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Magic - The Gathering®


Fallen Empires Card List

Released: November 1994. 187 cards (102 without different versions of the same card).

Statistics

C1U1U2U3Sum
White74-516
Blue74-516
Black74-516
Red74-516
Green74-516
Artifact110--11
Land-65-11
Total3636525102

Sort by clicking on the table headers.

Name Color Type Cost Pwr/Tgh Text Rarity
Aeolipile Artifact Artifact 2 1, TAP: Sacrifice Aeolipile to have it deal 2 damage to any target. U1
Armor Thrull Black Summon Thrull 2B 1/3 TAP: Sacrifice Armor Thrull to put a +1/+2 counter on a target creature. C1
Balm of Restoration Artifact Artifact 2 1, TAP: Sacrifice Balm of Restoration to gain 2 life or prevent up to 2 damage to any player or creature. U1
Basal Thrull Black Summon Thrull BB 1/2 TAP: Sacrifice Basal Thrull to add BB to your mana pool.
Play this ability as an interrupt.
C1
Bottomless Vault Land Land - Comes into play tapped. You may choose not to untap
Bottomless Vault during your untap phase and instead put a storage counter on it.
TAP: Remove any number of storage counters from
Bottomless Vault. For each storage counter removed, add
B to your mana pool.
U1
Brassclaw Orcs Red Summon Orcs 2R 3/2 Cannot be assigned to block any creature of power greater than 1. C1
Breeding Pit Black Enchantment 3B During your upkeep, pay BB or bury Breeding Pit.
At the end of your turn, put a Thrull token into play. Treat this token as a 0/1 black creature.
U3
Combat Medic White Summon Soldier 2W 0/2 1W: Prevent 1 damage to any player or creature. C1
Conch Horn Artifact Artifact 2 1, TAP: Sacrifice Conch Horn. Draw two cards, then put any one card from your hand back on top of your library. U1
Deep Spawn Blue Summon Homarid 5UUU 6/6 Trample
During your upkeep, take two cards from the top of your library and put them in your graveyard, or destroy Deep
Spawn.
U: Deep Spawn may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If Deep Spawn is untapped, tap it.
U3
Delif's Cone Artifact Artifact 0 TAP: Sacrifice Delif's Cone. If target creature you control attacks and is not blocked, you may choose to gain its power in life. If you do so, it deals no damage to opponent this turn. C1
Delif's Cube Artifact Artifact 1 2, TAP: If target creature you control attacks and is not blocked, it deals no damage to opponent. Instead, put a cube counter on Delif's Cube.
2: Remove a cube counter to regenerate a target creature.
U1
Derelor Black Summon Thrull 3B 4/4 Your black spells cost an additional B to cast. U1
Draconian Cylix Artifact Artifact 3 2, TAP: Discard a card at random from your hand to regenerate a target creature. U1
Dwarven Armorer Red Summon Dwarf R 0/2 R, TAP: Discard a card from your hand to put either a +0/+1 or a +1/+0 counter on a target creature. U1
Dwarven Catapult Red Instant XR Dwarven Catapult does X damage, divided evenly among all of opponent's creatures (round down). U3
Dwarven Hold Land Land - Comes into play tapped. You may choose not to untap
Dwarven Hold during your untap phase and instead put a storage counter on it.
TAP: Remove any number of storage counters from
Dwarven Hold. For each storage counter removed, add R to your mana pool.
U1
Dwarven Lieutenant Red Summon Dwarf RR 1/2 1R: Target Dwarf gets +1/+0 until end of turn. U3
Dwarven Ruins Land Land - Comes into play tapped.
TAP: Add R to your mana pool.
TAP: Sacrifice Dwarven Ruins to add RR to your mana pool.
U2
Dwarven Soldier Red Summon Dwarf 1R 2/1 If Dwarven Soldier blocks or is blocked by Orcs, it gets
+0/+2 until end of turn.
C1
Ebon Praetor Black Summon Avatar 4BB 5/5 Trample, first strike
During your upkeep, put a -2/-2 counter on Ebon Praetor.
You may sacrifice a creature during your upkeep to remove a -2/-2 counter from Ebon Praetor. If the creature sacrificed was a Thrull, also put a +1/+0 counter on
Ebon Praetor. Only one creature may be sacrificed in this manner each turn.
U1
Ebon Stronghold Land Land - Comes into play tapped.
TAP: Add B to your mana pool.
TAP: Sacrifice Ebon Stronghold to add BB to your mana pool.
U2
Elven Fortress Green Enchantment G 1G: Target blocking creature gets +0/+1 until end of turn. C1
Elven Lyre Artifact Artifact 2 1, TAP: Sacrifice Elven Lyre to give a target creature +2/+2 until end of turn. U1
Elvish Farmer Green Summon Elf 1G 0/2 During your upkeep, put a spore counter on Elvish Farmer.
0: Remove three spore counters from Elvish Farmer to pu a Saproling token into play. Treat this token as a 1/1 green creature.
0: Sacrifice a Saproling to gain 2 life.
U1
Elvish Hunter Green Summon Elf 1G 1/1 1G, TAP: Target creature does not untap as normal during its controller's next untap phase. C1
Elvish Scout Green Summon Elf G 1/1 G, TAP: Untap a target attacking creature you control. That creature neither receives nor deals damage during combat this turn. C1
Farrel's Mantle White Enchant Creature 2W If target creature attacks and is not blocked, it may deal X+2 damage to any other target creature, where
X is the power of the creature Farrel's Mantle enchants.
If it does so, it deals no damage to opponent this turn.
U3
Farrel's Zealot White Summon Townsfolk 1WW 2/2 If Farrel's Zealot attacks and is not blocked, you may choose to have it deal 3 damage to a target creature. If you do so, it deals no damage to opponent this turn. C1
Farrelite Priest White Summon Cleric 1WW 1/3 1: Add W to your mana pool. Play this ability as an interrupt. If more than 3 is spent in this way during one turn, bury Farrelite Priest at end of turn. U3
Feral Thallid Green Summon Fungus 3GGG 6/3 During your upkeep, put a spore counter on Feral Thallid.
0: Remove three spore counters from Feral Thallid to regenerate it.
U3
Fungal Bloom Green Enchantment GG GG: Put a spore counter on a target Fungus. U1
Goblin Chirurgeon Red Summon Goblin R 0/2 0: Sacrifice a Goblin to regenerate a target creature. C1
Goblin Flotilla Red Summon Goblins 2R 2/2 At the beginning of the attack, pay R or any creatures blocking or blocked by Goblin Flotilla gain first strike until end of turn. U1
Goblin Grenade Red Sorcery R Sacrifice a Goblin to have Goblin Grenade deal 5 damage to one target. C1
Goblin Kites Red Enchantment 1R 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 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 favor, bury that creature.
U3
Goblin War Drums Red Enchantment 2R Each attacking creature you control that opponent chooses to block may not be blocked with fewer than two creatures. C1
Goblin Warrens Red Enchantment 2R 2R: Sacrifice two Goblins to put three Goblin tokens into play.
Treat these tokens as 1/1 red creatures.
U1
Hand of Justice White Summon Avatar 5W 2/6 TAP: Tap three target white creatures you control to destroy any target creature. U1
Havenwood Battleground Land Land - Comes into play tapped.
TAP: Add G to your mana pool.
TAP: Sacrifice Havenwood Battleground to add GG to your mana pool.
U2
Heroism White Enchantment 2W 0: Sacrifice a white creature to have attacking red creatures deal no damage during combat this turn. The attacking player may pay 2R for an attacking creature to have it deal damage as normal. U3
High Tide Blue Instant U Until end of turn, all islands produce an additional U when tapped for mana. C1
Hollow Trees Land Land - Comes into play tapped. You may choose not to untap
Hollow Trees during your untap phase and instead put a storage counter on it.
TAP: Remove any number of storage counters from Hollow
Trees. For each storage counter removed, add G to your mana pool.
U1
Homarid Blue Summon Homarid 2U 2/2 Put a tide counter on Homarid when it is brought into play and during your upkeep. If there is one tide counter on
Homarid, it gets -1/-1. If there are three tide counters on
Homarid, it gets +1/+1. When there are four tide counters on Homarid, remove them all.
C1
Homarid Shaman Blue Summon Homarid 2UU 2/1 U: Tap a target green creature. U1
Homarid Spawning Bed Blue Enchantment UU 1UU: Sacrifice a blue creature to put X Camarid tokens into play, where X is the casting cost of the sacrificed creature.
Treat these tokens as 1/1 blue creatures.
U3
Homarid Warrior Blue Summon Homarid 4U 3/3 U: Homarid Warrior may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If Homarid Warrior is untapped, tap it. C1
Hymn to Tourach Black Sorcery BB Target player discards two cards at random from his or her hand. If target player does not have enough cards, his or her entire hand is discarded. C1
Icatian Infantry White Summon Soldiers W 1/1 1: Bands until end of turn
1: First strike until end of turn
C1
Icatian Javelineers White Summon Soldiers W 1/1 When Icatian Javelineers is brought into play, put a javelin counter on it.
TAP: Remove the javelin counter to have Icatian
Javelineers deal 1 damage to any target.
C1
Icatian Lieutenant White Summon Soldier WW 1/2 1W: Target Soldier gets +1/+0 until end of turn. U1
Icatian Moneychanger White Summon Townsfolk W 0/2 Moneychanger deals 3 damage to you when summoned; put three credit counters on Moneychanger at that time.
During your upkeep, put one credit counter on
Moneychanger.
0: Sacrifice Moneychanger to gain 1 life for each credit counter on it. Use this ability only during your upkeep.
C1
Icatian Phalanx White Summon Soldiers 4W 2/4 Bands U3
Icatian Priest White Summon Cleric W 1/1 1WW: Target creature gets +1/+1 until end of turn. U3
Icatian Scout White Summon Soldier W 1/1 1, TAP: Target creature gains first strike until end of turn. C1
Icatian Skirmishes White Summon Soldiers 3W 1/1 Bands, first strike
All creatures that band with Skirmishers to attack gain first strike until end of turn.
U1
Icatian Store Land Land - Comes into play tapped. You may choose not to untap
Icatian Store during your untap phase and instead put a storage counter on it.
TAP: Remove any number of storage counters from Icatian
Store. For each storage counter removed, add W to your mana pool.
U1
Icatian Town White Sorcery 5W Put 4 Citizen tokens into play. Treat these tokens as 1/1 white creatures. U1
Implements of Sacrifice Artifact Artifact 2 1, TAP: Sacrifice Implements of Sacrifice to add 2 mana of any one color to your mana pool. Play this ability as an interrupt. U1
Initiates of the Ebon Hand Black Summon Clerics B 1/1 1: Add B to your mana pool. Play this ability as an interrupt.
If more than 3 is spent in this way during one turn, bury
Initiates of the Ebon Hand at end of turn.
C1
Merseine Blue Enchant Creature 2UU Put three net counters on Merseine when it is brought into play. Target creature Merseine enchants does not untap as normal during its controller's untap phase as long as any net counters remain. As a fast effect, target creature's controller may pay creature's casting cost to remove a net counter. C1
Mindstab Thrull Black Summon Thrull 1BB 2/2 If Mindstab Thrull attacks and is not blocked, you may sacrifice it to force the player it attacked to discard three cards. If you do so, it deals no damage during combat this turn. If that player does not have enough cards, his or her entire hand is discarded. C1
Necrite Black Summon Thrull 1BB 2/2 If Necrite attacks and is not blocked, you may sacrifice it to bury a target creature controlled by the player Necrite attacked this turn. If you do so, Necrite deals no damage during combat this turn. C1
Night Soil Green Enchantment GG 1: Remove two creatures in any graveyard from the game to put a Saproling token into play. Treat this token as a
1/1 green creature.
C1
Orcish Captain Red Summon Orc R 1/1 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.
U3
Orcish Spy Red Summon Orc R 1/1 TAP: Look at the top three cards of target player's library and return them in the same order. C1
Orcish Veteran Red Summon Orc 2R 2/2 Cannot be assigned to block any white creature of power greater than 1.
R: First strike until end of turn
C1
Order of Leitbur White Summon Clerics WW 2/1 Protection from black
WW: +1/+0 until end of turn
W: First strike until end of turn
C1
Order of the Ebon Hand Black Summon Clerics BB 2/1 Protection from white
BB: +1/+0 until end of turn
B: First strike until end of turn
C1
Orgg Red Summon Orgg 3RR 6/6 Trample
Orgg may not attack if opponent controls an untapped creature of power greater than 2. Orgg cannot be assigned to block any creature of power greater than 2.
U1
Raiding Party Red Enchantment 2R Raiding Party may not be the target of white spells or effects.
0: 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.
U3
Rainbow Vale Land Land - TAP: Add 1 mana of any color to your mana pool. Control of Rainbow Vale passes to opponent at end of turn. U1
Ring of Renewal Artifact Artifact 5 5, TAP: Discard a card at random from your hand and draw two cards. U1
River Merfolk Blue Summon Merfolk UU 2/1 U: Mountainwalk until end of turn U1
Ruins of Trokair Land Land - Comes into play tapped.
TAP: Add W to your mana pool.
TAP: Sacrifice Ruins of Trokair to add WW to your mana pool.
U2
Sand Silos Land Land - Comes into play tapped. You may choose not to untap Sand
Silos during your untap phase and instead put a storage counter on it.
TAP: Remove any number of storage counters from Sand
Silos. For each storage counter removed, add U to your mana pool.
U1
Seasinger Blue Summon Merfolk 1UU 0/1 Bury Seasinger if you control no islands.
TAP: Gain control of a target creature if its controller controls at least one island. You lose control of target creature if Seasinger leaves play, if you lose control of
Seasinger, or if Seasinger becomes untapped. You may choose not to untap Seasinger as normal during your untap phase.
U3
Soul Exchange Black Sorcery BB Sacrifice a creature, but remove it from the game instead of putting it in your graveyard. Take a creature from your graveyard and put it directly into play as though it were just summoned. Put a +2/+2 counter on this creature if the creature sacrificed was a Thrull. U3
Spirit Shield Artifact Artifact 3 2, TAP: Target creature gets +0/+2 as long as Spirit Shield remains tapped.
You may choose not to untap Spirit Shield as normal during your untap phase.
U1
Spore Cloud Green Instant 1GG Tap all blocking creatures. No creatures deal damage in combat this turn. Neither attacking nor blocking creatures untap as normal during their controllers' next untap phase. C1
Spore Flower Green Summon Fungus GG 0/1 During your upkeep, put a spore counter on Spore
Flower.
0: Remove three spore counters from Spore Flower.
No creatures deal damage in combat this turn.
U3
Svyelunite Priest Blue null 1U 1/1 UU, TAP: Target creature may not be the target of spells or effects until end of turn. Use this ability only during your upkeep. U3
Svyelunite Temple Land Land - Comes into play tapped.
TAP: Add U to your mana pool.
TAP: Sacrifice Svyelunite Temple to add UU to your mana pool.
U2
Thallid Green Summon Fungus G 1/1 During your upkeep, put a spore counter on Thallid.
0: Remove three spore counters from Thallid to put a
Saproling token into play. Treat this token as a 1/1 green creature.
C1
Thallid Devourer Green Summon Fungus 1GG 2/2 During your upkeep, put a spore counter on Thallid
Devourer.
0: Remove three spore counters from Thallid Devourer to put a Saproling token into play. Treat this token as a
1/1 green creature.
0: Sacrifice a Saproling to give Thallid Devourer +1/+2 until end of turn.
U3
Thelon's Chant Green Enchantment 1GG During your upkeep, pay G or bury Thelon's Chant.
Whenever a player puts a swamp into play, Thelon's
Chant deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls.
U3
Thelon's Curse Green Enchantment GG Blue creatures do not untap as normal during their controller's untap phase. During his or her upkeep, a blue creature's controller may pay an additional U to untap it.
Each creature may be untapped in this way only once per turn.
U1
Thelonite Druid Green Summon Cleric 2G 1/1 1G, TAP: Sacrifice a creature to turn all your forests into 2/3 creatures until end of turn. The forests still count as lands but may not be tapped for mana if they were brought into play this turn. U3
Thelonite Monk Green Summon Cleric 2GG 1/2 TAP: Sacrifice a green creature to turn a target land into a basic forest. Mark changed land with a counter. U1
Thorn Thallid Green Summon Fungus 1GG 2/2 During your upkeep, put a spore counter on Thorn Thallid.
0: Remove three spore counters from Thorn Thallid to have it deal 1 damage to any target.
C1
Thrull Champion Black Summon Thrull 4B 2/2 All Thrulls get +1/+1.
TAP: Take control of a target Thrull. You lose control of target Thrull if Thrull Champion leaves play or you lose control of Thrull Champion.
U1
Thrull Retainer Black Enchant Creature B Target creature gets +1/+1.
Sacrifice Thrull Retainer to regenerate the creature it enchants.
U3
Thrull Wizard Black Summon Thrull 2B Pow/Tgh: 1/1
1B: Counters a target black spell if caster of target spell does not pay an additional B or 3. Play this ability as an interrupt.
U3
Tidal Flats Blue Enchantment U UU: All your creatures that are blocking any non-flying creatures gain first strike until end of turn. The attacking player may pay 1 for each attacking creature to prevent
Tidal Flats from giving that creature's blockers first strike.
C1
Tidal Influence Blue Enchantment 2U Put a tide counter on Tidal Influence when it is brought into play and during your upkeep. If there is one tide counter on Tidal Influence, all blue creatures get -2/-0. If there are three tide counters on Tidal Influence, all blue creatures get
+2/+0. When there are four tide counters on Tidal Influence, remove them all. You may not cast Tidal Influence if there is another Tidal Influence in play.
U3
Tourach's Chant Black Enchantment 1BB During your upkeep, pay B or bury Tourach's Chant.
Whenever a player puts a forest into play, Tourach's Chant deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls.
U3
Tourach's Gate Black Enchant Land 1BB Can only be played on a target land you control.
Sacrifice a Thrull to put three time counters on Tourach's
Gate.
During your upkeep, remove a time counter from
Tourach's Gate. If there are no time counters on Tourach's
Gate, bury it.
0: Tap land Tourach's Gate enchants. All attacking creatures you control get +2/-1 until end of turn.
U1
Vodalian Knights Blue Summon Merfolk 1UU 2/2 First strike
U: Flying until end of turn
Vodalian Knights may not attack unless opponent controls at least one island. Bury Vodalian Knights if you control no islands.
U1
Vodalian Mage Blue Summon Merfolk 2U 1/1 U, TAP: Counters a target spell if caster of target spell does not pay an additional 1. Play this ability as an interrupt. C1
Vodalian Soldiers Blue Summon Merfolk 1U 1/2 - C1
Vodalian War Machine Blue Summon Wall 1UU 0/4 0: Tap target Merfolk you control to allow Vodalian War
Machine to attack this turn or to give Vodalian War
Machine +2/+1 until end of turn. If Vodalian War Machine is put in the graveyard, all Merfolk tapped in this manner this turn are destroyed.
U1
Zelyon Sword Artifact Artifact 3 3, TAP: Target creature gets +2/+0 as long as Zelyon Sword remains tapped.
You may choose not to untap Zelyon Sword as normal during your untap phase.
U1