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Magic: The Gathering Oracle Changes

Coldsnap to Time Spiral

General changes

Old card (Coldsnap) New card (Time Spiral)

Aggression

{2}{R}

Enchantment — Aura

Enchant non-Wall creature

Enchanted creature has first strike and trample.

At the end of its controller's turn, destroy enchanted creature if it didn't attack this turn.

Aggression

{2}{R}

Enchantment — Aura

Enchant non-Wall creature

Enchanted creature has first strike and trample.

At the end of enchanted creature's controller's turn, destroy that creature if it didn't attack this turn.

Angry Mob

{2}{W}{W}

Creature — Mob

Trample

During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps all opponents control. During other players' turns, Angry Mob's power and toughness are each 2.

2+*/2+*

Angry Mob

{2}{W}{W}

Creature — Mob

Trample

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

2+*/2+*

Black Vise

{1}

Artifact

As Black Vise comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards greater than four in his or her hand.

Black Vise

{1}

Artifact

As Black Vise comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4.

Brassclaw Orcs

{2}{R}

Creature — Orc

Brassclaw Orcs can't block a creature with power 2 or greater.

3/2

Brassclaw Orcs

{2}{R}

Creature — Orc

Brassclaw Orcs can't block creatures with power 2 or greater.

3/2

Burnt Offering

{B}

Instant

As an additional cost to play Burnt Offering, sacrifice a creature.

Add to your mana pool an amount of mana equal to the sacrificed creature's converted mana cost in any combination of black and/or red mana.

Burnt Offering

{B}

Instant

As an additional cost to play Burnt Offering, sacrifice a creature.

Add X mana in any combination of {B} and/or {R} to your mana pool, where X is the sacrificed creature's converted mana cost.

Cursed Scroll

{1}

Artifact

{3}, {T}: Name a card. An opponent chooses a card at random from your hand. Reveal that card. If the card is the named card, Cursed Scroll deals 2 damage to target creature or player.

Cursed Scroll

{1}

Artifact

{3}, {T}: Name a card. Reveal a card at random from your hand. If it's the named card, Cursed Scroll deals 2 damage to target creature or player.

Dawn's Reflection

{3}{G}

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds two mana of any combination of colors to his or her mana pool.

Dawn's Reflection

{3}{G}

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool.

Dead-Iron Sledge

{1}

Artifact — Equipment

Whenever equipped creature blocks or becomes blocked by a creature, destroy that creature and equipped creature.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Dead-Iron Sledge

{1}

Artifact — Equipment

Whenever equipped creature blocks or becomes blocked by a creature, destroy both creatures.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Deep Wood

{1}{G}

Instant

Play Deep Wood only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you by attacking creatures this turn.

Deep Wood

{1}{G}

Instant

Play Deep Wood only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you this turn by attacking creatures.

Elfhame Sanctuary

{1}{G}

Enchantment

At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library.

Elfhame Sanctuary

{1}{G}

Enchantment

At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.

Elvish Scout

{G}

Creature — Elf

{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to or dealt by it this turn.

1/1

Elvish Scout

{G}

Creature — Elf

{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.

1/1

Energy Arc

{W}{U}

Instant

Untap any number of target creatures. Prevent all combat damage that would be dealt by and dealt to those creatures this turn.

Energy Arc

{W}{U}

Instant

Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.

Farrelite Priest

{1}{W}{W}

Creature — Cleric

{1}: Add {W} to your mana pool. If this ability is played four or more times this turn, sacrifice Farrelite Priest at end of turn.

1/3

Farrelite Priest

{1}{W}{W}

Creature — Cleric

{1}: Add {W} to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Farrelite Priest.

1/3

Foxfire

{2}{G}

Instant

Untap target attacking creature. Prevent all combat damage that would be dealt to or dealt by that creature this turn.

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

Foxfire

{2}{G}

Instant

Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

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

Goblin Clearcutter

{3}{R}

Creature — Goblin

{T}, Sacrifice a Forest: Add three mana of any combination of red and/or green to your mana pool.

3/3

Goblin Clearcutter

{3}{R}

Creature — Goblin

{T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool.

3/3

Heavy Fog

{1}{G}

Instant

Play Heavy Fog only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you by attacking creatures this turn.

Heavy Fog

{1}{G}

Instant

Play Heavy Fog only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you this turn by attacking creatures.

Infinite Authority

{W}{W}{W}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy that creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on enchanted creature.

Infinite Authority

{W}{W}{W}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on the first creature.

Initiates of the Ebon Hand

{B}

Creature — Cleric

{1}: Add {B} to your mana pool. If this ability is played four or more times this turn, sacrifice Initiates of the Ebon Hand at end of turn.

1/1

Initiates of the Ebon Hand

{B}

Creature — Cleric

{1}: Add {B} to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand.

1/1

Interdict

{1}{U}

Instant

Counter target activated ability of a permanent. (Mana abilities can't be countered.)

Draw a card.

Interdict

{1}{U}

Instant

Counter target activated ability of an artifact, creature, enchantment, or land. That permanent's activated abilities can't be played this turn. (Mana abilities can't be targeted.)

Draw a card.

Ironclaw Curse

{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets -0/-1.

Enchanted creature can't block a creature with power equal to or greater than the enchanted creature's toughness.

Ironclaw Curse

{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets -0/-1.

Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness.

Ironclaw Orcs

{1}{R}

Creature — Orc

Ironclaw Orcs can't block a creature with power 2 or greater.

2/2

Ironclaw Orcs

{1}{R}

Creature — Orc

Ironclaw Orcs can't block creatures with power 2 or greater.

2/2

Ivory Gargoyle

{4}{W}

Creature — Gargoyle

Flying

When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and skip your next draw step.

{4}{W}: Remove Ivory Gargoyle from the game.

2/2

Ivory Gargoyle

{4}{W}

Creature — Gargoyle

Flying

When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step.

{4}{W}: Remove Ivory Gargoyle from the game.

2/2

Laccolith Rig

{R}

Enchantment — Aura

Enchant creature

Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the enchanted creature deals no combat damage this turn.

Laccolith Rig

{R}

Enchantment — Aura

Enchant creature

Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the first creature deals no combat damage this turn.

Mammoth Harness

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature loses flying.

Whenever enchanted creature blocks a creature, the blocked creature gains first strike until end of turn.

Whenever enchanted creature becomes blocked by a creature, the blocking creature gains first strike until end of turn.

Mammoth Harness

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature loses flying.

Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn.

Memory Jar

{5}

Artifact

{T}, Sacrifice Memory Jar: Each player removes his or her hand from the game face down, and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

Memory Jar

{5}

Artifact

{T}, Sacrifice Memory Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

Mercenaries

{3}{W}

Creature — Mercenary

{3}: Prevent all damage that would be dealt by Mercenaries to you this turn. Any player may play this ability.

3/3

Mercenaries

{3}{W}

Creature — Mercenary

{3}: Prevent all damage that would be dealt to you this turn by this creature. Any player may play this ability.

3/3

Mistform Wall

{2}{U}

Creature — Illusion Wall

Defender (This creature can't attack.)

{1}: Mistform Wall's type becomes the creature type of your choice until end of turn.

1/4

Mistform Wall

{2}{U}

Creature — Illusion Wall

Mistform Wall has defender as long as it's a Wall.

{1}: Mistform Wall's type becomes the creature type of your choice until end of turn.

1/4

Nalathni Dragon

{2}{R}{R}

Creature — Dragon

Flying, banding

{R}: Nalathni Dragon gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Nalathni Dragon at end of turn.

1/1

Nalathni Dragon

{2}{R}{R}

Creature — Dragon

Flying, banding

{R}: Nalathni Dragon gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Nalathni Dragon.

1/1

Orcish Lumberjack

{R}

Creature — Orc

{T}, Sacrifice a Forest: Add three mana of any combination of red and/or green to your mana pool.

1/1

Orcish Lumberjack

{R}

Creature — Orc

{T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool.

1/1

Phyrexian Grimoire

{3}

Artifact

{4}, {T}: An opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand.

Phyrexian Grimoire

{3}

Artifact

{4}, {T}: Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand.

Rackling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is the number of cards in his or her hand fewer than three.

2/2

Rackling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is 3 minus the number of cards in his or her hand.

2/2

Radiate

{3}{R}{R}

Instant

Choose target instant or sorcery spell that targets only a single permanent or player. For each other permanent or player that spell could target, put a copy of the spell onto the stack. Each copy targets a different one of those permanents and players.

Radiate

{3}{R}{R}

Instant

Choose target instant or sorcery spell that targets only a single permanent or player. Copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.

Reverse Damage

{1}{W}{W}

Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain that much life.

Reverse Damage

{1}{W}{W}

Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

Robber Fly

{2}{R}

Creature — Insect

Flying

Whenever Robber Fly becomes blocked, defending player discards his or her hand, then draws that many cards.

1/1

Robber Fly

{2}{R}

Creature — Insect

Flying

Whenever Robber Fly becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards.

1/1

Samite Ministration

{1}{W}

Instant

Prevent all damage that would be dealt by a source of your choice to you this turn. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage.

Samite Ministration

{1}{W}

Instant

Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage.

Serum Powder

{3}

Artifact

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

Any time you could mulligan and Serum Powder is in your hand, you may remove your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.)

Serum Powder

{3}

Artifact

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

Any time you could mulligan and Serum Powder is in your hand, you may remove all the cards in your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.)

Shocker

{1}{R}

Creature — Insect

Whenever Shocker deals damage to a player, that player discards his or her hand, then draws that many cards.

1/1

Shocker

{1}{R}

Creature — Insect

Whenever Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

1/1

Silhouette

{1}{U}

Instant

Prevent all damage that would be dealt this turn to target creature by spells or abilities that target it.

Silhouette

{1}{U}

Instant

Prevent all damage that would be dealt to target creature this turn by spells or abilities that target it.

Soratami Seer

{4}{U}

Creature — Moonfolk Wizard

Flying

{4}, Return two lands you control to their owner's hand: Discard your hand, then draw that many cards.

2/3

Soratami Seer

{4}{U}

Creature — Moonfolk Wizard

Flying

{4}, Return two lands you control to their owner's hand: Discard all the cards in your hand, then draw that many cards.

2/3

Splintering Wind

{2}{G}{G}

Enchantment

{2}{G}: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Sprite creature token into play with flying and "Cumulative upkeep {G}."

Whenever a Sprite token leaves play, it deals 1 damage to you and each creature you control.

Splintering Wind

{2}{G}{G}

Enchantment

{2}{G}: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Splinter creature token into play with flying and "Cumulative upkeep {G}."

Whenever a Splinter token leaves play, it deals 1 damage to you and each creature you control.

Storm World

{R}

World Enchantment

At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is four minus the number of cards in his or her hand.

Storm World

{R}

World Enchantment

At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in his or her hand.

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.

Terrarion

{1}

Artifact

Terrarion comes into play tapped.

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

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

Thawing Glaciers

Land

Thawing Glaciers comes into play tapped.

{1}, {T}: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If it's the end phase, return Thawing Glaciers to its owner's hand. Otherwise, return Thawing Glaciers to its owner's hand at end of turn.

Thawing Glaciers

Land

Thawing Glaciers comes into play tapped.

{1}, {T}: Search your library for a basic land card, put that card into play tapped, then shuffle your library. Thawing Glaciers gains substance until end of turn. Return Thawing Glaciers to its owner's hand when it loses substance.

Thran Tome

{4}

Artifact

{5}, {T}: Reveal the top three cards of your library. An opponent chooses one of those cards. Put that card into your graveyard and draw the rest.

Thran Tome

{4}

Artifact

{5}, {T}: Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard and draw the rest.

Tolarian Winds

{1}{U}

Instant

Discard your hand, then draw that many cards.

Tolarian Winds

{1}{U}

Instant

Discard all the cards in your hand, then draw that many cards.

Venom

{1}{G}{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

Venom

{1}{G}{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat.

Vibrating Sphere

{4}

Artifact

Creatures you control get +2/+0 during your turn.

Creatures you control get -0/-2 during other players' turns.

Vibrating Sphere

{4}

Artifact

As long as it's your turn, creatures you control get +2/+0.

As long as it's not your turn, creatures you control get -0/-2.

Viseling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus four.

2/2

Viseling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus 4.

2/2

Waylay

{2}{W}

Instant

Play Waylay only during combat.

Put three 2/2 white Knight creature tokens into play. Remove them from the game at end of turn.

Waylay

{2}{W}

Instant

Put three 2/2 white Knight creature tokens into play. They gain substance until end of turn. Remove them from the game when they lose substance.

"Timeshifted" cards

Old card (Coldsnap) New card (Time Spiral)

Akroma, Angel of Wrath

{5}{W}{W}{W}

Legendary Creature — Angel

Flying, first strike, trample, haste, protection from black, protection from red, vigilance

6/6

Akroma, Angel of Wrath

{5}{W}{W}{W}

Legendary Creature — Angel

Flying, first strike, vigilance, trample, haste, protection from black, protection from red

6/6

Arena

Land

{3}, {T}: Choose a creature you control. An opponent chooses a creature he or she controls. Tap both creatures. Each of those creatures deals damage equal to its power to the other.

Arena

Land

{3}, {T}: Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other.

Assault // Battery

{R} // {3}{G}

Sorcery // Sorcery

Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play.

Assault // Battery

{R}

Sorcery

Assault deals 2 damage to target creature or player. // Battery

{3}{G}

Sorcery

Put a 3/3 green Elephant creature token into play.

Avalanche Riders

{3}{R}

Creature — Nomad

Haste

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

When Avalanche Riders comes into play, destroy target land.

2/2

Avalanche Riders

{3}{R}

Creature — Human Nomad

Haste

Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Avalanche Riders comes into play, destroy target land.

2/2

Battery

{3}{G}

Sorcery

Put a 3/3 green Elephant creature token into play. [This is half of the split card Assault // Battery.]

Battery

{R}

Sorcery

Battery

{3}{G}

Sorcery

Put a 3/3 green Elephant creature token into play. [This is half of the split card Assault // Battery.]

Consecrate Land

{W}

Enchantment — Aura

Enchant land

Enchanted land can't be enchanted. This effect doesn't remove Consecrate Land.

Enchanted land is indestructible.

Consecrate Land

{W}

Enchantment — Aura

Enchant land

Enchanted land is indestructible and can't be enchanted by other Auras.

Conspiracy

{3}{B}{B}

Enchantment

As Conspiracy comes into play, choose a creature type.

Creatures you control, creature spells you control on the stack, and creature cards you own that aren't in play or on the stack are of the chosen type.

Conspiracy

{3}{B}{B}

Enchantment

As Conspiracy comes into play, choose a creature type.

Creature cards you own that aren't in play, creature spells you control, and creatures you control are the chosen type.

Dandan

{U}{U}

Creature — Dandan

Dandan can't attack unless defending player controls an Island.

When you control no Islands, sacrifice Dandan.

4/1

Dandan

{U}{U}

Creature — Fish

Dandan can't attack unless defending player controls an Island.

When you control no Islands, sacrifice Dandan.

4/1

Dauthi Slayer

{B}{B}

Creature — Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

Dauthi Slayer attacks each turn if able.

2/2

Dauthi Slayer

{B}{B}

Creature — Dauthi Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

Dauthi Slayer attacks each turn if able.

2/2

Defiant Vanguard

{2}{W}

Creature — Rebel

When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.

{5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.

2/2

Defiant Vanguard

{2}{W}

Creature — Human Rebel

When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.

{5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put it into play. Then shuffle your library.

2/2

Dodecapod

{4}

Artifact Creature

If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.

3/3

Dodecapod

{4}

Artifact Creature — Golem

If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.

3/3

Dragon Whelp

{2}{R}{R}

Creature — Dragon

Flying

{R}: Dragon Whelp gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Dragon Whelp at end of turn.

2/3

Dragon Whelp

{2}{R}{R}

Creature — Dragon

Flying

{R}: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp.

2/3

Eron the Relentless

{3}{R}{R}

Legendary Creature

Haste

{R}{R}{R}: Regenerate Eron the Relentless.

5/2

Eron the Relentless

{3}{R}{R}

Legendary Creature — Human Rogue

Haste

{R}{R}{R}: Regenerate Eron the Relentless.

5/2

Evil Eye of Orms-by-Gore

{4}{B}

Creature — Horror

Evil Eye of Orms-by-Gore can't be blocked except by Walls.

Except for creatures named Evil Eye of Orms-by-Gore, creatures you control can't attack.

3/6

Evil Eye of Orms-by-Gore

{4}{B}

Creature — Eye

Non-Eye creatures you control can't attack.

Evil Eye of Orms-by-Gore can't be blocked except by Walls.

3/6

Fiery Justice

{G}{W}{R}

Sorcery

Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. An opponent gains 5 life.

Fiery Justice

{R}{G}{W}

Sorcery

Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. Target opponent gains 5 life.

Fiery Temper

{1}{R}{R}

Instant

Fiery Temper deals 3 damage to target creature or player.

Madness {R} (You may play this card for its madness cost at the time you discard it.)

Fiery Temper

{1}{R}{R}

Instant

Fiery Temper deals 3 damage to target creature or player.

Madness {R} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Flying Men

{U}

Creature — Flying-Men

Flying

1/1

Flying Men

{U}

Creature — Human

Flying

1/1

Gaea's Liege

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

Creature — Gaea's-Liege

As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls.

{T}: Target land becomes a Forest until Gaea's Liege leaves play.

*/*

Gaea's Liege

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

Creature — Avatar

As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls.

{T}: Target land becomes a Forest until Gaea's Liege leaves play.

*/*

Ghost Ship

{2}{U}{U}

Creature — Ship

Flying

{U}{U}{U}: Regenerate Ghost Ship.

2/4

Ghost Ship

{2}{U}{U}

Creature — Spirit

Flying

{U}{U}{U}: Regenerate Ghost Ship.

2/4

Giant Oyster

{2}{U}{U}

Creature — Oyster

You may choose not to untap Giant Oyster during your untap step.

{T}: As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your upkeeps, put a -1/-1 counter on that creature. When Giant Oyster becomes untapped or leaves play, remove all -1/-1 counters from the creature.

0/3

Giant Oyster

{2}{U}{U}

Creature — Oyster

You may choose not to untap Giant Oyster during your untap step.

{T}: As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves play or becomes untapped, remove all -1/-1 counters from the creature.

0/3

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.

Grinning Totem

{4}

Artifact

{2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and remove it 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 it, put it into its owner's graveyard.

Hunting Moa

{2}{G}

Creature — Beast

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

Whenever Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.

3/2

Hunting Moa

{2}{G}

Creature — Bird

Echo {2}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.

3/2

Icatian Javelineers

{W}

Creature — Soldier

Icatian Javelineers comes into play with a javelin counter on it.

{T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.

1/1

Icatian Javelineers

{W}

Creature — Human Soldier

Icatian Javelineers comes into play with a javelin counter on it.

{T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.

1/1

Jasmine Boreal

{3}{G}{W}

Legendary Creature

4/5

Jasmine Boreal

{3}{G}{W}

Legendary Creature — Human

4/5

Jolrael, Empress of Beasts

{3}{G}{G}

Legendary Creature — Spellshaper

{2}{G}, {T}, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands.

3/3

Jolrael, Empress of Beasts

{3}{G}{G}

Legendary Creature — Human Spellshaper

{2}{G}, {T}, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands.

3/3

Kobold Taskmaster

{1}{R}

Creature — Taskmaster

Kobolds you control get +1/+0.

1/2

Kobold Taskmaster

{1}{R}

Creature — Kobold

Other Kobolds you control get +1/+0.

1/2

Leviathan

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

Creature — Leviathan

Trample

Leviathan comes into play tapped and doesn't untap during your untap step.

At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.

Leviathan can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.)

10/10

Leviathan

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

Creature — Leviathan

Trample

Leviathan comes into play tapped and doesn't untap during your untap step.

At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.

Leviathan can't attack unless you sacrifice two Islands.

10/10

Lightning Angel

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

Creature — Angel

Flying, haste, vigilance

3/4

Lightning Angel

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

Creature — Angel

Flying, vigilance, haste

3/4

Lord of Atlantis

{U}{U}

Creature — Lord

All Merfolk get +1/+1 and have islandwalk.

2/2

Lord of Atlantis

{U}{U}

Creature — Merfolk Lord

Other Merfolk get +1/+1 and have islandwalk.

2/2

Merfolk Assassin

{U}{U}

Creature — Merfolk

{T}: Destroy target creature with islandwalk.

1/2

Merfolk Assassin

{U}{U}

Creature — Merfolk Assassin

{T}: Destroy target creature with islandwalk.

1/2

Merieke Ri Berit

{W}{U}{B}

Legendary Creature

Merieke Ri Berit doesn't untap during your untap step.

{T}: Gain control of target creature as long as you control Merieke. When Merieke leaves play or becomes untapped, destroy that creature. It can't be regenerated.

1/1

Merieke Ri Berit

{W}{U}{B}

Legendary Creature — Human

Merieke Ri Berit doesn't untap during your untap step.

{T}: Gain control of target creature as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves play or becomes untapped, destroy that creature. It can't be regenerated.

1/1

Mindless Automaton

{4}

Artifact Creature

Mindless Automaton comes into play with two +1/+1 counters on it.

{1}, Discard a card: Put a +1/+1 counter on Mindless Automaton.

Remove two +1/+1 counters from Mindless Automaton: Draw a card.

0/0

Mindless Automaton

{4}

Artifact Creature — Construct

Mindless Automaton comes into play with two +1/+1 counters on it.

{1}, Discard a card: Put a +1/+1 counter on Mindless Automaton.

Remove two +1/+1 counters from Mindless Automaton: Draw a card.

0/0

Mirari

{5}

Legendary Artifact

Whenever you play an instant or sorcery spell, you may pay {3}. If you do, put a copy of that spell onto the stack. You may choose new targets for that copy.

Mirari

{5}

Legendary Artifact

Whenever you play an instant or sorcery spell, you may pay {3}. If you do, copy that spell. You may choose new targets for the copy.

Moorish Cavalry

{2}{W}{W}

Creature — Cavalry

Trample

3/3

Moorish Cavalry

{2}{W}{W}

Creature — Human Knight

Trample

3/3

Mystic Enforcer

{2}{G}{W}

Creature — Nomad Mystic

Protection from black

Threshold — Mystic Enforcer gets +3/+3 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Mystic Enforcer

{2}{G}{W}

Creature — Human Nomad Mystic

Protection from black

Threshold — Mystic Enforcer gets +3/+3 and has flying as long as seven or more cards are in your graveyard.

3/3

Mystic Snake

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

Creature — Snake

You may play Mystic Snake any time you could play an instant.

When Mystic Snake comes into play, counter target spell.

2/2

Mystic Snake

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

Creature — Snake

Flash (You may play this spell any time you could play an instant.)

When Mystic Snake comes into play, counter target spell.

2/2

Orcish Librarian

{1}{R}

Creature — Orc

{R}, {T}: Look at the top eight cards of your library, then remove four of them at random from the game. Put the rest on top of your library in any order.

1/1

Orcish Librarian

{1}{R}

Creature — Orc

{R}, {T}: Look at the top eight cards of your library. Remove four of them at random from the game, then put the rest on top of your library in any order.

1/1

Pirate Ship

{4}{U}

Creature — Ship

Pirate Ship can't attack unless defending player controls an Island.

{T}: Pirate Ship deals 1 damage to target creature or player.

When you control no Islands, sacrifice Pirate Ship.

4/3

Pirate Ship

{4}{U}

Creature — Human Pirate

Pirate Ship can't attack unless defending player controls an Island.

{T}: Pirate Ship deals 1 damage to target creature or player.

When you control no Islands, sacrifice Pirate Ship.

4/3

Prodigal Sorcerer

{2}{U}

Creature — Wizard

{T}: Prodigal Sorcerer deals 1 damage to target creature or player.

1/1

Prodigal Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Prodigal Sorcerer deals 1 damage to target creature or player.

1/1

Safe Haven

Land

{2}, {T}: Remove target creature you control from the game.

At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, each player puts into play all cards he or she owns removed from the game with Safe Haven.

Safe Haven

Land

{2}, {T}: Remove target creature you control from the game.

At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control.

Sengir Autocrat

{3}{B}

Creature — Minion

When Sengir Autocrat comes into play, put three 0/1 black Serf creature tokens into play.

When Sengir Autocrat leaves play, remove all Serf tokens from the game.

2/2

Sengir Autocrat

{3}{B}

Creature — Human

When Sengir Autocrat comes into play, put three 0/1 black Serf creature tokens into play.

When Sengir Autocrat leaves play, remove all Serf tokens from the game.

2/2

Shadowmage Infiltrator

{1}{U}{B}

Creature — Wizard

Fear

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.

1/3

Shadowmage Infiltrator

{1}{U}{B}

Creature — Human Wizard

Fear

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.

1/3

Sindbad

{1}{U}

Creature — Sindbad

{T}: Draw a card and reveal it. If it isn't a land card, discard it.

1/1

Sindbad

{1}{U}

Creature — Human

{T}: Draw a card and reveal it. If it isn't a land card, discard it.

1/1

Sol'kanar the Swamp King

{2}{U}{B}{R}

Legendary Creature

Swampwalk

Whenever a player plays a black spell, you gain 1 life.

5/5

Sol'kanar the Swamp King

{2}{U}{B}{R}

Legendary Creature — Demon

Swampwalk

Whenever a player plays a black spell, you gain 1 life.

5/5

Soltari Priest

{W}{W}

Creature — Cleric

Protection from red; shadow (This creature can block or be blocked by only creatures with shadow.)

2/1

Soltari Priest

{W}{W}

Creature — Soltari Cleric

Protection from red

Shadow (This creature can block or be blocked by only creatures with shadow.)

2/1

Spitting Slug

{1}{G}{G}

Creature — Slug

{1}{G}: Spitting Slug gains first strike until end of turn.

Whenever Spitting Slug blocks or becomes blocked by a creature, if Spitting Slug doesn't have first strike, that creature gains first strike until end of turn.

2/4

Spitting Slug

{1}{G}{G}

Creature — Slug

Whenever Spitting Slug blocks or becomes blocked, you may pay {1}{G}. If you do, Spitting Slug gains first strike until end of turn. Otherwise, each creature blocking or blocked by Spitting Slug gains first strike until end of turn.

2/4

Squire

{1}{W}

Creature — Squire

1/2

Squire

{1}{W}

Creature — Human Soldier

1/2

Swamp Mosquito

{1}{B}

Creature — Mosquito

Flying

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

0/1

Swamp Mosquito

{1}{B}

Creature — Insect

Flying

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

0/1

The Rack

{1}

Artifact

As The Rack comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is three minus the number of cards in his or her hand.

The Rack

{1}

Artifact

As The Rack comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand.

Thornscape Battlemage

{2}{G}

Creature — Wizard

Kicker {R} and/or {W}

When Thornscape Battlemage comes into play, if the {R} kicker cost was paid, Thornscape Battlemage deals 2 damage to target creature or player.

When Thornscape Battlemage comes into play, if the {W} kicker cost was paid, destroy target artifact.

2/2

Thornscape Battlemage

{2}{G}

Creature — Elf Wizard

Kicker {R} and/or {W}

When Thornscape Battlemage comes into play, if the {R} kicker cost was paid, it deals 2 damage to target creature or player.

When Thornscape Battlemage comes into play, if the {W} kicker cost was paid, destroy target artifact.

2/2

Uncle Istvan

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

Creature — Uncle-Istvan

Prevent all damage that would be dealt to Uncle Istvan by creatures.

1/3

Uncle Istvan

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

Creature — Human

Prevent all damage that would be dealt to Uncle Istvan by creatures.

1/3

Undertaker

{1}{B}

Creature — Spellshaper

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

1/1

Undertaker

{1}{B}

Creature — Human Spellshaper

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

1/1

Vhati il-Dal

{2}{B}{G}

Legendary Creature

{T}: Target creature's power or toughness becomes 1 until end of turn. (Later effects may increase or decrease the creature's power or toughness.)

3/3

Vhati il-Dal

{2}{B}{G}

Legendary Creature — Human Warrior

{T}: Target creature's power or toughness becomes 1 until end of turn.

3/3

Voidmage Prodigy

{U}{U}

Creature — Wizard

{U}{U}, Sacrifice a Wizard: Counter target spell.

Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/1

Voidmage Prodigy

{U}{U}

Creature — Human Wizard

{U}{U}, Sacrifice a Wizard: Counter target spell.

Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/1

Wall of Roots

{1}{G}

Creature — Wall

Defender (This creature can't attack.)

Put a -0/-1 counter on Wall of Roots: Add {G} to your mana pool. Play this ability only once each turn.

0/5

Wall of Roots

{1}{G}

Creature — Plant Wall

Defender

Put a -0/-1 counter on Wall of Roots: Add {G} to your mana pool. Play this ability only once each turn.

0/5

Whirling Dervish

{G}{G}

Creature — Dervish

Protection from black

At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

Whirling Dervish

{G}{G}

Creature — Human Monk

Protection from black

At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

Whispers of the Muse

{U}

Instant

Buyback {5} (You may pay {5} in addition to any other costs as you play this spell. If you do, put Whispers of the Muse into your hand instead of your graveyard as part of its resolution.)

Draw a card.

Whispers of the Muse

{U}

Instant

Buyback {5} (You may pay an additional {5} as you play this spell. If you do, put this card into your hand as it resolves.)

Draw a card.

Willbender

{1}{U}

Creature — Wizard

Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Willbender is turned face up, change the target of target spell or ability with a single target.

1/2

Willbender

{1}{U}

Creature — Human Wizard

Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Willbender is turned face up, change the target of target spell or ability with a single target.

1/2

Witch Hunter

{2}{W}{W}

Creature — Hunter

{T}: Witch Hunter deals 1 damage to target player.

{1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.

1/1

Witch Hunter

{2}{W}{W}

Creature — Human Cleric

{T}: Witch Hunter deals 1 damage to target player.

{1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.

1/1

Changes involving "buyback"

Old card (Coldsnap) New card (Time Spiral)

Allay

{1}{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Allay into your hand instead of your graveyard as part of its resolution.)

Destroy target enchantment.

Allay

{1}{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target enchantment.

Anoint

{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Anoint into your hand instead of your graveyard as part of its resolution.)

Prevent the next 3 damage that would be dealt to target creature this turn.

Anoint

{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Prevent the next 3 damage that would be dealt to target creature this turn.

Brush with Death

{2}{B}

Sorcery

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

Target opponent loses 2 life. You gain 2 life.

Brush with Death

{2}{B}

Sorcery

Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} as you play this spell. If you do, put this card into your hand as it resolves.)

Target opponent loses 2 life. You gain 2 life.

Capsize

{1}{U}{U}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Capsize into your hand instead of your graveyard as part of its resolution.)

Return target permanent to its owner's hand.

Capsize

{1}{U}{U}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Return target permanent to its owner's hand.

Change of Heart

{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Change of Heart into your hand instead of your graveyard as part of its resolution.)

Target creature can't attack this turn.

Change of Heart

{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Target creature can't attack this turn.

Constant Mists

{1}{G}

Instant

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Constant Mists into your hand instead of your graveyard as part of its resolution.)

Prevent all combat damage that would be dealt this turn.

Constant Mists

{1}{G}

Instant

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Prevent all combat damage that would be dealt this 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.

Corpse Dance

{2}{B}

Instant

Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)

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

Disturbed Burial

{1}{B}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Disturbed Burial into your hand instead of your graveyard as part of its resolution.)

Return target creature card from your graveyard to your hand.

Disturbed Burial

{1}{B}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Return target creature card from your graveyard to your hand.

Elvish Fury

{G}

Instant

Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Elvish Fury into your hand instead of your graveyard as part of its resolution.)

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

Elvish Fury

{G}

Instant

Buyback {4} (You may pay an additional {4} as you play this spell. If you do, put this card into your hand as it resolves.)

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

Evincar's Justice

{2}{B}{B}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Evincar's Justice into your hand instead of your graveyard as part of its resolution.)

Evincar's Justice deals 2 damage to each creature and each player.

Evincar's Justice

{2}{B}{B}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Evincar's Justice deals 2 damage to each creature and each player.

Fanning the Flames

{X}{R}{R}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Fanning the Flames into your hand instead of your graveyard as part of its resolution.)

Fanning the Flames deals X damage to target creature or player.

Fanning the Flames

{X}{R}{R}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Fanning the Flames deals X damage to target creature or player.

Flowstone Flood

{3}{R}

Sorcery

Buyback—Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put Flowstone Flood into your hand instead of your graveyard as part of its resolution.)

Destroy target land.

Flowstone Flood

{3}{R}

Sorcery

Buyback—Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target land.

Forbid

{1}{U}{U}

Instant

Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put Forbid into your hand instead of your graveyard as part of its resolution.)

Counter target spell.

Forbid

{1}{U}{U}

Instant

Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Counter target spell.

Imps' Taunt

{1}{B}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Imps' Taunt into your hand instead of your graveyard as part of its resolution.)

Target creature attacks this turn if able.

Imps' Taunt

{1}{B}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Target creature attacks this turn if able.

Invulnerability

{1}{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Invulnerability into your hand instead of your graveyard as part of its resolution.)

The next time a source of your choice would deal damage to you this turn, prevent that damage.

Invulnerability

{1}{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

The next time a source of your choice would deal damage to you this turn, prevent that damage.

Lab Rats

{B}

Sorcery

Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Lab Rats into your hand instead of your graveyard as part of its resolution.)

Put a 1/1 black Rat creature token into play.

Lab Rats

{B}

Sorcery

Buyback {4} (You may pay an additional {4} as you play this spell. If you do, put this card into your hand as it resolves.)

Put a 1/1 black Rat creature token into play.

Mind Games

{U}

Instant

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

Tap target artifact, creature, or land.

Mind Games

{U}

Instant

Buyback {2}{U} (You may pay an additional {2}{U} as you play this spell. If you do, put this card into your hand as it resolves.)

Tap target artifact, creature, or land.

Mind Peel

{B}

Sorcery

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

Target player discards a card.

Mind Peel

{B}

Sorcery

Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} as you play this spell. If you do, put this card into your hand as it resolves.)

Target player discards a card.

Pegasus Stampede

{1}{W}

Sorcery

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Pegasus Stampede into your hand instead of your graveyard as part of its resolution.)

Put a 1/1 white Pegasus creature token with flying into play.

Pegasus Stampede

{1}{W}

Sorcery

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Put a 1/1 white Pegasus creature token with flying into play.

Reaping the Rewards

{W}

Instant

Buyback—Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put Reaping the Rewards into your hand instead of your graveyard as part of its resolution.)

You gain 2 life.

Reaping the Rewards

{W}

Instant

Buyback—Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

You gain 2 life.

Searing Touch

{R}

Instant

Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Searing Touch into your hand instead of your graveyard as part of its resolution.)

Searing Touch deals 1 damage to target creature or player.

Searing Touch

{R}

Instant

Buyback {4} (You may pay an additional {4} as you play this spell. If you do, put this card into your hand as it resolves.)

Searing Touch deals 1 damage to target creature or player.

Seething Anger

{R}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Seething Anger into your hand instead of your graveyard as part of its resolution.)

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

Seething Anger

{R}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

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

Shattering Pulse

{1}{R}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Shattering Pulse into your hand instead of your graveyard as part of its resolution.)

Destroy target artifact.

Shattering Pulse

{1}{R}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target artifact.

Slaughter

{2}{B}{B}

Instant

Buyback—Pay 4 life. (You may pay 4 life in addition to any other costs as you play this spell. If you do, put Slaughter into your hand instead of your graveyard as part of its resolution.)

Destroy target nonblack creature. It can't be regenerated.

Slaughter

{2}{B}{B}

Instant

Buyback—Pay 4 life. (You may pay 4 life in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target nonblack creature. It can't be regenerated.

Verdant Touch

{1}{G}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Verdant Touch into your hand instead of your graveyard as part of its resolution.)

Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.)

Verdant Touch

{1}{G}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.)

Whim of Volrath

{U}

Instant

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

Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")

Whim of Volrath

{U}

Instant

Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)

Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")

Worthy Cause

{W}

Instant

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

As an additional cost to play Worthy Cause, sacrifice a creature.

You gain life equal to the sacrificed creature's toughness.

Worthy Cause

{W}

Instant

Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)

As an additional cost to play Worthy Cause, sacrifice a creature.

You gain life equal to the sacrificed creature's toughness.

Changes involving "echo"

Old card (Coldsnap) New card (Time Spiral)

Acridian

{1}{G}

Creature — Insect

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

2/4

Acridian

{1}{G}

Creature — Insect

Echo {1}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

2/4

Albino Troll

{1}{G}

Creature — Troll

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

{1}{G}: Regenerate Albino Troll.

3/3

Albino Troll

{1}{G}

Creature — Troll

Echo {1}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

{1}{G}: Regenerate Albino Troll.

3/3

Bone Shredder

{2}{B}

Creature — Minion

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

When Bone Shredder comes into play, destroy target nonartifact, nonblack creature.

1/1

Bone Shredder

{2}{B}

Creature — Minion

Flying

Echo {2}{B} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Bone Shredder comes into play, destroy target nonartifact, nonblack creature.

1/1

Citanul Centaurs

{3}{G}

Creature — Centaur

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

Citanul Centaurs can't be the target of spells or abilities.

6/3

Citanul Centaurs

{3}{G}

Creature — Centaur

Echo {3}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Citanul Centaurs can't be the target of spells or abilities.

6/3

Cradle Guard

{1}{G}{G}

Creature — Treefolk

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

4/4

Cradle Guard

{1}{G}{G}

Creature — Treefolk

Trample

Echo {1}{G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

4/4

Crater Hellion

{4}{R}{R}

Creature — Beast

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

When Crater Hellion comes into play, it deals 4 damage to each other creature.

6/6

Crater Hellion

{4}{R}{R}

Creature — Beast

Echo {4}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Crater Hellion comes into play, it deals 4 damage to each other creature.

6/6

Deranged Hermit

{3}{G}{G}

Creature — Elf

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

When Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play.

All Squirrels get +1/+1.

1/1

Deranged Hermit

{3}{G}{G}

Creature — Elf

Echo {3}{G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play.

All Squirrels get +1/+1.

1/1

Extruder

{4}

Artifact Creature

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

Sacrifice an artifact: Put a +1/+1 counter on target creature.

4/3

Extruder

{4}

Artifact Creature

Echo {4} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Sacrifice an artifact: Put a +1/+1 counter on target creature.

4/3

Ghitu Slinger

{2}{R}

Creature — Nomad

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

When Ghitu Slinger comes into play, it deals 2 damage to target creature or player.

2/2

Ghitu Slinger

{2}{R}

Creature — Nomad

Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Ghitu Slinger comes into play, it deals 2 damage to target creature or player.

2/2

Goblin Marshal

{4}{R}{R}

Creature — Goblin

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

Whenever Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play.

3/3

Goblin Marshal

{4}{R}{R}

Creature — Goblin

Echo {4}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play.

3/3

Goblin Patrol

{R}

Creature — Goblin

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

2/1

Goblin Patrol

{R}

Creature — Goblin

Echo {R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

2/1

Goblin War Buggy

{1}{R}

Creature — Goblin

Haste

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

2/2

Goblin War Buggy

{1}{R}

Creature — Goblin

Haste

Echo {1}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

2/2

Herald of Serra

{2}{W}{W}

Creature — Angel

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

3/4

Herald of Serra

{2}{W}{W}

Creature — Angel

Flying, vigilance

Echo {2}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

3/4

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, return target creature card from your graveyard to play.

2/2

Karmic Guide

{3}{W}{W}

Creature — Spirit

Flying, protection from black

Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Karmic Guide comes into play, return target creature card from your graveyard to play.

2/2

Keldon Champion

{2}{R}{R}

Creature — Barbarian

Haste

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

When Keldon Champion comes into play, it deals 3 damage to target player.

3/2

Keldon Champion

{2}{R}{R}

Creature — Barbarian

Haste

Echo {2}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Keldon Champion comes into play, it deals 3 damage to target player.

3/2

Keldon Vandals

{2}{R}

Creature — Townsfolk

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

When Keldon Vandals comes into play, destroy target artifact.

4/1

Keldon Vandals

{2}{R}

Creature — Townsfolk

Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Keldon Vandals comes into play, destroy target artifact.

4/1

Lightning Dragon

{2}{R}{R}

Creature — Dragon

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

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

4/4

Lightning Dragon

{2}{R}{R}

Creature — Dragon

Flying

Echo {2}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

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

4/4

Multani's Acolyte

{G}{G}

Creature — Elf

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

When Multani's Acolyte comes into play, draw a card.

2/1

Multani's Acolyte

{G}{G}

Creature — Elf

Echo {G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Multani's Acolyte comes into play, draw a card.

2/1

Pouncing Jaguar

{G}

Creature — Cat

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

2/2

Pouncing Jaguar

{G}

Creature — Cat

Echo {G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

2/2

Radiant's Dragoons

{3}{W}

Creature — Soldier

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

When Radiant's Dragoons comes into play, you gain 5 life.

2/5

Radiant's Dragoons

{3}{W}

Creature — Soldier

Echo {3}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Radiant's Dragoons comes into play, you gain 5 life.

2/5

Raven Familiar

{2}{U}

Creature — Bird

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

When Raven Familiar comes into play, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

1/2

Raven Familiar

{2}{U}

Creature — Bird

Flying

Echo {2}{U} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Raven Familiar comes into play, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

1/2

Ring of Gix

{3}

Artifact

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

{1}, {T}: Tap target artifact, creature, or land.

Ring of Gix

{3}

Artifact

Echo {3} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

{1}, {T}: Tap target artifact, creature, or land.

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 {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

3/1

Thran War Machine

{4}

Artifact Creature

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

Thran War Machine attacks each turn if able.

4/5

Thran War Machine

{4}

Artifact Creature

Echo {4} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Thran War Machine attacks each turn if able.

4/5

Thran Weaponry

{4}

Artifact

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

You may choose not to untap Thran Weaponry during your untap step.

{2}, {T}: All creatures get +2/+2 as long as Thran Weaponry remains tapped.

Thran Weaponry

{4}

Artifact

Echo {4} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

You may choose not to untap Thran Weaponry during your untap step.

{2}, {T}: All creatures get +2/+2 as long as Thran Weaponry remains tapped.

Ticking Gnomes

{3}

Artifact Creature — Gnome

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

Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player.

3/3

Ticking Gnomes

{3}

Artifact Creature — Gnome

Echo {3} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player.

3/3

Urza's Blueprints

{6}

Artifact

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

{T}: Draw a card.

Urza's Blueprints

{6}

Artifact

Echo {6} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

{T}: Draw a card.

Viashino Outrider

{2}{R}

Creature — Viashino

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

4/3

Viashino Outrider

{2}{R}

Creature — Viashino

Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

4/3

Vug Lizard

{1}{R}{R}

Creature — Lizard

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

Mountainwalk

3/4

Vug Lizard

{1}{R}{R}

Creature — Lizard

Mountainwalk

Echo {1}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

3/4

Winding Wurm

{4}{G}

Creature — Wurm

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

6/6

Winding Wurm

{4}{G}

Creature — Wurm

Echo {4}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

6/6

Yavimaya Granger

{2}{G}

Creature — Elf

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

When Yavimaya Granger comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.

2/2

Yavimaya Granger

{2}{G}

Creature — Elf

Echo {2}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Yavimaya Granger comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.

2/2

Changes involving "flash"

Old card (Coldsnap) New card (Time Spiral)

Alexi's Cloak

{1}{U}

Enchantment — Aura

You may play Alexi's Cloak any time you could play an instant.

Enchant creature

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

Alexi's Cloak

{1}{U}

Enchantment — Aura

Flash

Enchant creature

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

Aluren

{2}{G}{G}

Enchantment

Any player may play creature cards with converted mana cost 3 or less without paying their mana cost any time he or she could play an instant.

Aluren

{2}{G}{G}

Enchantment

Any player may play creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash.

Baton of Courage

{3}

Artifact

You may play Baton of Courage any time you could play an instant.

Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)

Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn.

Baton of Courage

{3}

Artifact

Flash

Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)

Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn.

Benalish Knight

{2}{W}

Creature — Knight

First strike

You may play Benalish Knight any time you could play an instant.

2/2

Benalish Knight

{2}{W}

Creature — Knight

Flash

First strike

2/2

Blessing of Leeches

{2}{B}

Enchantment — Aura

You may play Blessing of Leeches any time you could play an instant.

Enchant creature

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

{0}: Regenerate enchanted creature.

Blessing of Leeches

{2}{B}

Enchantment — Aura

Flash

Enchant creature

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

{0}: Regenerate enchanted creature.

Buoyancy

{1}{U}

Enchantment — Aura

You may play Buoyancy any time you could play an instant.

Enchant creature

Enchanted creature has flying.

Buoyancy

{1}{U}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature has flying.

Caller of the Claw

{2}{G}

Creature — Elf

You may play Caller of the Claw any time you could play an instant.

When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn.

2/2

Caller of the Claw

{2}{G}

Creature — Elf

Flash

When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn.

2/2

Cho-Manno's Blessing

{W}{W}

Enchantment — Aura

You may play Cho-Manno's Blessing any time you could play an instant.

Enchant creature

As Cho-Manno's Blessing comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.

Cho-Manno's Blessing

{W}{W}

Enchantment — Aura

Flash

Enchant creature

As Cho-Manno's Blessing comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.

Defender of Chaos

{2}{R}

Creature — Knight

You may play Defender of Chaos any time you could play an instant.

Protection from white

2/1

Defender of Chaos

{2}{R}

Creature — Knight

Flash

Protection from white

2/1

Defender of Law

{2}{W}

Creature — Knight

You may play Defender of Law any time you could play an instant.

Protection from red

2/1

Defender of Law

{2}{W}

Creature — Knight

Flash

Protection from red

2/1

Flaming Sword

{1}{R}

Enchantment — Aura

You may play Flaming Sword any time you could play an instant.

Enchant creature

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

Flaming Sword

{1}{R}

Enchantment — Aura

Flash

Enchant creature

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

Fleetfoot Panther

{1}{G}{W}

Creature — Cat

You may play Fleetfoot Panther any time you could play an instant.

When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand.

3/4

Fleetfoot Panther

{1}{G}{W}

Creature — Cat

Flash

When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand.

3/4

Galvanic Key

{2}

Artifact

You may play Galvanic Key any time you could play an instant.

{3}, {T}: Untap target artifact.

Galvanic Key

{2}

Artifact

Flash

{3}, {T}: Untap target artifact.

Greel's Caress

{1}{B}

Enchantment — Aura

You may play Greel's Caress any time you could play an instant.

Enchant creature

Enchanted creature gets -3/-0.

Greel's Caress

{1}{B}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets -3/-0.

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}

Grifter's Blade

{3}

Artifact — Equipment

Flash

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}

Guardian's Magemark

{2}{W}

Enchantment — Aura

You may play Guardian's Magemark any time you could play an instant.

Enchant creature

Creatures you control that are enchanted get +1/+1.

Guardian's Magemark

{2}{W}

Enchantment — Aura

Flash

Enchant creature

Creatures you control that are enchanted get +1/+1.

Indomitable Will

{1}{W}

Enchantment — Aura

You may play Indomitable Will any time you could play an instant.

Enchant creature

Enchanted creature gets +1/+2.

Indomitable Will

{1}{W}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +1/+2.

Jolrael's Favor

{1}{G}

Enchantment — Aura

You may play Jolrael's Favor any time you could play an instant.

Enchant creature

{1}{G}: Regenerate enchanted creature.

Jolrael's Favor

{1}{G}

Enchantment — Aura

Flash

Enchant creature

{1}{G}: Regenerate enchanted creature.

King Cheetah

{3}{G}

Creature — Cat

You may play King Cheetah any time you could play an instant.

3/2

King Cheetah

{3}{G}

Creature — Cat

Flash

3/2

Kumano's Blessing

{2}{R}

Enchantment — Aura

You may play Kumano's Blessing any time you could play an instant.

Enchant creature

If a creature dealt damage by enchanted creature this turn would be put into a graveyard, remove it from the game instead.

Kumano's Blessing

{2}{R}

Enchantment — Aura

Flash

Enchant creature

If a creature dealt damage by enchanted creature this turn would be put into a graveyard, remove it from the game instead.

Latulla's Orders

{1}{R}

Enchantment — Aura

You may play Latulla's Orders any time you could play an instant.

Enchant creature

Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls.

Latulla's Orders

{1}{R}

Enchantment — Aura

Flash

Enchant creature

Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls.

Leonin Bladetrap

{3}

Artifact

You may play Leonin Bladetrap any time you could play an instant.

{2}, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying.

Leonin Bladetrap

{3}

Artifact

Flash

{2}, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying.

Mageta's Boon

{1}{W}

Enchantment — Aura

You may play Mageta's Boon any time you could play an instant.

Enchant creature

Enchanted creature gets +1/+2.

Mageta's Boon

{1}{W}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +1/+2.

Maggot Therapy

{2}{B}

Enchantment — Aura

You may play Maggot Therapy any time you could play an instant.

Enchant creature

Enchanted creature gets +2/-2.

Maggot Therapy

{2}{B}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +2/-2.

Masako the Humorless

{2}{W}

Legendary Creature — Human Advisor

You may play Masako the Humorless any time you could play an instant.

Tapped creatures you control can block as though they were untapped.

2/1

Masako the Humorless

{2}{W}

Legendary Creature — Human Advisor

Flash

Tapped creatures you control can block as though they were untapped.

2/1

Mystic Restraints

{2}{U}{U}

Enchantment — Aura

You may play Mystic Restraints any time you could play an instant.

Enchant creature

When Mystic Restraints comes into play, tap enchanted creature.

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

Mystic Restraints

{2}{U}{U}

Enchantment — Aura

Flash

Enchant creature

When Mystic Restraints comes into play, tap enchanted creature.

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

Needlebug

{4}

Artifact Creature — Insect

Protection from artifacts

You may play Needlebug any time you could play an instant.

2/2

Needlebug

{4}

Artifact Creature — Insect

Flash

Protection from artifacts

2/2

Plaxmanta

{1}{U}

Creature — Beast

You may play Plaxmanta any time you could play an instant.

When Plaxmanta comes into play, creatures you control can't be the targets of spells or abilities this turn.

When Plaxmanta comes into play, sacrifice it unless {G} was spent to play it.

2/2

Plaxmanta

{1}{U}

Creature — Beast

Flash

When Plaxmanta comes into play, creatures you control can't be the targets of spells or abilities this turn.

When Plaxmanta comes into play, sacrifice it unless {G} was spent to play it.

2/2

Quick Sliver

{1}{G}

Creature — Sliver

You may play Quick Sliver any time you could play an instant.

Any player may play Sliver cards any time he or she could play an instant.

1/1

Quick Sliver

{1}{G}

Creature — Sliver

Flash

Any player may play Sliver cards as though they had flash.

1/1

Quicken

{U}

Instant

The next sorcery spell you play this turn can be played any time you could play an instant.

Draw a card.

Quicken

{U}

Instant

The next sorcery spell you play this turn can be played as though it had flash.

Draw a card.

Ragged Veins

{1}{B}

Enchantment — Aura

You may play Ragged Veins any time you could play an instant.

Enchant creature

Whenever enchanted creature is dealt damage, its controller loses that much life.

Ragged Veins

{1}{B}

Enchantment — Aura

Flash

Enchant creature

Whenever enchanted creature is dealt damage, its controller loses that much life.

Raging Kavu

{1}{R}{G}

Creature — Kavu

Haste

You may play Raging Kavu any time you could play an instant.

3/1

Raging Kavu

{1}{R}{G}

Creature — Kavu

Flash

Haste

3/1

Rootwater Shaman

{2}{U}

Creature — Merfolk

You may play Aura cards with enchant creature any time you could play an instant.

2/2

Rootwater Shaman

{2}{U}

Creature — Merfolk

You may play Aura cards with enchant creature as though they had flash.

2/2

Scale of Chiss-Goria

{3}

Artifact

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

You may play Scale of Chiss-Goria any time you could play an instant.

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

Scale of Chiss-Goria

{3}

Artifact

Flash

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

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

Serpent Skin

{2}{G}

Enchantment — Aura

You may play Serpent Skin any time you could play an instant.

Enchant creature

Enchanted creature gets +1/+1.

{G}: Regenerate enchanted creature.

Serpent Skin

{2}{G}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +1/+1.

{G}: Regenerate enchanted creature.

Silverstorm Samurai

{4}{W}{W}

Creature — Fox Samurai

You may play Silverstorm Samurai any time you could play an instant.

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

3/3

Silverstorm Samurai

{4}{W}{W}

Creature — Fox Samurai

Flash

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

3/3

Simian Grunts

{2}{G}

Creature — Ape

You may play Simian Grunts any time you could play an instant.

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

3/4

Simian Grunts

{2}{G}

Creature — Ape

Flash

Echo {2}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

3/4

Tangle Spider

{4}{G}{G}

Creature — Spider

You may play Tangle Spider any time you could play an instant.

Tangle Spider can block as though it had flying.

3/4

Tangle Spider

{4}{G}{G}

Creature — Spider

Flash

Tangle Spider can block as though it had flying.

3/4

Teroh's Vanguard

{3}{W}

Creature — Nomad

You may play Teroh's Vanguard any time you could play an instant.

Threshold — When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn. (You have threshold if seven or more cards are in your graveyard.)

2/3

Teroh's Vanguard

{3}{W}

Creature — Nomad

Flash

Threshold — As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn."

2/3

Tiger Claws

{2}{G}

Enchantment — Aura

You may play Tiger Claws any time you could play an instant.

Enchant creature

Enchanted creature gets +1/+1 and has trample.

Tiger Claws

{2}{G}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +1/+1 and has trample.

Tooth of Chiss-Goria

{3}

Artifact

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

You may play Tooth of Chiss-Goria any time you could play an instant.

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

Tooth of Chiss-Goria

{3}

Artifact

Flash

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

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

Uncontrollable Anger

{2}{R}{R}

Enchantment — Aura

You may play Uncontrollable Anger any time you could play an instant.

Enchant creature

Enchanted creature gets +2/+2 and attacks each turn if able.

Uncontrollable Anger

{2}{R}{R}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +2/+2 and attacks each turn if able.

Vedalken Orrery

{4}

Artifact

You may play nonland cards any time you could play an instant.

Vedalken Orrery

{4}

Artifact

You may play nonland cards as though they had flash.

Vernal Equinox

{3}{G}

Enchantment

Any player may play creature and enchantment cards any time he or she could play an instant.

Vernal Equinox

{3}{G}

Enchantment

Any player may play creature and enchantment cards as though they had flash.

Vine Dryad

{3}{G}

Creature — Dryad

Forestwalk

You may play Vine Dryad any time you could play an instant.

You may remove a green card in your hand from the game rather than pay Vine Dryad's mana cost.

1/3

Vine Dryad

{3}{G}

Creature — Dryad

Flash

Forestwalk

You may remove a green card in your hand from the game rather than pay Vine Dryad's mana cost.

1/3

Winding Canyons

Land

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

{2}, {T}: Until end of turn, you may play creature cards any time you could play an instant.

Winding Canyons

Land

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

{2}, {T}: Until end of turn, you may play creature cards as though they had flash.

Changes involving "madness"

Old card (Coldsnap) New card (Time Spiral)

Arrogant Wurm

{3}{G}{G}

Creature — Wurm

Trample

Madness {2}{G} (You may play this card for its madness cost at the time you discard it.)

4/4

Arrogant Wurm

{3}{G}{G}

Creature — Wurm

Trample

Madness {2}{G} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

4/4

Basking Rootwalla

{G}

Creature — Lizard

{1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.

Madness {0} (You may play this card for its madness cost at the time you discard it.)

1/1

Basking Rootwalla

{G}

Creature — Lizard

{1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.

Madness {0} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

1/1

Circular Logic

{2}{U}

Instant

Counter target spell unless its controller pays {1} for each card in your graveyard.

Madness {U} (You may play this card for its madness cost at the time you discard it.)

Circular Logic

{2}{U}

Instant

Counter target spell unless its controller pays {1} for each card in your graveyard.

Madness {U} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Frantic Purification

{2}{W}

Instant

Destroy target enchantment.

Madness {W} (You may play this card for its madness cost at the time you discard it.)

Frantic Purification

{2}{W}

Instant

Destroy target enchantment.

Madness {W} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Obsessive Search

{U}

Instant

Draw a card.

Madness {U} (You may play this card for its madness cost at the time you discard it.)

Obsessive Search

{U}

Instant

Draw a card.

Madness {U} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Psychotic Haze

{2}{B}{B}

Instant

Psychotic Haze deals 1 damage to each creature and each player.

Madness {1}{B} (You may play this card for its madness cost at the time you discard it.)

Psychotic Haze

{2}{B}{B}

Instant

Psychotic Haze deals 1 damage to each creature and each player.

Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Strength of Isolation

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2 and has protection from black.

Madness {W} (You may play this card for its madness cost at the time you discard it.)

Strength of Isolation

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2 and has protection from black.

Madness {W} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Strength of Lunacy

{1}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+1 and has protection from white.

Madness {B} (You may play this card for its madness cost at the time you discard it.)

Strength of Lunacy

{1}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+1 and has protection from white.

Madness {B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Violent Eruption

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

Instant

Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players.

Madness {1}{R}{R} (You may play this card for its madness cost at the time you discard it.)

Violent Eruption

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

Instant

Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players.

Madness {1}{R}{R} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Changes involving "threshold"

Old card (Coldsnap) New card (Time Spiral)

Aboshan's Desire

{U}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Threshold — Enchanted creature can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.)

Aboshan's Desire

{U}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Threshold — Enchanted creature can't be the target of spells or abilities as long as seven or more cards are in your graveyard.

Anurid Barkripper

{1}{G}{G}

Creature — Beast

Threshold — Anurid Barkripper gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

2/2

Anurid Barkripper

{1}{G}{G}

Creature — Beast

Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.

2/2

Aven Warcraft

{2}{W}

Instant

Creatures you control get +0/+2 until end of turn.

Threshold — Creatures you control also gain protection from the color of your choice until end of turn. (You have threshold if seven or more cards are in your graveyard.)

Aven Warcraft

{2}{W}

Instant

Creatures you control get +0/+2 until end of turn.

Threshold — If seven or more cards are in your graveyard, creatures you control also gain protection from the color of your choice until end of turn.

Barbarian Ring

Land

{T}: Add {R} to your mana pool. Barbarian Ring deals 1 damage to you.

Threshold — {R}, {T}, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.)

Barbarian Ring

Land

{T}: Add {R} to your mana pool. Barbarian Ring deals 1 damage to you.

Threshold — {R}, {T}, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard.

Battlefield Scrounger

{3}{G}{G}

Creature — Centaur

Threshold — Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once each turn. (Play this ability only if seven or more cards are in your graveyard.)

3/3

Battlefield Scrounger

{3}{G}{G}

Creature — Centaur

Threshold — Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once each turn, and only if seven or more cards are in your graveyard.

3/3

Battlewise Aven

{3}{W}

Creature — Bird Soldier

Flying

Threshold — Battlewise Aven gets +1/+1 and has first strike. (You have threshold as long as seven or more cards are in your graveyard.)

2/2

Battlewise Aven

{3}{W}

Creature — Bird Soldier

Flying

Threshold — Battlewise Aven gets +1/+1 and has first strike as long as seven or more cards are in your graveyard.

2/2

Bloodcurdler

{1}{B}

Creature — Horror

Flying

At the beginning of your upkeep, put the top card of your library into your graveyard.

Threshold — Bloodcurdler gets +1/+1 and has "At the end of your turn, remove two cards in your graveyard from the game." (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Bloodcurdler

{1}{B}

Creature — Horror

Flying

At the beginning of your upkeep, put the top card of your library into your graveyard.

Threshold — As long as seven or more cards are in your graveyard, Bloodcurdler gets +1/+1 and has "At the end of your turn, remove two cards in your graveyard from the game."

1/1

Boneshard Slasher

{1}{B}

Creature — Horror

Flying

Threshold — Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it." (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Boneshard Slasher

{1}{B}

Creature — Horror

Flying

Threshold — As long as seven or more cards are in your graveyard, Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it."

1/1

Cabal Inquisitor

{1}{B}

Creature — Minion

Threshold — {1}{B}, {T}, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery. (Play this ability only if seven or more cards are in your graveyard.)

1/1

Cabal Inquisitor

{1}{B}

Creature — Minion

Threshold — {1}{B}, {T}, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery, and only if seven or more cards are in your graveyard.

1/1

Cabal Pit

Land

{T}: Add {B} to your mana pool. Cabal Pit deals 1 damage to you.

Threshold — {B}, {T}, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)

Cabal Pit

Land

{T}: Add {B} to your mana pool. Cabal Pit deals 1 damage to you.

Threshold — {B}, {T}, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard.

Cabal Ritual

{1}{B}

Instant

Add {B}{B}{B} to your mana pool.

Threshold — Instead add {B}{B}{B}{B}{B} to your mana pool. (You have threshold if seven or more cards are in your graveyard.)

Cabal Ritual

{1}{B}

Instant

Add {B}{B}{B} to your mana pool.

Threshold — Add {B}{B}{B}{B}{B} to your mana pool instead if seven or more cards are in your graveyard.

Cabal Torturer

{1}{B}{B}

Creature — Minion

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

Threshold — {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)

1/1

Cabal Torturer

{1}{B}{B}

Creature — Minion

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

Threshold — {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard.

1/1

Centaur Chieftain

{3}{G}

Creature — Centaur

Haste

Threshold — When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn. (You have threshold if seven or more cards are in your graveyard.)

3/3

Centaur Chieftain

{3}{G}

Creature — Centaur

Haste

Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn."

3/3

Centaur Garden

Land

{T}: Add {G} to your mana pool. Centaur Garden deals 1 damage to you.

Threshold — {G}, {T}, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)

Centaur Garden

Land

{T}: Add {G} to your mana pool. Centaur Garden deals 1 damage to you.

Threshold — {G}, {T}, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. Play this ability only if seven or more cards are in your graveyard.

Cephalid Coliseum

Land

{T}: Add {U} to your mana pool. Cephalid Coliseum deals 1 damage to you.

Threshold — {U}, {T}, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. (Play this ability only if seven or more cards are in your graveyard.)

Cephalid Coliseum

Land

{T}: Add {U} to your mana pool. Cephalid Coliseum deals 1 damage to you.

Threshold — {U}, {T}, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Play this ability only if seven or more cards are in your graveyard.

Cephalid Sage

{3}{U}

Creature — Cephalid

Threshold — When Cephalid Sage comes into play, draw three cards, then discard two cards. (You have threshold if seven or more cards are in your graveyard.)

2/3

Cephalid Sage

{3}{U}

Creature — Cephalid

Threshold — As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage comes into play, draw three cards, then discard two cards."

2/3

Chainflinger

{3}{R}

Creature — Beast

{1}{R}, {T}: Chainflinger deals 1 damage to target creature or player.

Threshold — {2}{R}, {T}: Chainflinger deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.)

2/2

Chainflinger

{3}{R}

Creature — Beast

{1}{R}, {T}: Chainflinger deals 1 damage to target creature or player.

Threshold — {2}{R}, {T}: Chainflinger deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard.

2/2

Childhood Horror

{3}{B}

Creature — Horror

Flying

Threshold — Childhood Horror gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)

2/2

Childhood Horror

{3}{B}

Creature — Horror

Flying

Threshold — As long as seven or more cards are in your graveyard, Childhood Horror gets +2/+2 and can't block.

2/2

Chlorophant

{G}{G}{G}

Creature — Elemental

At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant.

Threshold — At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Chlorophant

{G}{G}{G}

Creature — Elemental

At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant.

Threshold — As long as seven or more cards are in your graveyard, Chlorophant has "At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant."

1/1

Cleansing Meditation

{1}{W}{W}

Sorcery

Destroy all enchantments.

Threshold — Instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way. (You have threshold if seven or more cards are in your graveyard.)

Cleansing Meditation

{1}{W}{W}

Sorcery

Destroy all enchantments.

Threshold — If seven or more cards are in your graveyard, instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way.

Crashing Centaur

{4}{G}{G}

Creature — Centaur

{G}, Discard a card: Crashing Centaur gains trample until end of turn.

Threshold — Crashing Centaur gets +2/+2 and can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.)

3/4

Crashing Centaur

{4}{G}{G}

Creature — Centaur

{G}, Discard a card: Crashing Centaur gains trample until end of turn.

Threshold — As long as seven or more cards are in your graveyard, Crashing Centaur gets +2/+2 and can't be the target of spells or abilities.

3/4

Decaying Soil

{1}{B}{B}

Enchantment

At the beginning of your upkeep, remove a card in your graveyard from the game.

Threshold — Whenever a nontoken creature is put into your graveyard from play, you may pay {1}. If you do, return that card to your hand. (You have threshold as long as seven or more cards are in your graveyard.)

Decaying Soil

{1}{B}{B}

Enchantment

At the beginning of your upkeep, remove a card in your graveyard from the game.

Threshold — As long as seven or more cards are in your graveyard, Decaying Soil has "Whenever a nontoken creature is put into your graveyard from play, you may pay {1}. If you do, return that card to your hand."

Demoralize

{2}{R}

Instant

Each creature can't be blocked this turn except by two or more creatures.

Threshold — Creatures can't block this turn. (You have threshold if seven or more cards are in your graveyard.)

Demoralize

{2}{R}

Instant

Each creature can't be blocked this turn except by two or more creatures.

Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.

Dirty Wererat

{3}{B}

Creature — Minion Rat

{B}, Discard a card: Regenerate Dirty Wererat.

Threshold — Dirty Wererat gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)

2/3

Dirty Wererat

{3}{B}

Creature — Minion Rat

{B}, Discard a card: Regenerate Dirty Wererat.

Threshold — As long as seven or more cards are in your graveyard, Dirty Wererat gets +2/+2 and can't block.

2/3

Divine Sacrament

{1}{W}{W}

Enchantment

White creatures get +1/+1.

Threshold — White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)

Divine Sacrament

{1}{W}{W}

Enchantment

White creatures get +1/+1.

Threshold — White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard.

Epicenter

{4}{R}

Sorcery

Target player sacrifices a land.

Threshold — All players sacrifice all lands instead. (You have threshold if seven or more cards are in your graveyard.)

Epicenter

{4}{R}

Sorcery

Target player sacrifices a land.

Threshold — All players sacrifice all lands instead if seven or more cards are in your graveyard.

Far Wanderings

{2}{G}

Sorcery

Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Threshold — Instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. (You have threshold if seven or more cards are in your graveyard.)

Far Wanderings

{2}{G}

Sorcery

Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Threshold — If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them into play tapped. Then shuffle your library.

Fledgling Dragon

{2}{R}{R}

Creature — Dragon

Flying

Threshold — Fledgling Dragon gets +3/+3 and has "{R}: Fledgling Dragon gets +1/+0 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.)

2/2

Fledgling Dragon

{2}{R}{R}

Creature — Dragon

Flying

Threshold — As long as seven or more cards are in your graveyard, Fledgling Dragon gets +3/+3 and has "{R}: Fledgling Dragon gets +1/+0 until end of turn."

2/2

Frightcrawler

{1}{B}

Creature — Horror

Fear

Threshold — Frightcrawler gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Frightcrawler

{1}{B}

Creature — Horror

Fear

Threshold — As long as seven or more cards are in your graveyard, Frightcrawler gets +2/+2 and can't block.

1/1

Gloomdrifter

{3}{B}

Creature — Minion

Flying

Threshold — When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn. (You have threshold if seven or more cards are in your graveyard.)

2/2

Gloomdrifter

{3}{B}

Creature — Minion

Flying

Threshold — As long as seven or more cards are in your graveyard, Gloomdrifter has "When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn."

2/2

Grizzly Fate

{3}{G}{G}

Sorcery

Put two 2/2 green Bear creature tokens into play.

Threshold — Instead put four 2/2 green Bear creature tokens into play.

Flashback {5}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Grizzly Fate

{3}{G}{G}

Sorcery

Put two 2/2 green Bear creature tokens into play.

Threshold — Put four 2/2 green Bear creature tokens into play instead if seven or more cards are in your graveyard.

Flashback {5}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Hallowed Healer

{2}{W}

Creature — Cleric

{T}: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Threshold — {T}: Prevent the next 4 damage that would be dealt to target creature or player this turn. (Play this ability only if seven or more cards are in your graveyard.)

1/1

Hallowed Healer

{2}{W}

Creature — Cleric

{T}: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Threshold — {T}: Prevent the next 4 damage that would be dealt to target creature or player this turn. Play this ability only if seven or more cards are in your graveyard.

1/1

Hunting Grounds

{G}{W}

Enchantment

Threshold — Whenever an opponent plays a spell, you may put a creature card from your hand into play. (You have threshold as long as seven or more cards are in your graveyard.)

Hunting Grounds

{G}{W}

Enchantment

Threshold — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent plays a spell, you may put a creature card from your hand into play."

Infected Vermin

{2}{B}

Creature — Rat

{2}{B}: Infected Vermin deals 1 damage to each creature and each player.

Threshold — {3}{B}: Infected Vermin deals 3 damage to each creature and each player. (Play this ability only if seven or more cards are in your graveyard.)

1/1

Infected Vermin

{2}{B}

Creature — Rat

{2}{B}: Infected Vermin deals 1 damage to each creature and each player.

Threshold — {3}{B}: Infected Vermin deals 3 damage to each creature and each player. Play this ability only if seven or more cards are in your graveyard.

1/1

Kamahl's Desire

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has first strike.

Threshold — Enchanted creature gets +3/+0. (You have threshold as long as seven or more cards are in your graveyard.)

Kamahl's Desire

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has first strike.

Threshold — Enchanted creature gets +3/+0 as long as seven or more cards are in your graveyard.

Kamahl's Sledge

{5}{R}{R}

Sorcery

Kamahl's Sledge deals 4 damage to target creature.

Threshold — Instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller. (You have threshold if seven or more cards are in your graveyard.)

Kamahl's Sledge

{5}{R}{R}

Sorcery

Kamahl's Sledge deals 4 damage to target creature.

Threshold — If seven or more cards are in your graveyard, instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller.

Kirtar's Desire

{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack.

Threshold — Enchanted creature can't block. (You have threshold as long as seven or more cards are in your graveyard.)

Kirtar's Desire

{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack.

Threshold — Enchanted creature can't block as long as seven or more cards are in your graveyard.

Kirtar's Wrath

{4}{W}{W}

Sorcery

Destroy all creatures. They can't be regenerated.

Threshold — Instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying into play. Creatures destroyed this way can't be regenerated. (You have threshold if seven or more cards are in your graveyard.)

Kirtar's Wrath

{4}{W}{W}

Sorcery

Destroy all creatures. They can't be regenerated.

Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying into play. Creatures destroyed this way can't be regenerated.

Krosan Avenger

{2}{G}

Creature — Druid

Trample

Threshold — {1}{G}: Regenerate Krosan Avenger. (Play this ability only if seven or more cards are in your graveyard.)

3/1

Krosan Avenger

{2}{G}

Creature — Druid

Trample

Threshold — {1}{G}: Regenerate Krosan Avenger. Play this ability only if seven or more cards are in your graveyard.

3/1

Krosan Beast

{3}{G}

Creature — Squirrel Beast

Threshold — Krosan Beast gets +7/+7. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Krosan Beast

{3}{G}

Creature — Squirrel Beast

Threshold — Krosan Beast gets +7/+7 as long as seven or more cards are in your graveyard.

1/1

Krosan Restorer

{2}{G}

Creature — Druid

{T}: Untap target land.

Threshold — {T}: Untap up to three target lands. (Play this ability only if seven or more cards are in your graveyard.)

1/2

Krosan Restorer

{2}{G}

Creature — Druid

{T}: Untap target land.

Threshold — {T}: Untap up to three target lands. Play this ability only if seven or more cards are in your graveyard.

1/2

Lightning Surge

{3}{R}{R}

Sorcery

Lightning Surge deals 4 damage to target creature or player.

Threshold — Instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented.

Flashback {5}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Lightning Surge

{3}{R}{R}

Sorcery

Lightning Surge deals 4 damage to target creature or player.

Threshold — If seven or more cards are in your graveyard, instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented.

Flashback {5}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Masked Gorgon

{4}{B}

Creature — Gorgon

Green creatures and white creatures have protection from Gorgons.

Threshold — Masked Gorgon has protection from green and from white. (You have threshold as long as seven or more cards are in your graveyard.)

5/5

Masked Gorgon

{4}{B}

Creature — Gorgon

Green creatures and white creatures have protection from Gorgons.

Threshold — Masked Gorgon has protection from green and from white as long as seven or more cards are in your graveyard.

5/5

Metamorphic Wurm

{3}{G}{G}

Creature — Elephant Wurm

Threshold — Metamorphic Wurm gets +4/+4. (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Metamorphic Wurm

{3}{G}{G}

Creature — Elephant Wurm

Threshold — Metamorphic Wurm gets +4/+4 as long as seven or more cards are in your graveyard.

3/3

Mystic Crusader

{1}{W}{W}

Creature — Nomad Mystic

Protection from black and from red

Threshold — Mystic Crusader gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)

2/1

Mystic Crusader

{1}{W}{W}

Creature — Nomad Mystic

Protection from black and from red

Threshold — Mystic Crusader gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

2/1

Mystic Familiar

{1}{W}

Creature — Bird

Flying

Threshold — Mystic Familiar gets +1/+1 and has protection from black. (You have threshold as long as seven or more cards are in your graveyard.)

1/2

Mystic Familiar

{1}{W}

Creature — Bird

Flying

Threshold — Mystic Familiar gets +1/+1 and has protection from black as long as seven or more cards are in your graveyard.

1/2

Mystic Penitent

{W}

Creature — Nomad Mystic

Vigilance

Threshold — Mystic Penitent gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Mystic Penitent

{W}

Creature — Nomad Mystic

Vigilance

Threshold — Mystic Penitent gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

1/1

Mystic Visionary

{1}{W}

Creature — Nomad Mystic

Threshold — Mystic Visionary has flying. (You have threshold as long as seven or more cards are in your graveyard.)

2/1

Mystic Visionary

{1}{W}

Creature — Nomad Mystic

Threshold — Mystic Visionary has flying as long as seven or more cards are in your graveyard.

2/1

Mystic Zealot

{3}{W}

Creature — Nomad Mystic

Threshold — Mystic Zealot gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)

2/4

Mystic Zealot

{3}{W}

Creature — Nomad Mystic

Threshold — Mystic Zealot gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

2/4

Nantuko Blightcutter

{2}{G}

Creature — Insect Druid

Protection from black

Threshold — Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control. (You have threshold as long as seven or more cards are in your graveyard.)

2/2

Nantuko Blightcutter

{2}{G}

Creature — Insect Druid

Protection from black

Threshold — Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control as long as seven or more cards are in your graveyard.

2/2

Nantuko Calmer

{2}{G}{G}

Creature — Insect Druid

{G}, {T}, Sacrifice Nantuko Calmer: Destroy target enchantment.

Threshold — Nantuko Calmer gets +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)

2/3

Nantuko Calmer

{2}{G}{G}

Creature — Insect Druid

{G}, {T}, Sacrifice Nantuko Calmer: Destroy target enchantment.

Threshold — Nantuko Calmer gets +1/+1 as long as seven or more cards are in your graveyard.

2/3

Nantuko Monastery

Land

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

Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. (Play this ability only if seven or more cards are in your graveyard.)

Nantuko Monastery

Land

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

Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard.

Nimble Mongoose

{G}

Creature — Mongoose

Nimble Mongoose can't be the target of spells or abilities.

Threshold — Nimble Mongoose gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Nimble Mongoose

{G}

Creature — Mongoose

Nimble Mongoose can't be the target of spells or abilities.

Threshold — Nimble Mongoose gets +2/+2 as long as seven or more cards are in your graveyard.

1/1

Nomad Decoy

{2}{W}

Creature — Nomad

{W}, {T}: Tap target creature.

Threshold — {W}{W}, {T}: Tap two target creatures. (Play this ability only if seven or more cards are in your graveyard.)

1/2

Nomad Decoy

{2}{W}

Creature — Nomad

{W}, {T}: Tap target creature.

Threshold — {W}{W}, {T}: Tap two target creatures. Play this ability only if seven or more cards are in your graveyard.

1/2

Nomad Stadium

Land

{T}: Add {W} to your mana pool. Nomad Stadium deals 1 damage to you.

Threshold — {W}, {T}, Sacrifice Nomad Stadium: You gain 4 life. (Play this ability only if seven or more cards are in your graveyard.)

Nomad Stadium

Land

{T}: Add {W} to your mana pool. Nomad Stadium deals 1 damage to you.

Threshold — {W}, {T}, Sacrifice Nomad Stadium: You gain 4 life. Play this ability only if seven or more cards are in your graveyard.

Nut Collector

{5}{G}

Creature — Druid

At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play.

Threshold — All Squirrels get +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Nut Collector

{5}{G}

Creature — Druid

At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play.

Threshold — All Squirrels get +2/+2 as long as seven or more cards are in your graveyard.

1/1

Otarian Juggernaut

{4}

Artifact Creature

Otarian Juggernaut can't be blocked by Walls.

Threshold — Otarian Juggernaut gets +3/+0 and attacks each turn if able. (You have threshold as long as seven or more cards are in your graveyard.)

2/3

Otarian Juggernaut

{4}

Artifact Creature

Otarian Juggernaut can't be blocked by Walls.

Threshold — As long as seven or more cards are in your graveyard, Otarian Juggernaut gets +3/+0 and attacks each turn if able.

2/3

Pardic Arsonist

{2}{R}{R}

Creature — Barbarian

Threshold — When Pardic Arsonist comes into play, it deals 3 damage to target creature or player. (You have threshold if seven or more cards are in your graveyard.)

3/3

Pardic Arsonist

{2}{R}{R}

Creature — Barbarian

Threshold — As long as seven or more cards are in your graveyard, Pardic Arsonist has "When Pardic Arsonist comes into play, it deals 3 damage to target creature or player."

3/3

Patriarch's Desire

{3}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/-2.

Threshold — Enchanted creature gets an additional +2/-2. (You have threshold as long as seven or more cards are in your graveyard.)

Patriarch's Desire

{3}{B}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/-2.

Threshold — Enchanted creature gets an additional +2/-2 as long as seven or more cards are in your graveyard.

Possessed Aven

{2}{U}{U}

Creature — Bird Soldier Horror

Flying

Threshold — Possessed Aven gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target blue creature." (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Possessed Aven

{2}{U}{U}

Creature — Bird Soldier Horror

Flying

Threshold — As long as seven or more cards are in your graveyard, Possessed Aven gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target blue creature."

3/3

Possessed Barbarian

{2}{R}{R}

Creature — Barbarian Horror

First strike

Threshold — Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature." (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Possessed Barbarian

{2}{R}{R}

Creature — Barbarian Horror

First strike

Threshold — As long as seven or more cards are in your graveyard, Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature."

3/3

Possessed Centaur

{2}{G}{G}

Creature — Centaur Horror

Trample

Threshold — Possessed Centaur gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target green creature." (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Possessed Centaur

{2}{G}{G}

Creature — Centaur Horror

Trample

Threshold — As long as seven or more cards are in your graveyard, Possessed Centaur gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target green creature."

3/3

Possessed Nomad

{2}{W}{W}

Creature — Nomad Horror

Vigilance

Threshold — Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature." (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Possessed Nomad

{2}{W}{W}

Creature — Nomad Horror

Vigilance

Threshold — As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature."

3/3

Putrid Imp

{B}

Creature — Zombie Imp

Discard a card: Putrid Imp gains flying until end of turn.

Threshold — Putrid Imp gets +1/+1 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Putrid Imp

{B}

Creature — Zombie Imp

Discard a card: Putrid Imp gains flying until end of turn.

Threshold — As long as seven or more cards are in your graveyard, Putrid Imp gets +1/+1 and can't block.

1/1

Rancid Earth

{1}{B}{B}

Sorcery

Destroy target land.

Threshold — Instead destroy that land and Rancid Earth deals 1 damage to each creature and each player. (You have threshold if seven or more cards are in your graveyard.)

Rancid Earth

{1}{B}{B}

Sorcery

Destroy target land.

Threshold — If seven or more cards are in your graveyard, instead destroy that land and Rancid Earth deals 1 damage to each creature and each player.

Reborn Hero

{2}{W}

Creature — Soldier

Vigilance

Threshold — When Reborn Hero is put into a graveyard from play, you may pay {W}{W}. If you do, return Reborn Hero to play under your control. (You have threshold if seven or more cards are in your graveyard.)

2/2

Reborn Hero

{2}{W}

Creature — Soldier

Vigilance

Threshold — As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from play, you may pay {W}{W}. If you do, return Reborn Hero to play under your control."

2/2

Repentant Vampire

{3}{B}{B}

Creature — Vampire

Flying

Whenever a creature dealt damage by Repentant Vampire this turn is put into a graveyard, put a +1/+1 counter on Repentant Vampire.

Threshold — Repentant Vampire is white and has "{T}: Destroy target black creature."

3/3

Repentant Vampire

{3}{B}{B}

Creature — Vampire

Flying

Whenever a creature dealt damage by Repentant Vampire this turn is put into a graveyard, put a +1/+1 counter on Repentant Vampire.

Threshold — As long as seven or more cards are in your graveyard, Repentant Vampire is white and has "{T}: Destroy target black creature."

3/3

Seton's Desire

{2}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

Threshold — All creatures able to block enchanted creature do so. (You have threshold as long as seven or more cards are in your graveyard.)

Seton's Desire

{2}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

Threshold — As long as seven or more cards are in your graveyard, all creatures able to block enchanted creature do so.

Seton's Scout

{1}{G}

Creature — Centaur Druid

Seton's Scout can block as though it had flying.

Threshold — Seton's Scout gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

2/1

Seton's Scout

{1}{G}

Creature — Centaur Druid

Seton's Scout can block as though it had flying.

Threshold — Seton's Scout gets +2/+2 as long as seven or more cards are in your graveyard.

2/1

Shower of Coals

{3}{R}{R}

Sorcery

Shower of Coals deals 2 damage to each of up to three target creatures and/or players.

Threshold — Shower of Coals deals 4 damage to each of those creatures and/or players instead. (You have threshold if seven or more cards are in your graveyard.)

Shower of Coals

{3}{R}{R}

Sorcery

Shower of Coals deals 2 damage to each of up to three target creatures and/or players.

Threshold — Shower of Coals deals 4 damage to each of those creatures and/or players instead if seven or more cards are in your graveyard.

Silver Seraph

{5}{W}{W}{W}

Creature — Angel

Flying

Threshold — Other creatures you control get +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

6/6

Silver Seraph

{5}{W}{W}{W}

Creature — Angel

Flying

Threshold — Other creatures you control get +2/+2 as long as seven or more cards are in your graveyard.

6/6

Springing Tiger

{3}{G}

Creature — Cat

Threshold — Springing Tiger gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Springing Tiger

{3}{G}

Creature — Cat

Threshold — Springing Tiger gets +2/+2 as long as seven or more cards are in your graveyard.

3/3

Stitch Together

{B}{B}

Sorcery

Return target creature card from your graveyard to your hand.

Threshold — Instead return that card from your graveyard to play. (You have threshold if seven or more cards are in your graveyard.)

Stitch Together

{B}{B}

Sorcery

Return target creature card from your graveyard to your hand.

Threshold — Return that card from your graveyard to play instead if seven or more cards are in your graveyard.

Stone-Tongue Basilisk

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

Creature — Basilisk

Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat.

Threshold — All creatures able to block Stone-Tongue Basilisk do so. (You have threshold as long as seven or more cards are in your graveyard.)

4/5

Stone-Tongue Basilisk

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

Creature — Basilisk

Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat.

Threshold — As long as seven or more cards are in your graveyard, all creatures able to block Stone-Tongue Basilisk do so.

4/5

Swirling Sandstorm

{3}{R}

Sorcery

Threshold — Swirling Sandstorm deals 5 damage to each creature without flying. (You have threshold if seven or more cards are in your graveyard.)

Swirling Sandstorm

{3}{R}

Sorcery

Threshold — Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard.

Thermal Blast

{4}{R}

Instant

Thermal Blast deals 3 damage to target creature.

Threshold — Thermal Blast deals 5 damage to that creature instead. (You have threshold if seven or more cards are in your graveyard.)

Thermal Blast

{4}{R}

Instant

Thermal Blast deals 3 damage to target creature.

Threshold — Thermal Blast deals 5 damage to that creature instead if seven or more cards are in your graveyard.

Toxic Stench

{1}{B}

Instant

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

Threshold — Instead destroy that creature. It can't be regenerated. (You have threshold if seven or more cards are in your graveyard.)

Toxic Stench

{1}{B}

Instant

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

Threshold — If seven or more cards are in your graveyard, instead destroy that creature. It can't be regenerated.

Treacherous Vampire

{4}{B}

Creature — Vampire

Flying

Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.

Threshold — Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire is put into a graveyard from play, you lose 6 life."

4/4

Treacherous Vampire

{4}{B}

Creature — Vampire

Flying

Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.

Threshold — As long as seven or more cards are in your graveyard, Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire is put into a graveyard from play, you lose 6 life."

4/4

Treacherous Werewolf

{2}{B}

Creature — Minion Wolf

Threshold — Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life." (You have threshold as long as seven or more cards are in your graveyard.)

2/2

Treacherous Werewolf

{2}{B}

Creature — Minion Wolf

Threshold — As long as seven or more cards are in your graveyard, Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life."

2/2

Vigilant Sentry

{1}{W}{W}

Creature — Nomad

Threshold — Vigilant Sentry gets +1/+1 and has "{T}: Target attacking or blocking creature gets +3/+3 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.)

2/2

Vigilant Sentry

{1}{W}{W}

Creature — Nomad

Threshold — As long as seven or more cards are in your graveyard, Vigilant Sentry gets +1/+1 and has "{T}: Target attacking or blocking creature gets +3/+3 until end of turn."

2/2

Wayward Angel

{4}{W}{W}

Creature — Angel Horror

Flying, vigilance

Threshold — Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature." (You have threshold as long as seven or more cards are in your graveyard.)

4/4

Wayward Angel

{4}{W}{W}

Creature — Angel Horror

Flying, vigilance

Threshold — As long as seven or more cards are in your graveyard, Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature."

4/4

Werebear

{1}{G}

Creature — Druid Bear

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

Threshold — Werebear gets +3/+3. (You have threshold as long as seven or more cards are in your graveyard.)

1/1

Werebear

{1}{G}

Creature — Druid Bear

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

Threshold — Werebear gets +3/+3 as long as seven or more cards are in your graveyard.

1/1

Changes involving "you may tap or untap"

Old card (Coldsnap) New card (Time Spiral)

Chain Stasis

{U}

Instant

Tap or untap target creature. Then that creature's controller may pay {2}{U}. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain Stasis

{U}

Instant

You may tap or untap target creature. Then that creature's controller may pay {2}{U}. If the player does, he or she may copy this spell and may choose a new target for that copy.

Elder Druid

{3}{G}

Creature — Cleric

{3}{G}, {T}: Tap or untap target artifact, creature, or land.

2/2

Elder Druid

{3}{G}

Creature — Cleric

{3}{G}, {T}: You may tap or untap target artifact, creature, or land.

2/2

Hyperion Blacksmith

{1}{R}{R}

Creature — Smith

{T}: Tap or untap target artifact an opponent controls.

2/2

Hyperion Blacksmith

{1}{R}{R}

Creature — Smith

{T}: You may tap or untap target artifact an opponent controls.

2/2

Jolt

{2}{U}

Instant

Tap or untap target artifact, creature, or land.

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

Jolt

{2}{U}

Instant

You may tap or untap target artifact, creature, or land.

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

Mind Over Matter

{2}{U}{U}{U}{U}

Enchantment

Discard a card: Tap or untap target artifact, creature, or land.

Mind Over Matter

{2}{U}{U}{U}{U}

Enchantment

Discard a card: You may tap or untap target artifact, creature, or land.

Psychic Puppetry

{1}{U}

Instant — Arcane

Tap or untap target permanent.

Splice onto Arcane {U} (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Psychic Puppetry

{1}{U}

Instant — Arcane

You may tap or untap target permanent.

Splice onto Arcane {U} (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Puppet Strings

{3}

Artifact

{2}, {T}: Tap or untap target creature.

Puppet Strings

{3}

Artifact

{2}, {T}: You may tap or untap target creature.

Puppeteer

{2}{U}

Creature — Human Wizard

{U}, {T}: Tap or untap target creature.

1/2

Puppeteer

{2}{U}

Creature — Human Wizard

{U}, {T}: You may tap or untap target creature.

1/2

Rimewind Taskmage

{1}{U}

Creature — Human Wizard

{1}, {T}: Tap or untap target permanent. Play this ability only if you control four or more snow permanents.

1/2

Rimewind Taskmage

{1}{U}

Creature — Human Wizard

{1}, {T}: You may tap or untap target permanent. Play this ability only if you control four or more snow permanents.

1/2

Sword of the Paruns

{4}

Artifact — Equipment

As long as equipped creature is tapped, tapped creatures you control get +2/+0.

As long as equipped creature is untapped, untapped creatures you control get +0/+2.

{3}: Tap or untap equipped creature.

Equip {3}

Sword of the Paruns

{4}

Artifact — Equipment

As long as equipped creature is tapped, tapped creatures you control get +2/+0.

As long as equipped creature is untapped, untapped creatures you control get +0/+2.

{3}: You may tap or untap equipped creature.

Equip {3}

Teardrop Kami

{U}

Creature — Spirit

Sacrifice Teardrop Kami: Tap or untap target creature.

1/1

Teardrop Kami

{U}

Creature — Spirit

Sacrifice Teardrop Kami: You may tap or untap target creature.

1/1

Telekinetic Bonds

{2}{U}{U}{U}

Enchantment

Whenever a player discards a card, you may pay {1}{U}. If you do, tap or untap target permanent.

Telekinetic Bonds

{2}{U}{U}{U}

Enchantment

Whenever a player discards a card, you may pay {1}{U}. If you do, you may tap or untap target permanent.

Teller of Tales

{3}{U}{U}

Creature — Spirit

Flying

Whenever you play a Spirit or Arcane spell, tap or untap target creature.

3/3

Teller of Tales

{3}{U}{U}

Creature — Spirit

Flying

Whenever you play a Spirit or Arcane spell, you may tap or untap target creature.

3/3

Tidal Bore

{1}{U}

Instant

You may return an Island you control to its owner's hand rather than pay Tidal Bore's mana cost.

Tap or untap target creature.

Tidal Bore

{1}{U}

Instant

You may return an Island you control to its owner's hand rather than pay Tidal Bore's mana cost.

You may tap or untap target creature.

Toils of Night and Day

{2}{U}

Instant — Arcane

Tap or untap target permanent, then tap or untap another target permanent.

Toils of Night and Day

{2}{U}

Instant — Arcane

You may tap or untap target permanent, then you may tap or untap another target permanent.

Trickster Mage

{U}

Creature — Spellshaper

{U}, {T}, Discard a card: Tap or untap target artifact, creature, or land.

1/1

Trickster Mage

{U}

Creature — Spellshaper

{U}, {T}, Discard a card: You may tap or untap target artifact, creature, or land.

1/1

Twiddle

{U}

Instant

Tap or untap target artifact, creature, or land.

Twiddle

{U}

Instant

You may tap or untap target artifact, creature, or land.

Twitch

{2}{U}

Instant

Tap or untap target artifact, creature, or land.

Draw a card.

Twitch

{2}{U}

Instant

You may tap or untap target artifact, creature, or land.

Draw a card.

Changes to reminder text only

Old card (Coldsnap) New card (Time Spiral)

Bind

{1}{G}

Instant

Counter target activated ability. (Mana abilities can't be countered.)

Draw a card.

Bind

{1}{G}

Instant

Counter target activated ability. (Mana abilities can't be targeted.)

Draw a card.

Brown Ouphe

{G}

Creature — Ouphe

{1}{G}, {T}: Counter target activated ability from an artifact source. (Mana abilities can't be countered.)

1/1

Brown Ouphe

{G}

Creature — Ouphe

{1}{G}, {T}: Counter target activated ability from an artifact source. (Mana abilities can't be targeted.)

1/1

Stifle

{U}

Instant

Counter target activated or triggered ability. (Mana abilities can't be countered.)

Stifle

{U}

Instant

Counter target activated or triggered ability. (Mana abilities can't be targeted.)

New cards

Old card (Coldsnap) New card (Time Spiral)

AEther Web

{1}{G}

Enchantment — Aura

Flash (You may play this spell any time you could play an instant.)

Enchant creature

Enchanted creature gets +1/+1, can block as though it had flying, and can block creatures with shadow as though they didn't have shadow.

AEtherflame Wall

{1}{R}

Creature — Wall

Defender

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

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

0/4

Academy Ruins

Legendary Land

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

{1}{U}, {T}: Put target artifact card in your graveyard on top of your library.

Amrou Scout

{1}{W}

Creature — Kithkin Rebel Scout

{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library.

2/1

Amrou Seekers

{2}{W}

Creature — Kithkin Rebel

Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.

2/2

Ancestral Vision

Sorcery

Ancestral Vision is blue.

Suspend 4—{U} (Rather than play this card from your hand, pay {U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Target player draws three cards.

Ancient Grudge

{1}{R}

Instant

Destroy target artifact.

Flashback {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Angel's Grace

{W}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

Ashcoat Bear

{1}{G}

Creature — Bear

Flash (You may play this spell any time you could play an instant.)

2/2

Aspect of Mongoose

{1}{G}

Enchantment — Aura

Enchant creature

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

When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.

Assassinate

{2}{B}

Sorcery

Destroy target tapped creature.

Assembly-Worker

{3}

Artifact Creature — Assembly-Worker

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

2/2

Barbed Shocker

{3}{R}

Creature — Insect

Trample, haste

Whenever Barbed Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

2/2

Basal Sliver

{2}{B}

Creature — Sliver

All Slivers have "Sacrifice this creature: Add {B}{B} to your mana pool."

2/2

Basalt Gargoyle

{2}{R}

Creature — Gargoyle

Flying

Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

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

3/2

Benalish Cavalry

{1}{W}

Creature — Human Knight

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

2/2

Bewilder

{2}{U}

Instant

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

Draw a card.

Blazing Blade 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.)

{2}: Blazing Blade Askari becomes colorless until end of turn.

2/2

Bogardan Hellkite

{6}{R}{R}

Creature — Dragon

Flash (You may play this spell any time you could play an instant.)

Flying

When Bogardan Hellkite comes into play, it deals 5 damage divided as you choose among any number of target creatures and/or players.

5/5

Bogardan Rager

{5}{R}

Creature — Elemental

Flash (You may play this spell any time you could play an instant.)

When Bogardan Rager comes into play, target creature gets +4/+0 until end of turn.

3/4

Bonesplitter Sliver

{3}{R}

Creature — Sliver

All Slivers get +2/+0.

2/2

Brass Gnat

{1}

Artifact Creature — Insect

Flying

Brass Gnat doesn't untap during your untap step.

At the beginning of your upkeep, you may pay {1}. If you do, untap Brass Gnat.

1/1

Brine Elemental

{4}{U}{U}

Creature — Elemental

Morph {5}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Brine Elemental is turned face up, each opponent skips his or her next untap step.

5/4

Calciform Pools

Land

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

{1}, {T}: Put a storage counter on Calciform Pools.

{1}, Remove X storage counters from Calciform Pools: Add X mana in any combination of {W} and/or {U} to your mana pool.

Call to the Netherworld

{B}

Sorcery

Return target black creature card from your graveyard to your hand.

Madness {0} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Cancel

{1}{U}{U}

Instant

Counter target spell.

Candles of Leng

{2}

Artifact

{4}, {T}: Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.

Careful Consideration

{2}{U}{U}

Instant

Target player draws four cards, then discards three cards. If you played this spell during your main phase, instead that player draws four cards, then discards two cards.

Castle Raptors

{4}{W}

Creature — Bird Soldier

Flying

As long as Castle Raptors is untapped, it gets +0/+2.

3/3

Cavalry Master

{2}{W}{W}

Creature — Human Knight

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

Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)

3/3

Celestial Crusader

{2}{W}{W}

Creature — Spirit

Flash (You may play this spell any time you could play an instant.)

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Flying

Other white creatures get +1/+1.

2/2

Chameleon Blur

{3}{G}

Instant

Prevent all damage that creatures would deal to players this turn.

Children of Korlis

{W}

Creature — Human Rebel Cleric

Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)

1/1

Chromatic Star

{1}

Artifact

{1}, {T}, Sacrifice Chromatic Star: Add one mana of any color to your mana pool.

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

Chronatog Totem

{3}

Artifact

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

{1}{U}: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn.

{0}: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn and only if Chronatog Totem is a creature.

Chronosavant

{5}{W}

Creature — Giant

{1}{W}: Return Chronosavant from your graveyard to play tapped. You skip your next turn.

5/5

Clockspinning

{U}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

Clockwork Hydra

{5}

Artifact Creature — Hydra

Clockwork Hydra comes into play with four +1/+1 counters on it.

Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to target creature or player.

{T}: Put a +1/+1 counter on Clockwork Hydra.

0/0

Cloudchaser Kestrel

{1}{W}{W}

Creature — Bird

Flying

When Cloudchaser Kestrel comes into play, destroy target enchantment.

{W}: Target permanent becomes white until end of turn.

2/2

Coal Stoker

{3}{R}

Creature — Elemental

When Coal Stoker comes into play, if you played it from your hand, add {R}{R}{R} to your mana pool.

3/3

Conflagrate

{X}{X}{R}

Sorcery

Conflagrate deals X damage divided as you choose among any number of target creatures and/or players.

Flashback—{R}{R}, Discard X cards. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Coral Trickster

{1}{U}

Creature — Merfolk Rogue

Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Coral Trickster is turned face up, you may tap or untap target permanent.

2/1

Corpulent Corpse

{5}{B}

Creature — Zombie

Fear

Suspend 5—{B} (Rather than play this card from your hand, you may pay {B} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

3/3

Crookclaw Transmuter

{3}{U}

Creature — Bird Wizard

Flash (You may play this spell any time you could play an instant.)

Flying

When Crookclaw Transmuter comes into play, switch target creature's power and toughness until end of turn.

3/1

Curse of the Cabal

{9}{B}

Sorcery

Target player sacrifices half the permanents he or she controls, rounded down.

Suspend 2—{2}{B}{B}

At the beginning of each player's upkeep, if Curse of the Cabal is suspended, that player may sacrifice a permanent. If he or she does, put two time counters on Curse of the Cabal.

Cyclopean Giant

{2}{B}{B}

Creature — Zombie Giant

When Cyclopean Giant is put into a graveyard from play, target land becomes a Swamp. Remove Cyclopean Giant from the game.

4/2

D'Avenant Healer

{1}{W}{W}

Creature — Human Cleric Archer

{T}: D'Avenant Healer deals 1 damage to target attacking or blocking creature.

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

1/2

Dark Withering

{4}{B}{B}

Instant

Destroy target nonblack creature.

Madness {B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Deathspore Thallid

{1}{B}

Creature — Zombie Fungus

At the beginning of your upkeep, put a spore counter on Deathspore Thallid.

Remove three spore counters from Deathspore Thallid: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.

1/1

Deep-Sea Kraken

{7}{U}{U}{U}

Creature — Kraken

Deep-Sea Kraken is unblockable.

Suspend 9—{2}{U}

Whenever an opponent plays a spell, if Deep-Sea Kraken is suspended, remove a time counter from it.

6/6

Dementia Sliver

{3}{U}{B}

Creature — Sliver

All Slivers have "{T}: Name a card. Target opponent reveals a card at random from his or her hand. If it's the named card, that player discards it. Play this ability only during your turn."

3/3

Demonic Collusion

{3}{B}{B}

Sorcery

Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Search your library for a card and put that card into your hand. Then shuffle your library.

Detainment Spell

{W}

Enchantment — Aura

Enchant creature

Enchanted creature's activated abilities can't be played.

{1}{W}: Attach Detainment Spell to target creature.

Divine Congregation

{3}{W}

Sorcery

You gain 2 life for each creature target player controls.

Suspend 5—{1}{W} (Rather than play this card from your hand, you may pay {1}{W} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Draining Whelk

{4}{U}{U}

Creature — Illusion

Flash (You may play this spell any time you could play an instant.)

Flying

When Draining Whelk comes into play, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost.

1/1

Dralnu, Lich Lord

{3}{U}{B}

Legendary Creature — Zombie Lord

If damage would be dealt to Dralnu, sacrifice that many permanents instead.

{T}: Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.)

3/3

Dread Return

{2}{B}{B}

Sorcery

Return target creature card from your graveyard to play.

Flashback—Sacrifice three creatures. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Dreadship Reef

Land

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

{1}, {T}: Put a storage counter on Dreadship Reef.

{1}, Remove X storage counters from Dreadship Reef: Add X mana in any combination of {U} and/or {B} to your mana pool.

Dream Stalker

{1}{U}

Creature — Illusion

When Dream Stalker comes into play, return a permanent you control to its owner's hand.

1/5

Drifter il-Dal

{U}

Creature — Human Wizard

Shadow (This creature can block or be blocked by only creatures with shadow.)

At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay {U}.

2/1

Drudge Reavers

{3}{B}

Creature — Skeleton

Flash (You may play this spell any time you could play an instant.)

{B}: Regenerate Drudge Reavers.

2/1

Durkwood Baloth

{4}{G}{G}

Creature — Beast

Suspend 5—{G} (Rather than play this card from your hand, you may pay {G} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

5/5

Durkwood Tracker

{4}{G}

Creature — Giant

{1}{G}, {T}: If Durkwood Tracker is in play, it deals damage equal to its power to target attacking creature. That creature deals damage equal to its power to Durkwood Tracker.

4/3

Duskrider Peregrine

{5}{W}

Creature — Bird

Flying, protection from black

Suspend 3—{1}{W} (Rather than play this card from your hand, you may pay {1}{W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

3/3

Empty the Warrens

{3}{R}

Sorcery

Put two 1/1 red Goblin creature tokens into play.

Storm (When you play this spell, copy it for each spell played before it this turn.)

Endrek Sahr, Master Breeder

{4}{B}

Legendary Creature — Human Wizard

Whenever you play a creature spell, put X 1/1 black Thrull creature tokens into play, where X is that spell's converted mana cost.

When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.

2/2

Errant Doomsayers

{1}{W}

Creature — Human Rebel

{T}: Tap target creature with toughness 2 or less.

1/1

Errant Ephemeron

{6}{U}

Creature — Illusion

Flying

Suspend 4—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

4/4

Eternity Snare

{5}{U}

Enchantment — Aura

Enchant creature

When Eternity Snare comes into play, draw a card.

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

Evangelize

{4}{W}

Sorcery

Buyback {2}{W}{W} (You may pay an additional {2}{W}{W} as you play this spell. If you do, put this card into your hand as it resolves.)

Gain control of target creature of an opponent's choice that he or she controls.

Evil Eye of Urborg

{4}{B}

Creature — Eye

Non-Eye creatures you control can't attack.

Whenever Evil Eye of Urborg becomes blocked by a creature, destroy that creature.

6/3

Faceless Devourer

{2}{B}

Creature — Nightmare Horror

Shadow (This creature can block or be blocked by only creatures with shadow.)

When Faceless Devourer comes into play, remove another target creature with shadow from the game.

When Faceless Devourer leaves play, return the removed card to play under its owner's control.

2/1

Fallen Ideal

{2}{B}

Enchantment — Aura

Enchant creature

Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."

When Fallen Ideal is put into a graveyard from play, return Fallen Ideal to its owner's hand.

Fathom Seer

{1}{U}

Creature — Illusion

Morph—Return two Islands you control to their owner's hand. (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Fathom Seer is turned face up, draw two cards.

1/3

Feebleness

{1}{B}

Enchantment — Aura

Flash (You may play this spell any time you could play an instant.)

Enchant creature

Enchanted creature gets -2/-1.

Firemaw Kavu

{5}{R}

Creature — Kavu

Echo {5}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Firemaw Kavu comes into play, it deals 2 damage to target creature.

When Firemaw Kavu leaves play, it deals 4 damage to target creature.

4/2

Firewake Sliver

{1}{R}{G}

Creature — Sliver

All Slivers have haste and "{1}, Sacrifice this creature: Target Sliver gets +2/+2 until end of turn."

1/1

Flagstones of Trokair

Legendary Land

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

When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library.

Flamecore Elemental

{2}{R}{R}

Creature — Elemental

Echo {2}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

5/4

Fledgling Mawcor

{3}{U}

Creature — Beast

Flying

{T}: Fledgling Mawcor deals 1 damage to target creature or player.

Morph {U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/2

Flickering Spirit

{3}{W}

Creature — Spirit

Flying

{3}{W}: Remove Flickering Spirit from the game, then return it to play under its owner's control.

2/2

Flowstone Channeler

{2}{R}

Creature — Human Spellshaper

{1}{R}, {T}, Discard a card: Target creature gets +1/-1 and gains haste until end of turn.

2/2

Fool's Demise

{4}{U}

Enchantment — Aura

Enchant creature

When enchanted creature is put into a graveyard, return that creature to play under your control.

When Fool's Demise is put into a graveyard from play, return Fool's Demise to its owner's hand.

Foriysian Interceptor

{3}{W}

Creature — Human Soldier

Flash (You may play this spell any time you could play an instant.)

Defender

Foriysian Interceptor can block an additional creature.

0/5

Foriysian Totem

{3}

Artifact

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

{4}{R}: Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn.

As long as Foriysian Totem is a creature, it can block an additional creature.

Fortify

{2}{W}

Instant

Choose one — Creatures you control get +2/+0 until end of turn; or creatures you control get +0/+2 until end of turn.

Fortune Thief

{4}{R}

Creature — Human Rogue

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

Morph {R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

0/1

Fungal Reaches

Land

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

{1}, {T}: Put a storage counter on Fungal Reaches.

{1}, Remove X storage counters from Fungal Reaches: Add X mana in any combination of {R} and/or {G} to your mana pool.

Fungus Sliver

{3}{G}

Creature — Fungus Sliver

All Slivers have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.)

2/2

Fury Sliver

{5}{R}

Creature — Sliver

All Slivers have double strike.

3/3

Gauntlet of Power

{5}

Artifact

As Gauntlet of Power comes into play, choose a color.

Creatures of the chosen color get +1/+1.

Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool.

Gaze of Justice

{W}

Sorcery

As an additional cost to play Gaze of Justice, tap three untapped white creatures you control.

Remove target creature from the game.

Flashback {5}{W} (You may play this card from your graveyard for its flashback cost and any additional costs. Then remove it from the game.)

Gemhide Sliver

{1}{G}

Creature — Sliver

All Slivers have "{T}: Add one mana of any color to your mana pool."

1/1

Gemstone Caverns

Legendary Land

If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.

{T}: Add {1} to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.

Ghitu Firebreathing

{1}{R}

Enchantment — Aura

Flash (You may play this spell any time you could play an instant.)

Enchant creature

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

{R}: Return Ghitu Firebreathing to its owner's hand.

Ghostflame Sliver

{B}{R}

Creature — Sliver

All Slivers are colorless.

2/2

Glass Asp

{1}{G}{G}

Creature — Snake

Whenever Glass Asp deals combat damage to a player, that player loses 2 life at the beginning of his or her next draw step unless he or she pays {2} before that step.

2/1

Goblin Skycutter

{1}{R}

Creature — Goblin Warrior

Sacrifice Goblin Skycutter: Goblin Skycutter deals 2 damage to target creature with flying. That creature loses flying until end of turn.

2/1

Gorgon Recluse

{3}{B}{B}

Creature — Gorgon

Whenever Gorgon Recluse blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.

Madness {B}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

2/4

Grapeshot

{1}{R}

Sorcery

Grapeshot deals 1 damage to target creature or player.

Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Greater Gargadon

{9}{R}

Creature — Beast

Suspend 10—{R}

Sacrifice an artifact, creature, or land: Remove a time counter from Greater Gargadon. Play this ability only if Greater Gargadon is suspended.

9/7

Greenseeker

{G}

Creature — Elf Spellshaper

{G}, {T}, Discard a card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

1/1

Griffin Guide

{2}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has flying.

When enchanted creature is put into a graveyard, put a 2/2 white Griffin creature token with flying into play.

Ground Rift

{R}

Sorcery

Target creature without flying can't block this turn.

Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Gustcloak Cavalier

{3}{W}{W}

Creature — Human Knight

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

Whenever Gustcloak Cavalier attacks, you may tap target creature.

Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat.

2/2

Harmonic Sliver

{1}{G}{W}

Creature — Sliver

All Slivers have "When this creature comes into play, destroy target artifact or enchantment."

1/1

Haunting Hymn

{4}{B}{B}

Instant

Target player discards two cards. If you played this spell during your main phase, that player discards four cards instead.

Havenwood Wurm

{6}{G}

Creature — Wurm

Flash (You may play this spell any time you could play an instant.)

Trample

5/6

Herd Gnarr

{3}{G}

Creature — Beast

Whenever another creature comes into play under your control, Herd Gnarr gets +2/+2 until end of turn.

2/2

Hivestone

{2}

Artifact

Creatures you control are Slivers in addition to their other creature types.

Hypergenesis

Sorcery

Hypergenesis is green.

Suspend 3—{1}{G}{G}

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

Ib Halfheart, Goblin Tactician

{3}{R}

Legendary Creature — Goblin Advisor

Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it.

Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens into play.

3/2

Icatian Crier

{2}{W}

Creature — Human Spellshaper

{1}{W}, {T}, Discard a card: Put two 1/1 white Citizen creature tokens into play.

1/1

Ignite Memories

{4}{R}

Sorcery

Target player reveals a card at random from his or her hand. Ignite Memories deals damage to that player equal to that card's converted mana cost.

Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Ironclaw Buzzardiers

{2}{R}

Creature — Orc Scout

Ironclaw Buzzardiers can't block creatures with power 2 or greater.

{R}: Ironclaw Buzzardiers gains flying until end of turn.

2/2

Ith, High Arcanist

{5}{W}{U}

Legendary Creature — Human Wizard

Vigilance

{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Suspend 4—{W}{U}

3/5

Ivory Giant

{5}{W}{W}

Creature — Giant

When Ivory Giant comes into play, tap all nonwhite creatures.

Suspend 5—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

3/4

Ixidron

{3}{U}{U}

Creature — Illusion

As Ixidron comes into play, turn all other nontoken creatures in play face down. They're 2/2 creatures.

Ixidron's power and toughness are each equal to the number of face-down creatures in play.

*/*

Jaya Ballard, Task Mage

{1}{R}{R}

Legendary Creature — Human Spellshaper

{R}, {T}, Discard a card: Destroy target blue permanent.

{1}{R}, {T}, Discard a card: Jaya Ballard, Task Mage deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.

{5}{R}{R}, {T}, Discard a card: Jaya Ballard deals 6 damage to each creature and each player.

2/2

Jedit's Dragoons

{5}{W}

Creature — Cat Soldier

Vigilance

When Jedit's Dragoons comes into play, you gain 4 life.

2/5

Jhoira's Timebug

{2}

Artifact Creature — Insect

{T}: Choose target permanent you control or suspended card you own. If that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it.

1/2

Kaervek the Merciless

{5}{B}{R}

Legendary Creature — Human Shaman

Whenever an opponent plays a spell, Kaervek the Merciless deals damage to target creature or player equal to that spell's converted mana cost.

5/4

Keldon Halberdier

{4}{R}

Creature — Human Warrior

First strike

Suspend 4—{R} (Rather than play this card from your hand, you may pay {R} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

4/1

Kher Keep

Legendary Land

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

{1}{R}, {T}: Put a 0/1 red Kobold creature token named Kobolds of Kher Keep into play.

Knight of the Holy Nimbus

{W}{W}

Creature — Human Rebel Knight

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

If Knight of the Holy Nimbus would be destroyed, regenerate it.

{2}: Knight of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability.

2/2

Krosan Grip

{2}{G}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Destroy target artifact or enchantment.

Liege of the Pit

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

Creature — Demon

Flying, trample

At the beginning of your upkeep, sacrifice a creature other than Liege of the Pit. If you can't, Liege of the Pit deals 7 damage to you.

Morph {B}{B}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

7/7

Lightning Axe

{R}

Instant

As an additional cost to play Lightning Axe, discard a card or pay {5}.

Lightning Axe deals 5 damage to target creature.

Lim-Dul the Necromancer

{5}{B}{B}

Legendary Creature — Human Wizard

Whenever a creature an opponent controls is put into a graveyard from play, you may pay {1}{B}. If you do, return that card to play under your control. If it's a creature, it's a Zombie in addition to its other creature types.

{1}{B}: Regenerate target Zombie.

4/4

Living End

Sorcery

Living End is black.

Suspend 3—{2}{B}{B}

Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way.

Locket of Yesterdays

{1}

Artifact

Spells you play cost {1} less to play for each card with the same name as that spell in your graveyard.

Looter il-Kor

{1}{U}

Creature — Kor Rogue

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card.

1/1

Lotus Bloom

Artifact

Suspend 3—{0} (Rather than play this card from your hand, pay {0} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

{T}, Sacrifice Lotus Bloom: Add three mana of any one color to your mana pool.

Magus of the Candelabra

{G}

Creature — Human Wizard

{X}, {T}: Untap X target lands.

1/2

Magus of the Disk

{2}{W}{W}

Creature — Human Wizard

Magus of the Disk comes into play tapped.

{1}, {T}: Destroy all artifacts, creatures, and enchantments.

2/4

Magus of the Jar

{3}{U}{U}

Creature — Human Wizard

{T}, Sacrifice Magus of the Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

3/3

Magus of the Mirror

{4}{B}{B}

Creature — Human Wizard

{T}, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Play this ability only during your upkeep.

4/2

Magus of the Scroll

{R}

Creature — Human Wizard

{3}, {T}: Name a card. Reveal a card at random from your hand. If it's the named card, Magus of the Scroll deals 2 damage to target creature or player.

1/1

Mana Skimmer

{3}{B}

Creature — Leech

Flying

Whenever Mana Skimmer deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step.

2/2

Mangara of Corondor

{1}{W}{W}

Legendary Creature — Human Wizard

{T}: Remove Mangara of Corondor and target permanent from the game.

1/1

Might Sliver

{4}{G}

Creature — Sliver

All Slivers get +2/+2.

2/2

Might of Old Krosa

{G}

Instant

Target creature gets +2/+2 until end of turn. If you played this spell during your main phase, that creature gets +4/+4 until end of turn instead.

Mindlash Sliver

{B}

Creature — Sliver

All Slivers have "{1}, Sacrifice this creature: Each player discards a card."

1/1

Mindstab

{5}{B}

Sorcery

Target player discards three cards.

Suspend 4—{B} (Rather than play this card from your hand, you may pay {B} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Mishra, Artificer Prodigy

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

Legendary Creature — Human Artificer

Whenever you play an artifact spell, you may search your graveyard, hand, and/or library for a card with the same name as that spell and put it into play. If you search your library this way, shuffle it.

4/4

Mogg War Marshal

{1}{R}

Creature — Goblin Warrior

Echo {1}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Mogg War Marshal comes into play or is put into a graveyard from play, put a 1/1 red Goblin creature token into play.

1/1

Molder

{X}{G}

Instant

Destroy target artifact or enchantment with converted mana cost X. It can't be regenerated. You gain X life.

Molten Slagheap

Land

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

{1}, {T}: Put a storage counter on Molten Slagheap.

{1}, Remove X storage counters from Molten Slagheap: Add X mana in any combination of {B} and/or {R} to your mana pool.

Momentary Blink

{1}{W}

Instant

Remove target creature you control from the game, then return it to play under its owner's control.

Flashback {3}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Moonlace

{U}

Instant

Target spell or permanent becomes colorless.

Mwonvuli Acid-Moss

{2}{G}{G}

Sorcery

Destroy target land. Search your library for a Forest card and put that card into play tapped. Then shuffle your library.

Mystical Teachings

{3}{U}

Instant

Search your library for an instant card or a card with flash, reveal it, and put it into your hand. Then shuffle your library.

Flashback {5}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Nantuko Shaman

{2}{G}

Creature — Insect Shaman

When Nantuko Shaman comes into play, if you control no tapped lands, draw a card.

Suspend 1—{2}{G}{G} (Rather than play this card from your hand, you may pay {2}{G}{G} and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

3/2

Nether Traitor

{B}{B}

Creature — Spirit

Haste

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever another creature is put into your graveyard from play, you may pay {B}. If you do, return Nether Traitor from your graveyard to play.

1/1

Nightshade Assassin

{2}{B}{B}

Creature — Human Assassin

First strike

When Nightshade Assassin comes into play, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.

Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

2/1

Norin the Wary

{R}

Legendary Creature — Human Warrior

When a player plays a spell or a creature attacks, remove Norin the Wary from the game. Return it to play under its owner's control at end of turn.

2/1

Opal Guardian

{W}{W}{W}

Enchantment

When an opponent plays a creature spell, if Opal Guardian is an enchantment, Opal Guardian becomes a 3/4 Gargoyle creature with flying and protection from red.

Opaline Sliver

{1}{W}{U}

Creature — Sliver

All Slivers have "Whenever this creature becomes the target of a spell an opponent controls, you may draw a card."

2/2

Ophidian Eye

{2}{U}

Enchantment — Aura

Flash (You may play this spell any time you could play an instant.)

Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.

Orcish Cannonade

{1}{R}{R}

Instant

Orcish Cannonade deals 2 damage to target creature or player and 3 damage to you.

Draw a card.

Outrider en-Kor

{2}{W}

Creature — Kor Rebel Knight

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

{0}: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.

2/2

Paradise Plume

{4}

Artifact

As Paradise Plume comes into play, choose a color.

Whenever a player plays a spell of the chosen color, you may gain 1 life.

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

Paradox Haze

{2}{U}

Enchantment — Aura

Enchant player

At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.

Pardic Dragon

{4}{R}{R}

Creature — Dragon

Flying

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

Suspend 2—{R}{R}

Whenever an opponent plays a spell, if Pardic Dragon is suspended, that player may put a time counter on Pardic Dragon.

4/4

Pendelhaven Elder

{1}{G}

Creature — Elf Shaman

{T}: Each 1/1 creature you control gets +1/+2 until end of turn.

1/1

Pentarch Paladin

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

Creature — Human Knight

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

As Pentarch Paladin comes into play, choose a color.

{W}{W}, {T}: Destroy target permanent of the chosen color.

3/3

Pentarch Ward

{2}{W}

Enchantment — Aura

Enchant creature

As Pentarch Ward comes into play, choose a color.

When Pentarch Ward comes into play, draw a card.

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

Penumbra Spider

{2}{G}{G}

Creature — Spider

Penumbra Spider can block as though it had flying.

When Penumbra Spider is put into a graveyard from play, put a 2/4 black Spider creature token into play that can block as though it had flying.

2/4

Phantom Wurm

{4}{G}{G}

Creature — Wurm Spirit

Phantom Wurm comes into play with four +1/+1 counters on it.

If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm.

2/0

Phthisis

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

Sorcery

Destroy target creature. Its controller loses life equal to its power plus its toughness.

Suspend 5—{1}{B} (Rather than play this card from your hand, you may pay {1}{B} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Phyrexian Totem

{3}

Artifact

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

{2}{B}: Phyrexian Totem becomes a 5/5 black Horror artifact creature with trample until end of turn.

Whenever Phyrexian Totem is dealt damage, if it's a creature, sacrifice that many permanents.

Pit Keeper

{1}{B}

Creature — Human Wizard

When Pit Keeper comes into play, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

2/1

Plague Sliver

{2}{B}{B}

Creature — Sliver

All Slivers have "At the beginning of your upkeep, this creature deals 1 damage to you."

5/5

Plated Pegasus

{2}{W}

Creature — Pegasus

Flash (You may play this spell any time you could play an instant.)

Flying

If a spell would deal damage to a creature or player, prevent 1 damage that spell would deal to that creature or player.

1/2

Plunder

{4}{R}

Sorcery

Destroy target artifact or land.

Suspend 4—{1}{R} (Rather than play this card from your hand, you may pay {1}{R} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Premature Burial

{1}{B}

Sorcery

Destroy target nonblack creature that came into play since your last turn ended.

Primal Forcemage

{2}{G}

Creature — Elf Shaman

Whenever another creature comes into play under your control, that creature gets +3/+3 until end of turn.

2/2

Prismatic Lens

{2}

Artifact

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

{1}, {T}: Add one mana of any color to your mana pool.

Psionic Sliver

{4}{U}

Creature — Sliver

All Slivers have "{T}: This creature deals 2 damage to target creature or player and 3 damage to itself."

2/2

Psychotic Episode

{1}{B}{B}

Sorcery

Target player reveals his or her hand and the top card of his or her library. You choose a card revealed this way. That player puts the chosen card on the bottom of his or her library.

Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Pull from Eternity

{W}

Instant

Put target face-up card that's removed from the game into its owner's graveyard.

Pulmonic Sliver

{3}{W}{W}

Creature — Sliver

All Slivers have flying and "If this creature would be put into a graveyard, you may put it on top of its owner's library instead."

3/3

Quilled Sliver

{1}{W}

Creature — Sliver

All Slivers have "{T}: This creature deals 1 damage to target attacking or blocking creature."

1/1

Reiterate

{1}{R}{R}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Copy target instant or sorcery spell. You may choose new targets for the copy.

Restore Balance

Sorcery

Restore Balance is white.

Suspend 6—{W}

Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players sacrifice creatures and discard cards the same way.

Return to Dust

{2}{W}{W}

Instant

Remove target artifact or enchantment from the game. If you played this spell during your main phase, you may remove up to one other target artifact or enchantment from the game.

Rift Bolt

{2}{R}

Sorcery

Rift Bolt deals 3 damage to target creature or player.

Suspend 1—{R} (Rather than play this card from your hand, you may pay {R} and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Riftwing Cloudskate

{3}{U}{U}

Creature — Illusion

Flying

When Riftwing Cloudskate comes into play, return target permanent to its owner's hand.

Suspend 3—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

2/2

Saffi Eriksdotter

{G}{W}

Legendary Creature — Human Scout

Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from play this turn, return that card to play.

2/2

Sage of Epityr

{U}

Creature — Human Wizard

When Sage of Epityr comes into play, look at the top four cards of your library, then put them back in any order.

1/1

Saltcrusted Steppe

Land

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

{1}, {T}: Put a storage counter on Saltcrusted Steppe.

{1}, Remove X storage counters from Saltcrusted Steppe: Add X mana in any combination of {G} and/or {W} to your mana pool.

Sangrophage

{B}{B}

Creature — Zombie

At the beginning of your upkeep, tap Sangrophage unless you pay 2 life.

3/3

Sarpadian Empires, Vol. VII

{3}

Artifact

As Sarpadian Empires, Vol. VII comes into play, choose white Citizen, blue Camarid, black Thrull, red Goblin, or green Saproling.

{3}, {T}: Put a 1/1 creature token of the chosen color and type into play.

Savage Thallid

{3}{G}{G}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Savage Thallid.

Remove three spore counters from Savage Thallid: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Regenerate target Fungus.

5/2

Scarwood Treefolk

{3}{G}

Creature — Treefolk

Scarwood Treefolk comes into play tapped.

3/5

Scion of the Ur-Dragon

{W}{U}{B}{R}{G}

Legendary Creature — Dragon Avatar

Flying

{2}: Search your library for a Dragon card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library.

4/4

Screeching Sliver

{U}

Creature — Sliver

All Slivers have "{T}: Target player puts the top card of his or her library into his or her graveyard."

1/1

Scryb Ranger

{1}{G}

Creature — Faerie

Flash (You may play this spell any time you could play an instant.)

Flying, protection from blue

Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn.

1/1

Search for Tomorrow

{2}{G}

Sorcery

Search your library for a basic land card and put it into play. Then shuffle your library.

Suspend 2—{G} (Rather than play this card from your hand, you may pay {G} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Sedge Sliver

{2}{R}

Creature — Sliver

All Slivers have "This creature gets +1/+1 as long as you control a Swamp" and "{B}: Regenerate this creature."

2/2

Sengir Nosferatu

{3}{B}{B}

Creature — Vampire

Flying

{1}{B}, Remove Sengir Nosferatu from the game: Put a 1/2 black Bat creature token with flying into play. It has "{1}{B}, Sacrifice this creature: Return to play under its owner's control a card named Sengir Nosferatu that's removed from the game."

4/4

Serra Avenger

{W}{W}

Creature — Angel

You can't play Serra Avenger during your first, second, or third turns of the game.

Flying, vigilance

3/3

Shadow Sliver

{2}{U}

Creature — Sliver

All Slivers have shadow. (They can block or be blocked by only creatures with shadow.)

1/1

Sidewinder Sliver

{W}

Creature — Sliver

All Slivers have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)

1/1

Skittering Monstrosity

{3}{B}{B}

Creature — Horror

When you play a creature spell, sacrifice Skittering Monstrosity.

5/5

Skulking 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.)

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

3/3

Slipstream Serpent

{7}{U}

Creature — Serpent

Slipstream Serpent can't attack unless defending player controls an Island.

When you control no Islands, sacrifice Slipstream Serpent.

Morph {5}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

6/6

Smallpox

{B}{B}

Sorcery

Each player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.

Snapback

{1}{U}

Instant

You may remove a blue card in your hand from the game rather than pay Snapback's mana cost.

Return target creature to its owner's hand.

Spectral Force

{3}{G}{G}

Creature — Elemental Spirit

Trample

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

8/8

Spell Burst

{X}{U}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Counter target spell with converted mana cost X.

Spike Tiller

{3}{G}{G}

Creature — Spike

Spike Tiller comes into play with three +1/+1 counters on it.

{2}, Remove a +1/+1 counter from Spike Tiller: Put a +1/+1 counter on target creature.

{2}, Remove a +1/+1 counter from Spike Tiller: Target land becomes a 2/2 creature that's still a land. Put a +1/+1 counter on it.

0/0

Spiketail Drakeling

{1}{U}{U}

Creature — Drake

Flying

Sacrifice Spiketail Drakeling: Counter target spell unless its controller pays {2}.

2/2

Spinneret Sliver

{1}{G}

Creature — Sliver

All Slivers have "This creature can block as though it had flying."

2/2

Spirit Loop

{1}{W}

Enchantment — Aura

Enchant creature you control

Whenever enchanted creature deals damage, you gain that much life.

When Spirit Loop is put into a graveyard from play, return Spirit Loop to its owner's hand.

Sporesower Thallid

{2}{G}{G}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on each Fungus you control.

Remove three spore counters from Sporesower Thallid: Put a 1/1 green Saproling creature token into play.

4/4

Sprite Noble

{1}{U}{U}

Creature — Faerie

Flying

Other creatures you control with flying get +0/+1.

{T}: Other creatures you control with flying get +1/+0 until end of turn.

2/2

Sprout

{G}

Instant

Put a 1/1 green Saproling creature token into play.

Squall Line

{X}{G}{G}

Instant

Squall Line deals X damage to each creature with flying and each player.

Stonebrow, Krosan Hero

{3}{R}{G}

Legendary Creature — Centaur Warrior

Trample

Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn.

4/4

Stonewood Invocation

{3}{G}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Target creature gets +5/+5 until end of turn and can't be the target of spells or abilities this turn.

Stormcloud Djinn

{4}{U}

Creature — Djinn

Flying

Stormcloud Djinn can block only creatures with flying.

{R}{R}: Stormcloud Djinn gets +2/+0 until end of turn and deals 1 damage to you.

3/3

Strangling Soot

{2}{B}

Instant

Destroy target creature with toughness 3 or less.

Flashback {5}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Strength in Numbers

{1}{G}

Instant

Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures.

Stronghold Overseer

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

Creature — Demon

Flying

Shadow (This creature can block or be blocked by only creatures with shadow.)

{B}{B}: Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn.

5/5

Stuffy Doll

{5}

Artifact Creature — Construct

As Stuffy Doll comes into play, choose a player.

Stuffy Doll is indestructible.

Whenever damage is dealt to Stuffy Doll, it deals that much damage to the chosen player.

{T}: Stuffy Doll deals 1 damage to itself.

0/1

Subterranean Shambler

{3}{R}

Creature — Elemental

Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Subterranean Shambler comes into play or leaves play, it deals 1 damage to each creature without flying.

2/3

Sudden Death

{1}{B}{B}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Target creature gets -4/-4 until end of turn.

Sudden Shock

{1}{R}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Sudden Shock deals 2 damage to target creature or player.

Sudden Spoiling

{1}{B}{B}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Creatures target player controls become 0/2 and lose all abilities until end of turn.

Sulfurous Blast

{2}{R}{R}

Instant

Sulfurous Blast deals 2 damage to each creature and each player. If you played this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.

Swarmyard

Land

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

{T}: Regenerate target Insect, Rat, Spider, or Squirrel.

Tectonic Fiend

{4}{R}{R}

Creature — Elemental

Echo {4}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Tectonic Fiend attacks each turn if able.

7/7

Teferi, Mage of Zhalfir

{2}{U}{U}{U}

Legendary Creature — Human Wizard

Flash (You may play this spell any time you could play an instant.)

Creature cards you own that aren't in play have flash.

Each opponent can play spells only any time he or she could play a sorcery.

3/4

Telekinetic Sliver

{2}{U}{U}

Creature — Sliver

All Slivers have "{T}: Tap target permanent."

2/2

Temporal Eddy

{2}{U}{U}

Sorcery

Put target creature or land on top of its owner's library.

Temporal Isolation

{1}{W}

Enchantment — Aura

Flash (You may play this spell any time you could play an instant.)

Enchant creature

Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.)

Prevent all damage that would be dealt by enchanted creature.

Tendrils of Corruption

{3}{B}

Instant

Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control.

Terramorphic Expanse

Land

{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it into play tapped. Then shuffle your library.

Thallid Germinator

{2}{G}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Thallid Germinator.

Remove three spore counters from Thallid Germinator: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Target creature gets +1/+1 until end of turn.

2/2

Thallid Shell-Dweller

{1}{G}

Creature — Fungus

Defender

At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller.

Remove three spore counters from Thallid Shell-Dweller: Put a 1/1 green Saproling creature token into play.

0/5

Thelon of Havenwood

{G}{G}

Legendary Creature — Elf Druid

Each Fungus gets +1/+1 for each spore counter on it.

{B}{G}, Remove a Fungus card in a graveyard from the game: Put a spore counter on each Fungus in play.

2/2

Thelonite Hermit

{3}{G}

Creature — Elf Shaman

All Saprolings get +1/+1.

Morph {3}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play.

1/1

Thick-Skinned Goblin

{1}{R}

Creature — Goblin Shaman

You may pay {0} rather than pay the echo cost for permanents you control.

{R}: Thick-Skinned Goblin gains protection from red until end of turn.

2/1

Think Twice

{1}{U}

Instant

Draw a card.

Flashback {2}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Thrill of the Hunt

{G}

Instant

Target creature gets +1/+2 until end of turn.

Flashback {W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Thunder Totem

{3}

Artifact

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

{1}{W}{W}: Thunder Totem becomes a 2/2 white Spirit artifact creature with flying and first strike until end of turn.

Tivadar of Thorn

{1}{W}{W}

Legendary Creature — Human Lord

First strike, protection from red

When Tivadar of Thorn comes into play, destroy target Goblin.

2/2

Tolarian Sentinel

{3}{U}

Creature — Human Spellshaper

Flying

{U}, {T}, Discard a card: Return target permanent you control to its owner's hand.

1/3

Traitor's Clutch

{4}{B}

Instant

Target creature gets +1/+0, becomes black, and gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Flashback {1}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Trespasser il-Vec

{2}{B}

Creature — Human Rogue

Discard a card: Trespasser il-Vec gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

3/1

Trickbind

{1}{U}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn. (Mana abilities can't be targeted.)

Triskelavus

{7}

Artifact Creature — Construct

Flying

Triskelavus comes into play with three +1/+1 counters on it.

{1}, Remove a +1/+1 counter from Triskelavus: Put a 1/1 Triskelavite artifact creature token with flying into play. It has "Sacrifice this creature: This creature deals 1 damage to target creature or player."

1/1

Tromp the Domains

{5}{G}

Sorcery

Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.

Truth or Tale

{1}{U}

Instant

Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.

Two-Headed Sliver

{1}{R}

Creature — Sliver

All Slivers have "This creature can't be blocked except by two or more creatures."

1/1

Undying Rage

{2}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and can't block.

When Undying Rage is put into a graveyard from play, return Undying Rage to its owner's hand.

Unyaro Bees

{G}{G}{G}

Creature — Insect

Flying

{G}: Unyaro Bees gets +1/+1 until end of turn.

{3}{G}, Sacrifice Unyaro Bees: Unyaro Bees deals 2 damage to target creature or player.

0/1

Urborg Syphon-Mage

{2}{B}

Creature — Human Spellshaper

{2}{B}, {T}, Discard a card: Each other player loses 2 life. You gain life equal to the life lost this way.

2/2

Urza's Factory

Land — Urza's

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

{7}, {T}: Put a 2/2 Assembly-Worker artifact creature token into play.

Vampiric Sliver

{3}{B}

Creature — Sliver

All Slivers have "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature."

3/3

Venser's Sliver

{5}

Artifact Creature — Sliver

3/3

Verdant Embrace

{3}{G}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control."

Vesuva

Land

As Vesuva comes into play, you may choose a land in play. If you do, Vesuva comes into play tapped as a copy of the chosen land.

Vesuvan Shapeshifter

{3}{U}{U}

Creature — Shapeshifter

As Vesuvan Shapeshifter comes into play or is turned face up, you may choose another creature in play. If you do, until Vesuvan Shapeshifter is turned face down, it becomes a copy of that creature and gains "At the beginning of your upkeep, you may turn this creature face down."

Morph {1}{U}

0/0

Viashino Bladescout

{1}{R}{R}

Creature — Viashino Scout

Flash (You may play this spell any time you could play an instant.)

When Viashino Bladescout comes into play, target creature gains first strike until end of turn.

2/1

Viscerid Deepwalker

{4}{U}

Creature — Homarid Warrior

{U}: Viscerid Deepwalker gets +1/+0 until end of turn.

Suspend 4—{U} (Rather than play this card from your hand, you may pay {U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

2/3

Viscid Lemures

{4}{B}

Creature — Spirit

{0}: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn.

4/3

Voidmage Husher

{3}{U}

Creature — Human Wizard

Flash (You may play this spell any time you could play an instant.)

When Voidmage Husher comes into play, counter target activated ability. (Mana abilities can't be targeted.)

Whenever you play a spell, you may return Voidmage Husher to its owner's hand.

2/2

Volcanic Awakening

{4}{R}{R}

Sorcery

Destroy target land.

Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Walk the Aeons

{4}{U}{U}

Sorcery

Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Target player takes an extra turn after this one.

Watcher Sliver

{3}{W}

Creature — Sliver

All Slivers get +0/+2.

2/2

Weathered Bodyguards

{5}{W}

Creature — Human Soldier

As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead.

Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/5

Weatherseed Totem

{3}

Artifact

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

{2}{G}{G}{G}: Weatherseed Totem becomes a 5/3 green Treefolk artifact creature with trample until end of turn.

When Weatherseed Totem is put into a graveyard from play, if it was a creature, return this card to its owner's hand.

Wheel of Fate

Sorcery

Wheel of Fate is red.

Suspend 4—{1}{R} (Rather than play this card from your hand, pay {1}{R} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Each player discards his or her hand, then draws seven cards.

Wipe Away

{1}{U}{U}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Return target permanent to its owner's hand.

Word of Seizing

{3}{R}{R}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.

Wormwood Dryad

{2}{G}

Creature — Dryad

{G}: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you.

{B}: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you.

3/1

Wurmcalling

{X}{G}

Sorcery

Buyback {2}{G} (You may pay an additional {2}{G} as you play this spell. If you do, put this card into your hand as it resolves.)

Put an X/X green Wurm creature token into play.

Yavimaya Dryad

{1}{G}{G}

Creature — Dryad

Forestwalk

When Yavimaya Dryad comes into play, you may search your library for a Forest card and put it into play tapped under target player's control. If you do, shuffle your library.

2/1

Zealot il-Vec

{2}{W}

Creature — Human Rebel

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn.

1/1