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Magic - The Gathering®


Mirage Card List

Released: October 8th, 1996. 350 cards (335 without different versions of the same card).

Statistics

C1LandR1U1Sum
White22-151451
Blue22-151451
Black22-151451
Red22-151451
Green22-151451
Artifact--141933
Land-3159
Total1105110110335

Sort by clicking on the table headers.

Name Color Type Cost Pwr/Tgh Text Rarity
Abyssal Hunter Black Summon Hunter 3B B, TAP: Tap target creature. Abyssal Hunter deals to that creature an amount of damage equal to Abyssal Hunter's power. R1
Acidic Dagger Artifact Artifact 4 4, TAP: Destroy any non-Wall creature receiving combat damage from target creature this turn. If targeted creature leaves play, bury Acidic Dagger.
Use this ability only before defense is chosen.
R1
Afiya Grove Green Enchantment 1G Afiya Grove comes into play with three +1/+1 counters on it.
During your upkeep, put one of these counters on target creature.
If Afiya Grove has none of these counters on it, bury it.
R1
Afterlife White Instant 2W Bury target creature and put an Essence token into play under the control of that creature's controller. Treat this token as a 1/1 white creature with flying. U1
Agility Red Enchant Creature 1R Enchanted creature gets +1/+1 and gains flanking
(whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn).
C1
Alarum White Instant 1W Untap target nonattacking creature. That creature gets
+1/+3 until end of turn.
C1
Aleatory Red Instant 1R Play only after defense is chosen.
Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
U1
Amber Prison Artifact Artifact 4 You may choose not to untap Amber Prison during your untap phase.
4, TAP: Tap target artifact, creature, or land. As long as
Amber Prison remains tapped, that permanent does not untap during its controller's untap phase.
R1
Amulet of Unmaking Artifact Artifact 5 5, TAP, Remove Amulet of Unmaking from the game:
Remove target artifact, creature, or land from the game.
Play this ability as a sorcery.
R1
Ancestral Memories Blue Sorcery 2UUU Look at the top seven cards of your library. Put two of those cards into your hand and the rest into your graveyard. R1
Armor of Thorns Green Enchant Creature 1G You may choose to play Armor of Thorns as an instant; if you do, bury it at end of turn.
Play only on a nonblack creature.
Enchanted creature gets +2/+2.
C1
Armorer Guildmage Red Summon Wizard R B, TAP: Target creature gets +1/+0 until end of turn.
G, TAP: Target creature gets +0/+1 until end of turn.
C1
Ashen Powder Black Sorcery 2BB Put target creature card from an opponent's graveyard into play under your control. R1
Asmira, Holy Avenger Multicolor Summon Legend 2GW Flying
At the end of each turn, put a +1/+1 counter on Asmira,
Holy Avenger for each creature put into your graveyard from play that turn.
R1
Auspicious Ancestor White Summon Ancestor 3W If Auspicious Ancestor is put into the graveyard from play, gain 3 life.
1: Gain 1 life. Use this ability only when a white spell is successfully cast and only once for each such spell.
R1
Azimaet Drake Blue Summon Drake 2U Flying
U: +1/+0 until end of turn. You cannot spend more than U in this way each turn.
C1
Bad River Land Land - Bad River comes into play tapped.
TAP, Sacrifice Bad River: Search your library for an island or swamp card. Put that land into play. Shuffle your library afterwards.
U1
Barbed Foliage Green Enchantment 2GG Whenever a creature attacks you, it loses flanking until end of turn.
Whenever a creature without flying attacks you, Barbed
Foliage deals 1 damage to it.
U1
Barbed-Back Wurm Black Summon Wurm 4B B: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. U1
Barreling Attack Red Instant 2RR Target creature gains trample until end of turn. That creature gets +1/+1 until end of turn for each creature that blocks it. R1
Basalt Golem Artifact Artifact Creature 5 Basalt Golem cannot be blocked by artifact creatures.
Whenever Basalt Golem is blocked by any creature, bury that creature at end of combat and put a Stone token into play under the control of the creature's controller. Treat this token as a 0/2 artifact creature that counts as a Wall.
U1
Bay Falcon Blue Summon Falcon 1U Flying
Attacking does not cause Bay Falcon to tap.
C1
Bazaar of Wonders Blue Enchant World 3UU When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game.
Whenever a spell is played, counter it if a card with the same name is in play or in any graveyard.
R1
Benevolent Unicorn White Summon Unicorn 1W Whenever a spell assigns damage to a creature or player, that damage is reduced by 1. C1
Benthic Djinn Multicolor Summon Djinn 2UB Islandwalk (If defending player controls any islands, this creature is unblockable.)
During your upkeep, lose 2 life.
R1
Binding Agony Black Enchant Creature 1B For each 1 damage dealt to enchanted creature, Binding
Agony deals 1 damage to that creature's controller.
C1
Blighted Shaman Black Summon Cleric 1B TAP, Sacrifice a creature: Target creature gets +2/+2 until end of turn.
TAP, Sacrifice a swamp: Target creature gets +1/+1 until end of turn.
U1
Blind Fury Red Instant 2RR All creatures lose trample until end of turn. Double all combat damage assigned to creatures this turn. U1
Blinding Light White Sorcery 2W Tap all nonwhite creatures. U1
Blistering Barrier Red Summon Wall 2R - C1
Bone Harvest Black Instant 2B Put any number of target creature cards from your graveyard on top of your library.
Draw a card at the beginning of the next turn's upkeep.
C1
Bone Mask Artifact Artifact 4 2, TAP: Prevent all damage to you from any one source.
For each 1 damage prevented in this way, remove the top card of your library from the game.
R1
Boomerang Blue Instant UU Return target permanent to owner's hand. C1
Breathstealer Black Summon Night Stalker 2B B: +1/-1 until end of turn C1
Brushwagg Green Summon Brushwagg 1GG If Brushwagg blocks or is blocked, it gets -2/+2 until end of turn. R1
Builder's Bane Red Sorcery XXR Destroy X target artifacts. For each artifact put into the graveyard in this way, Builder's Bane deals 1 damage to that artifact's controller. C1
Burning Palm Efreet Red Summon Efreet 2RR 1RR: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. U1
Burning Shield Askari Red Summon Knight 2R Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
RR: First strike until end of turn
C1
Cadaverous Bloom Multicolor Enchantment 3BG Choose a card in your hand and remove it from the game:
Add BB or GG to your mana pool. Play this ability as a mana source.
R1
Cadaverous Knight Black Summon Knight 2B Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
1BB: Regenerate
C1
Canopy Dragon Green Summon Dragon 4GG Trample
1G: Flying and loses trample until end of turn
R1
Carrion Black Instant 1BB Sacrifice a creature: Put into play a number of Maggot tokens equal to the sacrificed creature's power. Treat these tokens as 0/1 black creatures. R1
Catacomb Dragon Black Summon Dragon 4BB Flying
Whenever Catacomb Dragon is blocked by any nonartifact, non-Dragon creature, that creature's power is halved, rounded up, until end of turn.
R1
Celestial Dawn White Enchantment 1WW All nonland cards you own that are not in play are white.
All nonland permanents you control are white. All lands you control are plains. All colored mana symbols in all costs on all of these cards and permanents are W.
R1
Cerulean Wyvern Blue Summon Wyvern 4U Flying, protection from green U1
Chaos Charm Red Instant R Choose one - Target creature is unaffected by summoning sickness this turn; or Chaos Charm deals 1 damage to target creature; or destroy target Wall. C1
Chaosphere Red Enchant World 2R Creatures with flying cannot block creatures without flying.
Creatures without flying can block creatures with flying.
R1
Charcoal Diamond Artifact Artifact 2 Charcoal Diamond comes into play tapped.
TAP: Add B to your mana pool. Play this ability as a mana source.
U1
Chariot of the Sun Artifact Artifact 3 2, TAP: Target creature you control gains flying and has its toughness reduced to 1 until end of turn. U1
Choking Sands Black Sorcery 1BB Destroy target nonswamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller. C1
Cinder Cloud Red Instant 3RR Destroy target creature. If a white creature is put into the graveyard in this way, Cinder Cloud deals to that creature's controller an amount of damage equal to the creature's power. U1
Circle of Despair Multicolor Enchantment 1WB 1, Sacrifice a creature: Prevent all damage to any creature or player from any one source. R1
Civic Guildmage White Summon Wizard W G, TAP: Target creature gets +0/+1 until end of turn.
U, TAP: Put target creature you control on top of owner's library.
C1
Cloak of Invisibility Blue Enchant Creature U Enchanted creature gains phasing and cannot be blocked except by Walls. C1
Consuming Ferocity Red Enchant Creature 1R Play only on a non-Wall creature.
Enchanted creature gets +1/+0.
During your upkeep, put a +1/+0 counter on enchanted creature. At the end of any upkeep, if that creature has three of these counters on it, bury the creature and it deals to its controller an amount of damage equal to its power.
U1
Coral Fighters Blue Summon Merfolk 1U If Coral Fighters attacks and is not blocked, look at the top card of defending player's library. You may choose to put that card on the bottom of that player's library. U1
Crash of Rhinos Green Summon Rhinos 6GG Trample C1
Crimson Hellkite Red Summon Dragon 6RRR Flying
X, TAP: Crimson Hellkite deals X damage to target creature.
Spend only red mana in this way.
R1
Crimson Roc Red Summon Roc 4R Flying
If Crimson Roc blocks any creature without flying, Crimson
Roc gets +1/+0 and gains first strike until end of turn.
U1
Crypt Cobra Black Summon Cobra 3B If Crypt Cobra attacks and is not blocked, defending player gets a poison counter. If any player has ten or more poison counters, he or she loses the game. U1
Crystal Golem Artifact Artifact Creature 4 At end of your turn, Crystal Golem phases out. U1
Crystal Vein Land Land null TAP: Add one colorless mana to your mana pool.
TAP, Sacrifice Crystal Vein: Add two colorless mana to your mana pool.
U1
Cursed Totem Artifact Artifact 2 Players cannot play any creature abilities requiring an activation cost. R1
Cycle of Life Green Enchantment 1GG Return Cycle of Life to owner's hand: Target creature you summoned this turn is 0/1 until the beginning of your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. R1
Daring Apprentice Blue Summon Wizard 1UU TAP, Sacrifice Daring Apprentice: Counter target spell. R1
Dark Banishing Black Instant 2B Bury target nonblack creature. C1
Dark Ritual Black Mana Source B Add BBB to your mana pool. C1
Dazzling Beauty White Instant 2W Play only when defense is chosen.
Target unblocked creature is considered blocked.
Draw a card at the beginning of the next turn's upkeep.
C1
Decomposition Green Enchant Creature 1G Play only on a black creature.
Enchanted creature gains "Cumulative upkeep-1 life."
If enchanted creature is put into the graveyard, its controller loses 2 life.
U1
Delirium Multicolor Instant 1BR Play only on target opponent's turn.
Tap target creature that player controls. That creature deals to the player an amount of damage equal to its power. The creature neither deals nor receives combat damage this turn.
U1
Dirtwater Wraith Black Summon Wraith 3B Swampwalk (If defending player controls any swamps, this creature is unblockable.)
B: +1/+0 until end of turn.
C1
Discordant Spirit Multicolor Summon Spirit 2BR At end of target opponent's turn, put a +1/+1 counter on
Discordant Spirit for each 1 damage dealt to you this turn.
At end of your turn, remove all these counters from
Discordant Spirit.
R1
Disempower White Instant 1W Put target artifact or enchantment on top of owner's library. C1
Disenchant White Instant 1W Destroy target artifact or enchantment. C1
Dissipate Blue Interrupt 1UU Counter target spell. Remove that spell card from the game. U1
Divine Offering White Instant 1W Destroy target artifact. Gain an amount of life equal to that artifact's casting cost. C1
Divine Retribution White Instant 1W For each attacking creature, Divine Retribution deals 1 damage to target attacking creature. R1
Drain Life Black Sorcery 1B For each B you spend in addition to the casting cost, Drain
Life deals 1 damage to target creature or player. Gain 1 life for each 1 damage dealt, but not more than the toughness of the creature or the life total of the player Drain Life damages.
C1
Dread Specter Black Summon Specter 3B Whenever Dread Specter blocks or is blocked by a nonblack creature, destroy that creature at end of combat. U1
Dream Cache Blue Sorcery 2U Draw three cards. Choose two cards from your hand and put both on either the top or the bottom of your library. C1
Dream Fighter Blue Summon Soldier 2U Whenever Dream Fighter blocks or is blocked by a creature,
Dream Fighter and that creature phase out.
C1
Dwarven Miner Red Summon Dwarf 1R 2R, TAP: Destroy target nonbasic land. U1
Dwarven Nomad Red Summon Dwarf 2R TAP: Target creature with power 2 or less is unblockable this turn. C1
Early Harvest Green Instant 1GG Target player untaps all basic lands he or she controls. R1
Ebony Charm Black Instant B Choose one - Target opponent loses 1 life and you gain 1 life; or remove from the game up to three cards in any player's graveyard; or target creature cannot be blocked this turn except by artifact or black creatures. C1
Ekundu Cyclops Red Summon Cyclops 3R If any creature you control attacks, Ekundu Cyclops also attacks if able. C1
Ekundu Griffin White Summon Griffin 3W Flying, first strike C1
Elixir of Vitality Artifact Artifact 4 Elixir of Vitality comes into play tapped.
TAP, Sacrifice Elixir of Vitality: Gain 4 life.
8, TAP, Sacrifice Elixir of Vitality: Gain 8 life.
U1
Emberwilde Caliph Multicolor Summon Djinn 2UR Flying, trample
Emberwilde Caliph attacks each turn if able.
For each 1 damage Emberwilde Caliph successfully deals, lose 1 life.
R1
Emberwilde Djinn Red Summon Djinn 2RR Flying
During each player's upkeep, he or she may pay RR or 2 life to gain control of Emberwilde Djinn.
R1
Energy Bolt Multicolor Sorcery XRW Energy Bolt deals X damage to target player, or target player gains X life. R1
Energy Vortex Blue Enchantment 3UU When you play Energy Vortex, choose target opponent.
At the beginning of your upkeep, remove all energy counters from Energy Vortex.
During chosen opponent's upkeep, he or she pays 1 for each energy counter on Energy Vortex, or it deals 3 damage to him or her.
X: Put X energy counters on Energy Vortex. Use this ability only during your upkeep.
R1
Enfeeblement Black Enchant Creature BB Enchanted creature gets -2/-2. C1
Enlightened Tutor White Instant W Search your library for an artifact or enchantment card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. U1
Ersatz Gnomes Artifact Artifact Creature 3 TAP: Target spell is colorless. Play this ability as an interrupt.
TAP: Target permanent is colorless until end of turn.
U1
Ether Well Blue Instant 3U Put target creature on top of owner's library. If that creature is red, you may choose to put it on the bottom of owner's library instead. U1
Ethereal Champion White Summon Avatar 2WWW Pay 1 life: Prevent 1 damage to Ethereal Champion. R1
Fallow Earth Green Sorcery 2G Put target land on top of owner's library. U1
Favorable Destiny White Enchant Creature 1W As long as enchanted creature's controller controls at least one other creature, enchanted creature cannot be the target of spells or effects.
As long as enchanted creature is white, it gets +1/+2.
U1
Femeref Archers Green Summon Archers 2G TAP: Femeref Archers deals 4 damage to target attacking creature with flying. U1
Femeref Healer White Summon Cleric 1W TAP: Prevent 1 damage to any creature or player. C1
Femeref Knight White Summon Knight 2W Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
W: Attacking does not cause Femeref Knight to tap this turn.
C1
Femeref Scouts White Summon Scouts 2W - C1
Feral Shadow Black Summon Night Stalker 2B Flying C1
Fetid Horror Black Summon Shade 3B C1
Final Fortune Red Instant RR Take another turn after this one. You lose the game at the end of that turn. R1
Firebreathing Red Enchant Creature R R: Enchanted creature gets +1/+0 until end of turn. C1
Fire Diamond Artifact Artifact 2 Fire Diamond comes into play tapped.
TAP: Add R to your mana pool. Play this ability as a mana source.
U1
Flame Elemental Red Summon Elemental 2RR R, TAP, Sacrifice Flame Elemental: Flame Elemental deals an amount of damage equal to its power to target creature. U1
Flare Red Instant 2R Flare deals 1 damage to target creature or player.
Draw a card at the beginning of the next turn's upkeep.
C1
Flash Blue Instant 1U Choose a creature card from your hand and put that creature into play as though it were just played. Pay the creature's casting cost reduced by up to 2. If you cannot, bury the creature. R1
Flood Plain Land Land - Flood Plain comes into play tapped.
TAP, Sacrifice Flood Plain: Search your library for a plains or island card. Put that land into play. Shuffle your library afterwards.
U1
Floodgate Blue Summon Wall 3U If Floodgate gains flying, bury it.
If Floodgate leaves play, it deals to each nonblue creature without flying 1 damage for each two islands you control.
U1
Fog Green Instant G Creatures deal no combat damage this turn. C1
Foratog Green Summon Atog 2G G, Sacrifice a forest: +2/+2 until end of turn U1
Forbidden Crypt Black Enchantment 3BB For each card you would draw, instead choose target card in your graveyard and put it into your hand. If you cannot, you lose the game.
Whenever a card is put into your graveyard, remove that card from the game.
R1
Forest Land Land - TAP: Add G to your mana pool. Land
Forsaken Wastes Black Enchant World 2B Players cannot gain life.
During each player's upkeep, that player loses 1 life.
If Forsaken Wastes is the target of a successfully cast spell, that spell's caster loses 5 life.
R1
Frenetic Efreet Multicolor Summon Efreet 1UR Flying
0: Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Frenetic Efreet phases out. Otherwise, bury Frenetic Efreet.
R1
Giant Mantis Green Summon Mantis 3G Giant Mantis can block creatures with flying. C1
Gibbering Hyenas Green Summon Hyenas 2G Gibbering Hyenas cannot block black creatures. C1
Goblin Elite Infantry Red Summon Goblin 1R If Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn. C1
Goblin Scouts Red Sorcery 3RR Put three Goblin Scout tokens into play. Treat these tokens as 1/1 red creatures with mountainwalk that count as
Goblins (if defending player controls any mountains, these creatures are unblockable).
U1
Goblin Soothsayer Red Summon Goblin R R, TAP, Sacrifice a Goblin: All red creatures get +1/+1 until end of turn. U1
Goblin Tinkerer Red Summon Goblin 1R R, TAP: Destroy target artifact. That artifact deals an amount of damage equal to its casting cost to Goblin Tinkerer. C1
Granger Guildmage Green Summon Wizard G W, TAP: Target creature gains first strike until end of turn.
R, TAP: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.
C1
GrassLands Land Land - Grasslands comes into play tapped.
TAP, Sacrifice Grasslands: Search your library for a forest or plains card. Put that land into play. Shuffle your library afterwards.
U1
Grave Servitude Black Enchant Creature 1B You may choose to play Grave Servitude as an instant; if you do, bury it at end of turn.
Enchanted creature gets +3/-1 and is black.
C1
Gravebane Zombie Black Summon Zombie 3B If Gravebane Zombie is put into the graveyard from play, put Gravebane Zombie on top of owner's library. C1
Grim Feast Multicolor Enchantment 1BG At the beginning of your upkeep, Grim Feast deals 1 damage to you.
Whenever a creature is put into target opponent's graveyard from play, gain an amount of life equal to that creature's toughness.
R1
Grinning Totem Artifact Artifact 4 2, TAP, Sacrifice Grinning Totem: Search target opponent's library for any card and put it face up in front of you. That player shuffles his or her library afterwards. You may play the card as though it were in your hand. If you do not play the card by the beginning of your next upkeep, put it into its owner's graveyard. R1
Hakim, Loreweaver Blue Summon Legend 3UU Flying
UU: Put target creature enchantment card from your graveyard on Hakim, Loreweaver. Treat that enchantment as though it were just played. Use this ability only during your upkeep and only if there are no enchantments on
Hakim.
UU, TAP: Destroy all enchantments on Hakim.
R1
Hall of Gemstone Green Enchant World 1GG During each player's upkeep, that player chooses a color.
Until end of turn, each mana-producing land produces mana of the chosen color instead of its normal color.
R1
Hammer of Bogardan Red Sorcery 1RR Hammer of Bogardan deals 3 damage to target creature or player.
2RRR: Return Hammer of Bogardan to your hand. Use this ability only during your upkeep and only if Hammer of
Bogardan is in your graveyard.
R1
Harbinger of Night Black Summon Spirit 2BB During your upkeep, put a -1/-1 counter on each creature. R1
Harbor Guardian Multicolor Summon Guardian 2WU Harbor Guardian can block creatures with flying.
If Harbor Guardian attacks, defending player may draw a card.
U1
Harmattan Efreet Blue Summon Efreet 2UU Flying
1UU: Target creature gains flying until end of turn.
U1
Haunting Apparition Multicolor Summon Ghost 1UB Flying
Haunting Apparition has power equal to 1 plus the number of green creature cards in target opponent's graveyard.
U1
Hazerider Drake Multicolor Summon Drake 2WU Flying, protection from red U1
Healing Salve White Instant W Target player gains 3 life, or prevent up to 3 damage to any creature or player. C1
Hivis of the Scale Red Summon Legend 3RR You may choose not to untap Hivis of the Scale during your untap phase.
TAP: Gain control of target Dragon. If Hivis becomes untapped or you lose control of Hivis, lose control of that
Dragon.
R1
Horrible Hordes Artifact Artifact Creature 3 Rampage 1 (For each creature assigned to block it beyond the first, this creature gets +1/+1 until end of turn.) U1
Igneous Golem Artifact Artifact Creature 5 2: Trample until end of turn U1
Illicit Auction Red Sorcery null Choose target creature. Each player may bid life for control of that creature. You begin the bidding with a high bid of 0.
Proceeding in turn order, each player may top the high bid.
The auction ends when the high bid stands. The high bidder loses an amount of life equal to the high bid and gains control of the creature.
R1
Illumination White Interrupt WW Counter target artifact or enchantment spell. That spell's caster gains an amount of life equal to the spell's casting cost. U1
Incinerate Red Instant 1R Incinerate deals 3 damage to target creature or player. A creature damaged by Incinerate cannot regenerate this turn. C1
Infernal Contract Black Sorcery BBB Pay half your life, rounded up: Draw four cards. R1
Iron Tusk Elephant White Summon Elephant 4W Trample. U1
Island Land Land - TAP: Add U to your mana pool. Land
Ivory Charm White Instant W Choose one - All creatures get -2/-0 until end of turn; or prevent 1 damage to any creature or player; or tap target creature. C1
Jabari's Influence White Instant 3WW Play only after combat.
Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it.
R1
Jolrael's Centaur Green Summon Centaur 1GG Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
Jolrael's Centaur cannot be the target of spells or effects.
C1
Jolt Blue Instant 2U Tap or untap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.
C1
Jungle Patrol Green Summon Soldiers 3G 1G, TAP: Put a Wood token into play. Treat this token as a
0/1 green creature that counts as a Wall.
Sacrifice a Wood token: Add R to your mana pool. Play this ability as a mana source.
R1
Jungle Troll Multicolor Summon Troll 1RG R: Regenerate
G: Regenerate
U1
Jungle Wurm Green Summon Wurm 3GG For each creature assigned to block it beyond the first,
Jungle Wurm gets -1/-1 until end of turn.
C1
Kaervek's Hex Black Sorcery 3B Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature. U1
Kaervek's Purge Multicolor Sorcery XBR Destroy target creature with casting cost equal to X. If that creature is put into the graveyard in this way, Kaervek's
Purge deals to the creature's controller an amount of damage equal to the creature's power.
U1
Kaervek's Torch Red Sorcery XR Interrupts that target Kaervek's Torch each cost an additional 2 to play.
Kaervek's Torch deals X damage to target creature or player.
C1
Karoo Meerkat Green Summon Meerkat 1G Protection from blue U1
Kukemssa Pirates Blue Summon Pirates 3U If Kukemssa attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do, gain control of target artifact that player controls. R1
Kukemssa Serpent Blue Summon Serpent 3U Islandhome (If defending player controls no islands, this creature cannot attack. If you control no islands, bury this creature.)
U, Sacrifice an island: Target land an opponent controls is an island until end of turn.
C1
Lead Golem Artifact Artifact Creature 5 If Lead Golem attacks, it does not untap during your next untap phase. U1
Leering Gargoyle Multicolor Summon Gargoyle 1WU Flying
TAP: Leering Gargoyle gets -2/+2 and loses flying until end of turn.
R1
Lightning Reflexes Red Enchant Creature 1R You may choose to play Lightning Reflexes as an instant; if you do, bury it at end of turn.
Enchanted creature gets +1/+0 and gains first strike.
C1
Lion's Eye Diamond Artifact Artifact 0 Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability as a mana source. R1
Locust Swarm Green Summon Swarm 3G Flying
G: Regenerate
G: Untap Locust Swarm. Use this ability only once each turn.
U1
Lure of Prey Green Instant 2GG Play only if an opponent successfully cast a summon spell this turn.
Put a green summon card from your hand into play as though it were just played.
R1
Malignant Growth Multicolor Enchantment 3GU Cumulative upkeep 1
During your upkeep, put a growth counter on Malignant
Growth.
During target opponent's draw phase, he or she draws an additional card for each growth counter on Malignant
Growth. For each card that opponent draws in this way,
Malignant Growth deals 1 damage to him or her.
R1
Mana Prism Artifact Artifact 3 TAP: Add one colorless mana to your mana pool. Play this ability as a mana source.
1, TAP: Add one mana of any color to your mana pool. Play this ability as a mana source.
U1
Mangara's Blessing White Instant 2W Gain 5 life.
If a spell or effect controlled by an opponent causes you to discard Mangara's Blessing, gain 2 life and return Mangara's
Blessing from your graveyard to your hand at end of turn.
U1
Mangara's Equity White Enchantment 1WW When you play Mangara's Equity, choose black or red.
During your upkeep, pay 1W or bury Mangara's Equity.
For each 1 damage a creature of the chosen color deals to you or a white creature you control, Mangara's Equity deals
1 damage to that creature.
U1
Mangara's Tome Artifact Artifact 5 When Mangara's Tome comes into play, search your library and choose any five cards. Shuffle these cards and put them face down under Mangara's Tome. Shuffle your library afterwards.
If you lose control of Mangara's Tome, remove all cards under it from the game.
2: Instead of drawing a card, put the top card from under
Mangara's Tome into your hand.
R1
Marble Diamond Artifact Artifact 2 Marble Diamond comes into play tapped.
TAP: Add W to your mana pool. Play this ability as a mana source.
U1
Maro Green Summon Nature Spirit 2GG Maro has power and toughness each equal to the number of cards in your hand. R1
Meddle Blue Interrupt 1U Target spell, which targets a single creature, targets another creature of your choice instead. The new target must be legal. U1
Melesse Spirit White Summon Angel 3WW Flying, protection from black U1
Memory Lapse Blue Interrupt 1U Counter target spell. Put that spell on top of owner's library. C1
Merfolk Raiders Blue Summon Merfolk 1U Phasing; islandwalk (If defending player controls any islands, this creature is unblockable.) C1
Merfolk Seer Blue Summon Merfolk 2U 1U: Draw a card. Use this ability only when Merfolk Seer is put into the graveyard from play and only once. C1
Mind Bend Blue Instant U Change the text of target permanent by replacing all instances of one color word or basic land type with another. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.") U1
Mind Harness Blue Enchant Creature U Play only on a red or green creature.
Cumulative upkeep 1
Gain control of enchanted creature.
U1
Mindbender Spores Green Summon Wall 2G Flying
Whenever Mindbender Spores blocks any creature, put four fungus counters on that creature. During its controller's untap phase, remove a fungus counter from the creature. As long as the creature has any fungus counters on it, it does not untap during its controller's untap phase.
R1
Mire Shade Black Summon Shade 1B B, Sacrifice a swamp: Put a +1/+1 counter on Mire Shade.
Play this ability as a sorcery.
U1
Misers' Cage Artifact Artifact 3 At end of target opponent's upkeep, if that player has five or more cards in hand, Misers' Cage deals 2 damage to him or her. R1
Mist Dragon Blue Summon Dragon 4UU 0: Flying
0: Loses flying
3UU: Phases out
R1
Moss Diamond Artifact Artifact 2 Moss Diamond comes into play tapped.
TAP: Add G to your mana pool. Play this ability as a mana source.
U1
Mountain null Land - TAP: Add R to your mana pool. Land
Mountain Valley null Land - Mountain Valley comes into play tapped.
TAP, Sacrifice Mountain Valley: Search your library for a mountain or forest card. Put that land into play. Shuffle your library afterwards.
U1
Mtenda Griffin White Summon Griffin 3W Flying
W, TAP: Return Mtenda Griffin to owner's hand and return target Griffin card in your graveyard to your hand.
Use this ability only during your upkeep.
U1
Mtenda Herder White Summon Scout W Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
C1
Mtenda Lion Green Summon Lion G If Mtenda Lion attacks, defending player may pay U to have it deal no combat damage this turn. C1
Mystical Tutor Blue Instant U Search your library for an instant, interrupt, mana source, or sorcery card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. U1
Natural Balance Green Sorcery 2GG Each player controlling six or more lands sacrifices enough lands to reduce his or her land total to five.
Each player controlling four or fewer lands may search his or her library for enough basic land to bring his or her land total to five and put those lands into play. Those players shuffle their libraries afterwards.
R1
Nettletooth Djinn Green Summon Djinn 3G During your upkeep, Nettletooth Djinn deals 1 damage to you. U1
Noble Elephant White Summon Elephant 3W Banding, trample C1
Nocturnal Raid Black Instant 2BB All black creatures get +2/+0 until end of turn. U1
Null Chamber White Enchant World 3W You and target opponent each name any card except a basic land. Those cards cannot be played. R1
Pacifism White Enchant Creature 1W Enchanted creature cannot attack or block. C1
Painful Memories Black Sorcery 1B Look at target opponent's hand. Choose one of those cards and put it on top of his or her library. U1
Patagia Golem Artifact Artifact Creature 4 3: Flying until end of turn U1
Paupers' Cage Artifact Artifact 3 At end of target opponent's upkeep, if that player has two or fewer cards in hand, Paupers' Cage deals 2 damage to him or her. R1
Pearl Dragon White Summon Dragon 4WW Flying
1W: +0/+1 until end of turn
R1
Phyrexian Dreadnought Artifact Artifact Creature 1 Trample
When Phyrexian Dreadnought comes into play, sacrifice any number of creatures with total power of 12 or more, or bury Phyrexian Dreadnought.
R1
Phyrexian Purge Multicolor Sorcery 2BR Pay 3 life per target: Destroy any number of target creatures. R1
Phyrexian Tribute Black Sorcery 2B Sacrifice two creatures: Destroy target artifact. R1
Phyrexian Vault Artifact Artifact 3 2, TAP, Sacrifice a creature: Draw a card. U1
Plains null Land - TAP: Add W to your mana pool. Land
Political Trickery Blue Sorcery 2U Choose target land you control and target land an opponent controls. Exchange control of those lands. R1
Polymorph Blue Sorcery 3U Bury target creature. That creature's controller reveals cards from the top of his or her library until a creature card is revealed and then puts that creature into play under his or her control as though it were just played. The player shuffles all other revealed cards into his or her library. R1
Power Sink Blue Interrupt XU Counter target spell unless that spell's caster pays an additional X. That player draws and pays all mana from lands and mana pool until X is paid; he or she may also draw and pay mana from other sources if desired. C1
Preferred Selection Green Enchantment 2GG At the beginning of your draw phase, look at the top two cards of your library and choose one. Put that card on the bottom of your library, or sacrifice Preferred Selection and pay 2GG to draw the card. R1
Prismatic Boon Multicolor Instant XWU X target creatures gain protection from a single color of your choice until end of turn. U1
Prismatic Circle White Enchantment 2W Cumulative upkeep 1
When you play Prismatic Circle, choose a color.
1: Prevent all damage to you from a source of the chosen color. Treat further damage from that source normally.
C1
Prismatic Lace Blue Instant U Target permanent becomes the color(s) of your choice. Costs to tap, maintain, or use an ability of that permanent remain unchanged. R1
Psychic Transfer Blue Sorcery 4U Compare your life total with target player's life total. If the difference is 5 or less and you have at least 1 life, exchange life totals with that player. R1
Purgatory Multicolor Enchantment 2WB Whenever a summon card is put into your graveyard from play, put that card face up under Purgatory.
During your upkeep, you may pay 4 and 2 life to put any card under Purgatory into play as though it were just played.
If Purgatory leaves play, remove all cards under it from the game.
R1
Purraj of Urborg Black Summon Legend 3BB First strike when attacking
B: Put a +1/+1 counter on Purraj of Urborg. Use this ability only when a black spell is successfully cast and only once for each such spell.
R1
Pyric Salamander Red Summon Salamander 1R R: +1/+0 until end of turn. Bury Pyric Salamander at end of turn. C1
Quirion Elves Green Summon Elves 1G When you play Quirion Elves, choose a color.
TAP: Add one mana of the chosen color to your mana pool.
Play this ability as a mana source.
TAP: Add G to your mana pool. Play this ability as a mana source.
C1
Radiant Essence Multicolor Summon Spirit 1GW As long as target opponent controls any black permanents,
Radiant Essence gets +1/+2.
U1
Raging Spirit Red Summon Spirit 3R 2: Raging Spirit is colorless until end of turn. C1
Rampant Growth Green Sorcery 1G Search your library for a basic land card and put it into play, tapped. Shuffle your library afterwards. C1
Rashida Scalebane White Summon Legend 3WW TAP: Bury target attacking or blocking Dragon. Gain an amount of life equal to that Dragon's power. R1
Ravenous Vampire Black Summon Vampire 3BB Flying
During your upkeep, sacrifice a nonartifact creature and put a +1/+1 counter on Ravenous Vampire, or tap
Ravenous Vampire.
U1
Ray of Command Blue Instant 3U Untap target creature an opponent controls and gain control of it until end of turn. That creature is unaffected by summoning sickness this turn. Tap the creature if you lose control of it at end of this turn. C1
Razor Pendulum Artifact Artifact 4 At the end of each player's turn, if that player has 5 or less life, Razor Pendulum deals 2 damage to him or her. R1
Reality Ripple Blue Instant 1U Target artifact, creature, or land phases out. C1
Reckless Embermage Red Summon Wizard 3R 1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. R1
Reflect Damage Multicolor Instant 3RW Redirect all damage dealt by any one source to that source's controller. R1
Regeneration Green Enchant Creature 1G G: Regenerate enchanted creature. C1
Reign of Chaos Red Sorcery 2RR Destroy target plains and target white creature, or destroy target island and target blue creature. U1
Reign of Terror Black Sorcery 3BB Bury all white creatures or bury all green creatures. Lose 2 life for each creature put into the graveyard in this way. U1
Reparations Multicolor Enchantment 1WU Whenever target opponent successfully casts a spell that targets you or a creature you control, you may draw a card. R1
Restless Dead Black Summon Skeletons 1B B: Regenerate C1
Ritual of Steel White Enchant Creature 2W Draw a card at the beginning of the upkeep of the turn after
Ritual of Steel comes into play.
Enchanted creature gets +0/+2.
C1
Rock Basilisk Multicolor Summon Basilisk 4RG Whenever Rock Basilisk blocks or is blocked by a non-Wall creature, destroy that creature at end of combat. R1
Rocky Tar Pit Land Land - Rocky Tar Pit comes into play tapped.
TAP, Sacrifice Rocky Tar Pit: Search your library for a swamp or mountain card. Put that land into play. Shuffle your library afterwards.
U1
Roots of Life Green Enchantment 1GG When you play Roots of Life, choose islands or swamps.
Whenever a land of the chosen type that target opponent controls becomes tapped, gain 1 life.
U1
Sabertooth Cobra Green Summon Cobra 2G If Sabertooth Cobra damages a player, he or she gets a poison counter. During that player's next upkeep, he or she gets another poison counter unless he or she pays 2 before then to prevent this effect. If any player has ten or more poison counters, he or she loses the game. C1
Sacred Mesa White Enchantment 2W During your upkeep, sacrifice a Pegasus or bury Sacred
Mesa.
1W: Put a Wild Pegasus token into play. Treat this token as a 1/1 white creature with flying that counts as a Pegasus.
R1
Sand Golem Artifact Artifact Creature 5 If a spell or effect controlled by an opponent causes you to discard Sand Golem, put Sand Golem from your graveyard into play at end of turn with a +1/+1 counter on it. U1
Sandbar Crocodile Blue Summon Crocodile 4U Phasing C1
Sandstorm Green Instant null Sandstorm deals 1 damage to each attacking creature. C1
Sapphire Charm Blue Instant U Choose one - Target player draws a card at the beginning of the next turn's upkeep; or target creature an opponent controls phases out; or target creature gains flying until end of turn. C1
Savage Twister Multicolor Sorcery XRG Savage Twister deals X damage to each creature. U1
Sawback Manticore Multicolor Summon Manticore 3RG 4: Flying until end of turn
1: Sawback Manticore deals 2 damage to target attacking or blocking creature. Use this ability only once each turn and only if Sawback Manticore is attacking or blocking.
R1
Sea Scryer Blue Summon Merfolk 1U TAP: Add one colorless mana to your mana pool. Play this ability as a mana source.
1, TAP: Add U to your mana pool. Play this ability as a mana source.
C1
Sealed Fate Multicolor Sorcery XUB Look at the top X cards of target opponent's library.
Remove one of those cards from the game and put the rest back on top of that player's library in any order.
U1
Searing Spear Askari Red Summon Knight 2R Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
1R: Searing Spear Askari cannot be blocked by only one creature this turn.
C1
Seedling Charm Green Instant G Choose one - Return target creature enchantment to owner's hand; or regenerate target green creature; or target creature gains trample until end of turn. C1
Seeds of Innocence Green Sorcery 1GG Bury all artifacts. Each artifact's controller gains an amount of life equal to that artifact's casting cost. R1
Serene Heart Green Instant 1G Destroy all local enchantments. C1
Sewer Rats Black Summon Rats B B, Pay 1 life: +1/+0 until end of turn. You cannot spend more than BBB in this way each turn. C1
Shadow Guildmage Black Summon Wizard B U, TAP: Put target creature you control on top of owner's library.
R, TAP: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you.
C1
Shadowbane White Instant 1W Prevent all damage to you or a creature you control from any one source. If that source is black, gain 1 life for each 1 damage prevented in this way. U1
Shallow Grave Black Instant 1B Put the top creature card from your graveyard into play as though it were just played. That creature is unaffected by summoning sickness. Remove the creature from the game at end of any turn. R1
Shaper Guildmage Blue Summon Wizard U W, TAP: Target creature gains first strike until end of turn.
B, TAP: Target creature gets +1/+0 until end of turn.
C1
Shauku's Minion Multicolor Summon Minion 1BR BR, TAP: Shauku's Minion deals 2 damage to target white creature. U1
Shauku, Endbringer Black Summon Legend 5BB Flying
Shauku, Endbringer cannot attack if there is another creature in play.
During your upkeep, lose 3 life.
TAP: Remove target creature from the game and put a
+1/+1 counter on Shauku.
R1
Shimmer Blue Enchantment 2UU When you play Shimmer, choose a land type.
All lands of the chosen type gain phasing.
R1
Sidar Jabari White Summon Legend 3W Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
If Sidar Jabari attacks, tap target creature defending player controls.
R1
Sirocco Red Instant 1R Target player reveals his or her hand to all players. For each blue interrupt card that player holds, he or she pays 4 life or discards that card. U1
Skulking Ghost Black Summon Ghost 1B C1
Sky Diamond Artifact Artifact 2 Sky Diamond comes into play tapped.
TAP: Add U to your mana pool. Play this ability as a mana source.
U1
Soar Blue Enchant Creature 1U You may choose to play Soar as an instant; if you do, bury it at end of turn.
Enchanted creature gets +0/+1 and gains flying.
C1
Soul Echo White Enchantment XWW When you play Soul Echo, put X echo counters on it.
At the beginning of your upkeep, if there are no echo counters on Soul Echo, bury it; otherwise, target opponent may choose that for each 1 damage dealt to you until your next upkeep, you instead remove 1 echo counter from Soul
Echo.
You do not lose the game as a result of having less than 1 life.
R1
Soul Rend Black Instant 1B Bury target creature if it is white.
Draw a card at the beginning of the next turn's upkeep.
U1
Soulshriek Black Instant B Target creature you control gets +*/+0 until end of turn, where * is equal to the number of creature cards in your graveyard. Bury that creature at end of turn. C1
Spatial Binding Multicolor Enchantment UB Pay 1 life: Target permanent cannot phase out until the beginning of your next upkeep. U1
Spectral Guardian White Summon Guardian 2WW As long as Spectral Guardian is untapped, noncreature artifacts cannot be the target of spells or effects. R1
Spirit of the Night Black Summon Legend 6BBB Flying, trample, protection from black
First strike when attacking
Spirit of the Night is unaffected by summoning sickness.
R1
Spitting Earth Red Sorcery 1R Spitting Earth deals to target creature an amount of damage equal to the number of mountains you control. C1
Stalking Tiger Green Summon Tiger 3G Stalking Tiger cannot be blocked by more than one creature. C1
Stone Rain Red Sorcery 2R Destroy target land. C1
Stupor Black Sorcery 2B Target opponent discards a card at random, then chooses and discards a card. U1
Subterranean Spirit Red Summon Elemental 3RR Protection from red
TAP: Subterranean Spirit deals 1 damage to each creature without flying.
R1
Sunweb White Summon Wall 3W Flying
Sunweb cannot block creatures with power 2 or less.
R1
Superior Numbers Green Sorcery GG Superior Numbers deals to target creature 1 damage for each creature you control in excess of the number of creatures target opponent controls. U1
Suq'Ata Firewalker Blue Summon Wizard 1UU Suq'Ata Firewalker cannot be the target of red spells or effects.
TAP: Suq'Ata Firewalker deals 1 damage to target creature or player.
U1
Swamp Land Land - TAP: Add B to your mana pool. Land
Tainted Specter Black Summon Specter 3B Flying
1BB, TAP: Target player chooses a card from his or her hand and then chooses either to discard that card or put it on top of his or her library. If the card is discarded, Tainted Specter deals 1 damage to each creature and player. Play this ability as a sorcery.
R1
Talruum Minotaur Red Summon Minotaur 2RR Talruum Minotaur is unaffected by summoning sickness. C1
Taniwha Blue Summon Legend 3UU Phasing, trample
At the beginning of your upkeep, all lands you control phase out.
R1
Teeka's Dragon Artifact Artifact Creature 9 Flying, trample; rampage 4 (For each creature assigned to block it beyond the first, this creature gets +4/+4 until end of turn.)
Teeka's Dragon counts as a Dragon.
R1
Teferi's Curse Blue Enchant Permanent 1U Play only on an artifact or creature.
Enchanted permanent gains phasing.
C1
Teferi's Drake Blue Summon Drake 2U Flying, phasing C1
Teferi's Imp Blue Summon Imp 2U Flying, phasing
When Teferi's Imp phases out, choose and discard a card.
When Teferi's Imp phases in, draw a card.
R1
Teferi's Isle Land Legendary Land - Phasing
Teferi's Isle comes into play tapped.
TAP: Add UU to your mana pool.
R1
Telim'Tor Red Summon Legend 4R Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
If Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.
R1
Telim'Tor's Darts Artifact Artifact 2 2, TAP: Telim'Tor's Darts deals 1 damage to target player. U1
Telim'Tor's Edict Red Instant R Remove from the game target permanent you own or control.
Draw a card at the beginning of the next turn's upkeep.
R1
Teremko Griffin White Summon Griffin 3W Banding, flying C1
Thirst Blue Enchant Creature 2U When Thirst comes into play, tap enchanted creature.
During your upkeep, pay U or bury Thirst.
Enchanted creature does not untap during its controller's untap phase.
C1
Tidal Wave Blue Instant 2U Put a Wave token into play. Treat this token as a 5/5 blue creature that counts as a Wall. Bury the token at end of any turn. U1
Tombstone Stairwell Black Enchant World 2BB Cumulative upkeep 1B
During each upkeep, each player puts into play a
Tombspawn token for each summon card in his or her graveyard. Treat these tokens as 2/2 black creatures that are unaffected by summoning sickness and count as Zombies.
At end of any turn or if Tombstone Stairwell leaves play, bury all of these tokens.
R1
Torrent of Lava Red Sorcery XRR Torrent of Lava deals X damage to each creature without flying.
Each creature gains "TAP: Prevent 1 damage to this creature from Torrent of Lava."
R1
Tranquil Domain Green Instant 1G Destroy all global enchantments. C1
Tropical Storm Green Sorcery XG Tropical Storm deals X damage to each creature with flying and 1 damage to each blue creature. U1
Uktabi Faerie Green Summon Faerie 1G Flying
3G, Sacrifice Uktabi Faerie: Destroy target artifact.
C1
Uktabi Wildcats Green Summon Wildcats 4G Uktabi Wildcats has power and toughness each equal to the number of forests you control.
G, Sacrifice a forest: Regenerate
R1
Unerring Sling Artifact Artifact 3 3, TAP, Tap an untapped creature you control: Unerring
Sling deals an amount of damage equal to that creature's power to target attacking or blocking creature with flying.
U1
Unfulfilled Desires Multicolor Enchantment 1UB 1, Pay 1 life: Draw a card, then choose and discard a card. R1
Unseen Walker Green Summon Dryad 1G Forestwalk (If defending player controls any forests, this creature is unblockable.)
1GG: Target creature gains forestwalk until end of turn.
U1
Unyaro Bee Sting Green Sorcery 3G Unyaro Bee Sting deals 2 damage to target creature or player. U1
Unyaro Griffin White Summon Griffin 3W Flying
Sacrifice Unyaro Griffin: Counter target red spell that assigns damage to you or a creature you control. Play this ability as an interrupt.
U1
Urborg Panther Black Summon Night Stalker 2B B, Sacrifice Urborg Panther: Destroy target creature blocking
Urborg Panther.
Sacrifice Feral Shadow, Breathstealer, and Urborg Panther:
Search your library for Spirit of the Night and put it into play as though it were just played. Shuffle your library afterwards.
C1
Vaporous Djinn Blue Summon Djinn 2UU Flying
During your upkeep, pay UU or Vaporous Djinn phases out.
U1
Ventifact Bottle Artifact Artifact 3 1X, TAP: Put X charge counters on Ventifact Bottle. Play this ability as a sorcery. At the beginning of your main phase, if Ventifact Bottle has any charge counters on it, tap
Ventifact Bottle and remove all charge counters from it to add to your mana pool an amount of colorless mana equal to the number of charge counters removed.
R1
Viashino Warrior Red Summon Viashino 3R - C1
Vigilant Martyr White Summon Martyr W Sacrifice Vigilant Martyr: Regenerate target creature.
WW, TAP, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment in play. Play this ability as an interrupt.
U1
Village Elder Green Summon Druid G G, TAP, Sacrifice a forest: Regenerate target creature. C1
Vitalizing Cascade Multicolor Instant XGW Gain X+3 life. U1
Volcanic Dragon Red Summon Dragon 4RR Flying
Volcanic Dragon is unaffected by summoning sickness.
R1
Volcanic Geyser Red Instant XRR Volcanic Geyser deals X damage to target creature or player. U1
Waiting in the Weeds Green Sorcery 1GG For each untapped forest he or she controls, each player puts a Cat token into play under his or her control. Treat these tokens as 1/1 green creatures. R1
Wall of Corpses Black Summon Wall 1B B, Sacrifice Wall of Corpses: Destroy target creature blocked by Wall of Corpses. C1
Wall of Resistance White Summon Wall 1W Flying
At the end of any turn in which Wall of Resistance is dealt damage, put a +0/+1 counter on it.
C1
Wall of Roots Green Summon Wall 1G Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability as a mana source. Use this ability only once each turn. C1
Ward of Lights White Enchant Creature WW You may choose to play Ward of Lights as an instant; if you do, bury it at end of turn.
Enchanted creature gains protection from a color of your choice. The protection granted by Ward of Lights does not bury Ward of Lights.
C1
Warping Wurm Multicolor Summon Wurm 2GU Phasing
During your upkeep, pay 2GU or Warping Wurm phases out.
When Warping Wurm phases in, put a +1/+1 counter on it.
R1
Wave Elemental Blue Summon Elemental 2UU U, TAP, Sacrifice Wave Elemental: Tap up to three target creatures without flying. U1
Wellspring Multicolor Enchant Land 1GW When Wellspring comes into play, gain control of enchanted land.
At the end of each of your turns, lose control of enchanted land.
At the beginning of each of your turns, gain control of enchanted land.
R1
Wild Elephant Green Summon Elephant 3G Trample C1
Wildfire Emissary Red Summon Efreet 3R Protection from white
1R: +1/+0 until end of turn
U1
Windreaper Falcon Multicolor Summon Falcon 1RG Flying, protection from blue U1
Withering Boon Black Interrupt 1B Pay 3 life: Counter target summon spell. U1
Worldly Tutor Green Instant G Search your library for a creature card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. U1
Yare White Instant 2W Target creature defending player controls gets +3/+0 until end of turn. That creature may be assigned to block up to three creatures this turn. All blocks must be legal. R1
Zebra Unicorn Multicolor Summon Unicorn 2GW For each 1 damage Zebra Unicorn deals, gain 1 life. U1
Zhalfirin Commander White Summon Knight 2W Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
1WW: Target Knight gets +1/+1 until end of turn.
U1
Zhalfirin Knight White Summon Knight 2W Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets
-1/-1 until end of turn.)
WW: First strike until end of turn
C1
Zirilan of the Claw Red Summon Legend 3RR 1RR, TAP: Search your library for a Dragon card and put it into play as though it were just played. Shuffle your library afterwards. That creature is unaffected by summoning sickness. Remove the creature from the game at end of any turn. R1
Zombie Mob Black Summon Zombies 2BB Zombie Mob comes into play with one +1/+1 counter for each summon card in your graveyard. Remove all of those summon cards from the game. U1
Zuberi, Golden Feather White Summon Legend 4W Flying
Zuberi, Golden Feather counts as a Griffin.
All other Griffins get +1/+1.
R1