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Magic: The Gathering Oracle Changes

Core Set - Ninth Edition to Ravnica: City of Guilds

General changes

Old card (Core Set - Ninth Edition) New card (Ravnica: City of Guilds)

About Face

{R}

Instant

Switch target creature's power and toughness until end of turn. Effects that alter the creature's power alter its toughness instead, and vice versa, this turn.

About Face

{R}

Instant

Switch target creature's power and toughness until end of turn.

Acidic Soil

{2}{R}

Sorcery

Acidic Soil deals to each player damage equal to the number of lands he or she controls.

Acidic Soil

{2}{R}

Sorcery

Acidic Soil deals damage to each player equal to the number of lands he or she controls.

Ancient Runes

{2}{R}

Enchantment

At the beginning of each player's upkeep, Ancient Runes deals to that player damage equal to the number of artifacts he or she controls.

Ancient Runes

{2}{R}

Enchantment

At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts he or she controls.

Angel's Trumpet

{3}

Artifact

All creatures have vigilance.

At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals to the player damage equal to the number of creatures tapped this way.

Angel's Trumpet

{3}

Artifact

All creatures have vigilance.

At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.

Arcum's Weathervane

{2}

Artifact

{2}, {T}: Target snow-covered land is no longer snow-covered. (This effect doesn't end at end of turn.)

{2}, {T}: Target non-snow-covered basic land becomes snow-covered in addition to its other supertypes. (This effect doesn't end at end of turn.)

Arcum's Weathervane

{2}

Artifact

{2}, {T}: Target snow-covered land is no longer snow-covered. (This effect doesn't end at end of turn.)

{2}, {T}: Target non-snow-covered basic land becomes snow-covered. (This effect doesn't end at end of turn.)

Argivian Restoration

{2}{U}{U}

Sorcery

Put target artifact card from your graveyard into play.

Argivian Restoration

{2}{U}{U}

Sorcery

Return target artifact card from your graveyard to play.

Armor of Thorns

{1}{G}

Enchantment — Aura

You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant nonblack creature

Enchanted creature gets +2/+2.

Armor of Thorns

{1}{G}

Enchantment — Aura

You may play Armor of Thorns 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 gains "When Armor of Thorns doesn't have substance, sacrifice it."

Enchant nonblack creature

Enchanted creature gets +2/+2.

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 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. (This effect doesn't end at end of turn.)

Assert Authority

{5}{U}{U}

Instant

Affinity for artifacts (This spell costs {1} less to play for each artifact you control.)

Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.

Assert Authority

{5}{U}{U}

Instant

Affinity for artifacts (This spell costs {1} less to play for each artifact you control.)

Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Auspicious Ancestor

{3}{W}

Creature — Ancestor

When Auspicious Ancestor is put into a graveyard from play, you gain 3 life.

Whenever a white spell is played, you may pay {1}. If you do, you gain 1 life.

2/3

Auspicious Ancestor

{3}{W}

Creature — Human Cleric

When Auspicious Ancestor is put into a graveyard from play, you gain 3 life.

Whenever a player plays a white spell, you may pay {1}. If you do, you gain 1 life.

2/3

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 — Ball-Lightning

Trample, haste

At end of turn, sacrifice Ball Lightning.

6/1

Barbarian Guides

{2}{R}

Creature — Barbarian

{2}{R}, {T}: Target creature you control gains the snow-covered landwalk ability of your choice until end of turn. Return that creature to its owner's hand at end of turn.

1/2

Barbarian Guides

{2}{R}

Creature — Barbarian

{2}{R}, {T}: Choose a land type. Target creature you control gains snow-covered landwalk of the chosen type until end of turn. Return that creature to its owner's hand at end of turn.

1/2

Basalt Golem

{5}

Artifact Creature — Golem

Basalt Golem can't be blocked by artifact creatures.

Whenever Basalt Golem becomes blocked by a creature, destroy that creature at end of combat. It can't be regenerated. Then the creature's controller puts a 0/2 Stone Wall artifact creature token with defender into play.

2/4

Basalt Golem

{5}

Artifact Creature — Golem

Basalt Golem can't be blocked by artifact creatures.

Whenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 Wall artifact creature token with defender into play.

2/4

Bayou Dragonfly

{1}{G}

Creature — Insect

Flying; swampwalk

1/1

Bayou Dragonfly

{1}{G}

Creature — Insect

Flying, swampwalk

1/1

Blanket of Night

{1}{B}{B}

Enchantment

Each land is a Swamp in addition to its land type.

Blanket of Night

{1}{B}{B}

Enchantment

Each land is a Swamp in addition to its other land types.

Blazing Specter

{2}{B}{R}

Creature — Specter

Flying; haste

Whenever Blazing Specter deals combat damage to a player, that player discards a card.

2/2

Blazing Specter

{2}{B}{R}

Creature — Specter

Flying, haste

Whenever Blazing Specter deals combat damage to a player, that player discards a card.

2/2

Blind Fury

{2}{R}{R}

Instant

If a creature would deal combat damage to a creature this turn, it deals double that damage instead.

All creatures lose trample until end of turn.

Blind Fury

{2}{R}{R}

Instant

Play Blind Fury only before the combat damage step.

All creatures lose trample until end of turn. If a creature would deal combat damage to a creature this turn, it deals double that damage to that creature instead.

Blood Lust

{1}{R}

Instant

Target creature gets +4/-4 until end of turn. If this would reduce that creature's toughness to less than 1, it reduces it to 1 instead.

Blood Lust

{1}{R}

Instant

If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.

Brutal Deceiver

{2}{R}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn.

2/2

Brutal Deceiver

{2}{R}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn.

2/2

Builder's Bane

{X}{X}{R}

Sorcery

Destroy X target artifacts. Builder's Bane deals to each player damage equal to the number of artifacts he or she controlled destroyed this way.

Builder's Bane

{X}{X}{R}

Sorcery

Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts he or she controlled destroyed this way.

Bulwark

{3}{R}{R}

Enchantment

At the beginning of your upkeep, Bulwark deals to target opponent damage equal to the number of cards in your hand greater than the number of cards in his or her hand.

Bulwark

{3}{R}{R}

Enchantment

At the beginning of your upkeep, Bulwark deals damage to target opponent equal to the number of cards in your hand greater than the number of cards in his or her hand.

Callous Deceiver

{2}{U}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn.

1/3

Callous Deceiver

{2}{U}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn.

1/3

Carrion

{1}{B}{B}

Instant

Sacrifice a creature. Put into play a number of 0/1 black Maggot creature tokens equal to the sacrificed creature's power.

Carrion

{1}{B}{B}

Instant

As an additional cost to play Carrion, sacrifice a creature.

Put X 0/1 black Insect creature tokens into play, where X is the sacrificed creature's power.

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

All Nightmares get +1/+1.

{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types.

When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

3/3

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

All Nightmares get +1/+1.

{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types.

When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

3/3

Chaosphere

{2}{R}

World Enchantment

Creatures with flying can't block creatures without flying.

Creatures without flying can block as though they had flying.

Chaosphere

{2}{R}

World Enchantment

Creatures with flying have "This creature can't block creatures without flying."

Creatures without flying have "This creature can block as though it had flying."

Chariot of the Sun

{3}

Artifact

{2}, {T}: Target creature you control gains flying and has a toughness of 1 until end of turn.

Chariot of the Sun

{3}

Artifact

{2}, {T}: Until end of turn, target creature you control gains flying and its toughness becomes 1.

Charmed Pendant

{4}

Artifact

{T}, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.)

Charmed Pendant

{4}

Artifact

{T}, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of any of that symbol's colors to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.)

Choking Sands

{1}{B}{B}

Sorcery

Destroy target non-Swamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller.

Choking Sands

{1}{B}{B}

Sorcery

Destroy target non-Swamp land. If that land is nonbasic, Choking Sands deals 2 damage to the land's controller.

Cinder Cloud

{3}{R}{R}

Instant

Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals to that creature's controller damage equal to the creature's power.

Cinder Cloud

{3}{R}{R}

Instant

Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power.

Cold Snap

{2}{W}

Enchantment

Cumulative upkeep {2}

At the beginning of each player's upkeep, Cold Snap deals to that player damage equal to the number of snow-covered lands he or she controls.

Cold Snap

{2}{W}

Enchantment

Cumulative upkeep {2}

At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow-covered lands he or she controls.

Corpse Dance

{2}{B}

Instant

Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Corpse Dance into your hand instead of your graveyard as part of its resolution.)

Put the top creature card from your graveyard into play. That creature gains haste. Remove the creature from the game at end of turn.

Corpse Dance

{2}{B}

Instant

Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Corpse Dance into your hand instead of your graveyard as part of its resolution.)

Return the top creature card from your graveyard to play. That creature gains haste. Remove the creature from the game at end of turn.

Crazed Skirge

{3}{B}

Creature — Imp

Flying; haste

2/2

Crazed Skirge

{3}{B}

Creature — Imp

Flying, haste

2/2

Cruel Deceiver

{1}{B}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land, Cruel Deceiver gains "Whenever Cruel Deceiver deals damage to a creature, destroy that creature" until end of turn. Play this ability only once each turn.

2/1

Cruel Deceiver

{1}{B}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Cruel Deceiver gains "Whenever Cruel Deceiver deals damage to a creature, destroy that creature" until end of turn. Play this ability only once each turn.

2/1

Dazzling Beauty

{2}{W}

Instant

Play Dazzling Beauty only during the declare blockers step.

Target unblocked attacking creature becomes blocked. (This ability works on unblockable creatures.)

Draw a card at the beginning of the next turn's upkeep.

Dazzling Beauty

{2}{W}

Instant

Play Dazzling Beauty only during the declare blockers step.

Target attacking unblocked creature becomes blocked.

Draw a card at the beginning of the next turn's upkeep.

Delirium

{1}{B}{R}

Instant

Play Delirium only on an opponent's turn.

Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.

Delirium

{1}{B}{R}

Instant

Play Delirium only during an opponent's turn.

Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.

Dense Canopy

{1}{G}

Enchantment

Creatures with flying can't block creatures without flying.

Dense Canopy

{1}{G}

Enchantment

Creatures with flying have "This creature can't block creatures without flying."

Desertion

{3}{U}{U}

Instant

Counter target spell. If it's an artifact or creature spell, put it into play under your control instead of into its owner's graveyard.

Desertion

{3}{U}{U}

Instant

Counter target spell. If an artifact or creature spell is countered this way, put that card into play under your control instead of into its owner's graveyard.

Dissipate

{1}{U}{U}

Instant

Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.

Dissipate

{1}{U}{U}

Instant

Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Divine Retribution

{1}{W}

Instant

Divine Retribution deals to target attacking creature damage equal to the number of attacking creatures.

Divine Retribution

{1}{W}

Instant

Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures.

Dralnu's Crusade

{1}{B}{R}

Enchantment

All Goblins are Zombies in addition to their creature types.

All Goblins get +1/+1 and are black.

Dralnu's Crusade

{1}{B}{R}

Enchantment

All Goblins get +1/+1, are black, and are Zombies in addition to their other creature types.

Dream Coat

{U}

Enchantment — Aura

Enchant creature

{0}: Enchanted creature becomes the colors of your choice. Play this ability only once each turn.

Dream Coat

{U}

Enchantment — Aura

Enchant creature

{0}: Enchanted creature becomes the color or colors of your choice. Play this ability only once each turn.

Dreams of the Dead

{3}{U}

Enchantment

{1}{U}: Put target white or black creature card from your graveyard into play. That creature gains "Cumulative upkeep {2}." If the creature would leave play, remove it from the game instead.

Dreams of the Dead

{3}{U}

Enchantment

{1}{U}: Return target white or black creature card from your graveyard to play. That creature gains "Cumulative upkeep {2}." If the creature would leave play, remove it from the game instead.

Dwarven Thaumaturgist

{2}{R}

Creature — Dwarf

{T}: Switch target creature's power and toughness until end of turn. Effects that alter that creature's power alter its toughness instead, and vice versa, until end of turn.

1/2

Dwarven Thaumaturgist

{2}{R}

Creature — Dwarf

{T}: Switch target creature's power and toughness until end of turn.

1/2

Escaped Shapeshifter

{3}{U}{U}

Creature — Shapeshifter

As long as an opponent controls a creature with flying other than an Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color.

3/4

Escaped Shapeshifter

{3}{U}{U}

Creature — Shapeshifter

As long as an opponent controls a creature with flying not named Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color.

3/4

Excavator

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk for the type of land sacrificed this way until end of turn.

Excavator

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk of each of the sacrificed land's types until end of turn.

Feral Deceiver

{3}{G}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn.

3/2

Feral Deceiver

{3}{G}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn.

3/2

Final Strike

{2}{B}{B}

Sorcery

As an additional cost to play Final Strike, sacrifice a creature.

Final Strike deals to target opponent damage equal to the sacrificed creature's power.

Final Strike

{2}{B}{B}

Sorcery

As an additional cost to play Final Strike, sacrifice a creature.

Final Strike deals damage to target opponent equal to the sacrificed creature's power.

Floodgate

{3}{U}

Creature — Wall

Defender (This creature can't attack.)

When Floodgate has flying, sacrifice it.

When Floodgate leaves play, it deals to each nonblue creature without flying 1 damage for each two Islands you control.

0/5

Floodgate

{3}{U}

Creature — Wall

Defender (This creature can't attack.)

When Floodgate has flying, sacrifice it.

When Floodgate leaves play, it deals 1 damage for each two Islands you control to each nonblue creature without flying.

0/5

Fold into AEther

{2}{U}{U}

Instant

Counter target spell. If you do, that spell's controller may put a creature card from his or her hand into play.

Fold into AEther

{2}{U}{U}

Instant

Counter target spell. If that spell is countered this way, its controller may put a creature card from his or her hand into play.

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.

Fork

{R}{R}

Instant

Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy.

Freyalise Supplicant

{1}{G}

Creature — Cleric

{T}, Sacrifice a red or white creature: Freyalise Supplicant deals to target creature or player damage equal to half the sacrificed creature's power, rounded down.

1/1

Freyalise Supplicant

{1}{G}

Creature — Cleric

{T}, Sacrifice a red or white creature: Freyalise Supplicant deals damage to target creature or player equal to half the sacrificed creature's power, rounded down.

1/1

Gerrard's Irregulars

{4}{R}

Creature — Soldier

Trample; haste

4/2

Gerrard's Irregulars

{4}{R}

Creature — Soldier

Trample, haste

4/2

Giant Slug

{1}{B}

Creature — Slug

{5}: At the beginning of your next upkeep, Giant Slug gains landwalk for a basic land type of your choice until the end of that turn.

1/1

Giant Slug

{1}{B}

Creature — Slug

{5}: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn.

1/1

Gift of Estates

{1}{W}

Sorcery

If an opponent has more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.

Gift of Estates

{1}{W}

Sorcery

If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.

Goblin Berserker

{3}{R}

Creature — Goblin

First strike; haste

2/2

Goblin Berserker

{3}{R}

Creature — Goblin

First strike, haste

2/2

Grave Servitude

{1}{B}

Enchantment — Aura

You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +3/-1 and is black.

Grave Servitude

{1}{B}

Enchantment — Aura

You may play Grave Servitude 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 gains "When Grave Servitude doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +3/-1 and is black.

Grinning Totem

{4}

Artifact

{2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and remove that card from the game. Then that player shuffles his or her library. You may play the card. At the beginning of your next upkeep, if you haven't played the card, put it into its owner's graveyard.

Grinning Totem

{4}

Artifact

{2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and remove that card from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played the card, put it into its owner's graveyard.

Harsh Deceiver

{3}{W}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn.

1/4

Harsh Deceiver

{3}{W}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn.

1/4

Hazezon Tamar

{4}{R}{G}{W}

Legendary Creature

At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put X 1/1 red, green, and white Sand Warrior creature tokens into play, where X is the number of lands you control.

When Hazezon Tamar leaves play, remove all Sand Warrior tokens from the game.

2/4

Hazezon Tamar

{4}{R}{G}{W}

Legendary Creature

At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game."

2/4

Heartless Hidetsugu

{3}{R}{R}

Legendary Creature — Ogre Shaman

{T}: Heartless Hidetsugu deals to each player damage equal to half that player's life total, rounded down.

4/3

Heartless Hidetsugu

{3}{R}{R}

Legendary Creature — Ogre Shaman

{T}: Heartless Hidetsugu deals damge to each player equal to half that player's life total, rounded down.

4/3

Heartwood Dryad

{1}{G}

Creature — Dryad

Heartwood Dryad can block as though it had shadow.

2/1

Heartwood Dryad

{1}{G}

Creature — Dryad

Heartwood Dryad can block creatures with shadow as though they didn't have shadow.

2/1

Hinder

{1}{U}{U}

Instant

Counter target spell. If it's countered this way, put that card on the top or bottom of its owner's library instead of that player's graveyard.

Hinder

{1}{U}{U}

Instant

Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard.

Humility

{2}{W}{W}

Enchantment

All creatures lose all abilities. Humility gains "All creatures are 1/1."

Humility

{2}{W}{W}

Enchantment

All creatures lose all abilities and are 1/1.

Icequake

{1}{B}{B}

Sorcery

Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller.

Icequake

{1}{B}{B}

Sorcery

Destroy target land. If that land is snow-covered, Icequake deals 1 damage to the land's controller.

Illusionary Presence

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U}

At the beginning of your upkeep, Illusionary Presence gains the landwalk ability of your choice until end of turn.

2/2

Illusionary Presence

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U}

At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn.

2/2

Island of Wak-Wak

Land

{T}: Target creature with flying gets -X/-0 until end of turn, where X is its power.

Island of Wak-Wak

Land

{T}: The power of target creature with flying becomes 0 until end of turn.

Jungle Patrol

{3}{G}

Creature — Soldier

{1}{G}, {T}: Put a 0/1 green Wood Wall creature token with defender into play.

Sacrifice a Wood Wall: Add {R} to your mana pool.

3/2

Jungle Patrol

{3}{G}

Creature — Human Soldier

{1}{G}, {T}: Put a 0/1 green Plant Wall creature token with defender into play.

Sacrifice a Plant Wall: Add {R} to your mana pool.

3/2

Karmic Guide

{3}{W}{W}

Creature — Spirit

Flying, protection from black; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

When Karmic Guide comes into play, if you played it from your hand, return target creature card from your graveyard to play.

2/2

Karmic Guide

{3}{W}{W}

Creature — Spirit

Flying; protection from black; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

When Karmic Guide comes into play, if you played it from your hand, return target creature card from your graveyard to play.

2/2

Kiki-Jiki, Mirror Breaker

{2}{R}{R}{R}

Legendary Creature — Goblin Shaman

Haste

{T}: Put a creature token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn.

2/2

Kiki-Jiki, Mirror Breaker

{2}{R}{R}{R}

Legendary Creature — Goblin Shaman

Haste

{T}: Put a token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn.

2/2

Kindle

{1}{R}

Instant

Kindle deals to target creature or player damage equal to the number of cards named Kindle in all graveyards plus 2.

Kindle

{1}{R}

Instant

Kindle deals damage to target creature or player equal to the number of cards named Kindle in all graveyards plus 2.

Lightning Reflexes

{1}{R}

Enchantment — Aura

You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +1/+0 and has first strike.

Lightning Reflexes

{1}{R}

Enchantment — Aura

You may play Lightning Reflexes 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 gains "When Lightning Reflexes doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +1/+0 and has first strike.

Liquify

{2}{U}

Instant

Counter target spell with converted mana cost 3 or less. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.

Liquify

{2}{U}

Instant

Counter target spell with converted mana cost 3 or less. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Loyal Retainers

{2}{W}

Creature — Advisor

Sacrifice Loyal Retainers: Put target legendary creature card from your graveyard into play. Play this ability only during your turn, before the combat phase.

1/1

Loyal Retainers

{2}{W}

Creature — Advisor

Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before the combat phase.

1/1

Malignant Growth

{3}{G}{U}

Enchantment

Cumulative upkeep {1}

At the beginning of your upkeep, put a growth counter on Malignant Growth.

At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals to the player damage equal to the number of cards he or she drew this way.

Malignant Growth

{3}{G}{U}

Enchantment

Cumulative upkeep {1}

At the beginning of your upkeep, put a growth counter on Malignant Growth.

At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals damage to the player equal to the number of cards he or she drew this way.

Memory Lapse

{1}{U}

Instant

Counter target spell. If you do, put it on top of its owner's library instead of into that player's graveyard.

Memory Lapse

{1}{U}

Instant

Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.

Merfolk Raiders

{1}{U}

Creature — Merfolk

Phasing; islandwalk

2/3

Merfolk Raiders

{1}{U}

Creature — Merfolk Soldier

Phasing, islandwalk

2/3

Mistmoon Griffin

{3}{W}

Creature — Griffin

Flying

When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then put the top creature card from your graveyard into play.

2/2

Mistmoon Griffin

{3}{W}

Creature — Griffin

Flying

When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then return the top creature card from your graveyard to play.

2/2

Mob Justice

{1}{R}

Sorcery

Mob Justice deals to target player damage equal to the number of creatures you control.

Mob Justice

{1}{R}

Sorcery

Mob Justice deals damage to target player equal to the number of creatures you control.

Mountain Yeti

{2}{R}{R}

Creature — Yeti

Protection from white; mountainwalk

3/3

Mountain Yeti

{2}{R}{R}

Creature — Yeti

Mountainwalk, protection from white

3/3

Mtenda Lion

{G}

Creature — Lion

Whenever Mtenda Lion attacks, the defending player may pay {U}. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn.

2/1

Mtenda Lion

{G}

Creature — Cat

Whenever Mtenda Lion attacks, defending player may pay {U}. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn.

2/1

Mystic Veil

{1}{U}

Enchantment — Aura

You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature can't be the target of spells or abilities.

Mystic Veil

{1}{U}

Enchantment — Aura

You may play Mystic Veil 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 gains "When Mystic Veil doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature can't be the target of spells or abilities.

Natural Balance

{2}{G}{G}

Sorcery

Each player who controls six or more lands sacrifices all lands he or she controls except for five. Each player who controls four or fewer lands may search his or her library for basic land cards to bring his or her land total to five and put them into play. Then each player who searched his or her library this way shuffles it.

Natural Balance

{2}{G}{G}

Sorcery

Each player who controls six or more lands chooses five lands he or she controls and sacrifices the rest. Each player who controls four or fewer lands may search his or her library for X basic land cards and put them into play, where X is five minus the number of lands he or she controls. Then each player who searched his or her library this way shuffles it.

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, sacrifice it at end of turn.

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 gains "When Necromancy doesn't have 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.

Parapet

{1}{W}

Enchantment

You may play Parapet any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Creatures you control get +0/+1.

Parapet

{1}{W}

Enchantment

You may play Parapet 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 gains "When Parapet doesn't have substance, sacrifice it."

Creatures you control get +0/+1.

Phantasmal Fiend

{3}{B}

Creature — Phantasm

{B}: Phantasmal Fiend gets +1/-1 until end of turn.

{1}{U}: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that would alter Phantasmal Fiend's power this turn alter its toughness instead, and vice versa.

1/5

Phantasmal Fiend

{3}{B}

Creature — Phantasm

{B}: Phantasmal Fiend gets +1/-1 until end of turn.

{1}{U}: Switch Phantasmal Fiend's power and toughness until end of turn.

1/5

Phelddagrif

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

Legendary Creature

{G}: Phelddagrif gains trample until end of turn. Put a 1/1 green Hippo creature token into play under an opponent's control.

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

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

4/4

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

Phyrexian Purge

{2}{B}{R}

Sorcery

Destroy any number of target creatures. You lose 3 life for each creature destroyed this way.

Phyrexian Purge

{2}{B}{R}

Sorcery

Destroy any number of target creatures. You lose 3 life for each creature targeted this way.

Preferred Selection

{2}{G}{G}

Enchantment

At the beginning of your draw step, look at the top two cards of your library and choose one. You may sacrifice Preferred Selection and pay {2}{G}{G}. If you do, draw the chosen card. If you don't, put the card on the bottom of your library.

Preferred Selection

{2}{G}{G}

Enchantment

At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay {2}{G}{G}. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library.

Prismatic Lace

{U}

Instant

Target permanent becomes the colors of your choice. (This effect doesn't end at end of turn.) (Mana symbols on that permanent remain unchanged.)

Prismatic Lace

{U}

Instant

Target permanent becomes the color or colors of your choice. (This effect doesn't end at end of turn.)

Purraj of Urborg

{3}{B}{B}

Legendary Creature

Whenever Purraj of Urborg attacks, it gains first strike until end of combat.

Whenever a black spell is played, you may pay {B}. If you do, put a +1/+1 counter on Purraj of Urborg.

2/3

Purraj of Urborg

{3}{B}{B}

Legendary Creature — Cat Warrior

Whenever Purraj of Urborg attacks, it gains first strike until end of combat.

Whenever a player plays a black spell, you may pay {B}. If you do, put a +1/+1 counter on Purraj of Urborg.

2/3

Pyromancy

{2}{R}{R}

Enchantment

{3}, Discard a card at random: Pyromancy deals to target creature or player damage equal to the converted mana cost of the discarded card.

Pyromancy

{2}{R}{R}

Enchantment

{3}, Discard a card at random: Pyromancy deals damage to target creature or player equal to the converted mana cost of the discarded card.

Raging Spirit

{3}{R}

Creature — Spirit

{2}: Raging Spirit is colorless until end of turn.

3/3

Raging Spirit

{3}{R}

Creature — Spirit

{2}: Raging Spirit becomes colorless until end of turn.

3/3

Relic Ward

{1}{W}

Enchantment — Aura

You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant artifact

Enchanted artifact can't be the target of spells or abilities.

Relic Ward

{1}{W}

Enchantment — Aura

You may play Relic Ward 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 gains "When Relic Ward doesn't have substance, sacrifice it."

Enchant artifact

Enchanted artifact can't be the target of spells or abilities.

Reweave

{5}{U}

Instant — Arcane

Target permanent's controller sacrifices it. That player reveals cards from the top of his or her library until he or she reveals a card that shares a card type with the sacrificed permanent. The player puts that card into play, then shuffles his or her library.

Splice onto Arcane {2}{U}{U}

Reweave

{5}{U}

Instant — Arcane

Target permanent's controller sacrifices it. If he or she does, that player reveals cards from the top of his or her library until he or she reveals a card that shares a card type with the sacrificed permanent, puts that card into play, then shuffles his or her library.

Splice onto Arcane {2}{U}{U}

Rolling Stones

{1}{W}

Enchantment

All Walls lose defender.

Rolling Stones

{1}{W}

Enchantment

Walls can attack as though they didn't have defender.

Sealed Fate

{X}{U}{B}

Sorcery

Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library.

Sealed Fate

{X}{U}{B}

Sorcery

Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library in any order.

Shadowbane

{1}{W}

Instant

The next time this turn a source of your choice would deal damage to target creature or player, prevent that damage. If that source is black, you gain life equal to the damage prevented this way.

Shadowbane

{1}{W}

Instant

The next time a source of your choice would deal damage to you or a creature you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain life equal to the damage prevented this way.

Shallow Grave

{1}{B}

Instant

Put the top creature card from your graveyard into play. That creature gains haste until end of turn. Remove it from the game at end of turn.

Shallow Grave

{1}{B}

Instant

Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.

Shivan Raptor

{2}{R}

Creature — Lizard

First strike; haste

Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

3/1

Shivan Raptor

{2}{R}

Creature — Lizard

First strike; haste; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

3/1

Silk Net

{G}

Instant

Target creature gets +1/+1 and ca block as though it had flying until end of turn.

Silk Net

{G}

Instant

Target creature gets +1/+1 and can block as though it had flying 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.

Simulacrum

{1}{B}

Instant

You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.

Singing Tree

{3}{G}

Creature — Singing-Tree

{T}: Target attacking creature gets -X/-0 until end of turn, where X is its power.

0/3

Singing Tree

{3}{G}

Creature — Singing-Tree

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

0/3

Skizzik

{3}{R}

Creature — Elemental

Kicker {R} (You may pay an additional {R} as you play this spell.)

Trample; haste

At end of turn, sacrifice Skizzik unless the kicker cost was paid.

5/3

Skizzik

{3}{R}

Creature — Elemental

Kicker {R} (You may pay an additional {R} as you play this spell.)

Trample, haste

At end of turn, sacrifice Skizzik unless the kicker cost was paid.

5/3

Snowblind

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets -X/-X. If that creature is attacking, X is the number of snow-covered lands defending player controls. Otherwise, X is the number of snow-covered lands its controller controls. If this would reduce its toughness to less than 1, reduce its toughness to 1 instead.

Snowblind

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets -X/-Y. If that creature is attacking, X is the number of snow-covered lands defending player controls. Otherwise, X is the number of snow-covered lands its controller controls. Y is equal to X or to enchanted creature's toughness minus 1, whichever is smaller.

Soar

{1}{U}

Enchantment — Aura

You may play Soar any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +0/+1 and has flying.

Soar

{1}{U}

Enchantment — Aura

You may play Soar 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 gains "When Soar doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +0/+1 and has flying.

Soul Echo

{X}{W}{W}

Enchantment

Soul Echo comes into play with X echo counters on it.

At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.

You don't lose the game for having 0 or less life.

Soul Echo

{X}{W}{W}

Enchantment

Soul Echo comes into play with X echo counters on it.

You don't lose the game for having 0 or less life.

At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.

Soul Foundry

{4}

Artifact

Imprint — When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)

{X}, {T}: Put a creature token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card.

Soul Foundry

{4}

Artifact

Imprint — When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)

{X}, {T}: Put a token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card.

Spectral Guardian

{2}{W}{W}

Creature — Guardian

Noncreature artifacts can't be the target of spells or abilities as long as Spectral Guardian is untapped.

2/3

Spectral Guardian

{2}{W}{W}

Creature — Spirit

Noncreature artifacts can't be the targets of spells or abilities as long as Spectral Guardian is untapped.

2/3

Spelljack

{3}{U}{U}{U}

Instant

Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.)

Spelljack

{3}{U}{U}{U}

Instant

Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.)

Spider Climb

{G}

Enchantment — Aura

You may play Spider Climb any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +0/+3 and can block as though it had flying.

Spider Climb

{G}

Enchantment — Aura

You may play Spider Climb 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 gains "When Spider Climb doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +0/+3 and can block as though it had flying.

Spirit of the Night

{6}{B}{B}{B}

Legendary Creature

Flying, trample, protection from black; haste

Whenever Spirit of the Night attacks, it gains first strike until end of combat.

6/5

Spirit of the Night

{6}{B}{B}{B}

Legendary Creature — Demon Spirit

Flying, trample, haste, protection from black

Whenever Spirit of the Night attacks, it gains first strike until end of combat.

6/5

Superior Numbers

{G}{G}

Sorcery

Superior Numbers deals to target creature damage equal to the number of creatures you control in excess of the number of creatures that creature's controller controls.

Superior Numbers

{G}{G}

Sorcery

Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures that creature's controller controls.

Teeka's Dragon

{9}

Artifact Creature — Dragon

Flying, trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)

5/5

Teeka's Dragon

{9}

Artifact Creature — Dragon

Flying; trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)

5/5

Thran Forge

{3}

Artifact

{2}: Target nonartifact creature becomes an artifact creature until end of turn. That creature gets +1/+0 until end of turn.

Thran Forge

{3}

Artifact

{2}: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types.

Tidal Wave

{2}{U}

Instant

Put a 5/5 blue Wave Wall creature token with defender into play. Sacrifice it at end of turn.

Tidal Wave

{2}{U}

Instant

Put a 5/5 blue Wall creature token with defender into play. Sacrifice it at end of turn.

Tombstone Stairwell

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B}

At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Tombspawn Zombie creature token with haste for each creature card in his or her graveyard.

At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated.

Tombstone Stairwell

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B}

At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in his or her graveyard.

At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated.

Torture Chamber

{3}

Artifact

At the beginning of your upkeep, put a pain counter on Torture Chamber.

At the end of your turn, Torture Chamber deals damage to you equal to the number of pain counters on it.

{1}, {T}, Remove all pain counters from Torture Chamber: Torture Chamber deals to target creature damage equal to the number of pain counters removed this way.

Torture Chamber

{3}

Artifact

At the beginning of your upkeep, put a pain counter on Torture Chamber.

At the end of your turn, Torture Chamber deals damage to you equal to the number of pain counters on it.

{1}, {T}, Remove all pain counters from Torture Chamber: Torture Chamber deals damage to target creature equal to the number of pain counters removed this way.

Transmogrifying Licid

{3}

Artifact Creature — Licid

{1}, T: Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {1} to end this effect.

Enchanted creature gets +1/+1.

Enchanted creature is an artifact that's still a creature.

2/2

Transmogrifying Licid

{3}

Artifact Creature — Licid

{1}, T: Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {1} to end this effect.

Enchanted creature gets +1/+1 and is an artifact in addition to its other types.

2/2

Transmutation

{1}{B}

Instant

Switch target creature's power and toughness until end of turn. Effects that would alter that creature's power this turn alter its toughness instead, and vice versa.

Transmutation

{1}{B}

Instant

Switch target creature's power and toughness until end of turn.

Two-Headed Giant of Foriys

{4}{R}

Creature — Giant

Trample

Two-Headed Giant of Foriys can block two creatures each combat.

4/4

Two-Headed Giant of Foriys

{4}{R}

Creature — Giant

Trample

Two-Headed Giant of Foriys can block an additional creature.

4/4

Unnatural Hunger

{3}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals to that player damage equal to that creature's power unless he or she sacrifices another creature.

Unnatural Hunger

{3}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage to that player equal to that creature's power unless he or she sacrifices another creature.

Viashino Heretic

{2}{R}

Creature — Viashino

{1}{R}, {T}: Destroy target artifact. Viashino Heretic deals to that artifact's controller damage equal to the artifact's converted mana cost.

1/3

Viashino Heretic

{2}{R}

Creature — Viashino

{1}{R}, {T}: Destroy target artifact. Viashino Heretic deals damage to that artifact's controller equal to the artifact's converted mana cost.

1/3

Victimize

{2}{B}

Sorcery

As an additional cost to play Victimize, sacrifice a creature.

Put two target creature cards from your graveyard into play tapped.

Victimize

{2}{B}

Sorcery

As an additional cost to play Victimize, sacrifice a creature.

Return two target creature cards from your graveyard to play tapped.

Vigilant Martyr

{W}

Creature — Martyr

Sacrifice Vigilant Martyr: Regenerate target creature.

{W}{W}, {T}, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment in play.

1/1

Vigilant Martyr

{W}

Creature — Human Cleric

Sacrifice Vigilant Martyr: Regenerate target creature.

{W}{W}, {T}, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment.

1/1

Volcanic Dragon

{4}{R}{R}

Creature — Dragon

Flying; haste

4/4

Volcanic Dragon

{4}{R}{R}

Creature — Dragon

Flying, haste

4/4

Wall of Diffusion

{1}{R}

Creature — Wall

Defender (This creature can't attack.)

Wall of Diffusion can block as though it had shadow.

0/5

Wall of Diffusion

{1}{R}

Creature — Wall

Defender (This creature can't attack.)

Wall of Diffusion can block creatures with shadow as though they didn't have shadow.

0/5

Ward of Lights

{W}{W}

Enchantment — Aura

You may play Ward of Lights any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

As Ward of Lights comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

Ward of Lights

{W}{W}

Enchantment — Aura

You may play Ward of Lights 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 gains "When Ward of Lights doesn't have substance, sacrifice it."

Enchant creature

As Ward of Lights comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

Wave of Reckoning

{4}{W}

Sorcery

Each creature deals to itself damage equal to its power.

Wave of Reckoning

{4}{W}

Sorcery

Each creature deals damage to itself equal to its power.

Withering Boon

{1}{B}

Instant

Counter target creature spell. You lose 3 life.

Withering Boon

{1}{B}

Instant

As an additional cost to play Withering Boon, pay 3 life.

Counter target creature spell.

Yavimaya Ants

{2}{G}{G}

Creature — Swarm

Cumulative upkeep {G}{G}

Trample; haste

5/1

Yavimaya Ants

{2}{G}{G}

Creature — Swarm

Cumulative upkeep {G}{G}

Trample, haste

5/1

Changes to types only

Old card (Core Set - Ninth Edition) New card (Ravnica: City of Guilds)

Abyssal Hunter

{3}{B}

Creature — Minion

{B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.

1/1

Abyssal Hunter

{3}{B}

Creature — Human Assassin

{B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.

1/1

Armorer Guildmage

{R}

Creature — Wizard

{B}, {T}: Target creature gets +1/+0 until end of turn.

{G}, {T}: Target creature gets +0/+1 until end of turn.

1/1

Armorer Guildmage

{R}

Creature — Human Wizard

{B}, {T}: Target creature gets +1/+0 until end of turn.

{G}, {T}: Target creature gets +0/+1 until end of turn.

1/1

Asmira, Holy Avenger

{2}{G}{W}

Legendary Creature

Flying

At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn.

2/3

Asmira, Holy Avenger

{2}{G}{W}

Legendary Creature — Human Cleric

Flying

At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn.

2/3

Blighted Shaman

{1}{B}

Creature — Wizard

{T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn.

{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

1/1

Blighted Shaman

{1}{B}

Creature — Human Shaman

{T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn.

{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

1/1

Burning Shield Askari

{2}{R}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{R}{R}: Burning Shield Askari gains first strike until end of turn.

2/2

Burning Shield Askari

{2}{R}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{R}{R}: Burning Shield Askari gains first strike until end of turn.

2/2

Cadaverous Knight

{2}{B}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{B}{B}: Regenerate Cadaverous Knight.

2/2

Cadaverous Knight

{2}{B}

Creature — Zombie Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{B}{B}: Regenerate Cadaverous Knight.

2/2

Civic Guildmage

{W}

Creature — Wizard

{G}, {T}: Target creature gets +0/+1 until end of turn.

{U}, {T}: Put target creature you control on top of its owner's library.

1/1

Civic Guildmage

{W}

Creature — Human Wizard

{G}, {T}: Target creature gets +0/+1 until end of turn.

{U}, {T}: Put target creature you control on top of its owner's library.

1/1

Coral Fighters

{1}{U}

Creature — Merfolk

Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.

1/1

Coral Fighters

{1}{U}

Creature — Merfolk Soldier

Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.

1/1

Crimson Roc

{4}{R}

Creature — Roc

Flying

Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.

2/2

Crimson Roc

{4}{R}

Creature — Bird

Flying

Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.

2/2

Crypt Cobra

{3}{B}

Creature — Cobra

Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

3/3

Crypt Cobra

{3}{B}

Creature — Snake

Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

3/3

Dream Fighter

{2}{U}

Creature — Soldier

Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out.

1/1

Dream Fighter

{2}{U}

Creature — Human Soldier

Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out.

1/1

Elves of Deep Shadow

{G}

Creature — Elf

{T}: Add {B} to your mana pool. Elves of Deep Shadow deals 1 damage to you.

1/1

Elves of Deep Shadow

{G}

Creature — Elf Druid

{T}: Add {B} to your mana pool. Elves of Deep Shadow deals 1 damage to you.

1/1

Femeref Archers

{2}{G}

Creature — Soldier

{T}: Femeref Archers deals 4 damage to target attacking creature with flying.

2/2

Femeref Archers

{2}{G}

Creature — Human Archer

{T}: Femeref Archers deals 4 damage to target attacking creature with flying.

2/2

Femeref Healer

{1}{W}

Creature — Cleric

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

1/1

Femeref Healer

{1}{W}

Creature — Human Cleric

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

1/1

Femeref Knight

{2}{W}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}: Femeref Knight gains vigilance until end of turn.

2/2

Femeref Knight

{2}{W}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}: Femeref Knight gains vigilance until end of turn.

2/2

Femeref Scouts

{2}{W}

Creature — Soldier

1/4

Femeref Scouts

{2}{W}

Creature — Human Scout

1/4

Giant Mantis

{3}{G}

Creature — Mantis

Giant Mantis can block as though it had flying.

2/4

Giant Mantis

{3}{G}

Creature — Insect

Giant Mantis can block as though it had flying.

2/4

Goblin Elite Infantry

{1}{R}

Creature — Goblin

Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn.

2/2

Goblin Elite Infantry

{1}{R}

Creature — Goblin Warrior

Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn.

2/2

Goblin Soothsayer

{R}

Creature — Goblin

{R}, {T}, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn.

1/1

Goblin Soothsayer

{R}

Creature — Goblin Shaman

{R}, {T}, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn.

1/1

Goblin Spelunkers

{2}{R}

Creature — Goblin

Mountainwalk

2/2

Goblin Spelunkers

{2}{R}

Creature — Goblin Warrior

Mountainwalk

2/2

Goblin Tinkerer

{1}{R}

Creature — Goblin

{R}, {T}: Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer.

1/2

Goblin Tinkerer

{1}{R}

Creature — Goblin Artificer

{R}, {T}: Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer.

1/2

Granger Guildmage

{G}

Creature — Wizard

{W}, {T}: Target creature gains first strike until end of turn.

{R}, {T}: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.

1/1

Granger Guildmage

{G}

Creature — Human Wizard

{W}, {T}: Target creature gains first strike until end of turn.

{R}, {T}: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.

1/1

Hakim, Loreweaver

{3}{U}{U}

Legendary Creature

Flying

{U}{U}: Return target Aura card from your graveyard to play attached to Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted.

{U}{U}, {T}: Destroy all Auras attached to Hakim.

2/4

Hakim, Loreweaver

{3}{U}{U}

Legendary Creature — Human Wizard

Flying

{U}{U}: Return target Aura card from your graveyard to play attached to Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted.

{U}{U}, {T}: Destroy all Auras attached to Hakim.

2/4

Harbor Guardian

{2}{W}{U}

Creature — Guardian

Harbor Guardian can block as though it had flying.

Whenever Harbor Guardian attacks, defending player may draw a card.

3/4

Harbor Guardian

{2}{W}{U}

Creature — Gargoyle

Harbor Guardian can block as though it had flying.

Whenever Harbor Guardian attacks, defending player may draw a card.

3/4

Haunting Apparition

{1}{U}{B}

Creature — Ghost

Flying

As Haunting Apparition comes into play, choose an opponent.

Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard.

1+*/2

Haunting Apparition

{1}{U}{B}

Creature — Spirit

Flying

As Haunting Apparition comes into play, choose an opponent.

Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard.

1+*/2

Hivis of the Scale

{3}{R}{R}

Legendary Creature

You may choose not to untap Hivis of the Scale during your untap step.

{T}: Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis.

3/4

Hivis of the Scale

{3}{R}{R}

Legendary Creature — Viashino Shaman

You may choose not to untap Hivis of the Scale during your untap step.

{T}: Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis.

3/4

Horrible Hordes

{3}

Artifact Creature

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

2/2

Horrible Hordes

{3}

Artifact Creature — Spirit

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

2/2

Jolrael's Centaur

{1}{G}{G}

Creature — Centaur

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Jolrael's Centaur can't be the target of spells or abilities.

2/2

Jolrael's Centaur

{1}{G}{G}

Creature — Centaur Archer

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Jolrael's Centaur can't be the target of spells or abilities.

2/2

Karoo Meerkat

{1}{G}

Creature — Meerkat

Protection from blue

2/1

Karoo Meerkat

{1}{G}

Creature — Mongoose

Protection from blue

2/1

Kukemssa Pirates

{3}{U}

Creature — Pirate

Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates deals no combat damage this turn.

2/2

Kukemssa Pirates

{3}{U}

Creature — Human Pirate

Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates deals no combat damage this turn.

2/2

Locust Swarm

{3}{G}

Creature — Swarm

Flying

{G}: Regenerate Locust Swarm.

{G}: Untap Locust Swarm. Play this ability only once each turn.

1/1

Locust Swarm

{3}{G}

Creature — Insect

Flying

{G}: Regenerate Locust Swarm.

{G}: Untap Locust Swarm. Play this ability only once each turn.

1/1

Melesse Spirit

{3}{W}{W}

Creature — Angel

Flying, protection from black

3/3

Melesse Spirit

{3}{W}{W}

Creature — Spirit

Flying, protection from black

3/3

Merfolk Seer

{2}{U}

Creature — Merfolk

When Merfolk Seer is put into a graveyard from play, you may pay {1}{U}. If you do, draw a card.

2/2

Merfolk Seer

{2}{U}

Creature — Merfolk Wizard

When Merfolk Seer is put into a graveyard from play, you may pay {1}{U}. If you do, draw a card.

2/2

Mindbender Spores

{2}{G}

Creature — Wall

Defender (This creature can't attack.)

Flying

Whenever Mindbender Spores blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature."

0/1

Mindbender Spores

{2}{G}

Creature — Fungus Wall

Defender (This creature can't attack.)

Flying

Whenever Mindbender Spores blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature."

0/1

Mtenda Herder

{W}

Creature — Scout

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

1/1

Mtenda Herder

{W}

Creature — Human Scout

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

1/1

Phyrexian Dreadnought

{1}

Artifact Creature

Trample

If Phyrexian Dreadnought would come into play, sacrifice any number of creatures with total power 12 or greater instead. If you do, put Phyrexian Dreadnought into play. If you don't, put it into its owner's graveyard.

12/12

Phyrexian Dreadnought

{1}

Artifact Creature — Dreadnought

Trample

If Phyrexian Dreadnought would come into play, sacrifice any number of creatures with total power 12 or greater instead. If you do, put Phyrexian Dreadnought into play. If you don't, put it into its owner's graveyard.

12/12

Pyric Salamander

{1}{R}

Creature — Salamander

{R}: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn.

1/1

Pyric Salamander

{1}{R}

Creature — Lizard

{R}: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn.

1/1

Quirion Elves

{1}{G}

Creature — Elf

As Quirion Elves comes into play, choose a color.

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

{T}: Add one mana of the chosen color to your mana pool.

1/1

Quirion Elves

{1}{G}

Creature — Elf Druid

As Quirion Elves comes into play, choose a color.

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

{T}: Add one mana of the chosen color to your mana pool.

1/1

Rashida Scalebane

{3}{W}{W}

Legendary Creature

{T}: Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power.

3/4

Rashida Scalebane

{3}{W}{W}

Legendary Creature — Human Soldier

{T}: Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power.

3/4

Reckless Embermage

{3}{R}

Creature — Wizard

{1}{R}: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself.

2/2

Reckless Embermage

{3}{R}

Creature — Human Wizard

{1}{R}: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself.

2/2

Sabertooth Cobra

{2}{G}

Creature — Cobra

Whenever Sabertooth Cobra deals damage to a player, he or she gets a poison counter. That player gets another poison counter at the beginning of his or her next upkeep unless he or she pays {2} before that turn to prevent this effect. (A player with ten or more poison counters loses the game.)

2/2

Sabertooth Cobra

{2}{G}

Creature — Snake

Whenever Sabertooth Cobra deals damage to a player, he or she gets a poison counter. That player gets another poison counter at the beginning of his or her next upkeep unless he or she pays {2} before that turn to prevent this effect. (A player with ten or more poison counters loses the game.)

2/2

Sea Scryer

{1}{U}

Creature — Merfolk

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

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

1/1

Sea Scryer

{1}{U}

Creature — Merfolk Wizard

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

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

1/1

Searing Spear Askari

{2}{R}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{R}: Searing Spear Askari can't be blocked except by two or more creatures this turn.

2/2

Searing Spear Askari

{2}{R}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{R}: Searing Spear Askari can't be blocked except by two or more creatures this turn.

2/2

Shadow Guildmage

{B}

Creature — Wizard

{U}, {T}: Put target creature you control on top of its owner's library.

{R}, {T}: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you.

1/1

Shadow Guildmage

{B}

Creature — Human Wizard

{U}, {T}: Put target creature you control on top of its owner's library.

{R}, {T}: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you.

1/1

Shaper Guildmage

{U}

Creature — Wizard

{W}, {T}: Target creature gains first strike until end of turn.

{B}, {T}: Target creature gets +1/+0 until end of turn.

1/1

Shaper Guildmage

{U}

Creature — Human Wizard

{W}, {T}: Target creature gains first strike until end of turn.

{B}, {T}: Target creature gets +1/+0 until end of turn.

1/1

Shauku's Minion

{1}{B}{R}

Creature — Minion

{B}{R}, {T}: Shauku's Minion deals 2 damage to target white creature.

2/2

Shauku's Minion

{1}{B}{R}

Creature — Human Minion

{B}{R}, {T}: Shauku's Minion deals 2 damage to target white creature.

2/2

Shauku, Endbringer

{5}{B}{B}

Legendary Creature

Flying

Shauku, Endbringer can't attack if there's another creature in play.

At the beginning of your upkeep, you lose 3 life.

{T}: Remove target creature from the game and put a +1/+1 counter on Shauku.

5/5

Shauku, Endbringer

{5}{B}{B}

Legendary Creature — Vampire

Flying

Shauku, Endbringer can't attack if there's another creature in play.

At the beginning of your upkeep, you lose 3 life.

{T}: Remove target creature from the game and put a +1/+1 counter on Shauku.

5/5

Sidar Jabari

{3}{W}

Legendary Creature

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Whenever Sidar Jabari attacks, tap target creature defending player controls.

2/2

Sidar Jabari

{3}{W}

Legendary Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Whenever Sidar Jabari attacks, tap target creature defending player controls.

2/2

Skulking Ghost

{1}{B}

Creature — Ghost

Flying

When Skulking Ghost becomes the target of a spell or ability, sacrifice it.

2/1

Skulking Ghost

{1}{B}

Creature — Spirit

Flying

When Skulking Ghost becomes the target of a spell or ability, sacrifice it.

2/1

Stalking Tiger

{3}{G}

Creature — Tiger

Stalking Tiger can't be blocked by more than one creature.

3/3

Stalking Tiger

{3}{G}

Creature — Cat

Stalking Tiger can't be blocked by more than one creature.

3/3

Subterranean Spirit

{3}{R}{R}

Creature — Elemental

Protection from red

{T}: Subterranean Spirit deals 1 damage to each creature without flying.

3/3

Subterranean Spirit

{3}{R}{R}

Creature — Elemental Spirit

Protection from red

{T}: Subterranean Spirit deals 1 damage to each creature without flying.

3/3

Suq'Ata Firewalker

{1}{U}{U}

Creature — Wizard

Suq'Ata Firewalker can't be the target of red spells or abilities from red sources.

{T}: Suq'Ata Firewalker deals 1 damage to target creature or player.

0/1

Suq'Ata Firewalker

{1}{U}{U}

Creature — Human Wizard

Suq'Ata Firewalker can't be the target of red spells or abilities from red sources.

{T}: Suq'Ata Firewalker deals 1 damage to target creature or player.

0/1

Talruum Minotaur

{2}{R}{R}

Creature — Minotaur

Haste

3/3

Talruum Minotaur

{2}{R}{R}

Creature — Minotaur Berserker

Haste

3/3

Taniwha

{3}{U}{U}

Legendary Creature

Phasing, trample

At the beginning of your upkeep, all lands you control phase out.

7/7

Taniwha

{3}{U}{U}

Legendary Creature — Serpent

Phasing, trample

At the beginning of your upkeep, all lands you control phase out.

7/7

Telim'Tor

{4}{R}

Legendary Creature

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.

2/2

Telim'Tor

{4}{R}

Legendary Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.

2/2

Urborg Panther

{2}{B}

Creature — Nightstalker

{B}, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther.

Sacrifice a creature named Feral Shadow, a creature named Breathstealer, and Urborg Panther: Search your library for a card named Spirit of the Night and put that card into play. Then shuffle your library.

2/2

Urborg Panther

{2}{B}

Creature — Nightstalker Cat

{B}, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther.

Sacrifice a creature named Feral Shadow, a creature named Breathstealer, and Urborg Panther: Search your library for a card named Spirit of the Night and put that card into play. Then shuffle your library.

2/2

Viashino Warrior

{3}{R}

Creature — Viashino

4/2

Viashino Warrior

{3}{R}

Creature — Viashino Warrior

4/2

Village Elder

{G}

Creature — Druid

{G}, {T}, Sacrifice a Forest: Regenerate target creature.

1/1

Village Elder

{G}

Creature — Human Druid

{G}, {T}, Sacrifice a Forest: Regenerate target creature.

1/1

Zhalfirin Commander

{2}{W}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{W}{W}: Target Knight gets +1/+1 until end of turn.

2/2

Zhalfirin Commander

{2}{W}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{W}{W}: Target Knight gets +1/+1 until end of turn.

2/2

Zhalfirin Knight

{2}{W}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}{W}: Zhalfirin Knight gains first strike until end of turn.

2/2

Zhalfirin Knight

{2}{W}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}{W}: Zhalfirin Knight gains first strike until end of turn.

2/2

Zirilan of the Claw

{3}{R}{R}

Legendary Creature

{1}{R}{R}, {T}: Search your library for a Dragon card and put that card into play. Then shuffle your library. That Dragon gains haste until end of turn. At end of turn, remove it from the game.

3/4

Zirilan of the Claw

{3}{R}{R}

Legendary Creature — Viashino Shaman

{1}{R}{R}, {T}: Search your library for a Dragon card and put that card into play. Then shuffle your library. That Dragon gains haste until end of turn. At end of turn, remove it from the game.

3/4

New cards

Old card (Core Set - Ninth Edition) New card (Ravnica: City of Guilds)

Agrus Kos, Wojek Veteran

{3}{R}{W}

Legendary Creature — Human Soldier

Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn.

3/3

Auratouched Mage

{5}{W}

Creature — Human Wizard

When Auratouched Mage comes into play, search your library for an Aura card that could enchant it. If Auratouched Mage is still in play, attach that Aura to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library.

3/3

Autochthon Wurm

{10}{G}{G}{G}{W}{W}

Creature — Wurm

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Trample

9/14

Barbarian Riftcutter

{4}{R}

Creature — Human Barbarian

{R}, Sacrifice Barbarian Riftcutter: Destroy target land.

3/3

Bathe in Light

{1}{W}

Instant

Radiance — Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.

Belltower Sphinx

{4}{U}

Creature — Sphinx

Flying

Whenever a source deals damage to Belltower Sphinx, that source's controller puts that many cards from the top of his or her library into his or her graveyard.

2/5

Benevolent Ancestor

{2}{W}

Creature — Spirit

Defender (This creature can't attack.)

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

0/4

Blazing Archon

{6}{W}{W}{W}

Creature — Archon

Flying

Creatures can't attack you.

5/6

Blockbuster

{3}{R}{R}

Enchantment

{1}{R}, Sacrifice Blockbuster: Blockbuster deals 3 damage to each tapped creature and each player.

Blood Funnel

{1}{B}

Enchantment

Noncreature spells you play cost {2} less to play.

Whenever you play a noncreature spell, counter that spell unless you sacrifice a creature.

Bloodbond March

{2}{B}{G}

Enchantment

Whenever a creature spell is played, each player returns all cards with the same name as that spell from his or her graveyard to play.

Bloodletter Quill

{3}

Artifact

{2}, {T}, Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.

{U}{B}: Remove a blood counter from Bloodletter Quill.

Boros Fury-Shield

{2}{W}

Instant

Prevent all combat damage that would be dealt by target attacking or blocking creature this turn. If {R} was spent to play Boros Fury-Shield, it deals damage to that creature's controller equal to the creature's power.

Boros Garrison

Land

Boros Garrison comes into play tapped.

When Boros Garrison comes into play, return a land you control to its owner's hand.

{T}: Add {R}{W} to your mana pool.

Boros Guildmage

{r/w}{r/w}

Creature — Human Wizard

({r/w} can be paid with either {R} or {W}.)

{1}{R}: Target creature gains haste until end of turn.

{1}{W}: Target creature gains first strike until end of turn.

2/2

Boros Recruit

{r/w}

Creature — Goblin Soldier

({r/w} can be paid with either {R} or {W}.)

First strike

1/1

Boros Signet

{2}

Artifact

{1}, {T}: Add {R}{W} to your mana pool.

Boros Swiftblade

{R}{W}

Creature — Human Soldier

Double strike

1/2

Bottled Cloister

{4}

Artifact

At the beginning of each opponent's upkeep, remove your hand from the game face down.

At the beginning of your upkeep, return all cards removed from the game with Bottled Cloister to your hand, then draw a card.

Brainspoil

{3}{B}{B}

Sorcery

Destroy target creature that isn't enchanted. It can't be regenerated.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Bramble Elemental

{3}{G}{G}

Creature — Elemental

Whenever an Aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens into play.

4/4

Breath of Fury

{2}{R}{R}

Enchantment — Aura

Enchant creature you control

When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.

Brightflame

{X}{R}{R}{W}{W}

Sorcery

Radiance — Brightflame deals X damage to target creature and each other creature that shares a color with it. You gain life equal to the damage dealt this way.

Caregiver

{W}

Creature — Human Cleric

{W}, Sacrifice a creature: Prevent the next 1 damage that would be dealt to target creature or player this turn.

1/1

Carrion Howler

{3}{B}

Creature — Zombie Wolf

Pay 1 life: Carrion Howler gets +2/-1 until end of turn.

2/2

Carven Caryatid

{1}{G}{G}

Creature — Spirit

Defender (This creature can't attack.)

When Carven Caryatid comes into play, draw a card.

2/5

Centaur Safeguard

{2}{g/w}

Creature — Centaur Warrior

({g/w} can be paid with either {G} or {W}.)

When Centaur Safeguard is put into a graveyard from play, you may gain 3 life.

3/1

Cerulean Sphinx

{4}{U}{U}

Creature — Sphinx

Flying

{U}: Cerulean Sphinx's owner shuffles it into his or her library.

5/5

Chant of Vitu-Ghazi

{6}{W}{W}

Instant

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Prevent all damage that would be dealt by creatures this turn. You gain 1 life for each damage prevented this way.

Char

{2}{R}

Instant

Char deals 4 damage to target creature or player and 2 damage to you.

Chord of Calling

{X}{G}{G}{G}

Instant

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Search your library for a creature card with converted mana cost X or less and put it into play. Then shuffle your library.

Chorus of the Conclave

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

Legendary Creature — Dryad Lord

Forestwalk

As an additional cost to play creature spells, you may pay any amount of mana. If you do, that creature comes into play with that many additional +1/+1 counters on it.

3/8

Circu, Dimir Lobotomist

{2}{U}{B}

Legendary Creature — Human Wizard

Whenever you play a blue spell, remove the top card of target library from the game.

Whenever you play a black spell, remove the top card of target library from the game.

Your opponents can't play nonland cards with the same name as a card removed from the game with Circu.

2/3

Civic Wayfinder

{2}{G}

Creature — Elf Warrior Druid

When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.

2/2

Cleansing Beam

{4}{R}

Instant

Radiance — Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.

Clinging Darkness

{1}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets -4/-1.

Cloudstone Curio

{3}

Artifact

Whenever a nonartifact permanent comes into play under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand.

Clutch of the Undercity

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

Instant

Return target permanent to its owner's hand. Its controller loses 3 life.

Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Coalhauler Swine

{4}{R}{R}

Creature — Beast

Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.

4/4

Compulsive Research

{2}{U}

Sorcery

Target player draws three cards. Then that player discards two cards unless he or she discards a land card.

Concerted Effort

{2}{W}{W}

Enchantment

At the beginning of each player's upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.

Conclave Equenaut

{4}{W}{W}

Creature — Human Soldier

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Flying

3/3

Conclave Phalanx

{4}{W}

Creature — Human Soldier

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

When Conclave Phalanx comes into play, you gain 1 life for each creature you control.

2/4

Conclave's Blessing

{3}{W}

Enchantment — Aura

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Enchant creature

Enchanted creature gets +0/+2 for each other creature you control.

Congregation at Dawn

{G}{G}{W}

Instant

Search your library for up to three creature cards and reveal them. Shuffle your library, then put those cards on top of it in any order.

Consult the Necrosages

{1}{U}{B}

Sorcery

Choose one — Target player draws two cards; or target player discards two cards.

Convolute

{2}{U}

Instant

Counter target spell unless its controller pays {4}.

Copy Enchantment

{2}{U}

Enchantment

As Copy Enchantment comes into play, you may choose an enchantment in play. If you do, Copy Enchantment comes into play as a copy of that enchantment.

Courier Hawk

{1}{W}

Creature — Bird

Flying, vigilance

1/2

Crown of Convergence

{2}

Artifact

Play with the top card of your library revealed.

As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1.

{G}{W}: Put the top card of your library on the bottom of your library.

Cyclopean Snare

{2}

Artifact

{3}, {T}: Tap target creature, then return Cyclopean Snare to its owner's hand.

Dark Confidant

{1}{B}

Creature — Human Wizard

At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.

2/1

Darkblast

{B}

Instant

Target creature gets -1/-1 until end of turn.

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Devouring Light

{1}{W}{W}

Instant

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Remove target attacking or blocking creature from the game.

Dimir Aqueduct

Land

Dimir Aqueduct comes into play tapped.

When Dimir Aqueduct comes into play, return a land you control to its owner's hand.

{T}: Add {U}{B} to your mana pool.

Dimir Cutpurse

{1}{U}{B}

Creature — Spirit

Whenever Dimir Cutpurse deals combat damage to a player, that player discards a card and you draw a card.

2/2

Dimir Doppelganger

{1}{U}{B}

Creature — Shapeshifter

{1}{U}{B}: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability.

0/2

Dimir Guildmage

{u/b}{u/b}

Creature — Human Wizard

({u/b} can be paid with either {U} or {B}.)

{3}{U}: Target player draws a card. Play this ability only any time you could play a sorcery.

{3}{B}: Target player discards a card. Play this ability only any time you could play a sorcery.

2/2

Dimir House Guard

{3}{B}

Creature — Skeleton

Fear

Sacrifice a creature: Regenerate Dimir House Guard.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

2/3

Dimir Infiltrator

{U}{B}

Creature — Spirit

Dimir Infiltrator is unblockable.

Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

1/3

Dimir Machinations

{2}{B}

Sorcery

Look at the top three cards of target player's library. Remove any number of those cards from the game, then put the rest back in any order.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Dimir Signet

{2}

Artifact

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

Disembowel

{X}{B}

Instant

Destroy target creature with converted mana cost X.

Divebomber Griffin

{3}{W}{W}

Creature — Griffin

Flying

{T}, Sacrifice Divebomber Griffin: Divebomber Griffin deals 3 damage to target attacking or blocking creature.

3/2

Dizzy Spell

{U}

Instant

Target creature gets -3/-0 until end of turn.

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Dogpile

{3}{R}

Instant

Dogpile deals damage to target creature or player equal to the number of attacking creatures you control.

Doubling Season

{4}{G}

Enchantment

If an effect would put one or more tokens into play under your control, it puts twice that many of those tokens into play instead.

If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead.

Dowsing Shaman

{4}{G}

Creature — Centaur Shaman

{2}{G}, {T}: Return target enchantment card from your graveyard to your hand.

3/4

Drake Familiar

{1}{U}

Creature — Drake

Flying

When Drake Familiar comes into play, sacrifice it unless you return an enchantment in play to its owner's hand.

2/1

Dream Leash

{3}{U}{U}

Enchantment — Aura

Enchant permanent

You may play Dream Leash only on a tapped permanent.

You control enchanted permanent.

Drift of Phantasms

{2}{U}

Creature — Spirit

Defender (This creature can't attack.)

Flying

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

0/5

Dromad Purebred

{4}{W}

Creature — Beast

Whenever Dromad Purebred is dealt damage, you gain 1 life.

1/5

Drooling Groodion

{3}{B}{B}{G}

Creature — Beast

{2}{B}{G}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.

4/3

Dryad's Caress

{4}{G}{G}

Instant

You gain 1 life for each creature in play. If {W} was spent to play Dryad's Caress, untap all creatures you control.

Duskmantle, House of Shadow

Land

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

{U}{B}, {T}: Target player puts the top card of his or her library into his or her graveyard.

Elvish Skysweeper

{G}

Creature — Elf Warrior

{4}{G}, Sacrifice a creature: Destroy target creature with flying.

1/1

Empty the Catacombs

{3}{B}

Sorcery

Each player returns all creature cards from his or her graveyard to his or her hand.

Ethereal Usher

{5}{U}

Creature — Spirit

{U}, {T}: Target creature is unblockable this turn.

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

2/3

Excruciator

{6}{R}{R}

Creature — Avatar

Damage that would be dealt by Excruciator can't be prevented.

7/7

Eye of the Storm

{5}{U}{U}

Enchantment

Whenever a player plays an instant or sorcery card, remove it from the game. Then that player copies each instant or sorcery card removed from the game with Eye of the Storm. For each copy, the player may play the copy without paying its mana cost.

Faith's Fetters

{3}{W}

Enchantment — Aura

Enchant permanent

When Faith's Fetters comes into play, you gain 4 life.

Enchanted permanent's activated abilities can't be played unless they're mana abilities. If enchanted permanent is a creature, it can't attack or block.

Farseek

{1}{G}

Sorcery

Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.

Festival of the Guildpact

{X}{W}

Instant

Prevent the next X damage that would be dealt to you this turn.

Draw a card.

Fiery Conclusion

{1}{R}

Instant

As an additional cost to play Fiery Conclusion, sacrifice a creature.

Fiery Conclusion deals 5 damage to target creature.

Firemane Angel

{3}{R}{W}{W}

Creature — Angel

Flying, first strike

At the beginning of your upkeep, if Firemane Angel is in your graveyard or in play, you may gain 1 life.

{6}{R}{R}{W}{W}: Return Firemane Angel from your graveyard to play. Play this ability only during your upkeep.

4/3

Fists of Ironwood

{1}{G}

Enchantment — Aura

Enchant creature

When Fists of Ironwood comes into play, put two 1/1 green Saproling creature tokens into play.

Enchanted creature has trample.

Flame Fusillade

{3}{R}

Sorcery

Until end of turn, permanents you control gain "{T}: This permanent deals 1 damage to target creature or player."

Flame-Kin Zealot

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

Creature — Elemental Berserker

When Flame-Kin Zealot comes into play, creatures you control get +1/+1 and gain haste until end of turn.

2/2

Flash Conscription

{5}{R}

Instant

Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. If {W} was spent to play Flash Conscription, the creature gains "Whenever this creature deals combat damage, you gain that much life" until end of turn.

Flickerform

{1}{W}

Enchantment — Aura

Enchant creature

{2}{W}{W}: Remove enchanted creature and all Auras attached to it from the game. At end of turn, return that card to play under its owner's control. If you do, return those Auras to play under their owners' control attached to that creature.

Flight of Fancy

{3}{U}

Enchantment — Aura

Enchant creature

When Flight of Fancy comes into play, draw two cards.

Enchanted creature has flying.

Flow of Ideas

{5}{U}

Sorcery

Draw a card for each Island you control.

Followed Footsteps

{3}{U}{U}

Enchantment — Aura

Enchant creature

At the beginning of your upkeep, put a token into play that's a copy of enchanted creature.

Frenzied Goblin

{R}

Creature — Goblin Berserker

Whenever Frenzied Goblin attacks, you may pay {R}. If you do, target creature can't block this turn.

1/1

Galvanic Arc

{2}{R}

Enchantment — Aura

Enchant creature

When Galvanic Arc comes into play, it deals 3 damage to target creature or player.

Enchanted creature has first strike.

Gate Hound

{2}{W}

Creature — Hound

Creatures you control have vigilance as long as Gate Hound is enchanted.

1/1

Gather Courage

{G}

Instant

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Target creature gets +2/+2 until end of turn.

Gaze of the Gorgon

{3}{b/g}

Instant

({b/g} can be paid with either {B} or {G}.)

Regenerate target creature. At end of combat, destroy all creatures that blocked or were blocked by that creature this turn.

Ghosts of the Innocent

{5}{W}{W}

Creature — Spirit

If a source would deal damage to a creature or player, it deals half that damage, rounded down, to that creature or player instead.

4/5

Glare of Subdual

{2}{G}{W}

Enchantment

Tap an untapped creature you control: Tap target artifact or creature.

Glass Golem

{5}

Artifact Creature — Golem

6/2

Gleancrawler

{3}{b/g}{b/g}{b/g}

Creature — Insect Horror

({b/g} can be paid with either {B} or {G}.)

Trample

At the end of your turn, return to your hand all creature cards in your graveyard that were put into your graveyard from play this turn.

6/6

Glimpse the Unthinkable

{U}{B}

Sorcery

Target player puts the top ten cards of his or her library into his or her graveyard.

Goblin Fire Fiend

{3}{R}

Creature — Goblin Berserker

Haste

Goblin Fire Fiend must be blocked if able.

{R}: Goblin Fire Fiend gets +1/+0 until end of turn.

1/1

Golgari Brownscale

{1}{G}{G}

Creature — Lizard

When Golgari Brownscale is put into your hand from your graveyard, you gain 2 life.

Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

2/3

Golgari Germination

{1}{B}{G}

Enchantment

Whenever a nontoken creature you control is put into a graveyard from play, put a 1/1 green Saproling creature token into play.

Golgari Grave-Troll

{4}{G}

Creature — Skeleton Troll

Golgari Grave-Troll comes into play with a +1/+1 counter on it for each creature card in your graveyard.

{1}, Remove a +1/+1 counter from Golgari Grave-Troll: Regenerate Golgari Grave-Troll.

Dredge 6

0/0

Golgari Guildmage

{b/g}{b/g}

Creature — Elf Shaman

({b/g} can be paid with either {B} or {G}.)

{4}{B}, Sacrifice a creature: Return target creature card from your graveyard to your hand.

{4}{G}: Put a +1/+1 counter on target creature.

2/2

Golgari Rot Farm

Land

Golgari Rot Farm comes into play tapped.

When Golgari Rot Farm comes into play, return a land you control to its owner's hand.

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

Golgari Rotwurm

{3}{B}{G}

Creature — Zombie Wurm

{B}, Sacrifice a creature: Target player loses 1 life.

5/4

Golgari Signet

{2}

Artifact

{1}, {T}: Add {B}{G} to your mana pool.

Golgari Thug

{1}{B}

Creature — Human Warrior

When Golgari Thug is put into a graveyard from play, put target creature card in your graveyard on top of your library.

Dredge 4 (If you would draw a card, instead you may put exactly four cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

1/1

Goliath Spider

{6}{G}{G}

Creature — Spider

Goliath Spider can block as though it had flying.

7/6

Grave-Shell Scarab

{2}{B}{G}{G}

Creature — Insect

{1}, Sacrifice Grave-Shell Scarab: Draw a card.

Dredge 1 (If you would draw a card, instead you may put exactly one card from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

4/4

Grayscaled Gharial

{U}

Creature — Crocodile

Islandwalk

1/1

Greater Forgeling

{3}{R}{R}

Creature — Elemental

{1}{R}: Greater Forgeling gets +3/-3 until end of turn.

3/4

Greater Mossdog

{3}{G}

Creature — Hound

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

3/3

Grifter's Blade

{3}

Artifact — Equipment

You may play Grifter's Blade any time you could play an instant.

As Grifter's Blade comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature.

Equipped creature gets +1/+1.

Equip {1}

Grozoth

{6}{U}{U}{U}

Creature — Leviathan

Defender (This creature can't attack.)

When Grozoth comes into play, you may search your library for any number of cards that have converted mana cost 9, reveal them, and put them into your hand. If you do, shuffle your library.

{4}: Grozoth loses defender until end of turn.

Transmute {1}{U}{U}

9/9

Guardian of Vitu-Ghazi

{6}{G}{W}

Creature — Elemental

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Vigilance

4/7

Halcyon Glaze

{1}{U}{U}

Enchantment

Whenever you play a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying until end of turn. It's still an enchantment.

Hammerfist Giant

{4}{R}{R}

Creature — Giant Warrior

{T}: Hammerfist Giant deals 4 damage to each creature without flying and each player.

5/4

Helldozer

{3}{B}{B}{B}

Creature — Zombie Giant

{B}{B}{B}, {T}: Destroy target land. If that land is nonbasic, untap Helldozer.

6/5

Hex

{4}{B}{B}

Sorcery

Destroy six target creatures.

Hour of Reckoning

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

Sorcery

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Destroy all nontoken creatures.

Hunted Dragon

{3}{R}{R}

Creature — Dragon

Flying, haste

When Hunted Dragon comes into play, put three 2/2 white Knight creature tokens with first strike into play under target opponent's control.

6/6

Hunted Horror

{B}{B}

Creature — Horror

Trample

When Hunted Horror comes into play, put two 3/3 green Centaur creature tokens with protection from black into play under target opponent's control.

7/7

Hunted Lammasu

{2}{W}{W}

Creature — Lammasu

Flying

When Hunted Lammasu comes into play, put a 4/4 black Horror creature token into play under target opponent's control.

5/5

Hunted Phantasm

{1}{U}{U}

Creature — Spirit

Hunted Phantasm is unblockable.

When Hunted Phantasm comes into play, put five 1/1 red Goblin creature tokens into play under target opponent's control.

4/6

Hunted Troll

{2}{G}{G}

Creature — Troll Warrior

When Hunted Troll comes into play, put four 1/1 blue Faerie creature tokens with flying into play under target opponent's control.

{G}: Regenerate Hunted Troll.

8/4

Incite Hysteria

{2}{R}

Sorcery

Radiance — Until end of turn, target creature and each other creature that shares a color with it gain "This creature can't block."

Indentured Oaf

{3}{R}

Creature — Ogre Warrior

Prevent all damage that Indentured Oaf would deal to red creatures.

4/3

Induce Paranoia

{2}{U}{U}

Instant

Counter target spell. If {B} was spent to play Induce Paranoia, that spell's controller puts the top X cards of his or her library into his or her graveyard, where X is the spell's converted mana cost.

Infectious Host

{2}{B}

Creature — Zombie

When Infectious Host is put into a graveyard from play, target player loses 2 life.

1/1

Instill Furor

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has "At the end of your turn, sacrifice this creature unless it attacked this turn."

Ivy Dancer

{2}{G}

Creature — Dryad Shaman

{T}: Target creature gains forestwalk until end of turn.

1/2

Junktroller

{4}

Artifact Creature — Golem

Defender (This creature can't attack.)

{T}: Put target card in a graveyard on the bottom of its owner's library.

0/6

Keening Banshee

{2}{B}{B}

Creature — Spirit

Flying

When Keening Banshee comes into play, target creature gets -2/-2 until end of turn.

2/2

Last Gasp

{1}{B}

Instant

Target creature gets -3/-3 until end of turn.

Leashling

{6}

Artifact Creature — Golem

Put a card in your hand on top of your library: Return Leashling to its owner's hand.

3/3

Leave No Trace

{1}{W}

Instant

Radiance — Destroy target enchantment and each other enchantment that shares a color with it.

Life from the Loam

{1}{G}

Sorcery

Return up to three target land cards from your graveyard to your hand.

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Light of Sanction

{1}{W}{W}

Enchantment

Prevent all damage that would be dealt to creatures you control by sources you control.

Lightning Helix

{R}{W}

Instant

Lightning Helix deals 3 damage to target creature or player and you gain 3 life.

Lore Broker

{1}{U}

Creature — Human Rogue

{T}: Each player draws a card, then discards a card.

1/2

Loxodon Gatekeeper

{2}{W}{W}

Creature — Elephant Soldier

Artifacts, creatures, and lands your opponents control come into play tapped.

2/3

Loxodon Hierarch

{2}{G}{W}

Creature — Elephant Cleric

When Loxodon Hierarch comes into play, you gain 4 life.

{G}{W}, Sacrifice Loxodon Hierarch: Regenerate each creature you control.

4/4

Lurking Informant

{1}{u/b}

Creature — Human Rogue

({u/b} can be paid with either {U} or {B}.)

{2}, {T}: Look at the top card of target player's library. You may put that card into that player's graveyard.

1/2

Mark of Eviction

{U}

Enchantment — Aura

Enchant creature

At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.

Master Warcraft

{2}{r/w}{r/w}

Instant

({r/w} can be paid with either {R} or {W}.)

Play Master Warcraft only before attackers are declared.

You choose which creatures attack this turn. You choose how each creature blocks this turn.

Mausoleum Turnkey

{3}{B}

Creature — Ogre Rogue

When Mausoleum Turnkey comes into play, return target creature card of an opponent's choice from your graveyard to your hand.

3/2

Mindleech Mass

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

Creature — Horror

Trample

Whenever Mindleech Mass deals combat damage to a player, you may look at that player's hand. If you do, you may play a nonland card in it without paying that card's mana cost.

6/6

Mindmoil

{4}{R}

Enchantment

Whenever you play a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.

Mnemonic Nexus

{3}{U}

Instant

Each player shuffles his or her graveyard into his or her library.

Moldervine Cloak

{2}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Molten Sentry

{3}{R}

Creature — Elemental

As Molten Sentry comes into play, flip a coin. If the coin comes up heads, Molten Sentry comes into play as a 5/2 creature with haste. If it comes up tails, Molten Sentry comes into play as a 2/5 creature with defender.

*/*

Moonlight Bargain

{3}{B}{B}

Instant

Look at the top five cards of your library. For each card, put that card into your graveyard unless you pay 2 life. Then put the rest into your hand.

Moroii

{2}{U}{B}

Creature — Vampire

Flying

At the beginning of your upkeep, you lose 1 life.

4/4

Mortipede

{3}{B}

Creature — Insect

{2}{G}: All creatures able to block Mortipede this turn do so.

4/1

Muddle the Mixture

{U}{U}

Instant

Counter target instant or sorcery spell.

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Necromantic Thirst

{2}{B}{B}

Enchantment — Aura

Enchant creature

Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.

Necroplasm

{1}{B}{B}

Creature — Ooze

At the beginning of your upkeep, put a +1/+1 counter on Necroplasm.

At the end of your turn, destroy each creature with converted mana cost equal to the number of +1/+1 counters on Necroplasm.

Dredge 2

1/1

Netherborn Phalanx

{5}{B}

Creature — Horror

When Netherborn Phalanx comes into play, each opponent loses 1 life for each creature he or she controls.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

2/4

Nightguard Patrol

{2}{W}

Creature — Human Soldier

First strike, vigilance

2/1

Nightmare Void

{3}{B}

Sorcery

Target player reveals his or her hand. Choose a card from it. That player discards that card.

Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Nullmage Shepherd

{3}{G}

Creature — Elf Shaman

Tap four untapped creatures you control: Destroy target artifact or enchantment.

2/4

Nullstone Gargoyle

{9}

Artifact Creature — Gargoyle

Flying

Whenever the first noncreature spell of a turn is played, counter that spell.

4/5

Oathsworn Giant

{4}{W}{W}

Creature — Giant Soldier

Vigilance

Other creatures you control get +0/+2 and have vigilance.

3/4

Ordruun Commando

{3}{R}

Creature — Minotaur Soldier

{W}: Prevent the next 1 damage that would be dealt to Ordruun Commando this turn.

4/1

Overgrown Tomb

Land — Swamp Forest

({T}: Add {B} or {G} to your mana pool.)

As Overgrown Tomb comes into play, you may pay 2 life. If you don't, Overgrown Tomb comes into play tapped instead.

Overwhelm

{5}{G}{G}

Sorcery

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Creatures you control get +3/+3 until end of turn.

Pariah's Shield

{5}

Artifact — Equipment

All damage that would be dealt to you is dealt to equipped creature instead.

Equip {3}

Peel from Reality

{1}{U}

Instant

Return target creature you control and target creature you don't control to their owners' hands.

Peregrine Mask

{1}

Artifact — Equipment

Equipped creature has defender, flying, and first strike.

Equip {2}

Perilous Forays

{3}{G}{G}

Enchantment

{1}, Sacrifice a creature: Search your library for a land card with a basic land type and put it into play tapped. Then shuffle your library.

Perplex

{1}{U}{B}

Instant

Counter target spell unless its controller discards his or her hand.

Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Phytohydra

{2}{G}{W}{W}

Creature — Plant Hydra

If damage would be dealt to Phytohydra, put that many +1/+1 counters on it instead.

1/1

Plague Boiler

{3}

Artifact

At the beginning of your upkeep, put a plague counter on Plague Boiler.

{1}{B}{G}: Put a plague counter on Plague Boiler or remove a plague counter from it.

When Plague Boiler has three or more plague counters on it, sacrifice it. If you do, destroy all nonland permanents.

Pollenbright Wings

{4}{G}{W}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Whenever enchanted creature deals combat damage to a player, put that many 1/1 green Saproling creature tokens into play.

Primordial Sage

{4}{G}{G}

Creature — Spirit

Whenever you play a creature spell, you may draw a card.

4/5

Privileged Position

{2}{g/w}{g/w}{g/w}

Enchantment

({g/w} can be paid with either {G} or {W}.)

Other permanents you control can't be the targets of spells or abilities your opponents control.

Psychic Drain

{X}{U}{B}

Sorcery

Target player puts the top X cards of his or her library into his or her graveyard and you gain X life.

Putrefy

{1}{B}{G}

Instant

Destroy target artifact or creature. It can't be regenerated.

Quickchange

{1}{U}

Instant

Target creature becomes the color or colors of your choice until end of turn.

Draw a card.

Rain of Embers

{1}{R}

Sorcery

Rain of Embers deals 1 damage to each creature and each player.

Rally the Righteous

{1}{R}{W}

Instant

Radiance — Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn.

Razia's Purification

{4}{R}{W}

Sorcery

Each player chooses three permanents he or she controls, then sacrifices the rest.

Razia, Boros Archangel

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

Legendary Creature — Angel

Flying, vigilance, haste

{T}: The next 3 damage that would be dealt to target creature you control this turn is dealt to another target creature instead.

6/3

Recollect

{2}{G}

Sorcery

Return target card from your graveyard to your hand.

Remand

{1}{U}

Instant

Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.

Draw a card.

Reroute

{1}{R}

Instant

Change the target of target activated ability with a single target.

Draw a card.

Ribbons of Night

{4}{B}

Sorcery

Ribbons of Night deals 4 damage to target creature and you gain 4 life. If {U} was spent to play Ribbons of Night, draw a card.

Rolling Spoil

{2}{G}{G}

Sorcery

Destroy target land. If {B} was spent to play Rolling Spoil, all creatures get -1/-1 until end of turn.

Roofstalker Wight

{1}{B}

Creature — Zombie

{1}{U}: Roofstalker Wight gains flying until end of turn.

2/1

Root-Kin Ally

{4}{G}{G}

Creature — Elemental Warrior

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Tap two untapped creatures you control: Root-Kin Ally gets +2/+2 until end of turn.

3/3

Sabertooth Alley Cat

{1}{R}{R}

Creature — Cat

Sabertooth Alley Cat attacks each turn if able.

{1}{R}: Creatures without defender can't block Sabertooth Alley Cat this turn.

2/1

Sacred Foundry

Land — Mountain Plains

({T}: Add {R} or {W} to your mana pool.)

As Sacred Foundry comes into play, you may pay 2 life. If you don't, Sacred Foundry comes into play tapped instead.

Sadistic Augermage

{2}{B}

Creature — Human Wizard

When Sadistic Augermage is put into a graveyard from play, each player puts a card from his or her hand on top of his or her library.

3/1

Sandsower

{3}{W}

Creature — Spirit

Tap three untapped creatures you control: Tap target creature.

1/3

Savra, Queen of the Golgari

{2}{B}{G}

Legendary Creature — Elf Shaman

Whenever you sacrifice a black creature, you may pay 2 life. If you do, each other player sacrifices a creature.

Whenever you sacrifice a green creature, you may gain 2 life.

2/2

Scatter the Seeds

{3}{G}{G}

Instant

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Put three 1/1 green Saproling creature tokens into play.

Scion of the Wild

{1}{G}{G}

Creature — Avatar

Scion of the Wild's power and toughness are each equal to the number of creatures you control.

*/*

Screeching Griffin

{3}{W}

Creature — Griffin

Flying

{R}: Target creature can't block Screeching Griffin this turn.

2/2

Searing Meditation

{1}{R}{W}

Enchantment

Whenever you gain life, you may pay {2}. If you do, Searing Meditation deals 2 damage to target creature or player.

Seed Spark

{3}{W}

Instant

Destroy target artifact or enchantment. If {G} was spent to play Seed Spark, put two 1/1 green Saproling creature tokens into play.

Seeds of Strength

{G}{W}

Instant

Target creature gets +1/+1 until end of turn.

Target creature gets +1/+1 until end of turn.

Target creature gets +1/+1 until end of turn.

Seismic Spike

{2}{R}{R}

Sorcery

Destroy target land. Add {R}{R} to your mana pool.

Selesnya Evangel

{G}{W}

Creature — Elf Shaman

{1}, {T}, Tap an untapped creature you control: Put a 1/1 green Saproling creature token into play.

1/2

Selesnya Guildmage

{g/w}{g/w}

Creature — Elf Wizard

({g/w} can be paid with either {G} or {W}.)

{3}{G}: Put a 1/1 green Saproling creature token into play.

{3}{W}: Creatures you control get +1/+1 until end of turn.

2/2

Selesnya Sagittars

{3}{G}{W}

Creature — Elf Archer

Selesnya Sagittars can block as though it had flying.

Selesnya Sagittars can block an additional creature.

2/5

Selesnya Sanctuary

Land

Selesnya Sanctuary comes into play tapped.

When Selesnya Sanctuary comes into play, return a land you control to its owner's hand.

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

Selesnya Signet

{2}

Artifact

{1}, {T}: Add {G}{W} to your mana pool.

Sell-Sword Brute

{1}{R}

Creature — Human Mercenary

When Sell-Sword Brute is put into a graveyard from play, it deals 2 damage to you.

2/2

Sewerdreg

{3}{B}{B}

Creature — Spirit

Swampwalk

Sacrifice Sewerdreg: Remove target card in a graveyard from the game.

3/3

Shadow of Doubt

{u/b}{u/b}

Instant

({u/b} can be paid with either {U} or {B}.)

Players can't search libraries this turn.

Draw a card.

Shambling Shell

{1}{B}{G}

Creature — Plant Zombie

Sacrifice Shambling Shell: Put a +1/+1 counter on target creature.

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

3/1

Shred Memory

{1}{B}

Instant

Remove up to four target cards in a single graveyard from the game.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Siege Wurm

{5}{G}{G}

Creature — Wurm

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Trample

5/5

Sins of the Past

{4}{B}{B}

Sorcery

Until end of turn, you may play target instant or sorcery card in your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, remove it from the game instead. Remove Sins of the Past from the game.

Sisters of Stone Death

{4}{B}{B}{G}{G}

Legendary Creature — Gorgon

{G}: Target creature blocks Sisters of Stone Death this turn if able.

{B}{G}: Remove from the game target creature blocking or blocked by Sisters of Stone Death.

{2}{B}: Put a creature card removed from the game with Sisters of Stone Death into play under your control.

7/5

Skyknight Legionnaire

{1}{R}{W}

Creature — Human Knight

Flying, haste

2/2

Sparkmage Apprentice

{1}{R}

Creature — Human Wizard

When Sparkmage Apprentice comes into play, it deals 1 damage to target creature or player.

1/1

Spawnbroker

{2}{U}

Creature — Human Wizard

When Spawnbroker comes into play, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls.

1/1

Spectral Searchlight

{3}

Artifact

{T}: Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool.

Stasis Cell

{4}{U}

Enchantment — Aura

Enchant creature

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

{3}{U}: Attach Stasis Cell to target creature.

Stinkweed Imp

{2}{B}

Creature — Imp

Flying

Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature.

Dredge 5 (If you would draw a card, instead you may put exactly five cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

1/2

Stone-Seeder Hierophant

{2}{G}{G}

Creature — Human Druid

Whenever a land comes into play under your control, untap Stone-Seeder Hierophant.

{T}: Untap target land.

1/1

Stoneshaker Shaman

{2}{R}

Creature — Human Shaman

At the end of each player's turn, that player sacrifices an untapped land.

1/1

Strands of Undeath

{3}{B}

Enchantment — Aura

Enchant creature

When Strands of Undeath comes into play, target player discards two cards.

{B}: Regenerate enchanted creature.

Sundering Vitae

{2}{G}

Instant

Convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)

Destroy target artifact or enchantment.

Sunforger

{3}

Artifact — Equipment

Equipped creature gets +4/+0.

{R}{W}, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and play that card without paying its mana cost. Then shuffle your library.

Equip {3}

Sunhome Enforcer

{2}{R}{W}

Creature — Giant Soldier

Whenever Sunhome Enforcer deals combat damage, you gain that much life.

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

2/4

Sunhome, Fortress of the Legion

Land

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

{2}{R}{W}, {T}: Target creature gains double strike until end of turn.

Suppression Field

{1}{W}

Enchantment

Activated abilities cost {2} more to play unless they're mana abilities.

Surge of Zeal

{R}

Instant

Radiance — Target creature and each other creature that shares a color with it gain haste until end of turn.

Surveilling Sprite

{1}{U}

Creature — Faerie Rogue

Flying

When Surveilling Sprite is put into a graveyard from play, you may draw a card.

1/1

Svogthos, the Restless Tomb

Land

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

{3}{B}{G}: Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.

Szadek, Lord of Secrets

{3}{U}{U}{B}{B}

Legendary Creature — Vampire

Flying

If Szadek, Lord of Secrets would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player puts that many cards from the top of his or her library into his or her graveyard.

5/5

Tattered Drake

{4}{U}

Creature — Zombie Drake

Flying

{B}: Regenerate Tattered Drake.

2/2

Telling Time

{1}{U}

Instant

Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.

Temple Garden

Land — Forest Plains

({T}: Add {G} or {W} to your mana pool.)

As Temple Garden comes into play, you may pay 2 life. If you don't, Temple Garden comes into play tapped instead.

Terraformer

{2}{U}

Creature — Human Wizard

{1}: Choose a basic land type. The land type of each land you control becomes that type until end of turn.

2/2

Terrarion

{1}

Artifact

Terrarion comes into play tapped.

{2}, {T}, Sacrifice Terrarion: Add two mana of any combination of colors to your mana pool.

When Terrarion is put into a graveyard from play, draw a card.

Thoughtpicker Witch

{B}

Creature — Human Wizard

{1}, Sacrifice a creature: Look at the top two cards of target opponent's library, then remove one of them from the game.

1/1

Three Dreams

{4}{W}

Sorcery

Search your library for up to three Aura cards with different names, reveal them, and put them into your hand. Then shuffle your library.

Thundersong Trumpeter

{R}{W}

Creature — Human Soldier

{T}: Target creature can't attack or block this turn.

2/1

Tidewater Minion

{3}{U}{U}

Creature — Elemental

Defender (This creature can't attack.)

{4}: Tidewater Minion loses defender until end of turn.

{T}: Untap target permanent.

4/4

Tolsimir Wolfblood

{4}{G}{W}

Legendary Creature — Elf Warrior

Other green creatures you control get +1/+1.

Other white creatures you control get +1/+1.

{T}: Put a legendary 2/2 green and white Wolf creature token named Voja into play.

3/4

Torpid Moloch

{R}

Creature — Lizard

Defender (This creature can't attack.)

Sacrifice three lands: Torpid Moloch loses defender until end of turn.

3/2

Transluminant

{1}{G}

Creature — Dryad Shaman

{W}, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn.

2/2

Trophy Hunter

{2}{G}

Creature — Human Archer

{1}{G}: Trophy Hunter deals 1 damage to target creature with flying.

Whenever a creature with flying dealt damage by Trophy Hunter this turn is put into a graveyard, put a +1/+1 counter on Trophy Hunter.

2/3

Tunnel Vision

{5}{U}

Sorcery

Name a card. Target player reveals cards from the top of his or her library until the named card is revealed. If it is, that player puts the rest of the revealed cards into his or her graveyard and puts the named card on top of his or her library. Otherwise, the player shuffles his or her library.

Twilight Drover

{2}{W}

Creature — Spirit

Whenever a creature token leaves play, put a +1/+1 counter on Twilight Drover.

{2}{W}, Remove a +1/+1 counter from Twilight Drover: Put two 1/1 white Spirit creature tokens with flying into play.

1/1

Twisted Justice

{4}{U}{B}

Sorcery

Target player sacrifices a creature. You draw cards equal to that creature's power.

Undercity Shade

{4}{B}

Creature — Shade

Fear

{B}: Undercity Shade gets +1/+1 until end of turn.

1/1

Ursapine

{3}{G}{G}

Creature — Beast

{G}: Target creature gets +1/+1 until end of turn.

3/3

Vedalken Dismisser

{5}{U}

Creature — Vedalken Wizard

When Vedalken Dismisser comes into play, put target creature on top of its owner's library.

2/2

Vedalken Entrancer

{3}{U}

Creature — Vedalken Wizard

{U}, {T}: Target player puts the top two cards of his or her library into his or her graveyard.

1/4

Veteran Armorer

{1}{W}

Creature — Human Soldier

Other creatures you control get +0/+1.

2/2

Viashino Fangtail

{2}{R}{R}

Creature — Viashino Warrior

{T}: Viashino Fangtail deals 1 damage to target creature or player.

3/3

Viashino Slasher

{1}{R}

Creature — Viashino Warrior

{R}: Viashino Slasher gets +1/-1 until end of turn.

1/2

Vigor Mortis

{2}{B}{B}

Sorcery

Return target creature card from your graveyard to play. If {G} was spent to play Vigor Mortis, that creature comes into play with a +1/+1 counter on it.

Vindictive Mob

{4}{B}{B}

Creature — Human Berserker

When Vindictive Mob comes into play, sacrifice a creature.

Vindictive Mob can't be blocked by Saprolings.

5/5

Vinelasher Kudzu

{1}{G}

Creature — Plant

Whenever a land comes into play under your control, put a +1/+1 counter on Vinelasher Kudzu.

1/1

Vitu-Ghazi, the City-Tree

Land

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

{2}{G}{W}, {T}: Put a 1/1 green Saproling creature token into play.

Votary of the Conclave

{W}

Creature — Human Soldier

{2}{G}: Regenerate Votary of the Conclave.

1/1

Voyager Staff

{1}

Artifact

{2}, Sacrifice Voyager Staff: Remove target creature from the game. Return that creature to play under its owner's control at end of turn.

Vulturous Zombie

{3}{B}{G}

Creature — Plant Zombie

Flying

Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on Vulturous Zombie.

3/3

War-Torch Goblin

{R}

Creature — Goblin Warrior

{R}, Sacrifice War-Torch Goblin: War-Torch Goblin deals 2 damage to target blocking creature.

1/1

Warp World

{5}{R}{R}{R}

Sorcery

Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts all cards revealed this way that weren't put into play on the bottom of his or her library in any order.

Watchwolf

{G}{W}

Creature — Wolf

3/3

Watery Grave

Land — Island Swamp

({T}: Add {U} or {B} to your mana pool.)

As Watery Grave comes into play, you may pay 2 life. If you don't, Watery Grave comes into play tapped instead.

Wizened Snitches

{3}{U}

Creature — Faerie Rogue

Flying

Players play with the top card of their libraries revealed.

1/3

Woebringer Demon

{3}{B}{B}

Creature — Demon

Flying

At the beginning of each player's upkeep, that player sacrifices a creature. If the player can't, sacrifice Woebringer Demon.

4/4

Wojek Apothecary

{2}{W}{W}

Creature — Human Cleric

Radiance — {T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.

1/1

Wojek Embermage

{3}{R}

Creature — Human Wizard

Radiance — {T}: Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it.

1/2

Wojek Siren

{W}

Instant

Radiance — Target creature and each other creature that shares a color with it get +1/+1 until end of turn.

Woodwraith Corrupter

{3}{B}{B}{G}

Creature — Elemental Horror

{1}{B}{G}, {T}: Target Forest becomes a 4/4 black and green Elemental Horror creature. It's still a land.

3/6

Woodwraith Strangler

{2}{B}{G}

Creature — Plant Zombie

Remove a creature card in your graveyard from the game: Regenerate Woodwraith Strangler.

2/2

Zephyr Spirit

{5}{U}

Creature — Spirit

When Zephyr Spirit blocks, return it to its owner's hand.

0/6