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Magic: The Gathering Oracle Changes

Core Set - Tenth Edition to Masters Edition

General changes

Old card (Core Set - Tenth Edition) New card (Masters Edition)

Angry Mob

{2}{W}{W}

Creature — Mob

Trample

As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps all opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.

2+*/2+*

Angry Mob

{2}{W}{W}

Creature — Human

Trample

As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.

2+*/2+*

Animate Dead

{1}{B}

Enchantment

When Animate Dead comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Animate Dead to it.

Enchanted creature gets -1/-0.

When Animate Dead leaves play, destroy enchanted creature. It can't be regenerated.

Animate Dead

{1}{B}

Enchantment — Aura

Enchant creature card in a graveyard

When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it.

Enchanted creature gets -1/-0.

Animate Wall

{W}

Enchantment — Aura

Enchant creature

Enchanted creature can attack as though it didn't have defender.

Animate Wall

{W}

Enchantment — Aura

Enchant Wall

Enchanted Wall can attack as though it didn't have defender.

Arcum's Whistle

{3}

Artifact

{3}, {T}: Target non-Wall creature's controller may pay {X}, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at end of turn, destroy it if it didn't attack. Play this ability only during the creature's controller's turn before attackers are declared. You can't target a creature that came under its controller's control this turn.

Arcum's Whistle

{3}

Artifact

{3}, {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay {X}, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at end of turn, destroy it if it didn't attack. Play this ability only before attackers are declared.

Artificial Evolution

{U}

Instant

Change the text of target spell or permanent by replacing all instances of one creature type with another. (This effect doesn't end at end of turn.)

Artificial Evolution

{U}

Instant

Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Wall. (This effect doesn't end at end of turn.)

Autumn Willow

{4}{G}{G}

Legendary Creature

Shroud (This permanent can't be the target of spells or abilities.)

{G}: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.

4/4

Autumn Willow

{4}{G}{G}

Legendary Creature — Avatar

Shroud

{G}: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.

4/4

Baron Sengir

{5}{B}{B}{B}

Legendary Creature

Flying

Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir.

{T}: Regenerate target Vampire.

5/5

Baron Sengir

{5}{B}{B}{B}

Legendary Creature — Vampire

Flying

Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir.

{T}: Regenerate another target Vampire.

5/5

Carnivorous Plant

{3}{G}

Creature — Wall

Defender (This creature can't attack.)

4/5

Carnivorous Plant

{3}{G}

Creature — Plant Wall

Defender

4/5

Chains of Mephistopheles

{1}{B}

Enchantment

If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card, he or she draws a card. If the player doesn't discard a card, he or she puts the top card of his or her library into his or her graveyard.

Chains of Mephistopheles

{1}{B}

Enchantment

If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard.

Clockwork Beast

{6}

Artifact Creature

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.

0/4

Clockwork Beast

{6}

Artifact Creature — Beast

Clockwork Beast comes into play with 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 up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep.

0/4

Cursed Rack

{4}

Artifact

As Cursed Rack comes into play, choose an opponent.

The chosen player's maximum hand size is 4.

Cursed Rack

{4}

Artifact

As Cursed Rack comes into play, choose an opponent.

The chosen player's maximum hand size is four.

Dance of the Dead

{1}{B}

Enchantment

When Dance of the Dead comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play tapped under your control and attach Dance of the Dead to it.

Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.

At the beginning of the upkeep of enchanted creature's controller, that player may pay {1}{B}. If he or she does, untap that creature.

When Dance of the Dead leaves play, destroy enchanted creature. It can't be regenerated.

Dance of the Dead

{1}{B}

Enchantment — Aura

Enchant creature card in a graveyard

When Dance of the Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Dance of the Dead." Return enchanted creature card to play tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves play, that creature's controller sacrifices it.

Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.

At the beginning of the upkeep of enchanted creature's controller, that player may pay {1}{B}. If he or she does, untap that creature.

Dracoplasm

{U}{R}

Creature — Shapeshifter

Flying

As Dracoplasm comes into play, sacrifice any number of creatures.

Dracoplasm's power is equal to the total power of the sacrificed creatures and its toughness is equal to the total toughness of those creatures.

{R}: Dracoplasm gets +1/+0 until end of turn.

*/*

Dracoplasm

{U}{R}

Creature — Shapeshifter

Flying

As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness.

{R}: Dracoplasm gets +1/+0 until end of turn.

*/*

Elder Land Wurm

{4}{W}{W}{W}

Creature — Wurm

Defender, trample

When Elder Land Wurm blocks, it loses defender. (This effect doesn't end at end of turn.)

5/5

Elder Land Wurm

{4}{W}{W}{W}

Creature — Dragon Wurm

Defender, trample

When Elder Land Wurm blocks, it loses defender.

5/5

Eureka

{2}{G}{G}

Sorcery

Starting with you, players take turns putting an artifact, creature, enchantment, or land card from their hands into play until no one wants to put another card into play.

Eureka

{2}{G}{G}

Sorcery

Starting with you, each player may put a permanent card from his or her hand into play. Repeat this process until no one puts a card into play.

Forcefield

{3}

Artifact

{1}: Prevent all but 1 combat damage that would be dealt this turn by target unblocked creature attacking you.

Forcefield

{3}

Artifact

{1}: The next time target unblocked creature would deal combat damage to you this turn, prevent all but 1 of that damage.

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 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 sacrificed creature's converted mana cost.

Hymn of Rebirth

{3}{G}{W}

Sorcery

Put target creature card from a graveyard into play under your control.

Hymn of Rebirth

{3}{G}{W}

Sorcery

Put target creature card in a graveyard into play under your control.

Illusionary Wall

{4}{U}

Creature — Wall

Defender (This creature can't attack.)

Flying, first strike

Cumulative upkeep {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

7/4

Illusionary Wall

{4}{U}

Creature — Illusion Wall

Defender, flying, first strike

Cumulative upkeep {U}

7/4

Juxtapose

{3}{U}

Sorcery

You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, that player chooses one. (This effect doesn't end at end of turn.)

Juxtapose

{3}{U}

Sorcery

You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them.

Lim-Dul's Vault

{U}{B}

Instant

Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library and look at the next five cards of your library. Then remove the top five cards from your library, shuffle it, and put those cards back in any order.

Lim-Dul's Vault

{U}{B}

Instant

Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library, then look at the top five cards of your library. Then shuffle your library and put the last cards you looked at this way on top of it in any order.

Maddening Imp

{2}{B}

Creature — Imp

Flying

{T}: Non-Wall creatures the active player controls gain "this creature attacks if able" until end of turn. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn and only before attackers are declared.

1/1

Maddening Imp

{2}{B}

Creature — Imp

Flying

{T}: Each non-Wall creature the active player controls attacks this turn if able. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn, before attackers are declared.

1/1

Marton Stromgald

{2}{R}{R}

Legendary Creature

Whenever Marton Stromgald attacks, all other attacking creatures get +1/+1 until end of turn for each attacking creature other than Marton.

Whenever Marton blocks, all other blocking creatures get +1/+1 until end of turn for each blocking creature other than Marton.

1/1

Marton Stromgald

{2}{R}{R}

Legendary Creature — Human Knight

Whenever Marton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Marton Stromgald.

Whenever Marton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Marton Stromgald.

1/1

Mishra's Factory

Land

{T}: Add {1} to your mana pool.

{1}: Until end of turn, Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature. It's still a land.

{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.

Mishra's Factory

Land

{T}: Add {1} to your mana pool.

{1}: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.

{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.

Necromancy

{2}{B}

Enchantment

You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.

When Necromancy comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Necromancy to it.

When Necromancy leaves play, destroy enchanted creature. It can't be regenerated.

Necromancy

{2}{B}

Enchantment

You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.

When Necromancy comes into play, if it's in play, it becomes an Aura with "enchant creature put into play with Necromancy." Put target creature card from a graveyard into play under your control and attach Necromancy to it. When Necromancy leaves play, that creature's controller sacrifices it.

Nether Shadow

{B}{B}

Creature — Spirit

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.

1/1

Nether Shadow

{B}{B}

Creature — Spirit

Haste

At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play.

1/1

Nettling Imp

{2}{B}

Creature — Imp

{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.

1/1

Nettling Imp

{2}{B}

Creature — Imp

{T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only during an opponent's turn, before attackers are declared.

1/1

Oubliette

{1}{B}{B}

Enchantment

When Oubliette comes into play, target creature phases out. That creature can't phase in as long as Oubliette remains in play.

When Oubliette leaves play, the creature phases in tapped.

Oubliette

{1}{B}{B}

Enchantment

When Oubliette comes into play, remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature.

When Oubliette leaves play, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it. If you do, return the removed Aura cards to play under their owner's control attached to that permanent.

Paralyze

{B}

Enchantment — Aura

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."

Paralyze

{B}

Enchantment — Aura

Enchant creature

When Paralyze comes into play, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.

At the beginning of the upkeep of enchanted creature's controller, that player may pay {4}. If he or she does, untap the creature.

Polar Kraken

{8}{U}{U}{U}

Creature — Kraken

Polar Kraken comes into play tapped.

Cumulative upkeep—Sacrifice a land. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Trample

11/11

Polar Kraken

{8}{U}{U}{U}

Creature — Kraken

Trample

Polar Kraken comes into play tapped.

Cumulative upkeep—Sacrifice a land.

11/11

Pox

{B}{B}{B}

Sorcery

Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round each loss up.

Pox

{B}{B}{B}

Sorcery

Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time.

Serpent Generator

{6}

Artifact

{4}, {T}: Put a 1/1 Poison-Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.)

Serpent Generator

{6}

Artifact

{4}, {T}: Put a 1/1 Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.)

Stone Giant

{2}{R}{R}

Creature — Giant

{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.

3/4

Stone Giant

{2}{R}{R}

Creature — Giant

{T}: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn.

3/4

Tawnos's Coffin

{4}

Artifact

You may choose not to untap Tawnos's Coffin during your untap step.

{3}, {T}: Target creature phases out. It can't phase in as long as Tawnos's Coffin remains tapped. When Tawnos's Coffin leaves play or becomes untapped, the creature phases in tapped.

Tawnos's Coffin

{4}

Artifact

You may choose not to untap Tawnos's Coffin during your untap step.

{3}, {T}: Remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature. When Tawnos's Coffin leaves play or becomes untapped, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it, and if you do, return the removed Aura cards to play under their owner's control attached to that permanent.

Time Elemental

{2}{U}

Creature — Elemental

When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.

{2}{U}{U}, {T}: Return target nonenchanted permanent to its owner's hand.

0/2

Time Elemental

{2}{U}

Creature — Elemental

When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.

{2}{U}{U}, {T}: Return target permanent that isn't enchanted to its owner's hand.

0/2

Unnatural Selection

{1}{U}

Enchantment

{1}: Choose a creature type. Target creature's type becomes that type until end of turn.

Unnatural Selection

{1}{U}

Enchantment

{1}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn.

Varchild's War-Riders

{1}{R}

Creature — War-Rider

Cumulative upkeep—Put a 1/1 red Survivor creature token into play under an opponent's control. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Trample, rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

3/4

Varchild's War-Riders

{1}{R}

Creature — Human Warrior

Cumulative upkeep—Put a 1/1 red Survivor creature token into play under an opponent's control.

Trample, rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

3/4

Vesuvan Doppelganger

{3}{U}{U}

Creature — Doppelganger

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."

0/0

Vesuvan Doppelganger

{3}{U}{U}

Creature — Shapeshifter

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."

*/*

Vodalian Knights

{1}{U}{U}

Creature — Merfolk

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.

2/2

Vodalian Knights

{1}{U}{U}

Creature — Merfolk Knight

First strike

Vodalian Knights can't attack unless defending player controls an Island.

When you control no Islands, sacrifice Vodalian Knights.

{U}: Vodalian Knights gains flying until end of turn.

2/2

Yavimaya Ants

{2}{G}{G}

Creature — Swarm

Trample, haste

Cumulative upkeep {G}{G} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

5/1

Yavimaya Ants

{2}{G}{G}

Creature — Insect

Trample, haste

Cumulative upkeep {G}{G}

5/1

Changes to ability order only

Old card (Core Set - Tenth Edition) New card (Masters Edition)

Sunken City

{U}{U}

Enchantment

Blue creatures get +1/+1.

At the beginning of your upkeep, sacrifice Sunken City unless you pay {U}{U}.

Sunken City

{U}{U}

Enchantment

At the beginning of your upkeep, sacrifice Sunken City unless you pay {U}{U}.

Blue creatures get +1/+1.

Changes to reminder text only

Old card (Core Set - Tenth Edition) New card (Masters Edition)

Ashnod's Transmogrant

{1}

Artifact

{T}, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.)

Ashnod's Transmogrant

{1}

Artifact

{T}, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types.

Illusionary Forces

{3}{U}

Creature — Illusion

Flying

Cumulative upkeep {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

4/4

Illusionary Forces

{3}{U}

Creature — Illusion

Flying

Cumulative upkeep {U}

4/4

Illusions of Grandeur

{3}{U}

Enchantment

Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

When Illusions of Grandeur comes into play, you gain 20 life.

When Illusions of Grandeur leaves play, you lose 20 life.

Illusions of Grandeur

{3}{U}

Enchantment

Cumulative upkeep {2}

When Illusions of Grandeur comes into play, you gain 20 life.

When Illusions of Grandeur leaves play, you lose 20 life.

Mystic Remora

{U}

Enchantment

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays {4}.

Mystic Remora

{U}

Enchantment

Cumulative upkeep {1}

Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays {4}.

Shield Sphere

{0}

Artifact Creature — Wall

Defender (This creature can't attack.)

Whenever Shield Sphere blocks, put a -0/-1 counter on it.

0/6

Shield Sphere

{0}

Artifact Creature — Wall

Defender

Whenever Shield Sphere blocks, put a -0/-1 counter on it.

0/6

Tornado

{4}{G}

Enchantment

Cumulative upkeep {G} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

{2}{G}, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn.

Tornado

{4}{G}

Enchantment

Cumulative upkeep {G}

{2}{G}, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn.

Walking Wall

{4}

Artifact Creature — Wall

Defender (This creature can't attack.)

{3}: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn.

0/6

Walking Wall

{4}

Artifact Creature — Wall

Defender

{3}: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn.

0/6

Changes to types only

Old card (Core Set - Tenth Edition) New card (Masters Edition)

Adun Oakenshield

{B}{R}{G}

Legendary Creature

{B}{R}{G}, {T}: Return target creature card from your graveyard to your hand.

1/2

Adun Oakenshield

{B}{R}{G}

Legendary Creature — Human Knight

{B}{R}{G}, {T}: Return target creature card from your graveyard to your hand.

1/2

Apprentice Wizard

{1}{U}{U}

Creature — Wizard

{U}, {T}: Add {3} to your mana pool.

0/1

Apprentice Wizard

{1}{U}{U}

Creature — Human Wizard

{U}, {T}: Add {3} to your mana pool.

0/1

Argivian Archaeologist

{1}{W}{W}

Creature — Archaeologist

{W}{W}, {T}: Return target artifact card from your graveyard to your hand.

1/1

Argivian Archaeologist

{1}{W}{W}

Creature — Human Artificer

{W}{W}, {T}: Return target artifact card from your graveyard to your hand.

1/1

Balduvian Horde

{2}{R}{R}

Creature — Barbarian

When Balduvian Horde comes into play, sacrifice it unless you discard a card at random.

5/5

Balduvian Horde

{2}{R}{R}

Creature — Human Barbarian

When Balduvian Horde comes into play, sacrifice it unless you discard a card at random.

5/5

Ball Lightning

{R}{R}{R}

Creature — Ball-Lightning

Trample, haste

At end of turn, sacrifice Ball Lightning.

6/1

Ball Lightning

{R}{R}{R}

Creature — Elemental

Trample, haste

At end of turn, sacrifice Ball Lightning.

6/1

Benalish Hero

{W}

Creature — Hero

Banding

1/1

Benalish Hero

{W}

Creature — Human Soldier

Banding

1/1

Black Knight

{B}{B}

Creature — Knight

First strike, protection from white

2/2

Black Knight

{B}{B}

Creature — Human Knight

First strike, protection from white

2/2

Brothers of Fire

{1}{R}{R}

Creature — Brother

{1}{R}{R}: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you.

2/2

Brothers of Fire

{1}{R}{R}

Creature — Human Shaman

{1}{R}{R}: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you.

2/2

Centaur Archer

{1}{R}{G}

Creature — Centaur

{T}: Centaur Archer deals 1 damage to target creature with flying.

3/2

Centaur Archer

{1}{R}{G}

Creature — Centaur Archer

{T}: Centaur Archer deals 1 damage to target creature with flying.

3/2

Chub Toad

{2}{G}

Creature — Toad

Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn.

1/1

Chub Toad

{2}{G}

Creature — Frog

Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn.

1/1

Cuombajj Witches

{B}{B}

Creature — Witch

{T}: Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice.

1/3

Cuombajj Witches

{B}{B}

Creature — Human Wizard

{T}: Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice.

1/3

Dakkon Blackblade

{2}{W}{U}{U}{B}

Legendary Creature

Dakkon Blackblade's power and toughness are each equal to the number of lands you control.

*/*

Dakkon Blackblade

{2}{W}{U}{U}{B}

Legendary Creature — Human Warrior

Dakkon Blackblade's power and toughness are each equal to the number of lands you control.

*/*

Death Speakers

{W}

Creature — Speaker

Protection from black

1/1

Death Speakers

{W}

Creature — Human Cleric

Protection from black

1/1

Dragon Engine

{3}

Artifact Creature

{2}: Dragon Engine gets +1/+0 until end of turn.

1/3

Dragon Engine

{3}

Artifact Creature — Construct

{2}: Dragon Engine gets +1/+0 until end of turn.

1/3

Dwarven Soldier

{1}{R}

Creature — Dwarf

Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.

2/1

Dwarven Soldier

{1}{R}

Creature — Dwarf Soldier

Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.

2/1

Eater of the Dead

{4}{B}

Creature — Eater

{0}: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game.

3/4

Eater of the Dead

{4}{B}

Creature — Horror

{0}: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game.

3/4

Erg Raiders

{1}{B}

Creature — Raider

At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn.

2/3

Erg Raiders

{1}{B}

Creature — Human Warrior

At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn.

2/3

Fyndhorn Elves

{G}

Creature — Elf

{T}: Add {G} to your mana pool.

1/1

Fyndhorn Elves

{G}

Creature — Elf Druid

{T}: Add {G} to your mana pool.

1/1

Giant Tortoise

{1}{U}

Creature — Tortoise

Giant Tortoise gets +0/+3 as long as it's untapped.

1/1

Giant Tortoise

{1}{U}

Creature — Turtle

Giant Tortoise gets +0/+3 as long as it's untapped.

1/1

Goblin Chirurgeon

{R}

Creature — Goblin

Sacrifice a Goblin: Regenerate target creature.

0/2

Goblin Chirurgeon

{R}

Creature — Goblin Shaman

Sacrifice a Goblin: Regenerate target creature.

0/2

Goblin Mutant

{2}{R}{R}

Creature — Goblin

Trample

Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater.

Goblin Mutant can't block creatures with power 3 or greater.

5/3

Goblin Mutant

{2}{R}{R}

Creature — Goblin Mutant

Trample

Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater.

Goblin Mutant can't block creatures with power 3 or greater.

5/3

Goblin Wizard

{2}{R}{R}

Creature — Goblin

{T}: You may put a Goblin permanent card from your hand into play.

{R}: Target Goblin gains protection from white until end of turn.

1/1

Goblin Wizard

{2}{R}{R}

Creature — Goblin Wizard

{T}: You may put a Goblin permanent card from your hand into play.

{R}: Target Goblin gains protection from white until end of turn.

1/1

Goblins of the Flarg

{R}

Creature — Goblin

Mountainwalk

When you control a Dwarf, sacrifice Goblins of the Flarg.

1/1

Goblins of the Flarg

{R}

Creature — Goblin Warrior

Mountainwalk

When you control a Dwarf, sacrifice Goblins of the Flarg.

1/1

Hungry Mist

{2}{G}{G}

Creature — Mist

At the beginning of your upkeep, sacrifice Hungry Mist unless you pay {G}{G}.

6/2

Hungry Mist

{2}{G}{G}

Creature — Elemental

At the beginning of your upkeep, sacrifice Hungry Mist unless you pay {G}{G}.

6/2

Hyalopterous Lemure

{4}{B}

Creature — Lemure

{0}: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn.

4/3

Hyalopterous Lemure

{4}{B}

Creature — Spirit

{0}: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn.

4/3

Icatian Lieutenant

{W}{W}

Creature — Soldier

{1}{W}: Target Soldier creature gets +1/+0 until end of turn.

1/2

Icatian Lieutenant

{W}{W}

Creature — Human Soldier

{1}{W}: Target Soldier creature gets +1/+0 until end of turn.

1/2

Jacques le Vert

{1}{R}{G}{W}

Legendary Creature

Green creatures you control get +0/+2.

3/2

Jacques le Vert

{1}{R}{G}{W}

Legendary Creature — Human Warrior

Green creatures you control get +0/+2.

3/2

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.

*/*

Keldon Warlord

{2}{R}{R}

Creature — Human Barbarian

Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.

*/*

Khabal Ghoul

{2}{B}

Creature — Ghoul

At end of turn, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from play this turn.

1/1

Khabal Ghoul

{2}{B}

Creature — Zombie

At end of turn, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from play this turn.

1/1

Knights of Thorn

{3}{W}

Creature — Knight

Banding, protection from red

2/2

Knights of Thorn

{3}{W}

Creature — Human Knight

Banding, protection from red

2/2

Lord of Tresserhorn

{1}{U}{B}{R}

Legendary Creature

When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards.

{B}: Regenerate Lord of Tresserhorn.

10/4

Lord of Tresserhorn

{1}{U}{B}{R}

Legendary Creature — Zombie

When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards.

{B}: Regenerate Lord of Tresserhorn.

10/4

Onulet

{3}

Artifact Creature

When Onulet is put into a graveyard from play, you gain 2 life.

2/2

Onulet

{3}

Artifact Creature — Construct

When Onulet is put into a graveyard from play, you gain 2 life.

2/2

Order of Leitbur

{W}{W}

Creature — Cleric

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.

2/1

Order of Leitbur

{W}{W}

Creature — Human Cleric Knight

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.

2/1

Order of the Ebon Hand

{B}{B}

Creature — Cleric

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.

2/1

Order of the Ebon Hand

{B}{B}

Creature — Cleric Knight

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.

2/1

Phantom Monster

{3}{U}

Creature — Phantasm

Flying

3/3

Phantom Monster

{3}{U}

Creature — Illusion

Flying

3/3

Phelddagrif

{1}{G}{W}{U}

Legendary Creature

{G}: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token into play.

{W}: Phelddagrif gains flying until end of turn. Target opponent gains 2 life.

{U}: Return Phelddagrif to its owner's hand. Target opponent may draw a card.

4/4

Phelddagrif

{1}{G}{W}{U}

Legendary Creature — Phelddagrif

{G}: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token into play.

{W}: Phelddagrif gains flying until end of turn. Target opponent gains 2 life.

{U}: Return Phelddagrif to its owner's hand. Target opponent may draw a card.

4/4

Phyrexian War Beast

{3}

Artifact Creature

When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you.

3/4

Phyrexian War Beast

{3}

Artifact Creature — Beast

When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you.

3/4

Preacher

{1}{W}{W}

Creature — Preacher

You may choose not to untap Preacher during your untap step.

{T}: Gain control of target creature of an opponent's choice that he or she controls as long as Preacher remains tapped.

1/1

Preacher

{1}{W}{W}

Creature — Human Cleric

You may choose not to untap Preacher during your untap step.

{T}: Gain control of target creature of an opponent's choice that he or she controls as long as Preacher remains tapped.

1/1

Righteous Avengers

{4}{W}

Creature — Avenger

Plainswalk

3/1

Righteous Avengers

{4}{W}

Creature — Human Soldier

Plainswalk

3/1

Shambling Strider

{4}{G}{G}

Creature — Strider

{R}{G}: Shambling Strider gets +1/-1 until end of turn.

5/5

Shambling Strider

{4}{G}{G}

Creature — Yeti

{R}{G}: Shambling Strider gets +1/-1 until end of turn.

5/5

Singing Tree

{3}{G}

Creature — Singing-Tree

{T}: Target attacking creature's power becomes 0 until end of turn.

0/3

Singing Tree

{3}{G}

Creature — Plant

{T}: Target attacking creature's power becomes 0 until end of turn.

0/3

Spectral Bears

{1}{G}

Creature — Bear

Whenever Spectral Bears attacks, if defending player controls no black nontoken permanents, it doesn't untap during your next untap step.

3/3

Spectral Bears

{1}{G}

Creature — Bear Spirit

Whenever Spectral Bears attacks, if defending player controls no black nontoken permanents, it doesn't untap during your next untap step.

3/3

Spinal Villain

{2}{R}

Creature — Villain

{T}: Destroy target blue creature.

1/2

Spinal Villain

{2}{R}

Creature — Beast

{T}: Destroy target blue creature.

1/2

Su-Chi

{4}

Artifact Creature

When Su-Chi is put into a graveyard from play, add {4} to your mana pool.

4/4

Su-Chi

{4}

Artifact Creature — Construct

When Su-Chi is put into a graveyard from play, add {4} to your mana pool.

4/4

The Fallen

{1}{B}{B}{B}

Creature — Fallen

At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game.

2/3

The Fallen

{1}{B}{B}{B}

Creature — Zombie

At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game.

2/3

Thunder Spirit

{1}{W}{W}

Creature — Spirit

Flying, first strike

2/2

Thunder Spirit

{1}{W}{W}

Creature — Elemental Spirit

Flying, first strike

2/2