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 <G> Forest Land C John Avon <G> Forest Land C John Avon <G> Forest Land C John Avon <G> 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 <B> 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 <U> Island Land C Eric Peterson <U> Island Land C Eric Peterson <U> Island Land C Eric Peterson <U> 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 <R> Mountain Land C Brian Durfee <R> Mountain Land C Brian Durfee <R> Mountain Land C Brian Durfee <R> 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 <W> Plains Land C Douglas Shuler <W> Plains Land C Douglas Shuler <W> Plains Land C Douglas Shuler <W> 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 <B> Swamp Land C Romas <B> Swamp Land C Romas <B> Swamp Land C Romas <B> 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