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Magic - The Gathering®


Homelands Card List

Released: November 1995. 140 cards (115 without different versions of the same card).

Statistics

C1C2U1U3Sum
White358420
Blue358420
Black358420
Red358420
Green358420
Artifact--1-1
Land---55
Total21254326115

Sort by clicking on the table headers.

Name Color Type Cost Pwr/Tgh Text Rarity
Abbey Gargoyles White Summon Gargoyles 2WWW 3/4 Flying, protection from red U3
Abbey Matron White Summon Cleric 2W 1/3 W, TAP: +0/+3 until end of turn C2
AEther Storm Blue Enchantment 3U No summon spells may be cast.
Any player may pay 4 life to bury AEther Storm. Effects that prevent or redirect damage cannot be used to counter this loss of life.
U3
Aliban's Tower Red Instant 1R Target blocking creature gets +3/+1 until end of turn. C2
Ambush Red Instant 3R All blocking creatures gain first strike until end of turn. C1
Ambush Party Red Summon Ambush Party 4R 3/1 First strike
Ambush Party can attack the turn it comes into play on your side.
C2
An-Havva Constable Green Summon Constable 1GG An-Havva Constable has toughness equal to 1 plus the total number of green creatures in play. U1
An-Havva Inn Green Sorcery 1GG Gain 1+* life, where * is equal to the total number of green creatures in play. U3
An-Havva Township Land Land - TAP: Add one colorless mana to your mana pool.
1, TAP: Add G to your mana pool.
2, TAP: Add W to your mana pool.
2, TAP: Add R to your mana pool.
U3
An-Zerrin Ruins Red Enchantment 2RR Choose a creature type. Creatures of that type do not untap during their controller's untap phase. U1
Anaba Ancestor Red Summon Ghost 1R 1/1 TAP: Target Minotaur gets +1/+1 until end of turn. U1
Anaba Bodyguard Red Summon Bodyguard 3R 2/3 First strike C2
Anaba Shaman Red Summon Minotaur 3R 2/2 R, TAP: Anaba Shaman deals 1 damage to target creature or player. C2
Anaba Spirit Crafter Red Summon Minotaur 2RR 1/3 All Minotaurs get +1/+0. U1
Apocalypse Chime Artifact Artifact 2 2, TAP: Sacrifice Apocalypse Chime to bury all cards from the Homelands expansion. U1
Autumn Willow Green Summon Legend 4GG 4/4 Cannot be the target of spells or effects.
G: Target player may target Autumn Willow with spells or effects until end of turn.
U1
Aysen Abbey Land Land - TAP: Add one colorless mana to your mana pool.
1, TAP: Add W to your mana pool.
2, TAP: Add U to your mana pool.
2, TAP: Add G to your mana pool.
U3
Aysen Bureaucrats White Summon Bureaucrats 1W 1/1 TAP: Tap target creature with power no greater than 2. C2
Aysen Crusader White Summon Crusader 2WW Aysen Crusader has power and toughness each equal to 2 plus the number of Heroes you control. U1
Aysen Highway White Enchantment 3WWW All white creatures gain plainswalk. U1
Baki's Curse Blue Sorcery 2UU Baki's Curse deals 2 damage to each creature for each creature enchantment on that creature. U1
Baron Sengir Black Summon Legend 5BBB 5/5 Flying
Whenever a creature is put into the graveyard the same turn Baron Sengir damaged it, put a +2/+2 counter on
Baron Sengir.
TAP: Regenerate target Vampire.
U1
Beast Walkers White Summon Heroes 1WW 2/2 G: Banding until end of turn U1
Black Carriage Black Summon Carriage 3BB 4/4 Trample
Does not untap during your untap phase.
0: Sacrifice a creature to untap Black Carriage. Use this ability only during your upkeep.
U1
Broken Visage Black Instant 4B Bury target non-artifact attacking creature and put a
Shadow token into play. Treat this token as a black creature with power and toughness equal to the power and toughness of that attacking creature. Bury Shadow token at end of turn.
U1
Carapace Green Enchant Creature G Target creature gets +0/+2.
0: Sacrifice Carapace to regenerate creature Carapace enchants.
C2
Castle Sengir Land Land - TAP: Add one colorless mana to your mana pool.
1, TAP: Add B to your mana pool.
2, TAP: Add U to your mana pool.
2, TAP: Add R to your mana pool.
U3
Cemetery Gate Black Summon Wall 2B 0/5 Protection from black C2
Chain Stasis Blue Instant U Tap or untap target creature. Whenever any player uses
Chain Stasis to tap or untap a creature, that creature's controller may pay 2U to use Chain Stasis to tap or untap any target creature.
U1
Chandler Red Summon Legend 4R 3/3 RRR, TAP: Destroy target artifact creature. C1
Clockwork Gnomes null Artifact Creature 4 2/2 3, TAP: Regenerate target artifact creature. C1
Clockwork Steed null Artifact Creature 4 0/3 Cannot be blocked by artifact creatures.
When Clockwork Steed comes into play, put four +1/+0 counters on it. At the end of any combat in which
Clockwork Steed attacked or blocked, remove one of these counters.
X, TAP: Put X +1/+0 counters on Clockwork Steed. You may have no more than four of these counters on Clockwork
Steed. Use this ability only during your upkeep.
C1
Clockwork Swarm null Artifact Creature 4 0/3 Cannot be blocked by walls.
When Clockwork Swarm comes into play, put four +1/+0 counters on it.
At the end of any combat in which Clockwork Swarm attacked or blocked, remove one of these counters.
X, TAP: Put X +1/+0 counters on Clockwork Swarm. You may have no more than four of these counters on
Clockwork Swarm. Use this ability only during your upkeep.
C1
Coral Reef Blue Enchantment UU When Coral Reef comes into play, put four polyp counters on it.
0: Sacrifice an island to put two polyp counters on Coral
Reef.
U: Tap target blue creature you control and remove a polyp counter from Coral Reef to put a +0/+1 counter on any target creature.
C1
Dark Maze Blue Summon Wall 4U 0: Dark Maze can attack this turn. At end of turn, remove
Dark Maze from the game. Dark Maze cannot attack the turn it comes under your control.
C2
Daughter of Autumn Green Summon Legend 2GG 2/4 W: Redirect to Daughter of Autumn 1 damage dealt to a white creature. U1
Death Speakers White Summon Speakers W 1/1 Protection from black U3
Didgeridoo null Artifact 1 3: Take a Minotaur from your hand and put it directly into play as though it were just summoned. U1
Drudge Spell Black Enchantment BB B: Remove from the game two target creatures in your graveyard to put a Skeleton token into play. Treat this oken as a 1/1 black creature with "B: Regenerate". If
Drudge Spell leaves play, bury all Skeleton tokens.
U3
Dry Spell Black Sorcery 1B C2
Dwarven Pony Red Summon Pony R 1/1 1R, TAP: Target Dwarf gains mountainwalk until end of turn. U1
Dwarven Sea Clan Red Summon Dwarves 2R 1/1 TAP: 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 controls any islands. U1
Dwarven Trader Red Summon Dwarf R 1/1 - C2
Ebony Rhino null Artifact Creature 7 4/5 Trample C1
Eron the Relentless Red Summon Legend 3RR 5/2 Eron the Relentless can attack the turn it comes into play on your side.
RRR: Regenerate
U3
Evaporate Red Sorcery 2R Evaporate deals 1 damage to each blue creature and white creature. U3
Faerie Noble Green Summon Noble 2G 1/2 Flying
All Faeries you control get +0/+1.
TAP: All Faeries you control get +1/+0 until end of turn.
U1
Feast of the Unicorn Black Enchant Creature 3B Target creature gets +4/+0. C2
Feroz's Ban null Artifact 6 Summon spells each cost an additional 2 to cast. U1
Folk of An-Havva Green Summon Folk of An-Havva G 1/1 If assigned as a blocker, Folk of An-Havva gets +2/+0 until end of turn. C2
Forget Blue Sorcery UU Target player chooses and discards 2 cards from his or her hand. If that player does not have enough cards in hand, his or her entire hand is discarded. The player then draws as many cards as he or she discarded in this way. U1
Funeral March Black Enchant Creature 1BB When target creature leaves play, that creature's controller sacrifices a creature he or she controls. Ignore this effect if that player controls no creatures. C1
Ghost Hounds Black Summon Hounds 1B 1/1 Attacking does not cause Ghost Hounds to tap. U3
Giant Albatross Blue Summon Albatross 1U 1/1 Flying
1U: Bury all creatures that damaged Giant Albatross this turn. The controller of any of those creatures may pay 2 life to prevent that creature from being buried. Effects that prevent or redirect damage cannot be used to counter this loss of life. Use this ability only when Giant Albatross is put into the graveyard from play.
C2
Giant Oyster Blue Summon Oyster 2UU 0/3 You may choose not to untap Giant Oyster during your untap phase.
TAP: Target tapped creature does not untap during its controller's untap phase as long as Giant Oyster remains tapped. During your upkeep, put a -1/-1 counter on that creature. If Giant Oyster becomes untapped or leaves play, remove all these counters from the creature.
U3
Grandmother Sengir Black Summon Legend 4B 3/3 1B, TAP: Target creature gets -1/-1 until end of turn. U1
Greater Werewolf Black Summon Lycanthrope 4B 2/4 At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf. C1
Hazduhr the Abbot White Summon Legend 3WW 2/5 X, TAP: Redirect to Hazduhr the Abbot X damage dealt to any white creature you control. U1
Headstone Black Instant 1B Remove from the game target card in any graveyard.
Draw a card at the beginning of the next turn's upkeep.
C1
Heart Wolf Red Summon Wolf 3R 2/2 First strike
TAP: 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.
U1
Hungry Mist Green Summon Mist 2GG 6/2 During your upkeep, pay GG or bury Hungry Mist. C2
Ihsan's Shade Black Summon Legend 3BBB 5/5 Protection from white U3
Irini Sengir Black Summon Legend 2BB 2/2 White enchantments and green enchantments each cost an additional 2 to cast. U3
Ironclaw Curse Red Enchant Creature R 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. U1
Jinx Blue Instant 1U Target land becomes a basic land type of your choice until end of turn.
Draw a card at the beginning of the next turn's upkeep.
C1
Joven Red Summon Legend 3RR 3/3 RRR, TAP: Destroy target non-creature artifact. C1
Joven's Ferrets Green Summon Ferrets G 1/1 If declared as an attacker, Joven's Ferrets gets +0/+2 until end of turn. At end of combat, tap any creatures that blocked Joven's Ferrets. Those creatures do not untap during their controller's next untap phase. C1
Joven's Tools null Artifact 6 4, TAP: Target creature cannot be blocked except by walls until end of turn. U3
Koskun Falls Black Enchant World 2BB During your upkeep, tap target untapped creature you control or bury Koskun Falls.
No creature can attack you unless its controller pays an additional 2 whenever that creature attacks.
U1
Koskun Keep Land Land - TAP: Add one colorless mana to your mana pool.
1, TAP: Add R to your mana pool.
2, TAP: Add B to your mana pool.
2, TAP: Add G to your mana pool.
U3
Labyrinth Minotaur Blue Summon Minotaur 3U 1/4 Creatures Labyrinth Minotaur is assigned to block do not untap during their controller's next untap phase. C2
Leaping Lizard Green Summon Lizard 1GG 2/3 1G: Flying and -0/-1 until end of turn C1
Leeches White Sorcery 1WW Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed in this way. U1
Mammoth Harness Green Enchant Creature 3G Target creature loses flying. If any creature is assigned to block the creature Mammoth Harness enchants or has the creature Mammoth Harness enchants assigned to block it, that creature gains first strike until end of turn. U1
Marjhan Blue Summon Serpent 5UU 8/8 Does not untap during your untap phase.
Marjhan cannot attack if defending player controls no islands. If at any time you control no islands, bury Marjhan.
UU: Sacrifice a creature to untap Marjhan. Use this ability only during your upkeep.
UU: -1/-0 until end of turn. Marjhan deals 1 damage to target attacking creature without flying.
U1
Memory Lapse Blue Interrupt 1U Counter target spell. Put that spell on top of its owner's library. C2
Merchant Scroll Blue Sorcery 1U Search your library for a blue instant or interrupt. Reveal that card to all players and put it into your hand. Reshuffle your library afterwards. C1
Mesa Falcon White Summon Falcon 1W 1/1 Flying
1W: +0/+1 until end of turn
C2
Mystic Decree Blue Enchant World 2UU All creatures lose flying and islandwalk. U1
Narwhal Blue Summon Narwhal 2UU 2/2 First strike, protection from red U1
Orcish Mine Red Enchant Land 1RR 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 land's controller.
U3
Primal Order Green Enchantment 2GG During each player's upkeep, Primal Order deals 1 damage to that player for each non-basic land he or she controls. U1
Prophecy White Sorcery W Reveal the top card of target opponent's library to all players. If it is a land, gain 1 life. That opponent then shuffles his or her library. Draw a card at the beginning of the next turn's upkeep. C1
Rashka the Slayer White Summon Legend 3WW 3/3 Can block creatures with flying.
If assigned to block any black creatures, Rashka the Slayer gets +1/+2 until end of turn.
U3
Reef Pirates Blue Summon Ships 1UU 2/2 Whenever Reef Pirates damages any opponent, take the top card of his or her library and put it into his or her graveyard. C2
Renewal Green Sorcery 2G Sacrifice a land to search your library for a basic land and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards.
Draw a card at the beginning of the next turn's upkeep.
C1
Retribution Red Sorcery 2RR Choose two target creatures controlled by an opponent.
Bury one of those creatures, and put a -1/-1 counter on the other. That opponent chooses which creature is buried.
U3
Reveka, Wizard Savant Blue Summon Legend 2UU 0/1 TAP: Reveka deals 2 damage to target creature or player and does not untap during your next untap phase. U1
Root Spider Green Summon Spider 3G 2/2 If assigned as a blocker, Root Spider gains first strike and gets +1/+0 until end of turn. U3
Roots Green Enchant Creature 3G Tap target creature without flying. That creature does not untap during its controller's untap phase. U3
Roterothopter null Artifact Creature 1 0/2 Flying
2: +1/+0 until end of turn. You cannot spend more than 4 in this way each turn.
C1
Rysorian Badger Green Summon Badger 2G 2/2 If Rysorian Badger attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, remove from the game up to two target creatures from that player's graveyard. Gain 1 life for each creature removed in this way. U1
Samite Alchemist White Summon Alchemist 3W 0/2 WW, TAP: Prevent up to 4 damage to a creature you control. Tap that creature. The creature does not untap during your next untap phase. C2
Sea Sprite Blue Summon Faerie 1U 1/1 Flying, protection from red U3
Sea Troll Blue Summon Troll 2U 2/1 U: Regenerate. Use this ability only during a turn in which
Sea Troll blocked a blue creature or a blue creature blocked
Sea Troll.
U3
Sengir Autocrat Black Summon Autocrat 3B 2/2 When Sengir Autocrat comes into play, put three Serf tokens into play. Treat these tokens as 0/1 black creatures.
If Sengir Autocrat leaves play, bury all Serf tokens.
U1
Sengir Bats Black Summon Bats 1BB 1/2 Flying
Whenever a creature is put into the graveyard the same turn Sengir Bats damaged it, put a +1/+1 counter on
Sengir Bats.
C2
Serra Aviary White Enchant World 3W All creatures with flying get +1/+1. U1
Serra Bestiary White Enchant Creature WW During your upkeep, pay WW or bury Serra Bestiary.
Target creature cannot attack, block, or use any ability that includes TAP in the activation cost.
C1
Serra Inquisitors White Summon Inquisitors 4W 3/3 If assigned to block any black creatures or any black creatures are assigned to block it, Serra Inquisitors gets
+2/+0 until end of turn.
U3
Serra Paladin White Summon Paladin 2WW 2/2 TAP: Prevent 1 damage to any creature or player.
1WW, TAP: Attacking does not cause target creature to tap this turn.
C1
Serrated Arrows null Artifact 4 When Serrated Arrows comes into play, put three arrowhead counters on it.
During your upkeep, bury Serrated Arrows if there are no arrowhead counters on it.
TAP: Remove an arrowhead counter from Serrated Arrows to put a -1/-1 counter on target creature.
C1
Shrink Green Instant G Target creature gets -5/-0 until end of turn. C2
Soraya the Falconer White Summon Legend 1WW 2/2 All Falcons get +1/+1.
1W: Target Falcon gains banding until end of turn.
U1
Spectral Bears Green Summon Bears 1G 3/3 If Spectral Bears is declared as an attacker and defending player controls no black cards, it does not untap during your next untap phase. U3
Timmerian Fiends Black Summon Fiends 1BB 1/1 Remove Timmerian Fiends from your deck before playing if not playing for ante.
BBB: Sacrifice Timmerian Fiends to bury target artifact that any opponent owns in your graveyard. Put Timmerian
Fiends into that opponent's graveyard. This change in ownership is permanent. The opponent may ante an additional card to counter this effect.
U1
Torture Black Enchant Creature B Choose target creature.
1B: Put a -1/-1 counter on creature Torture enchants.
C2
Trade Caravan White Summon Caravan W 1/1 During your upkeep, put a currency counter on Trade
Caravan.
0: Remove two currency counters from Trade Caravan to untap target basic land.
Use this ability only during any opponent's upkeep.
C2
Truce White Instant 2W Each player may draw up to two cards. For each card less than two any player draws, that player gains 2 life. U1
Veldrane of Sengir Black Summon Legend 5BB 5/5 1BB: Forestwalk and -3/-0 until end of turn U1
Wall of Kelp Blue Summon Wall UU 0/3 UU, TAP: Put a Kelp token into play. Treat this token as a
0/1 blue wall.
U1
Willow Faerie Green Summon Faerie 1G 1/2 Flying C2
Willow Priestess Green Summon Faerie 2GG 2/2 TAP: Take a Faerie from your hand and put it directly into play as though it were just summoned.
2G: Target green creature gains protection from black until end of turn.
U1
Winter Sky Red Sorcery R 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. U1
Wizards' School Land Land - TAP: Add one colorless mana to your mana pool.
1, TAP: Add U to your mana pool.
2, TAP: Add W to your mana pool.
2, TAP: Add B to your mana pool.
U3