Aeolipile {2} Artifact {1}, {T}, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player. Armor Thrull {2}{B} Creature -- Thrull 1/3 {T}, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Balm of Restoration {2} Artifact {1}, {T}, Sacrifice Balm of Restoration: Choose one -- You gain 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn. Basal Thrull {B}{B} Creature -- Thrull 1/2 {T}, Sacrifice Basal Thrull: Add {B}{B} to your mana pool. Bottomless Vault Land Bottomless Vault comes into play tapped. You may choose not to untap Bottomless Vault during your untap step. At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Bottomless Vault: Add {B} to your mana pool for each storage counter removed this way. Brassclaw Orcs {2}{R} Creature -- Orc 3/2 Brassclaw Orcs can't block a creature with power 2 or greater. Breeding Pit {3}{B} Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay {B}{B}. At the end of your turn, put a 0/1 black Thrull creature token into play. Combat Medic {2}{W} Creature -- Soldier 0/2 {1}{W}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Conch Horn {2} Artifact {1}, {T}, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library. Deep Spawn {5}{U}{U}{U} Creature -- Homarid 6/6 Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard. {U}: Deep Spawn can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn. Delif's Cone {0} Artifact {T}, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it deals no combat damage this turn. Delif's Cube {1} Artifact {2}, {T}: This turn, when target creature you control attacks and isn't blocked, it deals no combat damage this turn and you put a cube counter on Delif's Cube. {2}, Remove a cube counter from Delif's Cube: Regenerate target creature. Derelor {3}{B} Creature -- Thrull 4/4 Black spells you play cost {B} more to play. Draconian Cylix {3} Artifact {2}, {T}, Discard a card at random from your hand: Regenerate target creature. Dwarven Armorer {R} Creature -- Dwarf 0/2 {R}, {T}, Discard a card from your hand: Put a +0/+1 counter or a +1/+0 counter on target creature. Dwarven Catapult {X}{R} Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. Dwarven Hold Land Dwarven Hold comes into play tapped. You may choose not to untap Dwarven Hold during your untap step. At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Dwarven Hold: Add {R} to your mana pool for each storage counter removed this way. Dwarven Lieutenant {R}{R} Creature -- Dwarf 1/2 {1}{R}: Target Dwarf gets +1/+0 until end of turn. Dwarven Ruins Land Dwarven Ruins comes into play tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Dwarven Ruins: Add {R}{R} to your mana pool. Dwarven Soldier {1}{R} Creature -- Dwarf 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Ebon Praetor {4}{B}{B} Creature -- Avatar 5/5 Trample, first strike At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor unless you sacrifice a creature. If you sacrifice a Thrull this way, put a +1/+0 counter on Ebon Praetor. Ebon Stronghold Land Ebon Stronghold comes into play tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Ebon Stronghold: Add {B}{B} to your mana pool. Elven Fortress {G} Enchantment {1}{G}: Target blocking creature gets +0/+1 until end of turn. Elven Lyre {2} Artifact {1}, {T}, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn. Elvish Farmer {1}{G} Creature -- Elf 0/2 At the beginning of your upkeep, put a spore counter on Elvish Farmer. Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: You gain 2 life. Elvish Hunter {1}{G} Creature -- Elf 1/1 {1}{G}, {T}: Target creature doesn't untap during its controller's next untap step. Elvish Scout {G} Creature -- Elf 1/1 {G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to or dealt by it this turn. Farrel's Mantle {2}{W} Enchant Creature Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X plus 2 damage to target creature, where X is this creature's power. If you do, this creature deals no combat damage this turn." Farrel's Zealot {1}{W}{W} Creature -- Townsfolk 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn. Farrelite Priest {1}{W}{W} Creature -- Cleric 1/3 {1}: Add {W} to your mana pool. If this ability is played four or more times this turn, sacrifice Farrelite Priest at end of turn. Feral Thallid {3}{G}{G}{G} Creature -- Fungus 6/3 At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid. Fungal Bloom {G}{G} Enchantment {G}{G}: Put a spore counter on target Fungus. Goblin Chirurgeon {R} Creature -- Goblin 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Flotilla {2}{R} Creature -- Goblin 2/2 Islandwalk At the beginning of combat, unless you pay {R}, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn. Goblin Grenade {R} Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Kites {1}{R} Enchantment {R}: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at end of turn. If you lose the flip, sacrifice that creature. Goblin War Drums {2}{R} Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin Warrens {2}{R} Enchantment {2}{R}, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Hand of Justice {5}{W} Creature -- Avatar 2/6 {T}, Tap three untapped white creatures you control: Destroy target creature. Havenwood Battleground Land Havenwood Battleground comes into play tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Havenwood Battleground: Add {G}{G} to your mana pool. Heroism {2}{W} Enchantment Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by it this turn unless the attacking player pays {2}{R}. High Tide {U} Instant Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U} to his or her mana pool. Hollow Trees Land Hollow Trees comes into play tapped. You may choose not to untap Hollow Trees during your untap step. At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Hollow Trees: Add {G} to your mana pool for each storage counter removed this way. Homarid {2}{U} Creature -- Homarid 2/2 Homarid comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. Homarid Shaman {2}{U}{U} Creature -- Homarid 2/1 {U}: Tap target green creature. Homarid Spawning Bed {U}{U} Enchantment {1}{U}{U}, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the converted mana cost of the sacrificed creature. Homarid Warrior {4}{U} Creature -- Homarid 3/3 {U}: Homarid Warrior can't be the target of spells or abilities this turn and doesn't untap during your next untap step. Tap Homarid Warrior. Hymn to Tourach {B}{B} Sorcery Target player discards two cards at random from his or her hand. Icatian Infantry {W} Creature -- Soldier 1/1 {1}: Icatian Infantry gains banding until end of turn. {1}: Icatian Infantry gains first strike until end of turn. Icatian Javelineers {W} Creature -- Soldier 1/1 Icatian Javelineers comes into play with a javelin counter on it. {T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Lieutenant {W}{W} Creature -- Soldier 1/2 {1}{W}: Target Soldier gets +1/+0 until end of turn. Icatian Moneychanger {W} Creature -- Townsfolk 0/2 Icatian Moneychanger comes into play with three credit counters on it. When Icatian Moneychanger comes into play, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep. Icatian Phalanx {4}{W} Creature -- Soldier 2/4 Banding Icatian Priest {W} Creature -- Cleric 1/1 {1}{W}{W}: Target creature gets +1/+1 until end of turn. Icatian Scout {W} Creature -- Soldier 1/1 {1}, {T}: Target creature gains first strike until end of turn. Icatian Skirmishers {3}{W} Creature -- Soldier 1/1 Banding, first strike Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn. Icatian Store Land Icatian Store comes into play tapped. You may choose not to untap Icatian Store during your untap step. At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Icatian Store: Add {W} to your mana pool for each storage counter removed this way. Icatian Town {5}{W} Sorcery Put four 1/1 white Citizen creature tokens into play. Implements of Sacrifice {2} Artifact {1}, {T}, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool. Initiates of the Ebon Hand {B} Creature -- Cleric 1/1 {1}: Add {B} to your mana pool. If this ability is played four or more times this turn, sacrifice Initiates of the Ebon Hand at end of turn. Merseine {2}{U}{U} Enchant Creature Merseine comes into play with three net counters on it. Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it. Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine enchanting this creature." Mindstab Thrull {1}{B}{B} Creature -- Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards from his or her hand. Necrite {1}{B}{B} Creature -- Thrull 2/2 Sacrifice Necrite: Destroy target creature defending player controls. It can't be regenerated. Play this ability only if Necrite is attacking and unblocked. Night Soil {G}{G} Enchantment {1}, Remove two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play. Orcish Captain {R} Creature -- Orc 1/1 {1}: Flip a coin. If you win the flip, target Orc gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn. Orcish Spy {R} Creature -- Orc 1/1 {T}: Look at the top three cards of target player's library. Orcish Veteran {2}{R} Creature -- Orc 2/2 Orcish Veteran can't block white creatures with power 2 or greater. {R}: Orcish Veteran gains first strike until end of turn. Order of Leitbur {W}{W} Creature -- Cleric 2/1 Protection from black {W}{W}: Order of Leitbur gets +1/+0 until end of turn. {W}: Order of Leitbur gains first strike until end of turn. Order of the Ebon Hand {B}{B} Creature -- Cleric 2/1 Protection from white {B}{B}: Order of the Ebon Hand gets +1/+0 until end of turn. {B}: Order of the Ebon Hand gains first strike until end of turn. Orgg {3}{R}{R} Creature -- Orgg 6/6 Trample Orgg can't attack if defending player controls an untapped creature with power 3 or greater. Orgg can't block creatures with power 3 or greater. Raiding Party {2}{R} Enchantment Raiding Party can't be the target of white spells or abilities from white sources. Sacrifice an Orc: Each player may tap any number of untapped white creatures he or she controls. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player. Rainbow Vale Land {T}: Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at end of turn. Ring of Renewal {5} Artifact {5}, {T}, Discard a card at random from your hand: Draw two cards. River Merfolk {U}{U} Creature -- Merfolk 2/1 {U}: River Merfolk gains mountainwalk until end of turn. Ruins of Trokair Land Ruins of Trokair comes into play tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Ruins of Trokair: Add {W}{W} to your mana pool. Sand Silos Land Sand Silos comes into play tapped. You may choose not to untap Sand Silos during your untap step. At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Sand Silos: Add {U} to your mana pool for each storage counter removed this way. Seasinger {1}{U}{U} Creature -- Merfolk 0/1 When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. {T}: Gain control of target creature whose controller controls an Island as long as you control Seasinger and as long as Seasinger remains tapped. Soul Exchange {B}{B} Sorcery As an additional cost to play Soul Exchange, remove a creature you control from the game. Return target creature card from your graveyard to play. Put a +2/+2 counter on that creature if the removed creature was a Thrull. Spirit Shield {3} Artifact You may choose not to untap Spirit Shield during your untap step. {2}, {T}: Target creature gets +0/+2 as long as Spirit Shield remains tapped. Spore Cloud {1}{G}{G} Instant Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step. Spore Flower {G}{G} Creature -- Fungus 0/1 At the beginning of your upkeep, put a spore counter on Spore Flower. Remove three spore counters from Spore Flower: Prevent all combat damage that would be dealt this turn. Svyelunite Priest {1}{U} Creature -- Merfolk 1/1 {U}{U}, {T}: Target creature can't be the target of spells or abilities this turn. Play this ability only during your upkeep. Svyelunite Temple Land Svyelunite Temple comes into play tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Svyelunite Temple: Add {U}{U} to your mana pool. Thallid {G} Creature -- Fungus 1/1 At the beginning of your upkeep, put a spore counter on Thallid. Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play. Thallid Devourer {1}{G}{G} Creature -- Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thallid Devourer. Remove three spore counters from Thallid Devourer: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Thallid Devourer gets +1/+2 until end of turn. Thelon's Chant {1}{G}{G} Enchantment At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay {G}. Whenever a player puts a Swamp into play, Thelon's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls. Thelon's Curse {G}{G} Enchantment Blue creatures don't untap during their controllers' untap steps. Blue creatures have "At the beginning of your upkeep, you may pay {U}. If you do, untap this creature." Thelonite Druid {2}{G} Creature -- Cleric 1/1 {1}{G}, {T}, Sacrifice a creature: Until end of turn, all Forests you control become 2/3 creatures that are still lands. Thelonite Monk {2}{G}{G} Creature -- Cleric 1/2 {T}, Sacrifice a green creature: Target land becomes a Forest. (This effect doesn't end at end of turn.) Thorn Thallid {1}{G}{G} Creature -- Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player. Thrull Champion {4}{B} Creature -- Thrull 2/2 All Thrulls get +1/+1. {T}: Gain control of target Thrull as long as you control Thrull Champion. Thrull Retainer {B} Enchant Creature Enchanted creature gets +1/+1. Sacrifice Thrull Retainer: Regenerate enchanted creature. Thrull Wizard {2}{B} Creature -- Thrull 1/1 {1}{B}: Counter target black spell unless that spell's controller pays {B} or {3}. Tidal Flats {U} Enchantment {U}{U}: For each attacking creature without flying, its controller may pay {1}. If he or she doesn't, creatures you control blocking that creature gain first strike until end of turn. Tidal Influence {2}{U} Enchantment Play Tidal Influence only if no permanents named Tidal Influence are in play. Tidal Influence comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Tidal Influence. As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0. As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0. Whenever there are four tide counters on Tidal Influence, remove all tide counters from it. Tourach's Chant {1}{B}{B} Enchantment At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay {B}. Whenever a player puts a Forest into play, Tourach's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls. Tourach's Gate {1}{B}{B} Enchant Land Tourach's Gate can enchant only a land you control. Sacrifice a Thrull: Put three time counters on Tourach's Gate. At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it. Enchanted land has "{T}: Attacking creatures you control get +2/-1 until end of turn." Vodalian Knights {1}{U}{U} Creature -- Merfolk 2/2 First strike Vodalian Knights can't attack unless defending player controls an Island. {U}: Vodalian Knights gains flying until end of turn. When you control no Islands, sacrifice Vodalian Knights. Vodalian Mage {2}{U} Creature -- Merfolk 1/1 {U}, {T}: Counter target spell unless its controller pays {1}. Vodalian Soldiers {1}{U} Creature -- Merfolk 1/2 Vodalian War Machine {1}{U}{U} Creature -- Wall 0/4 (Walls can't attack.) Tap an untapped Merfolk you control: Vodalian War Machine may attack this turn as though it weren't a Wall. Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn. When Vodalian War Machine is put in a graveyard, destroy all Merfolk tapped this turn to pay for its abilities. Zelyon Sword {3} Artifact You may choose not to untap Zelyon Sword during your untap step. {3}, {T}: Target creature gets +2/+0 as long as Zelyon Sword remains tapped.