Air Elemental {3}{U}{U} Creature -- Elemental 4/4 Flying Ancestral Recall {U} Instant Target player draws three cards. Animate Artifact {3}{U} Enchant Artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Dead {1}{B} Enchantment When Animate Dead comes into play, if it's in play, it becomes an enchant creature. Put target creature card from a graveyard into play under your control enchanted by Animate Dead. Enchanted creature gets -1/-0. When Animate Dead leaves play, destroy enchanted creature. It can't be regenerated. Animate Wall {W} Enchant Creature Enchanted creature may attack as though it weren't a Wall. Ankh of Mishra {2} Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Armageddon {3}{W} Sorcery Destroy all lands. Aspect of Wolf {1}{G} Enchant Creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Bad Moon {1}{B} Enchantment Black creatures get +1/+1. Badlands Land -- Mountain Swamp Balance {1}{W} Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players do the same for creatures and discard cards from their hands the same way. Basalt Monolith {3} Artifact Basalt Monolith doesn't untap during your untap step. {3}: Untap Basalt Monolith. {T}: Add {3} to your mana pool. This mana can't be spent on abilities of permanents named Basalt Monolith. Bayou Land -- Swamp Forest Benalish Hero {W} Creature -- Hero 1/1 Banding Berserk {G} Instant Play Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn. Birds of Paradise {G} Creature -- Bird 0/1 Flying {T}: Add one mana of any color to your mana pool. Black Knight {B}{B} Creature -- Knight 2/2 First strike, protection from white Black Lotus {0} Artifact {T}, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. Black Vise {1} Artifact As Black Vise comes into play, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards greater than four in his or her hand. Black Ward {W} Enchant Creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Blaze of Glory {W} Instant Target creature may block any number of creatures this turn. It must block each attacking creature this turn if able. Blessing {W}{W} Enchant Creature {W}: Enchanted creature gets +1/+1 until end of turn. Blue Elemental Blast {U} Instant Choose one -- Counter target red spell; or destroy target red permanent. Blue Ward {W} Enchant Creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Bog Wraith {3}{B} Creature -- Wraith 3/3 Swampwalk Braingeyser {X}{U}{U} Sorcery Target player draws X cards. Burrowing {R} Enchant Creature Enchanted creature has mountainwalk. Camouflage {G} Instant Play Camouflage only during the declare attackers step. This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty) Castle {3}{W} Enchantment Untapped creatures you control get +0/+2. Celestial Prism {3} Artifact {2}, {T}: Add one mana of any color to your mana pool. Channel {G}{G} Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add {1} to your mana pool. Chaos Orb {2} Artifact {1}, {T}: If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb. Chaoslace {R} Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Circle of Protection: Black {1}{W} Enchantment {1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue {1}{W} Enchantment {1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green {1}{W} Enchantment {1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red {1}{W} Enchantment {1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White {1}{W} Enchantment {1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Clockwork Beast {6} Artifact Creature 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. Clockwork Beast can't have more than seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. {X}, {T}: Put X +1/+0 counters on Clockwork Beast. Play this ability only during your upkeep. Clone {3}{U} Creature -- Clone 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Cockatrice {3}{G}{G} Creature -- Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Consecrate Land {W} Enchant Land Enchanted land can't be enchanted except by Consecrate Land. If enchanted land would be destroyed, remove all damage from it instead. Conservator {4} Artifact {3}, {T}: Prevent the next 2 damage that would be dealt to you this turn. Contract from Below {B} Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Control Magic {2}{U}{U} Enchant Creature You control enchanted creature. Conversion {2}{W}{W} Enchantment All Mountains are Plains. At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}. Copper Tablet {2} Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copy Artifact {1}{U} Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. Counterspell {U}{U} Instant Counter target spell. Craw Wurm {4}{G}{G} Creature -- Wurm 6/4 Creature Bond {1}{U} Enchant Creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Crusade {W}{W} Enchantment White creatures get +1/+1. Crystal Rod {1} Artifact Whenever a player plays a blue spell, you may pay {1}. If you do, you gain 1 life. Cursed Land {2}{B}{B} Enchant Land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cyclopean Tomb {4} Artifact {2}, {T}: Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep. When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters. Dark Ritual {B} Instant Add {B}{B}{B} to your mana pool. Darkpact {B}{B}{B} Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. That card's previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante. Death Ward {W} Instant Regenerate target creature. Deathgrip {B}{B} Enchantment {B}{B}: Counter target green spell. Deathlace {B} Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Demonic Attorney {1}{B}{B} Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. Demonic Hordes {3}{B}{B}{B} Creature -- Demon 5/5 {T}: Destroy target land. At the beginning of your upkeep, unless you pay {B}{B}{B}, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Tutor {1}{B} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Dingus Egg {4} Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Disenchant {1}{W} Instant Destroy target artifact or enchantment. Disintegrate {X}{R} Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Disrupting Scepter {3} Artifact {3}, {T}: Target player discards a card from his or her hand. Play this ability only during your turn. Dragon Whelp {2}{R}{R} Creature -- Dragon 2/3 Flying {R}: Dragon Whelp gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Dragon Whelp at end of turn. Drain Life {X}{1}{B} Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Power {U}{U} Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drudge Skeletons {1}{B} Creature -- Skeleton 1/1 {B}: Regenerate Drudge Skeletons. Dwarven Demolition Team {2}{R} Creature -- Dwarf 1/1 {T}: Destroy target Wall. Dwarven Warriors {2}{R} Creature -- Dwarf 1/1 {T}: Target creature with power 2 or less is unblockable this turn. Earth Elemental {3}{R}{R} Creature -- Elemental 4/5 Earthbind {R} Enchant Creature When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." Earthquake {X}{R} Sorcery Earthquake deals X damage to each creature without flying and each player. Elvish Archers {1}{G} Creature -- Elf 2/1 First strike Evil Presence {B} Enchant Land Enchanted land is a Swamp. False Orders {R} Instant Play False Orders only during the declare blockers step. Target creature defending player controls is removed from combat. Creatures that creature had been blocking this combat are considered unblocked if no other creatures are blocking them. You may have the creature block an attacking creature of your choice. Farmstead {W}{W}{W} Enchant Land Enchanted land has "At the beginning of your upkeep, you may pay {W}{W}. If you do, you gain 1 life." Fastbond {G} Enchantment You may play as many lands as you choose on your turn. Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you. Fear {B}{B} Enchant Creature Enchanted creature has fear. Feedback {2}{U} Enchant Enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Fire Elemental {3}{R}{R} Creature -- Elemental 5/4 Fireball {X}{Y}{R} Sorcery Fireball deals X damage divided evenly, rounded down, among Y plus one target creatures and/or players. Firebreathing {R} Enchant Creature {R}: Enchanted creature gets +1/+0 until end of turn. Flashfires {3}{R} Sorcery Destroy all Plains. Flight {U} Enchant Creature Enchanted creature has flying. Fog {G} Instant Prevent all combat damage that would be dealt this turn. Force of Nature {2}{G}{G}{G}{G} Creature -- Force 8/8 Trample At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay {G}{G}{G}{G}. Forcefield {3} Artifact {1}: Prevent all but 1 combat damage that would be dealt this turn by target unblocked creature attacking you. Forest Basic Land -- Forest [G] Fork {R}{R} Instant Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy. Frozen Shade {2}{B} Creature -- Shade 0/1 {B}: Frozen Shade gets +1/+1 until end of turn. Fungusaur {3}{G} Creature -- Fungusaur 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Gaea's Liege {3}{G}{G}{G} Creature -- Gaea's-Liege */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. {T}: Target land becomes a Forest until Gaea's Liege leaves play. Gauntlet of Might {4} Artifact Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional {R} to his or her mana pool. Giant Growth {G} Instant Target creature gets +3/+3 until end of turn. Giant Spider {3}{G} Creature -- Spider 2/4 Giant Spider may block as though it had flying. Glasses of Urza {1} Artifact {T}: Look at target player's hand. Gloom {2}{B} Enchantment White spells cost an additional {3} to play. Activated abilities of white enchantments cost an additional {3} to play. Goblin Balloon Brigade {R} Creature -- Goblin 1/1 {R}: Goblin Balloon Brigade gains flying until end of turn. Goblin King {1}{R}{R} Creature -- Lord 2/2 All Goblins get +1/+1 and have mountainwalk. Granite Gargoyle {2}{R} Creature -- Gargoyle 2/2 Flying {R}: Granite Gargoyle gets +0/+1 until end of turn. Gray Ogre {2}{R} Creature -- Ogre 2/2 Green Ward {W} Enchant Creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Grizzly Bears {1}{G} Creature -- Bear 2/2 Guardian Angel {X}{W} Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay {1} any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Healing Salve {W} Instant Choose one -- Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Helm of Chatzuk {1} Artifact {1}, {T}: Target creature gains banding until end of turn. Hill Giant {3}{R} Creature -- Giant 3/3 Holy Armor {W} Enchant Creature Enchanted creature gets +0/+2. {W}: Enchanted creature gets +0/+1 until end of turn. Holy Strength {W} Enchant Creature Enchanted creature gets +1/+2. Howl from Beyond {X}{B} Instant Target creature gets +X/+0 until end of turn. Howling Mine {2} Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Hurloon Minotaur {1}{R}{R} Creature -- Minotaur 2/3 Hurricane {X}{G} Sorcery Hurricane deals X damage to each creature with flying and each player. Hypnotic Specter {1}{B}{B} Creature -- Specter 2/2 Flying Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random from his or her hand. Ice Storm {2}{G} Sorcery Destroy target land. Icy Manipulator {4} Artifact {1}, {T}: Tap target artifact, creature, or land. Illusionary Mask {2} Artifact {X}: Put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. You may turn the creature face up any time you could play an instant by removing all mask counters from it. Instill Energy {G} Enchant Creature Enchanted creature has haste. {0}: Untap enchanted creature. Play this ability only during your turn but only once each turn. Invisibility {U}{U} Enchant Creature Enchanted creature can't be blocked except by Walls. Iron Star {1} Artifact Whenever a player plays a red spell, you may pay {1}. If you do, you gain 1 life. Ironclaw Orcs {1}{R} Creature -- Orc 2/2 Ironclaw Orcs can't block a creature with power 2 or greater. Ironroot Treefolk {4}{G} Creature -- Treefolk 3/5 Island Basic Land -- Island [U] Island Sanctuary {1}{W} Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until the beginning of your next turn, only creatures with flying or islandwalk may attack you. Ivory Cup {1} Artifact Whenever a player plays a white spell, you may pay {1}. If you do, you gain 1 life. Jade Monolith {4} Artifact {1}: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Statue {4} Artifact {2}: Jade Statue becomes a 3/6 artifact creature until end of combat. Play this ability only during combat. Jayemdae Tome {4} Artifact {4}, {T}: Draw a card. Juggernaut {4} Artifact Creature 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Jump {U} Instant Target creature gains flying until end of turn. Karma {2}{W}{W} Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Keldon Warlord {2}{R}{R} Creature -- Lord */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Kormus Bell {4} Artifact All Swamps are 1/1 creatures that are still lands. Kudzu {1}{G}{G} Enchant Land When enchanted land becomes tapped, destroy it. That land's controller moves Kudzu to a land of his or her choice. Lance {W} Enchant Creature Enchanted creature has first strike. Ley Druid {2}{G} Creature -- Cleric 1/1 {T}: Untap target land. Library of Leng {1} Artifact You have no maximum hand size. If an effect causes you to discard a card from your hand, discard it, but you may put it on top of your library instead of into your graveyard. Lich {B}{B}{B}{B} Enchantment As Lich comes into play, your life total becomes 0. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many permanents. When Lich leaves play, you lose the game. Lifeforce {G}{G} Enchantment {G}{G}: Counter target black spell. Lifelace {G} Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifetap {U}{U} Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lightning Bolt {R} Instant Lightning Bolt deals 3 damage to target creature or player. Living Artifact {G} Enchant Artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Lands {3}{G} Enchantment All Forests are 1/1 creatures that are still lands. Living Wall {4} Artifact Creature -- Wall 0/6 (Walls can't attack.) {1}: Regenerate Living Wall. Llanowar Elves {G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool. Lord of Atlantis {U}{U} Creature -- Lord 2/2 All Merfolk get +1/+1 and have islandwalk. Lord of the Pit {4}{B}{B}{B} Creature -- Demon 7/7 Flying, trample At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lure {1}{G}{G} Enchant Creature All creatures able to block enchanted creature do so. Magical Hack {U} Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Mahamoti Djinn {4}{U}{U} Creature -- Djinn 5/6 Flying Mana Flare {2}{R} Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Short {2}{U} Instant Tap all lands target player controls and empty his or her mana pool. Mana Vault {1} Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. {T}: Add {3} to your mana pool. Manabarbs {3}{R} Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Meekstone {1} Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Merfolk of the Pearl Trident {U} Creature -- Merfolk 1/1 Mesa Pegasus {1}{W} Creature -- Pegasus 1/1 Flying, banding Mind Twist {X}{B} Sorcery Target player discards X cards at random from his or her hand. Mons's Goblin Raiders {R} Creature -- Goblin 1/1 Mountain Basic Land -- Mountain [R] Mox Emerald {0} Artifact {T}: Add {G} to your mana pool. Mox Jet {0} Artifact {T}: Add {B} to your mana pool. Mox Pearl {0} Artifact {T}: Add {W} to your mana pool. Mox Ruby {0} Artifact {T}: Add {R} to your mana pool. Mox Sapphire {0} Artifact {T}: Add {U} to your mana pool. Natural Selection {G} Instant Look at the top three cards of any player's library and put them back in any order. You may have that player shuffle his or her library. Nether Shadow {B}{B} Creature -- Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three creature cards above it, you may put Nether Shadow into play. Nettling Imp {2}{B} Creature -- Imp 1/1 {T}: Target non-Wall creature the active player controls attacks this turn, if able. At end of turn, if that creature didn't attack this turn, destroy it. Ignore this effect if that player didn't control the creature continuously since the beginning of the turn. Play this ability only during an opponent's turn before attackers are declared. Nevinyrral's Disk {4} Artifact Nevinyrral's Disk comes into play tapped. {1}, {T}: Destroy all artifacts, creatures, and enchantments. Nightmare {5}{B} Creature -- Nightmare */* Flying Nightmare's power and toughness are each equal to the number of Swamps you control. Northern Paladin {2}{W}{W} Creature -- Knight 3/3 {W}{W}, {T}: Destroy target black permanent. Obsianus Golem {6} Artifact Creature -- Golem 4/6 Orcish Artillery {1}{R}{R} Creature -- Orc 1/3 {T}: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Oriflamme {3}{R} Enchantment Attacking creatures you control get +1/+0. Paralyze {B} Enchant Creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "At the beginning of your upkeep, you may pay {4}. If you do, untap this creature." Pearled Unicorn {2}{W} Creature -- Unicorn 2/2 Personal Incarnation {3}{W}{W}{W} Creature -- Avatar 6/6 {0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. Pestilence {2}{B}{B} Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. {B}: Pestilence deals 1 damage to each creature and each player. Phantasmal Forces {3}{U} Creature -- Phantasm 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay {U}. Phantasmal Terrain {U}{U} Enchant Land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land's type is the chosen type. Phantom Monster {3}{U} Creature -- Phantasm 3/3 Flying Pirate Ship {4}{U} Creature -- Ship 4/3 Pirate Ship can't attack unless defending player controls an Island. {T}: Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Plague Rats {2}{B} Creature -- Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plains Basic Land -- Plains [W] Plateau Land -- Plains Mountain Power Leak {1}{U} Enchant Enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to {2}. For each one mana less than {2} he or she pays this way, Power Leak deals 1 damage to him or her. Power Sink {X}{U} Instant Counter target spell unless its controller pays {X}. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Surge {R}{R} Enchantment At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn. Prodigal Sorcerer {2}{U} Creature -- Wizard 1/1 {T}: Prodigal Sorcerer deals 1 damage to target creature or player. Psionic Blast {2}{U} Instant Psionic Blast deals 4 damage to target creature or player and 2 damage to you. Psychic Venom {1}{U} Enchant Land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Purelace {W} Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) Raging River {R}{R} Enchantment At the beginning of your combat phase, each opponent chooses "east" or "west" for each creature without flying he or she controls. As you declare attacking creatures, choose "east" or "west" for each attacking creature. "East" creatures can't block "west" creatures. "West" creatures can't block "east" creatures. Raise Dead {B} Sorcery Return target creature card from your graveyard to your hand. Red Elemental Blast {R} Instant Choose one -- Counter target blue spell; or destroy target blue permanent. Red Ward {W} Enchant Creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. Regeneration {1}{G} Enchant Creature {G}: Regenerate enchanted creature. Regrowth {1}{G} Sorcery Return target card from your graveyard to your hand. Resurrection {2}{W}{W} Sorcery Return target creature card from your graveyard to play. Reverse Damage {1}{W}{W} Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Righteousness {W} Instant Target blocking creature gets +7/+7 until end of turn. Roc of Kher Ridges {3}{R} Creature -- Roc 3/3 Flying Rock Hydra {X}{R}{R} Creature -- Hydra 0/0 Rock Hydra comes into play with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. {R}: Prevent the next 1 damage that would be dealt to Rock Hydra this turn. {R}{R}{R}: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep. Rod of Ruin {4} Artifact {3}, {T}: Rod of Ruin deals 1 damage to target creature or player. Royal Assassin {1}{B}{B} Creature -- Assassin 1/1 {T}: Destroy target tapped creature. Sacrifice {B} Instant As an additional cost to play Sacrifice, sacrifice a creature. Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost. Samite Healer {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Savannah Land -- Plains Forest Savannah Lions {W} Creature -- Lion 2/1 Scathe Zombies {2}{B} Creature -- Zombie 2/2 Scavenging Ghoul {3}{B} Creature -- Ghoul 2/2 At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul. Scrubland Land -- Plains Swamp Scryb Sprites {G} Creature -- Faerie 1/1 Flying Sea Serpent {5}{U} Creature -- Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. Sedge Troll {2}{R} Creature -- Troll 2/2 Sedge Troll gets +1/+1 as long as you control a Swamp. {B}: Regenerate Sedge Troll. Sengir Vampire {3}{B}{B} Creature -- Vampire 4/4 Flying Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Serra Angel {3}{W}{W} Creature -- Angel 4/4 Flying Attacking doesn't cause Serra Angel to tap. Shanodin Dryads {G} Creature -- Dryad 1/1 Forestwalk Shatter {1}{R} Instant Destroy target artifact. Shivan Dragon {4}{R}{R} Creature -- Dragon 5/5 Flying {R}: Shivan Dragon gets +1/+0 until end of turn. Simulacrum {1}{B} Instant You gain life equal to the damage dealt to you this turn. Simulacrum deals to target creature you control damage equal to the damage dealt to you this turn. Sinkhole {B}{B} Sorcery Destroy target land. Siren's Call {U} Instant Play only during an opponent's turn and only before attackers are declared. Creatures the active player controls attack this turn if able. At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn. Sleight of Mind {U} Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Smoke {R}{R} Enchantment Players can't untap more than one creature during their untap steps. Sol Ring {1} Artifact {T}: Add {2} to your mana pool. Soul Net {1} Artifact Whenever a creature is put into a graveyard from play, you may pay {1}. If you do, you gain 1 life. Spell Blast {X}{U} Instant Counter target spell with converted mana cost X. Stasis {1}{U} Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay {U}. Steal Artifact {2}{U}{U} Enchant Artifact You control enchanted artifact. Stone Giant {2}{R}{R} Creature -- Giant 3/4 {T}: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. At end of turn, destroy that creature. Stone Rain {2}{R} Sorcery Destroy target land. Stream of Life {X}{G} Sorcery Target player gains X life. Sunglasses of Urza {3} Artifact {W}: Add {R} to your mana pool. Swamp Basic Land -- Swamp [B] Swords to Plowshares {W} Instant Remove target creature from the game. Its controller gains life equal to its power. Taiga Land -- Mountain Forest Terror {1}{B} Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. The Hive {5} Artifact {5}, {T}: Put a 1/1 Wasp artifact creature token with flying into play. Thicket Basilisk {3}{G}{G} Creature -- Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thoughtlace {U} Instant Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.) Throne of Bone {1} Artifact Whenever a player plays a black spell, you may pay {1}. If you do, you gain 1 life. Timber Wolves {G} Creature -- Wolf 1/1 Banding Time Vault {2} Artifact Time Vault comes into play tapped. Time Vault doesn't untap during your untap step. Skip your next turn: Untap Time Vault and put a time counter on it. {T}, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability if only there's a time counter on Time Vault. Time Walk {1}{U} Sorcery Take an extra turn after this one. Timetwister {2}{U} Sorcery Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.) Tranquility {2}{G} Sorcery Destroy all enchantments. Tropical Island Land -- Island Forest Tsunami {3}{G} Sorcery Destroy all Islands. Tundra Land -- Plains Island Tunnel {R} Instant Destroy target Wall. It can't be regenerated. Twiddle {U} Instant Tap or untap target artifact, creature, or land. Two-Headed Giant of Foriys {4}{R} Creature -- Giant 4/4 Trample Two-Headed Giant of Foriys may block two creatures each combat. Underground Sea Land -- Island Swamp Unholy Strength {B} Enchant Creature Enchanted creature gets +2/+1. Unsummon {U} Instant Return target creature to its owner's hand. Uthden Troll {2}{R} Creature -- Troll 2/2 {R}: Regenerate Uthden Troll. Verduran Enchantress {1}{G}{G} Creature -- Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Vesuvan Doppelganger {3}{U}{U} Creature -- Doppelganger 0/0 As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability." Veteran Bodyguard {3}{W}{W} Creature -- Bodyguard 2/5 As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead. Volcanic Eruption {X}{U}{U}{U} Sorcery Destroy X target Mountains. Volcanic Eruption deals damage to each creature and player equal to the number of Mountains destroyed this way. Volcanic Island Land -- Island Mountain Wall of Air {1}{U}{U} Creature -- Wall 1/5 (Walls can't attack.) Flying Wall of Bone {2}{B} Creature -- Wall 1/4 (Walls can't attack.) {B}: Regenerate Wall of Bone. Wall of Brambles {2}{G} Creature -- Wall 2/3 (Walls can't attack.) {G}: Regenerate Wall of Brambles. Wall of Fire {1}{R}{R} Creature -- Wall 0/5 (Walls can't attack.) {R}: Wall of Fire gets +1/+0 until end of turn. Wall of Ice {2}{G} Creature -- Wall 0/7 (Walls can't attack.) Wall of Stone {1}{R}{R} Creature -- Wall 0/8 (Walls can't attack.) Wall of Swords {3}{W} Creature -- Wall 3/5 (Walls can't attack.) Flying Wall of Water {1}{U}{U} Creature -- Wall 0/5 (Walls can't attack.) {U}: Wall of Water gets +1/+0 until end of turn. Wall of Wood {G} Creature -- Wall 0/3 (Walls can't attack.) Wanderlust {2}{G} Enchant Creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. War Mammoth {3}{G} Creature -- Mammoth 3/3 Trample Warp Artifact {B}{B} Enchant Artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. Water Elemental {3}{U}{U} Creature -- Elemental 5/4 Weakness {B} Enchant Creature Enchanted creature gets -2/-1. Web {G} Enchant Creature Enchanted creature gets +0/+2 and may block as though it had flying. Wheel of Fortune {2}{R} Sorcery Each player discards his or her hand and draws seven cards. White Knight {W}{W} Creature -- Knight 2/2 First strike, protection from black White Ward {W} Enchant Creature Enchanted creature has protection from white. This effect doesn't remove White Ward. Wild Growth {G} Enchant Land Whenever enchanted land is tapped for mana, its controller adds {G} to his or her mana pool. Will-o'-the-Wisp {B} Creature -- Will-o'-the-Wisp 0/1 Flying {B}: Regenerate Will-o'-the-Wisp Winter Orb {2} Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Wooden Sphere {1} Artifact Whenever a player plays a green spell, you may pay {1}. If you do, you gain 1 life. Word of Command {B}{B} Instant Look at target opponent's hand and choose a card from it. That player plays that card with his or her own mana, but you make all decisions it calls for. The player is required only to use mana in his or her mana pool and mana that can be drawn from lands. Wrath of God {2}{W}{W} Sorcery Destroy all creatures. They can't be regenerated. Zombie Master {1}{B}{B} Creature -- Lord 2/3 All Zombies have "{B}: Regenerate this creature" and swampwalk.