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Magic - The Gathering®


Ice Age Card List

Released: June 1995. 383 cards (373 without different versions of the same card).

Statistics

C1Land 6R1U1Sum
White24-151756
Blue24-151756
Black24-151756
Red24-151756
Green24-151756
Multi-color--151025
Artifact1-202445
Land-1011223
Total12110121121373

Sort by clicking on the table headers.

Name Color Type Cost Pwr/Tgh Text Rarity
Abyssal Specter Black Summon Specter 2BB 2/3 Flying
Whenever Abyssal Specter damages any player, that player chooses and discards a card from his or her hand. Ignore this ability if the player has no cards in hand.
U1
Adarkar Sentinel Artifact Artifact Creature 5 3/3 1: +0/+1 until end of turn U1
Adarkar Unicorn White Summon Unicorn 1WW 2/2 TAP: Add either U or U and one colorless mana to your mana pool.
This mana is usable only for cumulative upkeep. Play this ability as an interrupt.
C1
Adarkar Wastes Land Land - TAP: Add 1 to your mana pool.
TAP: Add W to your mana pool. Adarkar Wastes deals
1 damage to you.
TAP: Add U to your mana pool. Adarkar Wastes deals
1 damage to you.
R1
Aegis of the Meek Artifact Artifact 3 1,TAP: Target 1/1 creature gets +1/+2 until end of turn. R1
Aggression Red Enchant Creature 2R Target non-wall creature gains first strike and trample.
At the end of its controller's turn, destroy that creature if it did not attack that turn.
U1
Altar of Bone Multi-color Sorcery WG Sacrifice a creature to look through your library for a creature card put that card into your hand after showing it to all other players.
Reshuffle your library afterwards.
R1
Amulet of Quoz Artifact Artifact 6 Remove Amulet of Quoz from your deck before playing if you are not playing for ante.
0,TAP: Sacrifice Amulet of Quoz. Flip a coin; target opponent calls heads or tails while coin is in the air.
If the flip ends up in your favor, that opponent loses the game. Otherwise, you lose the game. Effects that prevent or redirect damage cannot be used to prevent this loss of life. Use this ability only during your upkeep. The opponent may ante an additional card to counter this effect.
R1
Anarchy Red Sorcery 2RR Destroy all white permanents. U1
Arctic Foxes White Summon Foxes 1W 1/1 If defending player controls any snow-covered lands, no creature with power greater than 1 may be assigned to block Arctic Foxes. C1
Arcum's Sleigh Artifact Artifact 1 2,TAP: Attacking this turn does not cause target creature to tap. You cannot use this ability if defending player controls no snow-covered lands. U1
Arcum's Weathervane Artifact Artifact 2 2,TAP: Target snow-covered land becomes a non-snow-covered land of the same type. Mark the changed land with a counter.
2,TAP: Target non-snow-covered basic land becomes a snow-covered land of the same type.
Mark the changed land with a counter.
U1
Arcum's Whistle Artifact Artifact 3 3,TAP: Target non-wall creature must attack.
At end of turn, destroy that creature if it could not attack. Use this ability only during the creature's controller's turn before the attack. The creature's controller may counter this effect by paying X, where
X is equal to the creature's casting cost. Arcum's
Whistle does not affect creatures brought under their controller's control this turn.
U1
Arenson's Aura White Enchantment 2W W: Sacrifice an enchantment to destroy target enchantment.
3UU: Counter target enchantment.
C1
Armor of Faith White Enchant Creature W Target creature gets +1/+1.
W: Creature Armor of Faith enchants gets +0/+1 until end of turn.
C1
Arnjlot's Ascent Blue Enchantment 1UU Cumulative Upkeep: U
1: Target creature gains flying until end of turn.
C1
Ashen Ghoul Black Summon Ghoul 3B 3/1 Ashen Ghoul can attack the turn it comes into play.
B: Return Ashen Ghoul to play under your control.
Use this ability only at the end of your upkeep and only if Ashen Ghoul is in your graveyard with at least three creature cards above it.
U1
Aurochs Green Summon Aurochs 3G 2/3 Trample
When attacking, Aurochs gets +1/+0 for each other
Aurochs that attacks.
C1
Avalanche Red Sorcery X2RR Destroy X target snow-covered lands. U1
Balduvian Barbarians Red Summon Barbarians 1RR 3/2 - C1
Balduvian Bears Green Summon Bears 1G 2/2 - C1
Balduvian Conjurer Blue Summon Wizard 1U 0/2 TAP: Target snow-covered land becomes a 2/2 creature until end of turn. The target still counts as land but cannot be tapped for mana if it came into play on a side this turn. U1
Balduvian Hydra Red Summon Hydra XRR 0/1 When Balduvian Hydra comes into play, put X
+1/+0 counters on it.
0: Remove a +1/+0 counter from Balduvian Hydra to prevent 1 damage to Balduvian Hydra.
RRR: Put a +1/+0 counter on Balduvian Hydra. Use this ability only during your upkeep.
R1
Balduvian Shaman Blue Summon Cleric U 1/1 TAP: Permanantly change the text of target white enchantment you control that does not have cumulative upkeep by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Balduvian
Shaman cannot change mana symbols. That enchantment now has Cumulative Upkeep: 1.
C1
Barbarian Guides Red Summon Barbarians 2R 1/2 2R,TAP: Target creature you control gains a snow-covered landwalk ability of your choice until end of turn. At end of turn, return that creature to its owner's hand. C1
Barbed Sextant Artifact Artifact 1 1,TAP: Sacrifice Barbed Sextant to add one mana of any color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep. C1
Baton of Morale Artifact Artifact 2 2: Target creature gains banding until end of turn. U1
Battle Cry White Instant 2W Untap all white creatures you control. Any creature that blocks this turn gets +0/+1 until end of turn. U1
Battle Frenzy Red Instant 2R All green creatures you control get +1/+1 until end of turn. All non-green creatures you control get +1/+0 until end of turn. C1
Binding Grasp Blue Enchant Creature 3U During your upkeep, pay 1U or bury Binding Grasp.
Gain control of target creature; that creature gets +0/+1.
U1
Black Scarab White Enchant Creature W Target creature gets +2/+2 as long as any opponent controls any black cards. That creature cannot be blocked by black creatures. U1
Blessed Wine White Instant 1W Gain 1 life. Draw a card at the beginning of the next turn's upkeep. C1
Blinking Spirit White Summon Blinking Spirit 3W 2/2 0: Return Blinking Spirit to owner's hand. R1
Blizzard Green Enchantment GG Cumulative Upkeep: 2
You cannot cast Blizzard if you control no snow-covered lands. Creatures with flying do not untap during their controller's untap phase.
R1
Blue Scarab White Enchant Creature W Target creature gets +2/+2 as long as any opponent controls any blue cards. That creature cannot be blocked by blue creatures. U1
Bone Shaman Red Summon Giant 2RR 3/3 B: Any creature damaged by Bone Shaman this turn cannot regenerate until end of turn. C1
Brainstorm Blue Instant U Draw three cards; then, take two cards from your hand and put them on top of your library in any order. C1
Brand of Ill Omen Red Enchant Creature 3R Cumulative Upkeep: R
Target creature's controller cannot cast summon spells.
R1
Breath of Dreams Blue Enchantment 2UU Cumulative Upkeep: U
Green creatures each require an additional
Cumulative Upkeep: 1.
U1
Brine Shaman Black Summon Cleric 1B 1/1 TAP: Sacrifice a creature to give target creature +2/+2 until end of turn.
1UU: Sacrifice a creature to counter target summon spell.
C1
Brown Ouphe Green Summon Ouphe G 1/1 1G,TAP: Counter target artifact ability requiring an activation cost.
Play this ability as an interrupt.
C1
Brushland Land Land - TAP: Add 1 to your mana pool.
TAP: Add W to your mana pool. Brushland deals 1 damage to you.
TAP: Add G to your mana pool. Brushland deals 1 damage to you.
R1
Burnt Offering Black Interrupt B Sacrifice a creature to add that creature's casting cost in any combination of red and/or black mana to your mana pool. C1
Call to Arms White Enchantment 1W Choose a color. As long as target opponent controls more cards of that color than any other color, all white creatures get +1/+1. If at any time that opponent does not control more cards of that color than any other color, bury Call to Arms. R1
Caribou Range White Enchant Land 2WW When Caribou Range comes into play, choose target land you control.
WW: Tap land Caribou Range enchants to put a
Caribou token into play. Treat this token as a 0/1 white creature.
0: Sacrifice a Caribou token to gain 1 life.
R1
Celestial Sword Artifact Artifact 6 3,TAP: Target creature you control gets +3/+3 until end of turn. At end of turn, bury that creature. R1
Centaur Archer Multi-color Summon Centaur 1RG 3/2 TAP: Centaur Archer deals 1 damage to target creature with flying. U1
Chaos Lord Red Summon Lord 4RRR 7/7 First strike
Chaos Lord can attack the first turn it comes into play on a side, except the turn it first comes into play.
During your upkeep, count the number of permanents.
If that number is even, target opponent gains control of Chaos Lord.
R1
Chaos Moon Red Enchantment 3R During each player's upkeep, count the number of permanents. If that number is odd, all red creatures get +1/+1 and mountains produce an additional R when tapped for mana until end of turn. If the number is even, all red creatures get -1/-1 and mountains produce colorless mana instead of their normal mana until end of turn. R1
Chromatic Armor Multi-color Enchant Creature 1WU When Chromatic Armor comes into play, put a sleight counter on it and choose a color. Any damage dealt to target creature by a source of that color is reduced to 0.
X: Put a sleight counter on Chromatic Armor and change the color that it protects against. X is equal to the number of sleight counters on Chromatic Armor.
R1
Chub Toad Green Summon Toad 2G 1/1 Chub Toad gets +2/+2 until end of turn when blocking or blocked. C1
Circle of Protection: Black White Enchantment null 1: Prevent all damage against you from one black source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. C1
Circle of Protection: Blue White Enchantment 1W 1: Prevent all damage against you from one blue source.
If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage.
C1
Circle of Protection: Green White Enchantment 1W 1: Prevent all damage against you from one green source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. C1
Circle of Protection: Red White Enchantment 1W 1: Prevent all damage against you from one red source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. C1
Circle of Protection: White White Enchantment 1W 1: Prevent all damage against you from one white source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. C1
Clairvoyance Blue Instant U Look at target player's hand. Draw a card at the beginning of the next turn's upkeep. C1
Cloak of Confusion Black Enchant Creature 1B If target creature you control attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, that player discards a card at random from his or her hand.
Ignore this ability if that player has no cards in hand.
C1
Cold Snap White Enchantment 2W Cumulative Upkeep: 2
During each player's upkeep, Cold Snap deals 1 damage to that player for each snow-covered land he or she controls.
U1
Conquer Red Enchant Land 3RR Gain control of target land. U1
Cooperation White Enchant Creature 2W Target creature gains banding. C1
Counterspell Blue Interrupt UU Counter target spell. C1
Crown of the Ages Artifact Artifact 2 4,TAP: Switch target enchantment from one creature to another; the enchantment's new target must be legal. The controller of the enchantment does not change. Treat the enchantment as though it were just cast on the new target. R1
Curse of Marit Lage Red Enchantment 3RR When Curse of Marit Lage comes into play, tap all islands. Islands do not untap during their controller's untap phase. R1
Dance of the Dead Black Enchant Dead Creature 1B Take target creature from any graveyard and put it directly into play under your control, tapped, with
+1/+1. Treat that creature as though it were just summoned. The creature does not untap during its controller's untap phase. At the end of his or her upkeep, its controller may pay an additional 1B to untap it. If Dance of the Dead is removed, bury the creature in its owner's graveyard.
U1
Dark Banishing Black Instant 2B Bury target non-black creature. C1
Dark Ritual Black Interrupt B Add BBB to your mana pool. C1
Death Ward White Instant W Regenerate target creature. C1
Deflection Blue Interrupt 3U Target spell, which must have a single target, targets a new legal target of your choice. R1
Demonic Consultation Black Instant B Name a card. Remove the top six cards of your library from the game and reveal the next card to all players. If it is the card named, put it into your hand.
If not, remove that card from the game and continue revealing the top card of your library and removing it from the game until the named card appears.
U1
Despotic Scepter Artifact Artifact 1 TAP: Bury target permanent you own. R1
Diabolic Vision Multi-color Sorcery UB Look at the top five cards of your library and put one of them into your hand. Put the remaining four on top of your library in any order. U1
Dire Wolves Green Summon Wolves 3G 2/2 Gains banding if you control any plains. C1
Disenchant White Instant 1W Destroy target artifact or enchantment. C1
Dread Wight Black Summon Wight 3BB 3/4 At end of combat, put a paralyzation counter on any creature blocking or blocked by Dread Wight and tap that creature. As long as the creature has a paralyzation counter on it, it does not untap during its controller's untap phase. As a non-interrupt fast effect, the creature's controller may pay 4 to remove a paralyzation counter. R1
Dreams of the Dead Blue Enchantment 3U 1U: Take target white or black creature from your graveyard and put it directly into play as though it were just summoned. That creature now requires an additional Cumulative Upkeep: 2. If the creature leaves play, remove it from the game. U1
Drift of the Dead Black Summon Wall 3B */* Drift of the Dead has power and toughness each equal to the number of snow-covered lands you control. U1
Drought White Enchantment 2WW During your upkeep, pay WW or destroy Drought.
Before a spell that requires B as part of its casting cost may be cast or an ability that requires B as part of its activation cost may be played, the controller of that spell or ability sacrifices a swamp for each B in the spell's casting cost or the ability's activation cost.
U1
Dwarven Armory Red Enchantment 2RR 2: Sacrifice a land to put a +2/+2 counter on target creature. Use this ability only during upkeep. R1
Earthlink Multi-color Enchantment 3BRG During your upkeep, pay 2 or bury Earthlink.
Whenever a creature is put into the graveyard from play, that creature's controller sacrifices a land. Ignore this effect if that player controls no lands.
R1
Earthlore Green Enchant Land G When Earthlore comes into play, choose target land you control.
0: Tap land Earthlore enchants to give target blocking creature +1/+2 until end of turn.
C1
Elder Druid Green Summon Cleric 3G 2/2 3G,TAP: Tap or untap target artifact, creature, or land. R1
Elemental Augury Multi-color Enchantment UBR 3: Look at the top three cards of target player's library.
Put them on the top of that player's library in any order.
R1
Elkin Bottle Artifact Artifact 3 3,TAP: Take the top card from your library and place it face up in front of you. You may play that card as though it were in your hand; if you do not play it by your next upkeep, remove it from the game. R1
Elvish Healer White Summon Cleric 2W 1/2 TAP: Prevent 1 damage to any non-green creature or any player or up to 2 damage to any green creature. C1
Enduring Renewal White Enchantment 2WW Play with the cards in your hand face up on the table.
If you draw a creature card from your library, discard it. Whenever a creature goes to your graveyard from play, put that creature into your hand.
R1
Energy Storm White Enchantment 1W Cumulative Upkeep: 1
Damage dealt by instants, interrupts, and sorceries is reduced to 0. Creatures with flying do not untap during their controller's untap phase.
R1
Enervate Blue Instant 1U Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. C1
Errant Minion Blue Enchant Creature 2U During target creature's controller's upkeep, Errant
Minion deals 2 damage to him or her. He or she may pay 1 for each 1 damage he or she wishes to prevent from Errant Minion.
C1
Errantry Red Enchant Creature 1R Target creature gets +3/+0. If that creature attacks, no other creatures can attack this turn. C1
Essence Filter Green Sorcery 1GG Destroy all enchantments or destroy all non-white enchantments. C1
Essence Flare Blue Enchant Creature U Target creature gets +2/+0. During each of its controller's upkeeps, put a -0/-1 counter on the creature. These counters remain even if Essence Flare is removed. C1
Essence Vortex Multi-color Instant 1UB Bury target creature. That creature's controller may counter this spell by paying the creature's toughness in life. Effects that prevent or redirect damage cannot be used to counter this loss of life. U1
Fanatical Fever Green Instant 2GG Target creature gains trample and gets +3/+0 until end of turn. U1
Fear Black Enchant Creature BB Target creature cannot be blocked except by artifact creatures or black creatures. C1
Fiery Justice Multi-color Sorcery WRG Fiery Justice deals 5 damage divided any way you choose among any number of target creatures and/or players. Target opponent gains 5 life. R1
Fire Covenant Multi-color Instant 1BR Fire Covenant deals X damage, divided any way you choose among any number of target creatures, where
X is equal to the amount of life you pay. Effects that prevent or redirect damage cannot be used to counter this loss of life.
U1
Flame Spirit Red Summon Spirit 4R 2/3 R: +1/+0 until end of turn 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
Flooded Woodlands Multi-color Enchantment 2UB No green creature can attack unless its controller sacrifices a land whenever that creature attacks. R1
Flow of Maggots Black Summon Insects 2B 2/2 Cumulative Upkeep: 1
Cannot be blocked by non-wall creatures.
R1
Folk of the Pines Green Summon Dryads 4G 2/5 1G: +1/+0 until end of turn C1
Forbidden Lore Green Enchant Land 2G When Forbidden Lore comes into play, choose target land.
0: Tap land Forbidden Lore enchants to give target creature +2/+1 until end of turn.
R1
Force Void Blue Interrupt 2U Counter target spell unless that spell's caster pays an additional 1. Draw a card at the beginning of the next turn's upkeep. U1
Forest Land Land - TAP: Add G to your mana pool. Land 6
Forgotten Lore Green Sorcery G Target opponent chooses target card from your graveyard. You may pay G to have that opponent choose a new target that he or she has not already chosen. Put the last target card in your hand. U1
Formation White Instant 1W Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. R1
Foul Familiar Black Summon Spirit 2B 3/1 Cannot be declared as a blocking creature.
B: Pay 1 life to return Foul Familiar to owner's hand.
Effects that prevent or redirect damage cannot be used to counter this loss of life.
C1
Foxfire Green Instant 2G Untap target attacking creature. That creature neither receives nor deals damage in combat this turn. Draw a card at the beginning of the next turn's upkeep. C1
Freyalise Supplicant Green Summon Cleric 1G 1/1 TAP: Sacrifice a red or white creature to have
Freyalise Supplicant deal an amount of damage equal to half the creature's power, rounded down, to target creature or player.
U1
Freyalise's Charm Green Enchantment GG GG: When any opponent successfully casts a black spell, draw a card. Use this ability only once each time a black spell is cast.
GG: Return Freyalise's Charm to owner's hand.
U1
Freyalise's Winds Green Enchantment 2GG Whenever a permanent becomes tapped, put a wind counter on it. Permanents with any wind counters on them do not untap during their controller's untap phase; instead, remove all wind counters from those permanents. R1
Fumarole Multi-color Sorcery 3BR Pay 3 life to destroy target creature and target land.
Effects that prevent or redirect damage cannot be used to counter this loss of life.
U1
Fylgja White Enchant Creature 1WW When Fylgja comes into play, put four healing counters on it.
0: Remove a healing counter from Fylgja to prevent 1 damage to creature Fylgja enchants.
2W: Put a healing counter on Fylgja.
C1
Fyndhorn Bow Artifact Artifact 2 3,TAP: Target creature gains first strike until end of turn. U1
Fyndhorn Brownie Green Summon Brownie 2G 1/1 2G,TAP: Untap target creature. C1
Fyndhorn Elder Green Summon Elf 2G 1/1 TAP: Add GG to your mana pool. Play this ability as an interrupt. U1
Fyndhorn Elves Green Summon Elves G 1/1 TAP: Add G to your mana pool. Play this ability as an interrupt. C1
Fyndhorn Pollen Green Enchantment 2G Cumulative Upkeep: 1
All creatures get -1/-0.
1G: All creatures get -1/-0 until end of turn.
R1
Game of Chaos Red Sorcery RRR Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, you gain 1 life and that opponent loses 1 life.
Otherwise, you lose 1 life and the opponent gains 1 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. The winner of each round decides whether to continue. Double the stakes in life each round.
R1
Gangrenous Zombies Black Summon Zombies 1BB 2/2 TAP: Sacrifice Gangrenous Zombies to have it deal 1 damage to each creature and player. If you control any snow-covered swamps, Gangrenous Zombies instead deals 2 damage to each creature and player. C1
Gaze of Pain Black Sorcery 1B For each creature you control that attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, it instead deals damage equal to its power to a target creature. C1
General Jarkeld White Summon Legend 3W 1/2 TAP: Switch the blocking creatures of two target attacking creatures; all defense must remain legal.
Use this ability only during combat after defense is chosen and before damage is dealt.
R1
Ghostly Flame Multi-color Enchantment BR Both black and red permanents and spells are considered colorless sources of damage. R1
Giant Growth Green Instant G Target creature gets +3/+3 until end of turn. C1
Giant Trap Door Spider Multi-color Summon Spider 1RG 2/3 1RG,TAP: Remove from the game target creature, which doesn't have flying and is attacking you, and
Giant Trap Door Spider.
U1
Glacial Chasm Land Land - Cumulative Upkeep: 2 life
When Glacial Chasm comes into play, sacrifice a land. You cannot attack. All damage dealt to you is reduced to 0.
U1
Glacial Crevasses Red Enchantment 2R 0: Sacrifice a snow-covered mountain. No creatures deal damage in combat this turn. R1
Glacial Wall Blue Summon Wall 2U 0/7 - U1
Glaciers Multi-color Enchantment 2WU During your upkeep, pay WU or destroy Glaciers. All mountains become plains. R1
Goblin Lyre Artifact Artifact 3 0: Sacrifice Goblin Lyre. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Goblin Lyre deals * damage to that opponent, where * is equal to the number of creatures you control. Otherwise, Goblin Lyre deals * damage to you, where * is equal to the number of creatures the opponent controls. R1
Goblin Mutant Red Summon Goblin 2RR 5/3 Trample
Cannot attack if defending player controls an untapped creature with power greater than 2. Cannot be assigned to block any creature with power greater than 2.
U1
Goblin Sappers Red Summon Goblins 1R 1/1 RR,TAP: Target creature you control cannot be blocked this turn.
At end of combat, destroy that creature and Goblin
Sappers.
RRRR,TAP: Target creature you control cannot be blocked this turn.At end of combat, destroy that creature.
C1
Goblin Ski Patrol Red Summon Goblins 1R 1/1 1R: Flying and +2/+0. At end of turn, bury Goblin
Ski Patrol.
Use this ability only once and only if you control any snow-covered mountains.
C1
Goblin Snowman Red Summon Goblins 3R 1/1 When blocking, Goblin Snowman neither deals nor receives damage in combat.
TAP: Goblin Snowman deals 1 damage to target creature it blocks.
U1
Gorilla Pack Green Summon Gorilla Pack 2G 3/3 Gorilla Pack cannot attack if defending player controls no forests.
Bury Gorilla Pack if you control no forests.
C1
Gravebind Black Instant B Target creature cannot regenerate this turn. Draw a card at the beginning of the next turn's upkeep. R1
Green Scarab White Enchant Creature W Target creature gets +2/+2 as long as any opponent controls any green cards. That creature cannot be blocked by green creatures. U1
Grizzled Wolverine Red Summon Wolverine 1RR 2/2 R: +2/+0 until end of turn. Use this ability only when a creature is assigned to block Grizzled Wolverine and only once each turn. C1
Hallowed Ground White Enchantment 1W WW: Return target non-snow-covered land you control to owner's hand. U1
Halls of Mist Land Land - Cumulative Upkeep: 1
No creature can attack if it attacked during its controller's last turn.
R1
Heal White Instant W Prevent 1 damage to any creature or player. Draw a card at the beginning of the next turn's upkeep. C1
Hecatomb Black Enchantment 1BB When Hecatomb comes into play, sacrifice four creatures.
0: Tap target swamp you control to have Hecatomb deal 1 damage to target creature or player.
R1
Hematite Talisman Artifact Artifact 2 3: Untap target permanent. Use this ability only when a red spell is successfully cast and only once for each red spell cast. U1
Hipparion White Summon Hipparion 1W 1/3 Cannot be assigned to block a creature with power 3 or greater unless you pay an additional 1. U1
Hoar Shade Black Summon Shade 3B 1/2 B: +1/+1 until end of turn C1
Hot Springs Green Enchant Land 1G When Hot Springs comes into play, choose target land you control.
0: Tap land Hot Springs enchants to prevent 1 damage to any creature or player.
R1
Howl from Beyond Black Instant XB Target creature gets +X/+0 until end of turn. C1
Hurricane Green Sorcery XG Hurricane deals X damage to each creature with flying and each player. U1
Hyalopterous Lemure Black Summon Lemure 4B 4/3 0: Flying and -1/-0 until end of turn U1
Hydroblast Blue Interrupt U Counter target spell if it is red or destroy target permanent if it is red. C1
Hymn of Rebirth Multi-color Sorcery 3WG Take target creature from any graveyard and put it directly into play under your control as though it were just summoned. U1
Ice Cauldron Artifact Artifact 4 X,TAP: Put a charge counter on Ice Cauldron, and put a spell card face up on Ice Cauldron. Note the type and amount of mana used to pay this activation cost. Use this ability only if there are no charge counters on Ice Cauldron. You may play that spell card as though it were in your hand.
TAP: Remove the charge counter from Ice Cauldron to add mana of the type and amount last used to put a charge counter on Ice Cauldron to your mana pool.
This mana is usable only to cast the spell on top of Ice
Cauldron.
R1
Ice Floe Land Land - You may choose not to untap Ice Floe during your untap phase.
TAP: Tap target creature without flying that is attacking you. As long as Ice Floe remains tapped, that creature does not untap during its controller's untap phase.
U1
Iceberg Blue Enchantment XUU When Iceberg comes into play, put X ice counters on it.
3: Put an ice counter on Iceberg.
0: Remove an ice counter from Iceberg to add one colorless mana to your mana pool. Play this ability as an interrupt.
U1
Icequake Black Sorcery 1BB Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller. U1
Icy Manipulator Artifact Artifact 4 1,TAP: Tap target artifact, creature, or land. U1
Icy Prison Blue Enchantment UU When Icy Prison comes into play, remove target creature from the game. When Icy Prison leaves play, return that creature to play under its owner's control as though it were just summoned. During your upkeep, destroy Icy Prison. Any player may pay 3 to prevent this. R1
Illusionary Forces Blue Summon Illusion 3U 4/4 Flying
Cumulative Upkeep: U
C1
Illusionary Presence Blue Summon Illusion 1UU 2/2 Cumulative Upkeep: U
During your upkeep, Illusionary Presence gains a landwalk ability of your choice until end of turn.
R1
Illusionary Terrain Blue Enchantment UU Cumulative Upkeep: 2
All basic lands of one type become basic lands of a different type of your choice.
U1
Illusionary Wall Blue Summon Wall 4U 7/4 Flying, first strike
Cumulative Upkeep: U
C1
Illusions of Grandeur Blue Enchantment 3U Cumulative Upkeep: 2
When Illusions of Grandeur comes into play, gain 20 life. When Illusions of Grandeur leaves play, lose 20 life. Effects that prevent or redirect damage cannot be used to counter this loss of life.
R1
Imposing Visage Red Enchant Creature R Target creature cannot be blocked by only one creature. C1
Incinerate Red Instant 1R Incinerate deals 3 damage to target creature or player.
No creature damaged by Incinerate can regenerate this turn.
C1
Infernal Darkness Black Enchantment 2BB Cumulative Upkeep: B and 1 life
All mana-producing lands produce B instead of their normal mana.
R1
Infernal Denizen Black Summon Infernal Denizen 7B 5/7 During your upkeep, sacrifice two swamps. If you cannot, tap Infernal Denizen, and target opponent may gain control of target creature of his or her choice you control. The opponent loses control of that creature if
Infernal Denizen leaves play.
TAP: Gain control of target creature. Lose control of that creature if Infernal Denizen leaves play.
R1
Infinite Hourglass Artifact Artifact 4 During your upkeep, put a time counter on Infinite
Hourglass. During any upkeep, any player may pay
3 to remove a time counter from Infinite Hourglass.
All creatures get +1/+0 for each time counter on
Infinite Hourglass.
R1
Infuse Blue Instant 2U Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. C1
Island Land Land - TAP: Add U to your mana pool. Land 6
Jester's Cap Artifact Artifact 4 2,TAP: Sacrifice Jester's Cap to look through target player's library and remove any three of those cards from the game. Reshuffle that library afterwards. R1
Jester's Mask Artifact Artifact 5 Comes into play tapped.
1,TAP: Sacrifice Jester's Mask to look through target opponent's hand and library. Give that player a new hand of as many cards as he or she had before.
Reshuffle the remaining cards afterwards.
R1
Jeweled Amulet Artifact Artifact 0 1,TAP: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Use this ability only if there are no charge counters on Jeweled Amulet.
TAP: Remove the charge counter from Jeweled
Amulet to add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability as an interrupt.
U1
Johtull Wurm Green Summon Wurm 5G 6/6 For each blocking creature assigned to Johtull Worm beyond the first, Johtull Worm gets -2/-1 until end of turn. U1
Jokulhaups Red Sorcery 4RR Bury all artifacts, creatures, and lands. R1
Juniper Order Druid Green Summon Cleric 2G 1/1 TAP: Untap target land. Play this ability as an interrupt. C1
Justice White Enchantment 2WW During your upkeep, pay WW or destroy Justice.
Whenever a red creature or spell deals damage,
Justice deals an equal amount of damage to the controller of that creature or spell. If another spell or effect reduces the amount of damage a red creature or spell deals, it does not reduce the amount of damage dealt by Justice.
U1
Karplusan Forest Land Land - TAP: Add 1 to your mana pool.
TAP: Add R to your mana pool. Karplusan Forest deals 1 damage to you.
TAP: Add G to your mana pool. Karplusan Forest deals 1 damage to you.
R1
Karplusan Giant Red Summon Giant 6R 3/3 0: Tap target snow-covered land you control to give
Karplusan Giant +1/+1 until end of turn.
U1
Karplusan Yeti Red Summon Yeti 3RR 3/3 TAP: Karplusan Yeti deals an amount of damage equal to its power to target creature. That creature deals an amount of damage equal to its power to
Karplusan Yeti.
R1
Kelsinko Ranger White Summon Ranger W 1/1 1W: Target green creature gains first strike until end of turn. C1
Kjeldoran Dead Black Summon Dead B 3/1 When Kjeldoran Dead comes into play, sacrifice a creature.
B: Regenerate
C1
Kjeldoran Elite Guard White Summon Soldier 3W 2/2 TAP: Target creature gets +2/+2 until end of turn. If that creature leaves play this turn, bury Kjeldoran
Elite Guard. Use this ability only when attack or defense is announced.
U1
Kjeldoran Frostbeast Multi-color Summon Frostbeast 3WG 2/4 At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast. U1
Kjeldoran Guard White Summon Soldier 1W 1/1 TAP: Target creature gets +1/+1 until end of turn. If that creature leaves play this turn, bury Kjeldoran
Guard. Use this ability only when attack or defense is announced and only if defending player controls no snow-covered lands.
C1
Kjeldoran Knight White Summon Knight WW 1/1 Banding
1W: +1/+0 until end of turn
WW: +0/+2 until end of turn
R1
Kjeldoran Phalanx White Summon Soldiers 5W 2/5 Banding, first strike R1
Kjeldoran Royal Guard White Summon Soldiers 3WW 2/5 TAP: Redirect to Kjeldoran Royal Guard all damage dealt to you from unblocked creatures this turn. R1
Kjeldoran Skycaptain White Summon Soldier 4W 2/2 Banding, flying, first strike U1
Kjeldoran Skyknight White Summon Soldier 2W 1/1 Banding, flying, first strike C1
Kjeldoran Warrior White Summon Hero W 1/1 Banding C1
Knight of Stromgald Black Summon Knight BB 2/1 Protection from white
BB: +1/+0 until end of turn
B: First strike until end of turn
U1
Krovikan Elementalist Black Summon Wizard BB 1/1 2R: Target creature gets +1/+0 until end of turn.
UU: Target creature you control gains flying until end of turn. At end of turn, bury that creature.
U1
Krovikan Fetish Black Enchant Creature 2B Draw a card at the beginning of the upkeep of the turn after Krovikan Fetish comes into play.
Target creature gets +1/+1.
C1
Krovikan Sorcerer Blue Summon Wizard 2U 1/1 TAP: Choose and discard a card from your hand to draw a card. If the card discarded was black, draw two cards instead of one; keep one and discard the other. C1
Krovikan Vampire Black Summon Vampire 3BB 3/3 At the end of a turn in which any creature is damaged by Krovikan Vampire and put into any graveyard, put that creature directly into play under your control.
Treat the creature as though it were just summoned. If you lose control of Krovikan Vampire or Krovikan
Vampire leaves play, bury the creature.
U1
Land Cap Land Land - If there are any depletion counters on Land Cap, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Land Cap.
TAP: Add W to your mana pool. Put a depletion counter on Land Cap.
TAP: Add U to your mana pool. Put a depletion counter on Land Cap.
R1
Lapis Lazuli Talisman Artifact Artifact 2 3: Untap target permanent. Use this ability only when a blue spell is successfully cast and only once for each blue spell cast. U1
Lava Burst Red Sorcery XR Lava Burst deals X damage to target creature or player.
Effects that prevent or redirect damage cannot be used to protect that creature.
C1
Lava Tubes Land Land - If there are any depletion counters on Lava Tubes, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Lava Tubes.
TAP: Add B to your mana pool. Put a depletion counter on Lava Tubes.
TAP: Add R to your mana pool. Put a depletion counter on Lava Tubes.
R1
Legions of Lim-Dul Black Summon Zombies 1BB 2/3 Snow-covered swampwalk C1
Leshrac's Rite Black Enchant Creature B Target creature gains swampwalk. U1
Leshrac's Sigil Black Enchantment BB BB: When any opponent successfully casts a green spell, look at that player's hand and choose a card; he or she then discards that card. Use this ability only once each time a green spell is cast.
BB: Return Leshrac's Sigil to owner's hand.
U1
Lhurgoyf Green Summon Lhurgoyf 2GG Lhurgoyf has power equal to the total number of creatures in all graveyards and toughness equal to 1 plus the total number of creatures in all graveyards. R1
Lightning Blow White Instant 1W Target creature gains first strike until end of turn.
Draw a card at the beginning of the next turn's upkeep.
R1
Lim-Dul's Cohort Black Summon Zombies 1BB 2/3 Creatures blocking or blocked by Lim-Dul's Cohort cannot regenerate this turn. C1
Lim-Dul's Hex Black Enchantment 1B During your upkeep, Lim-Dul's Hex deals 1 damage to each player. Each player may pay B or 3 to prevent the damage to himself or herself. U1
Lost Order of Jarkeld White Summon Knights 2WW Lost Order of Jarkeld has power and toughness each equal to 1 plus the number of creatures target opponent controls. R1
Lure Green Enchant Creature 1GG All creatures able to block target creature must do so.
Lure does not prevent a creature from blocking more than one creature if blocker has that ability. If blocker is forced to block more creatures than it is allowed to, defender chooses which of these creatures to block, but must block as many creatures as allowed.
U1
Maddening Wind Green Enchant Creature 2G Cumulative Upkeep: G
During target creature's controller's upkeep,
Maddening Wind deals 2 damage to that player.
U1
Magus of the Unseen Blue Summon Wizard 1U 1/1 1U,TAP: Untap target artifact opponent controls and gain control of it until end of turn. If that artifact is an artifact creature, it can attack, and you may use any of its abilities that require TAP as part of the activation cost. When you lose control of the artifact, tap it. R1
Malachite Talisman Artifact Artifact 2 3: Untap target permanent. Use this ability only when a green spell is successfully cast and only once for each green spell cast. U1
Marton Stromgald Red Summon Legend 2RR 1/1 If Marton Stromgald attacks, all other attacking creatures get +*/+* until end of turn, where * is equal to the number of other attacking creatures. If Marton blocks, all other blocking creatures get +*/+* until end of turn, where * is equal to the number of other blocking creatures. R1
Melee Red Instant 4R Cast only on your turn during combat before defense is chosen. Choose how attacking creatures you control are blocked; all defense must be legal. After declaring blocking, untap any unblocked attacking creature. Treat those creatures as though they had not attacked. U1
Melting Red Enchantment 3R All snow-covered lands become non-snow-covered lands of the same type. U1
Mercenaries White Summon Mercenaries 3W 3/3 Whenever Mercenaries damages a player, that player may pay 3 to prevent that damage. R1
Merieke Ri Berit Multi-color Summon Legend WUB 1/1 Does not untap during your untap phase.
TAP: Gain control of target creature. Lose control of that creature if you lose control of Merieke Ri Berit.
If Merieke Ri Berit leaves play or becomes untapped, bury the creature.
R1
Mesmeric Trance Blue Enchantment 1UU Cumulative Upkeep: 1
U: Discard a card from your hand to draw a card.
R1
Meteor Shower Red Sorcery XXR Meteor Shower deals X+1 damage divided any way you choose among any number of target creatures and/or players. C1
Mind Ravel Black Sorcery 2B Target player chooses and discards a card from his or her hand. Ignore this ability if that player has no cards in hand. Draw a card at the beginning of the next turn's upkeep. C1
Mind Warp Black Sorcery X3B Look at target player's hand and choose X cards; that player then discards those cards. If the player does not have enough cards in hand, his or her entire hand is discarded. U1
Mind Whip Black Enchant Creature 2BB During target creature's controller's upkeep, he or she pays 3 or Mind Whip deals 2 damage to him or her. If Mind Whip deals damage in this way, tap that creature. R1
Minion of Leshrac Black Summon Demon 4BBB 5/5 Protection from black
During your upkeep, sacrifice a creature or Minion of Leshrac deals 5 damage to you. If Minion of
Leshrac deals damage to you in this way, tap it. You cannot sacrifice Minion of Leshrac to itself.
TAP: Destroy target creature or land.
R1
Minion of Tevesh Szat Black Summon Demon 4BBB 4/4 During your upkeep, pay BB or Minion of Tevesh
Szat deals 2 damage to you.
TAP: Target creature gets +3/-2 until end of turn.
R1
Mistfolk Blue Summon Mistfolk UU 1/2 U: Counter target spell that targets Mistfolk. C1
Mole Worms Black Summon Worms 2B 1/1 You may choose not to untap Mole Worms during your untap phase.
TAP: Tap target land. As long as Mole Worms remains tapped, that land does not untap during its controller's untap phase.
U1
Monsoon Multi-color Enchantment 2RG Whenever any island is untapped at the end of its controller's turn, tap it; Monsoon deals 1 damage to that player. R1
Moor Fiend Black Summon Fiend 3B 3/3 Swampwalk C1
Mountain Land Land - TAP: Add R to your mana pool. Land 6
Mountain Goat Red Summon Goat R 1/1 Mountainwalk C1
Mountain Titan Multi-color Summon Titan 2BR 2/2 1RR: For the rest of the turn, put a +1/+1 counter on
Mountain Titan whenever you successfully cast a black spell.
R1
Mudslide Red Enchantment 2R Creatures without flying do not untap during their controller's untap phase. At the end of his or her upkeep, each player may pay an additional 2 per creature to untap a creature without flying he or she controls. R1
Musician Blue Summon Mage 2U 1/3 Cumulative Upkeep: 1
TAP: Put a music counter on target creature. During that creature's controller's upkeep, he or she pays 1 for each music counter on the creature, or destroy the creature.
R1
Mystic Might Blue Enchant Land U Cumulative Upkeep: 1U
When Mystic Might comes into play, choose target land you control.
0: Tap land Mystic Might enchants to give target creature +2/+2 until end of turn.
R1
Mystic Remora Blue Enchantment U Cumulative Upkeep: 1
Whenever target opponent successfully casts a non-creature spell, you may draw a card. That player may pay 4 to counter this effect.
C1
Nacre Talisman Artifact Artifact 2 3: Untap target permanent. Use this ability only when a white spell is successfully cast and only once for each white spell cast. U1
Naked Singularity Artifact Artifact 5 Cumulative Upkeep: 3
Instead of their normal mana, plains produce R, islands produce G, swamps produce W, mountains produce U, and forests produce B.
R1
Nature's Lore Green Sorcery 1G Search your library for any forest and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards. U1
Necropotence Black Enchantment BBB Skip your draw phase. If you discard a card from your hand, remove that card from the game.
0: Pay 1 life to set aside the top card of your library.
At the beginning of your next discard phase, put that card into your hand. Effects that prevent or redirect damage cannot be used to counter this loss of life.
R1
Norritt Black Summon Imp 3B 1/1 TAP: Untap target blue creature.
TAP: Force target non-wall creature to attack. If creature cannot attack, destroy it at end of turn. Use this ability only during target creature's controller's turn, before the attack. Cannot target creatures brought under their controller's control this turn.
C1
Oath of Lim-Dul Black Enchantment 3B For each 1 damage dealt to you or 1 life you lose, sacrifice a permanent you control or choose and discard a card from your hand. You cannot sacrifice
Oath of Lim-Dul in this way. Ignore this effect if you control no permanents other than Oath of Lim-Dul and have no cards in hand.
R1
Onyx Talisman Artifact Artifact 2 3: Untap target permanent. Use this ability only when a black spell is successfully cast and only once for each black spell cast. U1
Orcish Cannoneers Red Summon Orcs 1RR 1/3 TAP: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you. U1
Orcish Conscripts Red Summon Orcs R 2/2 Cannot be declared as attacking unless at least two other creatures are also declared as attacking. Cannot be assigned to block unless at least two other creatures are also assigned to block. C1
Orcish Farmer Red Summon Orc 1RR 2/2 TAP: Target land becomes a swamp until its controller's next untap phase. C1
Orcish Healer Red Summon Cleric RR 1/1 RR,TAP: Target creature cannot regenerate this turn.
RBB,TAP: Regenerate target black or green creature.
RGG,TAP: Regenerate target black or green creature.
U1
Orcish Librarian Red Summon Orc 1R 1/1 R,TAP: Take the top eight cards of your library; remove four of them at random from the game. Put the remaining four on top of your library in any order. R1
Orcish Lumberjack Red Summon Orc R 1/1 TAP: Sacrifice a forest to add three mana in any combination of red and/or green to your mana pool.
Play this ability as an interrupt.
C1
Orcish Squatters Red Summon Orcs 4R 2/3 If Orcish Squatters attacks and is not blocked, you may gain control of target land controlled by defending player. If you do so, Orcish Squatters deals no damage in combat this turn. Lose control of that land if Orcish Squatters leaves play or if you lose control of Orcish Squatters. R1
Order of the Sacred Torch White Summon Paladin 1WW 2/2 TAP: Pay 1 life to destroy target black spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. R1
Order of the White Shield White Summon Knights WW 2/1 Protection from black
W: First strike until end of turn
WW: +1/+0 until end of turn
U1
Pale Bears Green Summon Bears 2G 2/2 Islandwalk R1
Panic Red Instant R Target creature cannot block this turn. Cast only during combat before defense is chosen. Draw a card at the beginning of the next turn's upkeep. C1
Pentagram of the Ages Artifact Artifact 4 4,TAP: Prevent all damage dealt to you from one source. Pentagram of the Ages does not prevent the same source damaging you again later this turn. R1
Pestilence Rats Black Summon Rats 2B */3 Pestilence Rats has power equal to the total number of other Rats in play, no matter who controls them.
For example, as long as there are two other Rats in play, Pestilence Rats has power and toughness 2/3.
C1
Phantasmal Mount Blue Summon Phantasm 1U 1/1 Flying
TAP: Target creature you control, which has toughness less than 3, gains flying and gets +1/+1 until end of turn. Other effects may later be used to increase that creature's toughness beyond 3. If
Phantasmal Mount leaves play before end of turn, bury the creature. If the creature leaves play before end of turn, bury Phantasmal Mount.
U1
Pit Trap Artifact Artifact 2 2,TAP: Sacrifice Pit Trap to bury target creature without flying that is attacking you. U1
Plains Land Land - TAP: Add W to your mana pool. Land 6
Polar Kraken Blue Summon Kraken 8UUU 11/11 Trample
Cumulative Upkeep: Sacrifice a land.
Comes into play tapped.
R1
Portent Blue Sorcery U Look at the top three cards of target player's library; then, either shuffle that library or put those three cards on top of the library in any order. Draw a card at the beginning of the next turn's upkeep. C1
Power Sink Blue Interrupt XU Counter target spell unless that spell's caster pays an additional X. That player must draw and pay all available mana from lands and mana pool until X is paid; he or she may also pay mana from other sources if desired. C1
Pox Black Sorcery BBB Each player loses 1/3 of his or her life; then chooses and discards 1/3 of the cards in his or her hand; then sacrifices 1/3 of the creatures he or she controls; and finally sacrifices 1/3 of the lands he or she controls.
Round each loss up. Effects that prevent or redirect damage cannot be used to counter this loss of life.
R1
Prismatic Ward White Enchant Creature 1W When Prismatic Ward comes into play, choose a color; all damage dealt to target creature by sources of that color is reduced to 0. C1
Pygmy Allosaurus Green Summon Dinosaur 2G 2/2 Swampwalk R1
Pyknite Green Summon Pyknite 2G 1/1 Draw a card at the beginning of the upkeep of the turn after Pyknite comes into play. C1
Pyroblast Red Interrupt R Counter target spell if it is blue or destroy target permanent if it is blue. C1
Pyroclasm Red Sorcery 1R Pyroclasm deals 2 damage to each creature. U1
Rally White Instant WW All blocking creatures get +1/+1 until end of turn. C1
Ray of Command Blue Instant 3U Untap target creature opponent controls and gain control of it until end of turn. That creature can attack or use abilities that require TAP as part of the activation cost. When you lose control of the creature, tap it. C1
Ray of Erasure Blue Instant U Target player takes the top card of his or her library and puts it in his or her graveyard. Draw a card at the beginning of the next turn's upkeep. C1
Reality Twist Blue Enchantment UUU Cumulative Upkeep: 1UU
Instead of their normal mana, plains produce R, swamps produce
G, mountains produce W, and forests produce B.
R1
Reclamation Multi-color Enchantment 2WG No black creature can attack unless its controller sacrifices a land whenever that creature attacks. R1
Red Scarab White Enchant Creature W Target creature gets +2/+2 as long as any opponent controls any red cards. That creature cannot be blocked by red creatures. U1
Regeneration Green Enchant Creature 1G When Regeneration comes into play, choose target creature.
G: Regenerate creature Regeneration enchants.
C1
Rime Dryad Green Summon Dryad G 1/2 Snow-covered forestwalk C1
Ritual of Subdual Green Enchantment 4GG Cumulative Upkeep: 2
All mana-producing lands produce colorless mana instead of their normal mana.
R1
River Delta Land Land - If there are any depletion counters on River Delta, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from River Delta.
TAP: Add U to your mana pool. Put a depletion counter on River Delta.
TAP: Add B to your mana pool. Put a depletion counter on River Delta
R1
Runed Arch Artifact Artifact 3 Comes into play tapped.
X,TAP: Sacrifice Runed Arch. X target creatures with power no greater than 2 cannot be blocked this turn. Other effects may later be used to increase a creature's power beyond 2.
R1
Sabretooth Tiger Red Summon Tiger 2R 2/1 First strike C1
Sacred Boon White Instant 1W Prevent up to 3 damage to target creature. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented by Sacred Boon. U1
Scaled Wurm Green Summon Wurm 7G 7/6 - C1
Sea Spirit Blue Summon Spirit 4U 2/3 U: +1/+0 until end of turn U1
Seizures Black Enchant Creature 1B Whenever target creature becomes tapped, that creature's controller pays 3 or Seizures deals 3 damage to him or her. C1
Seraph White Summon Angel 6W 4/4 Flying
At the end of a turn in which any creature is damaged by Seraph and put into the graveyard, put that creature directly into play under your control as though it were just summoned. If you lose control of Seraph or if
Seraph leaves play, bury the creature.
R1
Shambling Strider Green Summon Strider 4GG 5/5 RG: +1/-1 until end of turn C1
Shatter Red Instant 1R Destroy target artifact. C1
Shield Bearer White Summon Soldier 1W 0/3 Banding C1
Shield of the Ages Artifact Artifact 2 2: Prevent 1 damage to you. U1
Shyft Blue Summon Shyft 4U 4/2 During your upkeep, you may change the color of
Shyft to any color or combination of colors.
R1
Sibilant Spirit Blue Summon Spirit 5U 5/6 Flying
Whenever Sibilant Spirit is declared as an attacker, defending player may draw a card.
R1
Silver Erne Blue Summon Erne 3U 2/2 Flying, trample U1
Skeleton Ship Multi-color Summon Legend 3UB 0/3 If at any time you control no islands, bury Skeleton
Ship.
TAP: Put a -1/-1 counter on target creature.
R1
Skull Catapult Artifact Artifact 4 1,TAP: Sacrifice a creature to have Skull Catapult deal 2 damage to target creature or player. U1
Sleight of Mind Blue Interrupt U Change the text of target spell or permanent by replacing all instances of one color word with another.
For example, you may change "Counters black spells" to "Counters blue spells." Sleight of Mind cannot change mana symbols.
U1
Snow Devil Blue Enchant Creature 1U Target creature gains flying. As long as you control any snow-covered lands, that creature also gains first strike when blocking. C1
Snow Fortress Artifact Artifact Creature 5 0/4 Counts as a wall
1: +1/+0 until end of turn
1: +0/+1 until end of turn
3: Snow Fortress deals 1 damage to target creature without flying that is attacking you.
R1
Snow Hound White Summon Dog 2W 1/1 1,TAP: Return Snow Hound to owner's hand and target blue or green creature you control to owner's hand. U1
Snow-Covered Forest Land Land - TAP: Add G to your mana pool. Land 6
Snow-Covered Island Land Land - TAP: Add U to your mana pool. Land 6
Snow-Covered Mountain Land Land - TAP: Add R to your mana pool. Land 6
Snow-Covered Plains Land Land - TAP: Add W to your mana pool. Land 6
Snow-Covered Swamp Land Land - TAP: Add B to your mana pool. Land 6
Snowblind Green Enchant Creature 3G Target creature gets -*/-*. When that creature attacks,
* is equal to the number of snow-covered lands defending player controls. At other times, * is equal to the number of snow-covered lands its controller controls. If this reduces the creature's toughness to less than 1, the creature's toughness is 1.
R1
Snowfall Blue Enchantment 2U Cumulative Upkeep: U
Islands may produce an additional U when tapped for mana.This mana is usable only for cumulative upkeep. Snow-covered islands may produce either an additional UU or an additional U when tapped for mana. This mana is usable only for cumulative upkeep.
C1
Soldevi Golem Artifact Artifact Creature 4 5/3 Does not untap during your untap phase.
0: Untap target creature opponent controls to untap
Soldevi Golem at the end of your upkeep. Use this ability only during your upkeep.
R1
Soldevi Machinist Blue Summon Wizard 1U 1/1 TAP: Add two colorless mana to your mana pool.
This mana may only be used to pay the activation cost of an artifact. Play this ability as an interrupt.
U1
Soldevi Simulacrum Artifact Artifact Creature 4 2/4 Cumulative Upkeep: 1
1: +1/+0 until end of turn
U1
Songs of the Damned Black Interrupt B Add B to your mana pool for each creature in your graveyard. C1
Soul Barrier Blue Enchantment 2U Whenever target opponent casts a summon spell, Soul
Barrier deals 2 damage to him or her. That player may pay 2 to prevent this damage.
U1
Soul Burn Black Sorcery 2B Soul Burn deals 1 damage to a single target creature or player for each B or R you pay in addition to the casting cost. Gain 1 life for each B you spend in this way. You cannot gain more life than the toughness of the creature or the total life of the targeted player. C1
Soul Kiss Black Enchant Creature 2B When Soul Kiss comes into play, choose target creature.
B: Pay 1 life to give creature Soul Kiss enchants
+2/+2 until end of turn. You cannot spend more than
BBB in this way each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life.
C1
Spectral Shield Multi-color Enchant Creature 1WU Target creature gets +0/+2. That creature cannot be the target of further spells. U1
Spoils of Evil Black Interrupt 2B For each artifact or creature in target opponent's graveyard, add one colorless mana to your mana pool and gain 1 life. R1
Spoils of War Black Sorcery XB Put X +1/+1 counters on any number of target creatures, distributed any way you choose, where X is equal to the number of creatures and artifacts in target opponent's graveyard. R1
Staff of the Ages Artifact Artifact 3 Creatures with any landwalk ability may be blocked as though they did not have those abilities. R1
Stampede Green Instant 1GG All attacking creatures gain trample and get +1/+0 until end of turn. R1
Stench of Evil Black Sorcery 2BB Destroy all plains. Stench of Evil deals 1 damage to each player for each plains he or she controls that is destroyed in this way. Each player may pay 2 for each 1 damage he or she wishes to prevent from
Stench of Evil.
U1
Stone Rain Red Sorcery 2R Destroy target land. C1
Stone Spirit Red Summon Spirit 4R 4/3 Cannot be blocked by creatures with flying. U1
Stonehands Red Enchant Creature 2R Target creature gets +0/+2.
R: Creature Stonehands enchants gets +1/+0 until end of turn.
C1
Storm Spirit Multi-color Summon Spirit 3WUG 3/3 Flying
TAP: Storm Spirit deals 2 damage to target creature.
R1
Stormbind Multi-color Enchantment 1RG 2: Discard a card at random from your hand to have
Stormbind deal 2 damage to target creature or player.
R1
Stromgald Cabal Black Summon Knights 1BB 2/2 TAP: Pay 1 life to counter target white spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. R1
Stunted Growth Green Sorcery 3GG Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.
If that player does not have enough cards in hand, his or her entire hand is put on top of his or her library in any order.
R1
Sulfurous Springs Land Land - TAP: Add 1 to your mana pool.
TAP: Add B to your mana pool. Sulfurous Springs deals 1 damage to you.
TAP: Add R to your mana pool. Sulfurous Springs deals 1 damage to you.
R1
Sunstone Artifact Artifact 3 2: Sacrifice a snow-covered land to have all creatures deal no damage in combat this turn. U1
Swamp Land Land - TAP: Add B to your mana pool. Land 6
Swords to Plowshares White Instant W Remove target creature from the game. That creature's controller gains life equal to its power. U1
Tarpan Green Summon Tarpan G 1/1 If Tarpan is put into the graveyard from play, gain
1 life.
C1
Thermokarst Green Sorcery 1GG Destroy target land. If that land is a snow-covered land, gain 1 life. U1
Thoughtleech Green Enchantment GG Whenever an island controlled by target opponent becomes tapped, gain 1 life. U1
Thunder Wall Blue Summon Wall 1UU 0/2 Flying
U: +1/+1 until end of turn
U1
Timberline Ridge Land Land - If there are any depletion counters on Timberline
Ridge, it does not untap during your untap phase.
At the beginning of your upkeep, remove a depletion counter from Timberline Ridge.
TAP: Add R to your mana pool. Put a depletion counter on Timberline Ridge.
TAP: Add G to your mana pool. Put a depletion counter on Timberline Ridge.
R1
Time Bomb Artifact Artifact 4 During your upkeep, put a time counter on Time
Bomb.
1,TAP: Sacrifice Time Bomb to have it deal * damage to each creature and player, where * is equal to the number of time counters on Time Bomb.
R1
Tinder Wall Green Summon Wall G 0/3 0: Sacrifice Tinder Wall to add RR to your mana pool.
Play this ability as an interrupt.
R: Sacrifice Tinder Wall to have it deal 2 damage to target creature it blocks.
C1
Tor Giant Red Summon Giant 3R 3/3 - C1
Total War Red Enchantment 3R Whenever any player declares an attack, destroy all untapped non-wall creatures that player controls that don't attack. Do not destroy creatures the player did not control at the beginning of the turn. R1
Touch of Death Black Sorcery 2B Touch of Death deals 1 damage to target player, and you gain 1 life.
Draw a card at the beginning of the next turn's upkeep.
C1
Touch of Vitae Green Instant 2G Target creature may untap one additional time this turn.
That creature may attack or use abilities that require
TAP as part of the activation cost this turn. Draw a card at the beginning of the next turn's upkeep.
U1
Trailblazer Green Instant 2GG Target creature cannot be blocked this turn. R1
Underground River Land Land - TAP: Add 1 to your mana pool.
TAP: Add U to your mana pool. Underground River deals 1 damage to you.
TAP: Add B to your mana pool. Underground River deals 1 damage to you.
R1
Updraft Blue Instant 1U Target creature gains flying until end of turn. Draw a card at the beginning of the next turn's upkeep. U1
Urza's Bauble Artifact Artifact 0 TAP: Sacrifice Urza's Bauble to choose a card at random from target player's hand; look at that card.
Ignore this ability if that player has no cards left in hand. Draw a card at the beginning of the next turn's upkeep.
U1
Veldt Land Land - If there are any depletion counters on Veldt, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from
Veldt.
TAP: Add W to your mana pool. Put a depletion counter on Veldt.
TAP: Add G to your mana pool. Put a depletion counter on Veldt.
R1
Venomous Breath Green Instant 3G At end of combat, destroy all creatures blocking or blocked by target creature this turn. U1
Vertigo Red Instant R Vertigo deals 2 damage to target creature with flying; that creature loses flying until end of turn. U1
Vexing Arcanix Artifact Artifact 4 3,TAP: Target player names a card and then turns over the top card of his or her library. If that is the card named, put it into the player's hand. Otherwise, put it into the player's graveyard, and Vexing Arcanix deals 2 damage to that player. R1
Vibrating Sphere Artifact Artifact 4 During your turn, all creatures you control get +2/+0.
During all other turns, all creatures you control get -0/-2.
R1
Walking Wall Artifact Artifact Creature 4 0/6 Counts as a wall
3: Walking Wall gets +3/-1 until end of turn and can attack this turn. Walking Wall cannot attack the turn it comes under your control. Use this ability only once a turn.
U1
Wall of Lava Red Summon Wall 1RR 1/3 R: +1/+1 until end of turn U1
Wall of Pine Needles Green Summon Wall 3G 3/3 G: Regenerate U1
Wall of Shields Artifact Artifact Creature 3 0/4 Banding, counts as a wall U1
War Chariot Artifact Artifact 3 3,TAP: Target creature gains trample until end of turn. U1
Warning White Instant W Target attacking creature deals no damage in combat this turn. C1
Whalebone Glider Artifact Artifact 2 2,TAP: Target creature with power no greater than 3 gains flying until end of turn. Other effects may later be used to increase that creature's power beyond 3. U1
White Scarab White Enchant Creature W Target creature gets +2/+2 as long as any opponent controls any white cards. That creature cannot be blocked by white creatures. U1
Whiteout Green Instant 1G All creatures with flying lose flying until end of turn.
If Whiteout is in your graveyard, you may sacrifice a snow-covered land to return
Whiteout to your hand.
U1
Wiitigo Green Summon Wiitigo 3GGG 0/0 When Wiitigo comes into play, put six +1/+1 counters on it. During your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from Wiitigo. Ignore this effect if there are no counters left on Wiitigo. R1
Wild Growth Green Enchant Land G Wild Growth adds G to your mana pool whenever target land is tapped for mana. C1
Wind Spirit Blue Summon Spirit 4U 3/2 Flying
Cannot be blocked by only one creature.
U1
Wings of Aesthir Multi-color Enchant Creature WU Target creature gains flying and first strike and gets
+1/+0.
U1
Winter's Chill Blue Instant XU Cast only during combat before defense is chosen.
At end of combat, destroy X target attacking creatures;
X cannot be greater than the number of snow-covered lands you control. For each attacking creature, its controller may pay 1 or 2 to prevent it from being destroyed in this way. If that player pays 1, the creature neither deals nor receives damage in combat. If that player pays 2, the creature deals and receives damage in combat as normal.
R1
Withering Wisps Black Enchantment 1BB At the end of any turn, if there are no creatures in play, bury Withering Wisps.
B: Withering Wisps deals 1 damage to each creature and each player. You cannot spend more B in this way each turn than the number of snow-covered swamps you control.
U1
Woolly Mammoths Green Summon Mammoths 1GG 3/2 Gains trample as long as you control any snow-covered lands. C1
Woolly Spider Green Summon Spider 1GG 2/3 Can block creatures with flying.
If Woolly Spider is assigned to block a creature with flying, Woolly Spider gets +0/+2 until end of turn.
C1
Word of Blasting Red Instant 1R Bury target wall. Word of Blasting deals an amount of damage equal to that wall's casting cost to the wall's controller. U1
Word of Undoing Blue Instant U Return target creature to owner's hand. Return any white enchantments you own on that creature to your hand. C1
Wrath of Marit Lage Blue Enchantment 3UU When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures do not untap during their controller's untap phase. R1
Yavimaya Gnats Green Summon Insects 2G 0/1 Flying
G: Regenerate
U1
Zur's Weirding Blue Enchantment 3U All players play with the cards in their hands face up on the table. Whenever any player draws a card, any other player may pay 2 life to force the drawing player to discard that card. Effects that prevent or redirect damage cannot be used to counter this loss of life. R1
Zuran Enchanter Blue Summon Wizard 1U 1/1 2B,TAP: Target player chooses and discards one card from his or her hand. Ignore this ability if that player has no cards in his or her hand. Use this ability only during your turn. C1
Zuran Orb Artifact Artifact 0 0: Sacrifice a land to gain 2 life. U1
Zuran Spellcaster Blue Summon Wizard 2U 1/1 TAP: Zuran Spellcaster deals 1 damage to target creature or player. C1