naifeh
All your creatures get +1/+1 until the end of the turn. (For example,
a 1/2 creature would become 2/3.)
Whiptail Wurm
Smn Creature
6G
8/5
U
Una Fricker
It's hard to say for certain which end is more dangerous.
Wicked Pact
Sorcery
1BB
R
Adam Rex
Destroy any two creatures that aren't black. You lose 5 life. (You
can't play Wicked Pact unless you can choose two creatures to
destroy.)
Willow Dryad
Smn Creature
G
1/1
C
D. Alexander Gregory
Forestwalk (If defending player has any forests in play, Willow Dryad
can't be intercepted.)
Some think that dryads are the dreams of trees.
Wind Drake
Smn Creature
2U
2/2
C
Zina Saunders
Flying
"No bird soars too high, if he soars with his own wings." -William
Blake, The Marriage of Heaven and Hell
Winds of Change
Sorcery
R
R
Adam Rex
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.)
Winter's Grasp
Sorcery
1GG
U
Paolo Parente
Destroy any one land.
Winter settles on the land, and the land prays it will wake.
Withering Gaze
Sorcery
2U
U
Scott M. Fischer
Look at your opponent's hand. For each forest and green card there,
you draw a card. (You draw from your deck.)
Wood Elves
Smn Creature
2G
1/1
R
Rebecca Guay
When Wood Elves comes into play from your hand, search your deck for a
forest and put that card into play. Shuffle your deck afterwards.
Wrath of God
Sorcery
2WW
R
Mike Raabe
Put all creatures into their Owners' discard piles. (This includes
your creatures.)
"As flies to wanton boys, are we to the gods. They kill us for their
sport." -William Shakespeare, King Lear
Statistics:
Number of cards 222 Cards
Colors 41 Red, 40 Black, 40 White, 39 Blue, 42 Green
Types 20 Lands 103 Creatures 99 Spells
Rarity 55 Rares 55 Uncommons 112 Commons
Card Value $0.00
Cards by Edition 222 Portal