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Magic - The Gathering®


Alliances Card List

Released: June 10th, 1996. 199 cards (144 without different versions of the same card).

Statistics

C1C2C2/1R2R6U2U3U3/2Sum
White7-25-61-21
Blue7-25-61-21
Black7-25-61-21
Red7115-6-121
Green7-25-61-21
Artifact5--934--21
Land---7-1--8
Total40194634041144

Sort by clicking on the table headers.

Name Color Type Cost Pwr/Tgh Text Rarity
Aesthir Glider Artifact Artifact Creature 3 2/1 Flying
Cannot be assigned to block.
C1
Agent of Stromgald Red Summon Knight R 1/1 R: Add B to your mana pool. Play this ability as an interrupt. C1
Arcane Denial Blue Interrupt 1U Counter target spell. That spell's caster may draw up to two cards at the beginning of the next turn's upkeep.
Draw a card at the beginning of the next turn's upkeep.
C1
Ashnod's Cylix Artifact Artifact 2 3, TAP: Target player looks at the top three cards of his or her library and puts one of them on top of that library.
Remove the remaining two from the game.
R2
Astrolabe Artifact Artifact 3 1, TAP: Sacrifice Astrolabe to add two mana of any one color to your mana pool. Play this ability as an interrupt.
Draw a card at the beginning of the next turn's upkeep.
C1
Awesome Presence Blue Enchant Creature U Enchanted creature cannot be blocked unless defending player pays an additional 3 for each creature assigned to block enchanted creature. C1
Balduvian Dead Black Summon Zombies 3B 2/3 2R: Remove target summon card in your graveyard from the game to put a Graveborn token into play. Treat this token as a 3/1 black and red creature that can attack the turn it comes into play. Bury Graveborn token at end of turn. U2
Balduvian Horde Red Summon Barbarians 2RR 5/5 When Balduvian Horde comes into play, discard a card at random from your hand or bury Balduvian Horde. R2
Balduvian Trading Post Land Land - When Balduvian Trading Post comes into play, sacrifice an untapped mountain or bury Balduvian Trading Post.
TAP: Add 1R to your mana pool.
1, TAP: Balduvian Trading Post deals 1 damage to target attacking creature.
R2
Balduvian War-Makers Red Summon Barbarians 4R 3/3 Rampage: 1
Balduvian War-Makers can attack the turn it comes into play on your side.
C1
Benthic Explorers Blue Summon Merfolk 3U 2/4 TAP: Untap target tapped land an opponent controls to add one mana of any type that land produces to your mana pool. C1
Bestial Fury Red Enchant Creature 2R Draw a card at the beginning of the upkeep of the turn after
Bestial Fury comes into play.
If enchanted creature attacks and is blocked, it gains trample and gets +4/+0 until end of turn.
C2
Bounty of the Hunt Green Instant 3GG You may remove a green card in your hand from the game instead of paying Bounty of the Hunt's casting cost.
Put three +1/+1 counters, distributed any way you choose, on any number of target creatures. Remove these counters at end of turn.
U2
Browse Blue Enchantment 2UU 2UU: Look at the top five cards of your library and put one of them into your hand.
Remove the remaining four from the game.
U2
Burnout Red Interrupt 1R Counter target interrupt spell if it is blue.
Draw a card at the beginning of the next turn's upkeep.
U2
Carrier Pigeons White Summon Pigeons 3W 1/1 Flying
Draw a card at the beginning of the upkeep of the turn after
Carrier Pigeons comes into play.
C1
Casting of Bones Black Enchant Creature 2B If enchanted creature is put into the graveyard, draw three cards. Choose and discard one of those cards. C1
Chaos Harlequin Red Summon Harlequin 2RR 2/4 R: Remove the top card of your library from the game. If that card is a land, Chaos Harlequin gets -4/-0 until end of turn; otherwise, Chaos Harlequin gets +2/+0 until end of turn. R2
Contagion Black Instant 3BB You may pay 1 life and remove a black card in your hand from the game instead of paying Contagion's casting cost.
Effects that prevent or redirect damage cannot be used to counter this loss of life.
Put two -2/-1 counters, distributed any way you choose, on any number of target creatures.
U2
Deadly Insect Green Summon Insect 4G 6/1 Cannot be the target of spells or effects. U3
Death Spark Red Instant R Death Spark deals 1 damage to target creature or player.
At the end of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay 1 to put Death Spark into your hand.
U2
Diminishing Returns Blue Sorcery 2UU Each player shuffles his or her hand and graveyard into his or her library. Remove the top ten cards of your library from the game. Each player draws up to seven cards. R2
Diseased Vermin Black Summon Rats 2B 1/1 During your upkeep, Diseased Vermin deals 1 damage to a single target opponent it has previously damaged for each infection counter on Diseased Vermin.
If Diseased Vermin damages a player in combat, put an infection counter on it.
U2
Dystopia Black Enchantment 1BB Cumulative Upkeep: 1 life
During each player's upkeep, if that player controls any green or white permanents, he or she sacrifices a green or white permanent.
R2
Elvish Bard Green Summon Elf 3GG 2/4 All creatures able to block Elvish Bard do so. If this forces a creature to block more attackers than allowed, defending player assigns that creature to block as many of those attackers as allowed. U2
Elvish Ranger Green Summon Elf 2G 4/1 - C1
Elvish Spirit Guide Green Summon Spirit 2G 2/2 If Elvish Spirit Guide is in your hand, you may remove it from the game to add G to your mana pool. Play this ability as an interrupt. U2
Energy Arc Multi-Color Instant WU Untap any number of target creatures. Those creatures neither deal nor receive damage in combat this turn. U2
Enslaved Scout Red Summon Goblin 2R 2/2 2: Mountainwalk until end of turn C1
Errand of Duty White Instant 1W Put a Knight token into play. Treat this token as a 1/1 white creature with banding. C1
Exile White Instant 2W Remove target non-white attacking creature from the game.
Gain life equal to that creature's toughness.
R2
False Demise Blue Enchant Creature 2U If enchanted creature is put into the graveyard, return that creature to play under your control as though it were just cast. U3
Fatal Lore Black Sorcery 2BB Target opponent chooses one: you draw three cards; or you choose and bury up to two target creatures that opponent controls and he or she draws up to three cards. R2
Feast or Famine Black Instant 3B Bury target non-black, non-artifact creature or put a Zombie token into play. Treat this token as a 2/2 black creature. U3
Fevered Strength Black Instant 2B Target creature gets +2/+0 until end of turn.Draw a card at the beginning of the next turn's upkeep. C2/1
Floodwater Dam Artifact Artifact 3 XX1, TAP: Tap X target lands. R2
Force of Will Blue Interrupt 3UU You may pay 1 life and remove a blue card in your hand from the game instead of paying Force of Will's casting cost.
Effects that prevent or redirect damage cannot be used to counter this loss of life.
Counter target spell.
U2
Foresight Blue Sorcery 1U Search your library for any three cards and remove them from the game. Shuffle your library afterwards.
Draw a card at the beginning of the next turn's upkeep.
C1
Fyndhorn Druid Green Summon Druid 2G 2/2 If Fyndhorn Druid is put into the graveyard the same turn it was blocked, gain 4 life. C1
Gargantuan Gorilla Green Summon Gorilla 4GGG 7/7 During your upkeep, sacrifice a forest, or bury Gargantuan
Gorilla and Gargantuan Gorilla deals 7 damage to you. If you sacrifice a snow-covered forest in this way, Gargantuan
Gorilla gains trample until end of turn.
TAP: Gargantuan Gorilla deals an amount of damage equal to its power to any other target creature. That creature deals an amount of damage equal to its power to
Gargantuan Gorilla.
R2
Gift of the Woods Green Enchant Creature G If enchanted creature blocks or is blocked by any creatures, enchanted creature gets +0/+3 until end of turn and you gain 1 life. C1
Gorilla Berserkers Green Summon Gorillas 3GG 2/3 Trample, rampage: 2
Cannot be blocked by fewer than three creatures.
C2/1
Gorilla Chieftain Green Summon Gorilla 2GG 3/3 1G: Regenerate C1
Gorilla Shaman Red Summon Gorilla R XX1: Destroy target non-creature artifact with casting cost equal to X. U3/2
Gorilla War Cry Red Instant 1R Attacking creatures cannot be blocked by only one creature this turn. Play only during combat before defense is chosen.
Draw a card at the beginning of the next turn's upkeep.
C1
Guerrilla Tactics Red Instant 1R Guerrilla Tactics deals 2 damage to target creature or player.
If a spell or effect controlled by an opponent causes you to discard Guerrilla Tactics from your hand, reveal Guerrilla
Tactics to all players, and it deals 4 damage to target creature or player.
C2/1
Gustha's Scepter Artifact Artifact 0 If Gustha's Scepter leaves play or you lose control of it, put all cards under Gustha's Scepter into your graveyard.
TAP: Put any card from your hand face down under
Gustha's Scepter. You may look at that card at any time.
TAP: Return any card under Gustha's Scepter to your hand.
R2
Hail Storm Green Instant 1GG Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. U2
Heart of Yavimaya Land Land - When Heart of Yavimaya comes into play, sacrifice a forest or bury Heart of Yavimaya.
TAP: Add G to your mana pool.
TAP: Target creature gets +1/+1 until end of turn.
R2
Helm of Obedience Artifact Artifact 4 X, TAP: Put the top card of target opponent's library into his or her graveyard. Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first. If the last card put into the graveyard is a creature card, bury Helm of Obedience and put that creature into play under your control as though it were just cast. X cannot be equal to 0. R2
Inheritance White Enchantment W 3: Draw a card. Use this ability only when a creature is put into the graveyard from play, and only once for each creature put into the graveyard. U2
Insidious Bookworms Black Summon Worms B 1/1 1B: Target player discards a card at random from his or her hand. Use this ability only when Insidious Bookworms is put into the graveyard from play. You cannot spend more than 1B in this way each turn. C1
Ivory Gargoyle White Summon Gargoyle 4W 2/2 Flying
If Ivory Gargoyle is put into the graveyard from play, put it into play under owner's control at end of turn and skip your next draw phase.
4W: Remove Ivory Gargoyle from the game.
R2
Juniper Order Advocate White Summon Knight 2W 1/2 As long as Juniper Order Advocate is untapped, all green creatures you control get +1/+1. U2
Kaysa Green Summon Legend 3GG 2/3 All green creatures you control get +1/+1. R2
Keeper of Tresserhorn Black Summon Keeper 5B 6/6 If Keeper of Tresserhorn attacks and is not blocked, it deals no damage to defending player this turn and that player loses 2 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. R2
Kjeldoran Escort White Summon Soldier 2WW 2/3 Banding C2/1
Kjeldoran Home Guard White Summon Soldier 3W 1/6 At the end of any combat in which Kjeldoran Home Guard attacked or blocked, put a -0/-1 counter on Kjeldoran Home
Guard and put a Deserter token into play. Treat this token as a 0/1 white creature.
U2
Kjeldoran Outpost Land Land - When Kjeldoran Outpost comes into play, sacrifice a plains or bury Kjeldoran Outpost.
TAP: Add W to your mana pool.
1W, TAP: Put a Soldier token into play. Treat this token as a 1/1 white creature.
R2
Kjeldoran Pride White Enchant Creature 1W Enchanted creature gets +1/+2.
2U: Switch Kjeldoran Pride from creature it enchants to another creature. Kjeldoran Pride's new target must be legal.
Treat Kjeldoran Pride as though it were just cast on the new target.
C1
Krovikan Horror Black Summon Horror 3B 2/2 At the end of any turn, if Krovikan Horror is in your graveyard with a summon card directly above it, you may put Krovikan Horror into your hand.
1: Sacrifice a creature to have Krovikan Horror deal 1 damage to target creature or player.
R2
Krovikan Plague Black Enchant Creature 2B Play on a non-wall creature you control.Draw a card at the beginning of the upkeep of the turn after Krovikan Plague comes into play.
0: Tap enchanted creature to have Krovikan Plague deal 1 damage to target creature or player. Put a -0/-1 counter on enchanted creature.
U2
Lake of the Dead Land Land - When Lake of the Dead comes into play, sacrifice a swamp or bury Lake of the Dead.
TAP: Add B to your mana pool.
TAP: Sacrifice a swamp to add BBBB to your mana pool.
R2
Lat-Nam's Legacy Blue Instant 1U Choose a card from your hand and shuffle that card into your library to draw two cards at the beginning of the next turn's upkeep. C1
Library of Lat-Nam Blue Sorcery 4U Target opponent chooses one: you draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put it into your hand, and then shuffle your library. R2
Lim-Dul's High Guard Black Summon Skeleton 1BB 2/1 First strike
1B: Regenerate
C1
Lim-Dul's Paladin Multi-Color Summon Paladin 2BR 0/3 During your upkeep, choose and discard a card from your hand, or bury Lim-Dul's Paladin and draw a card.
If any creatures are assigned to block it, Lim-Dul's Paladin gets +6/+3 until end of turn.
If Lim-Dul's Paladin attacks and is not blocked, it deals no damage to defending player this turn and that player loses
4 life. Effects that prevent or redirect damage cannot be used to counter this loss of life.
U2
Lim-Dul's Vault Multi-Color Instant UB Look at the top five cards of your library. As many times as you choose, you may pay 1 life to put those cards on the bottom of your library and look at the top five cards of your library.
Shuffle all but the top five cards of your library; put those five on top of your library in any order. Effects that prevent or redirect damage cannot be used to counter this loss of life.
U2
Lodestone Bauble Artifact Artifact 0 1, TAP: Sacrifice Lodestone Bauble to put up to four target basic lands from any player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep. R2
Lord of Tresserhorn Multi-Color Summon Legend 1UBR 10/4 When Lord of Tresserhorn comes into play, pay 2 life and sacrifice two creatures, and target opponent draws two cards.
Effects that prevent or redirect damage cannot be used to counter this loss of life.
B: Regenerate
R2
Martyrdom White Instant 1WW Until end of turn, you may redirect to target creature you control any amount of damage. C1
Misfortune Multi-Color Sorcery 1BRG Target opponent chooses one: you put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that opponent controls and
Misfortune deals 4 damage to him or her.
R2
Mishra's Groundbreaker Artifact Artifact 4 TAP: Sacrifice Mishra's Groundbreaker. Target land becomes a 3/3 artifact creature.That creature still counts as a land. U2
Misinformation Black Instant B Put up to three target cards from an opponent's graveyard on top of his or her library in any order. U2
Mystic Compass Artifact Artifact 2 1, TAP: Target mana-producing land becomes a basic land type of your choice until end of turn. U2
Nature's Blessing Multi-Color Enchantment 2WG WG: Choose and discard a card from your hand to have target creature gain banding, first strike, or trample or get a
+1/+1 counter.
U2
Nature's Chosen Green Enchant Creature G Play on a creature you control.
0: Untap enchanted creature. Use this ability only during your turn and only once each turn.
0: Tap enchanted creature to untap target artifact, creature, or land. Use this ability only if enchanted creature is white and only once each turn.
U2
Nature's Wrath Green Enchantment 4GG During your upkeep, pay G or bury Nature's Wrath.
Whenever a player puts a swamp or black permanent into play, he or she sacrifices a swamp or black permanent.
Whenever a player puts an island or a blue permanent into play, he or she sacrifices an island or a blue permanent.
R2
Noble Steeds White Enchantment 2W 1W: Target creature gains first strike until end of turn. C1
Omen of Fire Red Instant 3RR Return all islands to their owners' hands. Each player sacrifices a plains or a white permanent for each white permanent he or she controls. R2
Phantasmal Fiend Black Summon Phantasm 3B 1/5 B: +1/-1 until end of turn
1U: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that alter Phantasmal Fiend's power alter its toughness instead, and vice versa.
C1
Phantasmal Sphere Blue Summon Phantasm 1U 0/1 Flying
At the beginning of your upkeep, put a +1/+1 counter on
Phantasmal Sphere. During your upkeep, pay 1 for each of these +1/+1 counters or bury Phantasmal Sphere.
If Phantasmal Sphere leaves play, put an Orb token into play under target opponent's control. Treat this token as a
*/* blue creature with flying, where * is equal to the number of these +1/+1 counters on Phantasmal Sphere.
R2
Phelddagrif Multi-Color Summon Legend 1WUG 4/4 W: Flying until end of turn. Target opponent gains 2 life.
U: Return Phelddagrif to owner's hand. Target opponent may draw a card.
G: Trample until end of turn. Put a Hippo token into play under target opponent's control. Treat this token as a 1/1 green creature.
R2
Phyrexian Boon Black Enchant Creature 2B As long as enchanted creature is black, it gets +2/+1; otherwise, it gets -1/-2. C1
Phyrexian Devourer Artifact Artifact Creature 6 1/1 If Phyrexian Devourer's power is 7 or greater, bury it.
0: Remove the top card of your library from the game to put a +X/+X counter on Phyrexian Devourer, where X is equal to that card's casting cost.
R2
Phyrexian Portal Artifact Artifact 3 3: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Choose one of those piles and remove it from the game. Search the remaining pile and put one of those cards into your hand.
Shuffle the remaining cards into your library. Ignore this effect if you have fewer than ten cards in your library.
R2
Phyrexian War Beast Artifact Artifact Creature 3 3/4 If Phyrexian War Beast leaves play, sacrifice a land, and
Phyrexian War Beast deals 1 damage to you.
C1
Pillage Red Sorcery 1RR Bury target artifact or land. U2
Primitive Justice Red Sorcery 1R Destroy target artifact.
Destroy a target artifact for each 1R you pay in addition to the casting cost.
Destroy a target artifact and gain 1 life for each 1G you pay in addition to the casting cost.
U2
Pyrokinesis Red Instant 4RR You may remove a red card in your hand from the game instead of paying Pyrokinesis's casting cost.
Pyrokinesis deals 4 damage, divided any way you choose among any number of target creatures.
U2
Reinforcements White Instant W Put up to three target creature cards from your graveyard on top of your library in any order. C1
Reprisal White Instant 1W Bury target creature with power 4 or greater. U3
Ritual of the Machine Black Sorcery 2BB Sacrifice a creature to gain control of target non-black, non-artifact creature. R2
Rogue Skycaptain Red Summon Mercenary 2R 3/4 Flying
At the beginning of your upkeep, put a wage counter on
Rogue Skycaptain. During your upkeep, pay 2 for each wage counter on Rogue Skycaptain, or remove all wage counters from Rogue Skycaptain and target opponent gains control of Rogue Skycaptain.
R2
Royal Decree White Enchantment 2WW Cumulative Upkeep: W
Whenever a swamp, mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller.
R2
Royal Herbalist White Summon Cleric W 1/1 2: Remove the top card of your library from the game to gain 1 life. C1
Scarab of the Unseen Artifact Artifact 2 TAP: Sacrifice Scarab of the Unseen to return all enchantments on target permanent you own to their owners' hand. Draw a card at the beginning of the next turn's upkeep. U2
Scars of the Veteran White Instant 4W You may remove a white card in your hand from the game instead of paying Scars of the Veteran's casting cost.
Prevent up to 7 damage to target creature or player. For each
1 damage to a creature prevented by Scars of the Veteran, put a +0/+1 counter on that creature at end of turn.
U2
School of the Unseen Land Land - TAP: Add one colorless mana to your mana pool.
2, TAP: Add one mana of any color to your mana pool.
U2
Seasoned Tactician White Summon Tactician 2W 1/3 3: Remove the top four cards of your library from the game to prevent all damage to you from one source. U2
Sheltered Valley Land Land - When Sheltered Valley comes into play, bury any other
Sheltered Valley you control.
During your upkeep, if you control three or fewer lands, gain 1 life.
TAP: Add one colorless mana to your mana pool.
R2
Shield Sphere Artifact Artifact Creature 0 0/6 Counts as a wall
If Shield Sphere is assigned as a blocker, put a -0/-1 counter on it.
U2
Sol Grail Artifact Artifact 3 When Sol Grail comes into play, choose a color.
TAP: Add one mana of the chosen color to your mana pool.
Play this ability as an interrupt.
R6
Soldevi Adnate Black Summon Cleric 1B 1/2 TAP: Sacrifice a black or artifact creature to add an amount of B equal to that creature's casting cost to your mana pool.
Play this ability as an interrupt.
C1
Soldevi Digger Artifact Artifact 2 2: Put the top card of your graveyard on the bottom of your library. R2
Soldevi Excavations Land Land - When Soldevi Excavations comes into play, sacrifice an untapped island or bury Soldevi Excavations.
TAP: Add 1U to your mana pool.
1, TAP: Look at the top card of your library. You may put that card on the bottom of your library.
R2
Soldevi Heretic Blue Summon Heretic 2U 2/2 W, TAP: Prevent up to 2 damage to any creature. Target opponent may draw a card. C1
Soldevi Sage Blue Summon Wizard 1U 1/1 TAP: Sacrifice two lands to draw three cards. Choose and discard one of those cards. C2/1
Soldevi Sentry Artifact Artifact Creature 1 1/1 1: Regenerate. Target opponent may draw a card. C1
Soldevi Steam Beast Artifact Artifact Creature 5 4/2 Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life.
2: Regenerate
C1
Soldier of Fortune Red Summon Mercenary R 1/1 R, TAP: Target player shuffles his or her library. U2
Spiny Starfish Blue Summon Starfish 2U 0/1 U: Regenerate
At the end of any turn in which Spiny Starfish regenerated, put a Starfish token into play for each time it regenerated that turn. Treat these tokens as 0/1 blue creatures.
U2
Splintering Wind Green Enchantment 2GG 2G: Splintering Wind deals 1 damage to target creature.
Put a Splinter token into play. Treat this token as a1/1 green creature with flying and Cumulative Upkeep: G.If this token leaves play, it deals 1 damage to you and to each creature you control.
R2
Stench of Decay Black Instant 1BB All non-artifact creatures get -1/-1 until end of turn. C1
Storm Cauldron Artifact Artifact 5 During each player's turn, that player may put one additional land into play.
Whenever a land is tapped for mana, return that land to owner's hand.
R2
Storm Crow Blue Summon Bird 1U 1/2 Flying C2/1
Storm Elemental Blue Summon Elemental 5U 3/4 Flying
U: Remove the top card of your library from the game to tap target creature with flying.
U: Remove the top card of your library from the game. If that card is a snow-covered land, Storm Elemental gets
+1/+1 until end of turn.
U2
Storm Shaman Red Summon Cleric 2R 0/4 R: +1/+0 until end of turn C1
Stromgald Spy Black Summon Spy 3B 2/4 If Stromgald Spy attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, defending player must play with his or her hand face up on the table until Stromgald Spy leaves play. U2
Suffocation Blue Instant 1U Play only when a red sorcery or instant deals damage to you.
Suffocation deals 4 damage to that spell's caster.
Draw a card at the beginning of the next turn's upkeep.
U2
Surge of Strength Multi-Color Instant RG Choose and discard a red or green card from your hand to have target creature gain trample and get +X/+0 until end of turn, where X is equal to that creature's casting cost. U2
Sustaining Spirit White Summon Guardian 1W 0/3 Cumulative Upkeep: 1W
Any damage that would reduce your life total to less than
1 instead reduces it to 1.
R2
Swamp Mosquito Black Summon Mosquito 1B 0/1 Flying
If Swamp Mosquito attacks and is not blocked, defending player gets a poison counter. If a player has ten or more poison counters, he or she loses the game.
C2/1
Sworn Defender White Summon Knight 2WW 1/3 1: Change Sworn Defender's power to the toughness of target creature blocking or being blocked by Sworn Defender, minus 1, until end of turn. Change Sworn Defender's toughness to 1 plus the power of that creature, until end of turn. R2
Taste of Paradise Green Sorcery 3G Gain 3 life.
Gain 3 life for each 1G you pay in addition to the casting cost.
C2/1
Thawing Glaciers Land Land - Comes into play tapped.
1, TAP: Search your library for a basic land and put it into play tapped. This does not count towards your one land per turn limit. Shuffle your library afterwards. At end of turn, return Thawing Glaciers to owner's hand.
R2
Thought Lash Blue Enchantment 2UU Cumulative Upkeep: Remove the top card of your library from the game. If you do not, remove your library from the game and bury Thought Lash.
0: Remove the top card of your library from the game to prevent 1 damage to you.
R2
Tidal Control Blue Enchantment 1UU Cumulative Upkeep: 2
Any player may pay 2 or 2 life to counter target red or green spell. Play this ability as an interrupt. Effects that prevent or redirect damage cannot be used to counter this loss of life.
R2
Tornado Green Enchantment 4G Cumulative Upkeep: G
2G: Pay 3 life for each velocity counter on Tornado. Destroy target permanent and put a velocity counter on Tornado.
Use this ability only once each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life.
R2
Undergrowth Green Instant G No creatures deal damage in combat this turn. If you pay
2R in addition to the casting cost, Undergrowth does not affect red creatures.
C1
Unlikely Alliance White Enchantment 1W 1W: Target non-attacking, non-blocking creature gets +0/+2 until end of turn. U2
Urza's Engine Artifact Artifact Creature 5 1/5 Trample
3: Banding until end of turn
3: All creatures banded with Urza's Engine gain trample until end of turn.
R6
Varchild's Crusader Red Summon Knight 3R 3/2 0: Varchild's Crusader cannot be blocked except by walls this turn. Bury Varchild's Crusader at end of turn. C1
Varchild's War-Riders Red Summon War-Riders 1R 3/4 Trample, rampage: 1
Cumulative Upkeep: Put a Survivor token into play under target opponent's control. Treat this token as a 1/1 red creature.
R2
Veteran's Voice Red Enchant Creature R Play on a creature you control.
0: Tap enchanted creature to give any other target creature
+2/+1 until end of turn.
C1
Viscerid Armor Blue Enchant Creature 1U Enchanted creature gets +1/+1.
1U: Return Viscerid Armor to owner's hand.
C1
Viscerid Drone Blue Summon Homarid 1U 1/2 TAP: Sacrifice a creature and a swamp to bury target non-artifact creature.
TAP: Sacrifice a creature and a snow-covered swamp to bury target creature.
U2
Wandering Mage Multi-Color Summon Cleric WUB 0/3 W: Pay 1 life to prevent up to 2 damage to any creature.
Effects that prevent or redirect damage cannot be used to counter this loss of life.
U: Prevent 1 damage to any Cleric or Wizard.
B: Put a -1/-1 counter on target creature you control to prevent up to 2 damage to any player.
R2
Whip Vine Green Summon Wall 2G 1/4 Can block creatures with flying.
You may choose not to untap Whip Vine during your untap phase.
TAP: Tap target creature with flying blocked by Whip Vine.
That creature does not untap during its controller's untap phase as long as Whip Vine remains tapped.
C1
Whirling Catapult Artifact Artifact 4 2: Remove the top two cards of your library from the game to have Whirling Catapult deal 1 damage to each creature with flying and each player. R6
Wild Aesthir White Summon Aesthir 2W 1/1 Flying, first strike
WW: +2/+0 until end of turn. You cannot spend more than WW in this way each turn.
C2/1
Winter's Night Multi-Color Enchant World WRG Whenever a snow-covered land is tapped for mana, it produces one additional mana of the same type and does not untap during its controller's next untap phase. R2
Yavimaya Ancients Green Summon Treefolk 3GG 2/7 G: +1/-2 until end of turn C1
Yavimaya Ants Green Summon Swarm 2GG 5/1 Trample
Cumulative Upkeep: GG
Yavimaya Ants can attack the turn it comes into play on your side.
U2