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Magic: The Gathering Oracle Changes

Guildpact to Dissension

General changes

Old card (Guildpact) New card (Dissension)

Aladdin's Lamp

{10}

Artifact

{X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library and draw one of them. Shuffle the rest and put them on the bottom of your library. X can't be 0.

Aladdin's Lamp

{10}

Artifact

{X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can't be 0.

Awakening

{2}{G}{G}

Enchantment

At the beginning of each player's upkeep, all players untap all creatures and lands they control.

Awakening

{2}{G}{G}

Enchantment

At the beginning of each upkeep, all players untap all creatures and lands they control.

Blood Frenzy

{1}{R}

Instant

Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.

Blood Frenzy

{1}{R}

Instant

Play Blood Frenzy only before the combat damage step.

Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.

Book Burning

{1}{R}

Sorcery

Unless a player has Book Burning deal 6 damage to him or her, put the top six cards of target player's library into his or her graveyard.

Book Burning

{1}{R}

Sorcery

Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player's library into his or her graveyard.

Brass Man

{1}

Artifact Creature

Brass Man doesn't untap during your untap step.

{1}: Untap Brass Man. Play this ability only during your upkeep.

1/3

Brass Man

{1}

Artifact Creature

Brass Man doesn't untap during your untap step.

At the beginning of your upkeep, you may pay {1}. If you do, untap Brass Man.

1/3

Breaking Point

{1}{R}{R}

Sorcery

Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her. Creatures destroyed this way can't be regenerated.

Breaking Point

{1}{R}{R}

Sorcery

Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures and they can't be regenerated.

Browbeat

{2}{R}

Sorcery

Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards.

Browbeat

{2}{R}

Sorcery

Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards.

Chains of Mephistopheles

{1}{B}

Enchantment

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

Chains of Mephistopheles

{1}{B}

Enchantment

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

Chaos Moon

{3}{R}

Enchantment

At the beginning of each player's upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.

Chaos Moon

{3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.

Charmed Pendant

{4}

Artifact

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

Charmed Pendant

{4}

Artifact

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

Circu, Dimir Lobotomist

{2}{U}{B}

Legendary Creature — Human Wizard

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

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

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

2/3

Circu, Dimir Lobotomist

{2}{U}{B}

Legendary Creature — Human Wizard

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

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

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

2/3

Colossus of Sardia

{9}

Artifact Creature

Trample

Colossus of Sardia doesn't untap during your untap step.

{9}: Untap Colossus of Sardia. Play this ability only during your upkeep.

9/9

Colossus of Sardia

{9}

Artifact Creature

Trample

Colossus of Sardia doesn't untap during your untap step.

At the beginning of your upkeep, you may pay {9}. If you do, untap Colossus of Sardia.

9/9

Concerted Effort

{2}{W}{W}

Enchantment

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

Concerted Effort

{2}{W}{W}

Enchantment

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

Cruel Tutor

{2}{B}

Sorcery

Search your deck for a card, then shuffle your library and put that card on top of it. You lose 2 life.

Cruel Tutor

{2}{B}

Sorcery

Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.

Darkpact

{B}{B}{B}

Sorcery

Remove Darkpact from your deck before playing if you're not playing for ante.

You own target card in the ante. That card's previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante.

Darkpact

{B}{B}{B}

Sorcery

Remove Darkpact from your deck before playing if you're not playing for ante.

You own target card in the ante. Exchange that card with the top of your library.

Defense Grid

{2}

Artifact

During each player's turn, each other player's spells cost {3} more to play.

Defense Grid

{2}

Artifact

Each spell costs {3} more to play except during its controller's turn.

Discordant Spirit

{2}{B}{R}

Creature — Spirit

At the end of each of your opponents' turns, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.

At the end of your turn, remove all +1/+1 counters on Discordant Spirit.

2/2

Discordant Spirit

{2}{B}{R}

Creature — Spirit

At the end of each turn, if it was an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.

At the end of your turn, remove all +1/+1 counters on Discordant Spirit.

2/2

Dwarven Sea Clan

{2}{R}

Creature — Dwarf

{T}: Dwarven Sea Clan deals 2 damage to target attacking or blocking creature whose controller controls an Island. Play this ability only during the end of combat step.

1/1

Dwarven Sea Clan

{2}{R}

Creature — Dwarf

{T}: Choose target attacking or blocking creature whose controller controls an Island. Dwarven Sea Clan deals 2 damage to that creature at end of combat. Play this ability only before the end of combat step.

1/1

El-Hajjaj

{1}{B}{B}

Creature — El-Hajjaj

Whenever El-Hajjaj deals damage to a creature or player, you gain life equal to the damage dealt, but not more than the player's life total before El-Hajjaj dealt damage or the creature's toughness.

1/1

El-Hajjaj

{1}{B}{B}

Creature — El-Hajjaj

Whenever El-Hajjaj deals damage, you gain that much life.

1/1

Empty City Ruse

{W}

Sorcery

Target opponent skips the combat phase of his or her next turn.

Empty City Ruse

{W}

Sorcery

Target opponent skips all combat phases of his or her next turn.

Endless Cockroaches

{1}{B}{B}

Creature — Insect

When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to your hand.

1/1

Endless Cockroaches

{1}{B}{B}

Creature — Insect

When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to its owner's hand.

1/1

False Peace

{W}

Sorcery

Target player skips the combat phases of his or her next turn.

False Peace

{W}

Sorcery

Target player skips all combat phases of his or her next turn.

Festival

{W}

Instant

Play only during an opponent's upkeep.

That player skips all combat phases this turn.

Festival

{W}

Instant

Play Festival only during an opponent's upkeep.

That player skips all combat phases this turn.

Fire // Ice

{1}{R} // {1}{U}

Instant // Instant

Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card.

Fire // Ice

{1}{R} // {1}{U}

Instant // Instant

Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent.

Draw a card.

Ghost Town

Land

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

{0}: Return Ghost Town to its owner's hand. Play this ability only during another player's turn.

Ghost Town

Land

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

{0}: Return Ghost Town to its owner's hand. Play this ability only if it's not your turn.

Goblin Caves

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a Mountain, all Goblins get +0/+2.

Goblin Caves

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a basic Mountain, all Goblins get +0/+2.

Goblin Grenadiers

{3}{R}

Creature — Goblin

Sacrifice Goblin Grenadiers: Destroy target creature and target land. Play this ability only if Goblin Grenadiers is attacking and unblocked.

2/2

Goblin Grenadiers

{3}{R}

Creature — Goblin

Whenever Goblin Grenadiers attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature and target land.

2/2

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a Mountain, all Goblins get +1/+0.

When Goblin Shrine leaves play, it deals 1 damage to each Goblin.

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a basic Mountain, all Goblins get +1/+0.

When Goblin Shrine leaves play, it deals 1 damage to each Goblin.

Goblin Vandal

{R}

Creature — Goblin

{R}: Destroy target artifact defending player controls and prevent all combat damage Goblin Vandal would deal this turn. Play this ability only once each turn, only during the declare blockers step, and only if Goblin Vandal is attacking and unblocked.

1/1

Goblin Vandal

{R}

Creature — Goblin

Whenever Goblin Vandal attacks and isn't blocked, you may pay {R}. If you do, destroy target artifact defending player controls and Goblin Vandal deals no combat damage this turn.

1/1

Ice

{1}{U}

Instant

Tap target permanent. Draw a card. [This is half of the split card Fire // Ice.]

Ice

{1}{U}

Instant

Tap target permanent.

Draw a card. [This is half of the split card Fire // Ice.]

Imperial Recruiter

{2}{R}

Creature — Advisor

When Imperial Recruiter comes into play, search your library for a creature with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library.

1/1

Imperial Recruiter

{2}{R}

Creature — Advisor

When Imperial Recruiter comes into play, search your library for a creature card with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library.

1/1

Island Fish Jasconius

{4}{U}{U}{U}

Creature — Island-Fish

Island Fish Jasconius can't attack unless defending player controls an Island.

Jasconius doesn't untap during your untap step.

{U}{U}{U}: Untap Jasconius. Play this ability only during your upkeep.

When you control no Islands, sacrifice Jasconius.

6/8

Island Fish Jasconius

{4}{U}{U}{U}

Creature — Island-Fish

Island Fish Jasconius can't attack unless defending player controls an Island.

Jasconius doesn't untap during your untap step.

At the beginning of your upkeep, you may pay {U}{U}{U}. If you do, untap Jasconius.

When you control no Islands, sacrifice Jasconius.

6/8

Mirri, Cat Warrior

{1}{G}{G}

Legendary Creature — Cat Warrior

First strike forestwalk, vigilance

2/3

Mirri, Cat Warrior

{1}{G}{G}

Legendary Creature — Cat Warrior

First strike, forestwalk, vigilance

2/3

Necrite

{1}{B}{B}

Creature — Thrull

Sacrifice Necrite: Destroy target creature defending player controls. It can't be regenerated. Play this ability only if Necrite is attacking and unblocked.

2/2

Necrite

{1}{B}{B}

Creature — Thrull

Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.

2/2

Pithing Needle

{1}

Artifact

As Pithing Needle comes into play, name a card.

Activated abilities of the named card can't be played unless they're mana abilities.

Pithing Needle

{1}

Artifact

As Pithing Needle comes into play, name a card.

Activated abilities of permanents with that name can't be played unless they're mana abilities.

Activated abilities of cards with that name that aren't in play can't be played unless they're mana abilities.

Price of Glory

{2}{R}

Enchantment

Whenever a player taps a land for mana during another player's turn, destroy that land.

Price of Glory

{2}{R}

Enchantment

Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.

Quarum Trench Gnomes

{3}{R}

Creature — Gnome

{T}: Choose target Plains. Whenever that Plains is tapped for mana, it produces colorless mana instead of its normal type. (This effect doesn't end at end of turn.)

1/1

Quarum Trench Gnomes

{3}{R}

Creature — Gnome

{T}: If target Plains is tapped for mana, it produces colorless mana instead of its normal type. (This effect doesn't end at end of turn.)

1/1

Sea Drake

{2}{U}

Creature — Drake

Flying

When Sea Drake comes into play, return two target lands you control to your hand.

4/3

Sea Drake

{2}{U}

Creature — Drake

Flying

When Sea Drake comes into play, return two target lands you control to their owner's hand.

4/3

Sorceress Queen

{1}{B}{B}

Creature — Sorceress

{T}: Target creature other than Sorceress Queen is 0/2 until end of turn.

1/1

Sorceress Queen

{1}{B}{B}

Creature — Sorceress

{T}: Target creature other than Sorceress Queen becomes 0/2 until end of turn.

1/1

Spreading Algae

{G}

Enchantment — Aura

Enchant Swamp

When enchanted land becomes tapped, destroy that land.

When Spreading Algae is put into a graveyard from play, return Spreading Algae to its owner's hand.

Spreading Algae

{G}

Enchantment — Aura

Enchant Swamp

When enchanted land becomes tapped, destroy it.

When Spreading Algae is put into a graveyard from play, return Spreading Algae to its owner's hand.

Sun Droplet

{2}

Artifact

Whenever you're dealt damage, put that many charge counters on Sun Droplet.

At the beginning of each player's upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.

Sun Droplet

{2}

Artifact

Whenever you're dealt damage, put that many charge counters on Sun Droplet.

At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.

Temporal Manipulation

{3}{U}{U}

Sorcery

Take extra turn after this one.

Temporal Manipulation

{3}{U}{U}

Sorcery

Take an extra turn after this one.

Time Vault

{2}

Artifact

Time Vault comes into play tapped.

Time Vault doesn't untap during your untap step.

Skip your next turn: Untap Time Vault and put a time counter on it.

{T}, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability if only there's a time counter on Time Vault.

Time Vault

{2}

Artifact

Time Vault comes into play tapped.

Time Vault doesn't untap during your untap step.

At the beginning of your upkeep, you may untap Time Vault. If you do, put a time counter on it and you skip your next turn.

{T}, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability only if there's a time counter on Time Vault.

Timesifter

{5}

Artifact

At the beginning of each player's upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players' cards are tied for highest cost, the tied players repeat this process until the tie is broken.

Timesifter

{5}

Artifact

At the beginning of each upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players' cards are tied for highest cost, the tied players repeat this process until the tie is broken.

Traveling Plague

{3}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of each player's upkeep, put a plague counter on Traveling Plague.

Enchanted creature gets -1/-1 for each plague counter on Traveling Plague.

When enchanted creature leaves play, that creature's controller returns Traveling Plague from its owner's graveyard to play.

Traveling Plague

{3}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of each upkeep, put a plague counter on Traveling Plague.

Enchanted creature gets -1/-1 for each plague counter on Traveling Plague.

When enchanted creature leaves play, that creature's controller returns Traveling Plague from its owner's graveyard to play.

Verdant Force

{5}{G}{G}{G}

Creature — Elemental

At the beginning of each player's upkeep, put a 1/1 green Saproling creature token into play under your control.

7/7

Verdant Force

{5}{G}{G}{G}

Creature — Elemental

At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control.

7/7

Whippoorwill

{G}

Creature — Whippoorwill

{G}{G}, {T}: Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from game.

1/1

Whippoorwill

{G}

Creature — Whippoorwill

{G}{G}, {T}: Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from the game.

1/1

Worms of the Earth

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

Enchantment

Players can't play lands.

If a land would come into play, instead it doesn't.

At the beginning of each player's upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth.

Worms of the Earth

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

Enchantment

Players can't play lands.

If a land would come into play, instead it doesn't.

At the beginning of each upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth.

Zombie Mob

{2}{B}{B}

Creature — Zombie

Zombie Mob comes into play with a +1/+1 counter for each creature card in your graveyard.

When Zombie Mob comes into play, remove all creature cards in your graveyard from the game.

2/0

Zombie Mob

{2}{B}{B}

Creature — Zombie

Zombie Mob comes into play with a +1/+1 counter on it for each creature card in your graveyard.

When Zombie Mob comes into play, remove all creature cards in your graveyard from the game.

2/0

Zur's Weirding

{3}{U}

Enchantment

Players play with their hands revealed.

If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws the card.

Zur's Weirding

{3}{U}

Enchantment

Players play with their hands revealed.

If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.

Changes to symbols only

Old card (Guildpact) New card (Dissension)

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 {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.

Changes to types only

Old card (Guildpact) New card (Dissension)

Champion's Victory

{U}

Sorcery

Play Champion's Victory only during the declare attackers step and only if you are the defending player.

Return target attacking creature to its owner's hand.

Champion's Victory

{U}

Instant

Play Champion's Victory only during the declare attackers step and only if you are the defending player.

Return target attacking creature to its owner's hand.

Heavy Fog

{1}{G}

Sorcery

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 by attacking creatures this turn.

New cards

Old card (Guildpact) New card (Dissension)

AEthermage's Touch

{2}{W}{U}

Instant

Reveal the top four cards of your library. You may put a creature card from among them into play with "At the end of your turn, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.

Anthem of Rakdos

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

Enchantment

Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you.

Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Aquastrand Spider

{1}{G}

Creature — Spider Mutant

Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{G}: Target creature with a +1/+1 counter on it can block as though it had flying this turn.

0/0

Assault Zeppelid

{2}{G}{U}

Creature — Beast

Flying, trample

3/3

Aurora Eidolon

{3}{W}

Creature — Spirit

{W}, Sacrifice Aurora Eidolon: Prevent the next 3 damage that would be dealt to target creature or player this turn.

Whenever you play a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand.

2/2

Avatar of Discord

{b/r}{b/r}{b/r}

Creature — Avatar

({b/r} can be paid with either {B} or {R}.)

Flying

When Avatar of Discord comes into play, sacrifice it unless you discard two cards.

5/3

Azorius AEthermage

{1}{W}{U}

Creature — Human Wizard

Whenever a permanent is returned to your hand, you may pay {1}. If you do, draw a card.

1/1

Azorius Chancery

Land

Azorius Chancery comes into play tapped.

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

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

Azorius First-Wing

{W}{U}

Creature — Griffin

Flying, protection from enchantments

2/2

Azorius Guildmage

{w/u}{w/u}

Creature — Vedalken Wizard

({w/u} can be paid with either {W} or {U}.)

{2}{W}: Tap target creature.

{2}{U}: Counter target activated ability. (Mana abilities can't be targeted.)

2/2

Azorius Herald

{2}{W}

Creature — Spirit

Azorius Herald is unblockable.

When Azorius Herald comes into play, you gain 4 life.

When Azorius Herald comes into play, sacrifice it unless {U} was spent to play it.

2/1

Azorius Ploy

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

Instant

Prevent all combat damage target creature would deal this turn.

Prevent all combat damage that would be dealt to target creature this turn.

Azorius Signet

{2}

Artifact

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

Beacon Hawk

{1}{W}

Creature — Bird

Flying

Whenever Beacon Hawk deals combat damage to a player, you may untap target creature.

{W}: Beacon Hawk gets +0/+1 until end of turn.

1/1

Biomantic Mastery

{4}{g/u}{g/u}{g/u}

Sorcery

({g/u} can be paid with either {G} or {U}.)

Draw a card for each creature target player controls, then draw a card for each creature another target player controls.

Blessing of the Nephilim

{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each of its colors.

Blood Crypt

Land — Swamp Mountain

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

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

Bond of Agony

{X}{B}

Sorcery

As an additional cost to play Bond of Agony, pay X life.

Each other player loses X life.

Bound

{3}{B}{G}

Instant

Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Then remove this card from the game. [This is half of the split card Bound // Determined.]

Bound // Determined

{3}{B}{G} // {G}{U}

Instant // Instant

Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Then remove this card from the game. // Other spells you control can't be countered by spells or abilities this turn.

Draw a card.

Brace for Impact

{4}{W}

Instant

Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.

Brain Pry

{1}{B}

Sorcery

Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can't, you draw a card.

Breeding Pool

Land — Forest Island

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

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

Bronze Bombshell

{4}

Artifact Creature — Construct

When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her.

4/1

Cackling Flames

{3}{R}

Instant

Cackling Flames deals 3 damage to target creature or player.

Hellbent — Cackling Flames deals 5 damage to that creature or player instead if you have no cards in hand.

Carom

{1}{W}

Instant

The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead.

Draw a card.

Celestial Ancient

{3}{W}{W}

Creature — Elemental

Flying

Whenever you play an enchantment spell, put a +1/+1 counter on each creature you control.

3/3

Coiling Oracle

{G}{U}

Creature — Snake Elf Druid

When Coiling Oracle comes into play, reveal the top card of your library. If it's a land card, put it into play. Otherwise, put that card into your hand.

1/1

Condemn

{W}

Instant

Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.

Court Hussar

{2}{U}

Creature — Vedalken Knight

Vigilance

When Court Hussar comes into play, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order.

When Court Hussar comes into play, sacrifice it unless {W} was spent to play it.

1/3

Crime

{3}{W}{B}

Sorcery

Put target creature or enchantment card in an opponent's graveyard into play under your control. [This is half of the split card Crime // Punishment.]

Crime // Punishment

{3}{W}{B} // {X}{B}{G}

Sorcery // Sorcery

Put target creature or enchantment card in an opponent's graveyard into play under your control. // Destroy each artifact, creature, and enchantment with converted mana cost X.

Crypt Champion

{3}{B}

Creature — Zombie

Double strike

When Crypt Champion comes into play, each player puts a creature card with converted mana cost 3 or less from his or her graveyard into play.

When Crypt Champion comes into play, sacrifice it unless {R} was spent to play it.

2/2

Cytoplast Manipulator

{2}{U}{U}

Creature — Human Wizard Mutant

Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{U}, {T}: Gain control of target creature with a +1/+1 counter on it as long as Cytoplast Manipulator remains in play.

0/0

Cytoplast Root-Kin

{2}{G}{G}

Creature — Elemental Mutant

Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

When Cytoplast Root-Kin comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.

{2}: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.

0/0

Cytoshape

{1}{G}{U}

Instant

Choose a nonlegendary creature in play. Target creature becomes a copy of that creature until end of turn.

Cytospawn Shambler

{6}{G}

Creature — Elemental Mutant

Graft 6 (This creature comes into play with six +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{G}: Target creature with a +1/+1 counter on it gains trample until end of turn.

0/0

Delirium Skeins

{2}{B}

Sorcery

Each player discards three cards.

Demand

{1}{W}{U}

Sorcery

Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library. [This is half of the split card Supply // Demand.]

Demon's Jester

{3}{B}

Creature — Imp

Flying

Hellbent — Demon's Jester gets +2/+1 as long as you have no cards in hand.

2/2

Demonfire

{X}{R}

Sorcery

Demonfire deals X damage to target creature or player. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead.

Hellbent — If you have no cards in hand, Demonfire can't be countered by spells or abilities and the damage can't be prevented.

Determined

{G}{U}

Instant

Other spells you control can't be countered by spells or abilities this turn.

Draw a card. [This is half of the split card Bound // Determined.]

Development

{3}{U}{R}

Instant

Put a 3/1 red Elemental creature token into play unless any opponent lets you draw a card. Repeat this process two more times. [This is half of the split card Research // Development.]

Dovescape

{3}{w/u}{w/u}{w/u}

Enchantment

({w/u} can be paid with either {W} or {U}.)

Whenever a player plays a noncreature spell, counter that spell. That player puts X 1/1 white and blue Bird creature tokens with flying into play, where X is the spell's converted mana cost.

Dread Slag

{3}{B}{R}

Creature — Horror

Trample

Dread Slag gets -4/-4 for each card in your hand.

9/9

Drekavac

{1}{B}

Creature — Beast

When Drekavac comes into play, sacrifice it unless you discard a noncreature card.

3/3

Elemental Resonance

{2}{G}{G}

Enchantment — Aura

Enchant permanent

At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost to your mana pool. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)

Ends

{3}{R}{W}

Instant

Target player sacrifices two attacking creatures. [This is half of the split card Odds // Ends.]

Enemy of the Guildpact

{4}{B}

Creature — Spirit

Protection from multicolored

4/2

Enigma Eidolon

{3}{U}

Creature — Spirit

{U}, Sacrifice Enigma Eidolon: Target player puts the top three cards of his or her library into his or her graveyard.

Whenever you play a multicolored spell, you may return Enigma Eidolon from your graveyard to your hand.

2/2

Entropic Eidolon

{3}{B}

Creature — Spirit

{B}, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life.

Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand.

2/2

Error

{U}{B}

Instant

Counter target multicolored spell. [This is half of the split card Trial // Error.]

Evolution Vat

{3}

Artifact

{3}, {T}: Tap target creature and put a +1/+1 counter on it. Until end of turn, that creature gains "{2}{G}{U}: Double the number of +1/+1 counters on this creature."

Experiment Kraj

{2}{G}{G}{U}{U}

Legendary Creature — Ooze Mutant

Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it.

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

4/6

Fall

{B}{R}

Sorcery

Target player reveals two cards at random from his or her hand, then discards each nonland card revealed this way. [This is half of the split card Rise // Fall.]

Fertile Imagination

{2}{G}{G}

Sorcery

Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens into play for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)

Flame-Kin War Scout

{3}{R}

Creature — Elemental Scout

When another creature comes into play, sacrifice Flame-Kin War Scout. If you do, Flame-Kin War Scout deals 4 damage to that creature.

2/4

Flaring Flame-Kin

{2}{R}

Creature — Elemental Warrior

As long as Flaring Flame-Kin is enchanted, it gets +2/+2, has trample, and has "{R}: Flaring Flame-Kin gets +1/+0 until end of turn."

2/2

Flash Foliage

{2}{G}

Instant

Put a 1/1 green Saproling creature token into play blocking target creature attacking you.

Draw a card.

Freewind Equenaut

{2}{W}

Creature — Human Archer

Flying

As long as Freewind Equenaut is enchanted, it has "{T}: Freewind Equenaut deals 2 damage to target attacking or blocking creature."

2/2

Ghost Quarter

Land

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

{T}, Sacrifice Ghost Quarter: Destroy target land. Its controller may search his or her library for a basic land card, put it into play, then shuffle his or her library.

Gnat Alley Creeper

{2}{R}

Creature — Human Rogue

Gnat Alley Creeper can't be blocked by creatures with flying.

3/1

Gobhobbler Rats

{B}{R}

Creature — Rat

Hellbent — Gobhobbler Rats gets +1/+0 and has "{B}: Regenerate Gobhobbler Rats" as long as you have no cards in hand.

2/2

Govern the Guildless

{5}{U}

Sorcery

Gain control of target monocolored creature.

Forecast — {1}{U}, Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Play this ability only during your upkeep and only once each turn.)

Grand Arbiter Augustin IV

{2}{W}{U}

Legendary Creature — Human Advisor

White spells you play cost {1} less to play.

Blue spells you play cost {1} less to play.

Spells your opponents play cost {1} more to play.

2/3

Guardian of the Guildpact

{3}{W}

Creature — Spirit

Protection from monocolored

2/3

Haazda Exonerator

{W}

Creature — Human Cleric

{T}, Sacrifice Haazda Exonerator: Destroy target Aura.

1/1

Haazda Shield Mate

{2}{W}

Creature — Human Soldier

At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay {W}{W}.

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

1/1

Hallowed Fountain

Land — Plains Island

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

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

Helium Squirter

{4}{U}

Creature — Beast Mutant

Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{1}: Target creature with a +1/+1 counter on it gains flying until end of turn.

0/0

Hellhole Rats

{2}{B}{R}

Creature — Rat

Haste

When Hellhole Rats comes into play, target player discards a card. Hellhole Rats deals damage to that player equal to that card's converted mana cost.

2/2

Hide

{R}{W}

Instant

Put target artifact or enchantment on the bottom of its owner's library. [This is half of the split card Hide // Seek.]

Hide // Seek

{R}{W} // {W}{B}

Instant // Instant

Put target artifact or enchantment on the bottom of its owner's library. // Search target opponent's library for a card and remove that card from the game. You gain life equal to its converted mana cost. Then that player shuffles his or her library.

Hit

{1}{B}{R}

Instant

Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's converted mana cost. [This is half of the split card Hit // Run.]

Hit // Run

{1}{B}{R} // {3}{R}{G}

Instant // Instant

Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's converted mana cost. // Attacking creatures you control get +1/+0 until end of turn for each other attacking creature.

Ignorant Bliss

{1}{R}

Instant

Remove all cards in your hand from the game face down. At end of turn, return those cards to your hand, then draw a card.

Indrik Stomphowler

{4}{G}

Creature — Beast

When Indrik Stomphowler comes into play, destroy target artifact or enchantment.

4/4

Infernal Tutor

{1}{B}

Sorcery

Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library.

Hellbent — If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle your library.

Isperia the Inscrutable

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

Legendary Creature — Sphinx

Flying

Whenever Isperia the Inscrutable deals combat damage to a player, name a card. That player reveals his or her hand. If he or she reveals the named card, search your library for a creature card with flying, reveal it, put it into your hand, then shuffle your library.

3/6

Jagged Poppet

{1}{B}{R}

Creature — Ogre Warrior

Whenever Jagged Poppet is dealt damage, discard that many cards.

Hellbent — Whenever Jagged Poppet deals combat damage to a player, if you have no cards in hand, that player discards cards equal to the damage.

3/4

Kill-Suit Cultist

{R}

Creature — Goblin Berserker

Kill-Suit Cultist attacks each turn if able.

{B}, Sacrifice Kill-Suit Cultist: The next time damage would be dealt to target creature this turn, destroy that creature instead.

1/1

Kindle the Carnage

{1}{R}{R}

Sorcery

Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's converted mana cost to each creature. You may repeat this process any number of times.

Leafdrake Roost

{3}{G}{U}

Enchantment — Aura

Enchant land

Enchanted land has "{G}{U}, {T}: Put a 2/2 green and blue Drake creature token with flying into play."

Loaming Shaman

{2}{G}

Creature — Centaur Shaman

When Loaming Shaman comes into play, target player shuffles any number of target cards from his or her graveyard into his or her library.

3/2

Lyzolda, the Blood Witch

{1}{B}{R}

Legendary Creature — Human Cleric

{2}, Sacrifice a creature: Lyzolda, the Blood Witch deals 2 damage to target creature or player if the sacrificed creature was red. Draw a card if the sacrificed creature was black.

3/1

Macabre Waltz

{1}{B}

Sorcery

Return up to two target creature cards from your graveyard to your hand, then discard a card.

Magewright's Stone

{2}

Artifact

{1}, {T}: Untap target creature that has an activated ability with {T} in its cost.

Might of the Nephilim

{1}{G}

Instant

Target creature gets +2/+2 until end of turn for each of its colors.

Minister of Impediments

{2}{w/u}

Creature — Human Advisor

({w/u} can be paid with either {W} or {U}.)

{T}: Tap target creature.

1/1

Mistral Charger

{1}{W}

Creature — Pegasus

Flying

2/1

Momir Vig, Simic Visionary

{3}{G}{U}

Legendary Creature — Elf Wizard

Whenever you play a green creature spell, you may search your library for a creature card and reveal it. If you do, shuffle your library and put that card on top of it.

Whenever you play a blue creature spell, reveal the top card of your library. If it's a creature card, put that card into your hand.

2/2

Muse Vessel

{4}

Artifact

{3}, {T}: Target player removes a card in his or her hand from the game. Play this ability only any time you could play a sorcery.

{1}: Choose a card removed from the game with Muse Vessel. You may play that card this turn.

Nettling Curse

{2}{B}

Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks or blocks, its controller loses 3 life.

{1}{R}: Enchanted creature attacks this turn if able.

Nightcreep

{B}{B}

Instant

Until end of turn, all creatures become black and all lands become Swamps.

Nihilistic Glee

{2}{B}{B}

Enchantment

{2}{B}, Discard a card: Target opponent loses 1 life and you gain 1 life.

Hellbent — {1}, Pay 2 life: Draw a card. Play this ability only if you have no cards in hand.

Novijen Sages

{4}{U}{U}

Creature — Human Advisor Mutant

Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{1}, Remove two +1/+1 counters from among creatures you control: Draw a card.

0/0

Novijen, Heart of Progress

Land

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

{G}{U}, {T}: Put a +1/+1 counter on each creature that came into play this turn.

Ocular Halo

{3}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has "{T}: Draw a card."

{W}: Enchanted creature gains vigilance until end of turn.

Odds

{U}{R}

Instant

Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy. [This is half of the split card Odds // Ends.]

Odds // Ends

{U}{R} // {3}{R}{W}

Instant // Instant

Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy. // Target player sacrifices two attacking creatures.

Ogre Gatecrasher

{3}{R}

Creature — Ogre Rogue

When Ogre Gatecrasher comes into play, destroy target creature with defender.

3/3

Omnibian

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

Creature — Frog

{T}: Target creature becomes a 3/3 Frog until end of turn.

3/3

Overrule

{X}{W}{U}

Instant

Counter target spell unless its controller pays {X}. You gain X life.

Pain Magnification

{1}{B}{R}

Enchantment

Whenever an opponent is dealt 3 or more damage by a single source, that player discards a card.

Paladin of Prahv

{4}{W}{W}

Creature — Human Knight

Whenever Paladin of Prahv deals damage, you gain that much life.

Forecast — {1}{W}, Reveal Paladin of Prahv from your hand: Whenever target creature deals damage this turn, you gain that much life. (Play this ability only during your upkeep and only once each turn.)

3/4

Palliation Accord

{3}{W}{U}

Enchantment

Whenever a creature an opponent controls becomes tapped, put a shield counter on Palliation Accord.

Remove a shield counter from Palliation Accord: Prevent the next 1 damage that would be dealt to you this turn.

Patagia Viper

{3}{G}

Creature — Snake

Flying

When Patagia Viper comes into play, put two 1/1 green and blue Snake creature tokens into play.

When Patagia Viper comes into play, sacrifice it unless {U} was spent to play it.

2/1

Pillar of the Paruns

Land

{T}: Add one mana of any color to your mana pool. Spend this mana only to play a multicolored spell.

Plaxcaster Frogling

{1}{G}{U}

Creature — Frog Mutant

Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{2}: Target creature with a +1/+1 counter on it can't be the target of spells or abilities this turn.

0/0

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

Plumes of Peace

{1}{W}{U}

Enchantment — Aura

Enchant creature

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

Forecast — {W}{U}, Reveal Plumes of Peace from your hand: Tap target creature. (Play this ability only during your upkeep and only once each turn.)

Prahv, Spires of Order

Land

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

{4}{W}{U}, {T}: Prevent all damage a source of your choice would deal this turn.

Pride of the Clouds

{W}{U}

Creature — Elemental Cat

Flying

Pride of the Clouds gets +1/+1 for each other creature in play with flying.

Forecast — {2}{W}{U}, Reveal Pride of the Clouds from your hand: Put a 1/1 white and blue Bird creature token with flying into play. (Play this ability only during your upkeep and only once each turn.)

1/1

Proclamation of Rebirth

{2}{W}

Sorcery

Return up to three target creature cards with converted mana cost 1 or less from your graveyard to play.

Forecast — {5}{W}, Reveal Proclamation of Rebirth from your hand: Return target creature card with converted mana cost 1 or less from your graveyard to play. (Play this ability only during your upkeep and only once each turn.)

Proper Burial

{3}{W}

Enchantment

Whenever a creature you control is put into a graveyard from play, you gain life equal to that creature's toughness.

Protean Hulk

{5}{G}{G}

Creature — Beast

When Protean Hulk is put into a graveyard from play, search your library for any number of creature cards with total converted mana cost 6 or less and put them into play. Then shuffle your library.

6/6

Psychic Possession

{2}{U}{U}

Enchantment — Aura

Enchant opponent

Skip your draw step.

Whenever enchanted opponent draws a card, you may draw a card.

Psychotic Fury

{1}{R}

Instant

Target multicolored creature gains double strike until end of turn.

Draw a card.

Punishment

{X}{B}{G}

Sorcery

Destroy each artifact, creature, and enchantment with converted mana cost X. [This is half of the split card Crime // Punishment.]

Pure

{1}{R}{G}

Sorcery

Destroy target multicolored permanent. [This is half of the split card Pure // Simple.]

Pure // Simple

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

Sorcery // Sorcery

Destroy target multicolored permanent. // Destroy all Auras and Equipment.

Ragamuffyn

{2}{B}

Creature — Zombie Cleric

Hellbent — {T}, Sacrifice a creature or land: Draw a card. Play this ability only if you have no cards in hand.

2/2

Rain of Gore

{B}{R}

Enchantment

If a spell or ability would cause its controller to gain life, that player loses that much life instead.

Rakdos Augermage

{B}{B}{R}

Creature — Human Wizard

First strike

{T}: Reveal your hand and discard a card of target opponent's choice. Then that player reveals his or her hand and discards a card of your choice. Play this ability only any time you could play a sorcery.

3/2

Rakdos Carnarium

Land

Rakdos Carnarium comes into play tapped.

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

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

Rakdos Guildmage

{b/r}{b/r}

Creature — Zombie Shaman

({b/r} can be paid with either {B} or {R}.)

{3}{B}, Discard a card: Target creature gets -2/-2 until end of turn.

{3}{R}: Put a 2/1 red Goblin creature token with haste into play. Remove it from the game at end of turn.

2/2

Rakdos Ickspitter

{1}{B}{R}

Creature — Thrull

{T}: Rakdos Ickspitter deals 1 damage to target creature and that creature's controller loses 1 life.

1/1

Rakdos Pit Dragon

{2}{R}{R}

Creature — Dragon

{R}{R}: Rakdos Pit Dragon gains flying until end of turn.

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

Hellbent — Rakdos Pit Dragon has double strike as long as you have no cards in hand.

3/3

Rakdos Riteknife

{2}

Artifact — Equipment

Equipped creature gets +1/+0 for each blood counter on Rakdos Riteknife and has "{T}, Sacrifice a creature: Put a blood counter on Rakdos Riteknife."

{B}{R}, Sacrifice Rakdos Riteknife: Target player sacrifices a permanent for each blood counter on Rakdos Riteknife.

Equip {2}

Rakdos Signet

{2}

Artifact

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

Rakdos the Defiler

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

Legendary Creature — Demon

Flying, trample

Whenever Rakdos the Defiler attacks, sacrifice half the non-Demon permanents you control, rounded up.

Whenever Rakdos deals combat damage to a player, that player sacrifices half the non-Demon permanents he or she controls, rounded up.

7/6

Ratcatcher

{4}{B}{B}

Creature — Ogre Rogue

Fear

At the beginning of your upkeep, you may search your library for a Rat card, reveal it, and put it into your hand. If you do, shuffle your library.

4/4

Research

{G}{U}

Instant

Choose up to four cards you own from outside the game and shuffle them into your library. [This is half of the split card Research // Development.]

Research // Development

{G}{U} // {3}{U}{R}

Instant // Instant

Choose up to four cards you own from outside the game and shuffle them into your library. // Put a 3/1 red Elemental creature token into play unless any opponent lets you draw a card. Repeat this process two more times.

Riot Spikes

{b/r}

Enchantment — Aura

({b/r} can be paid with either {B} or {R}.)

Enchant creature

Enchanted creature gets +2/-1.

Rise

{U}{B}

Sorcery

Return target creature card in a graveyard and target creature in play to their owners' hands. [This is half of the split card Rise // Fall.]

Rise // Fall

{U}{B} // {B}{R}

Sorcery // Sorcery

Return target creature card in a graveyard and target creature in play to their owners' hands. // Target player reveals two cards at random from his or her hand, then discards each nonland card revealed this way.

Rix Maadi, Dungeon Palace

Land

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

{1}{B}{R}, {T}: Each player discards a card. Play this ability only any time you could play a sorcery.

Run

{3}{R}{G}

Instant

Attacking creatures you control get +1/+0 until end of turn for each other attacking creature. [This is half of the split card Hit // Run.]

Sandstorm Eidolon

{3}{R}

Creature — Spirit

{R}, Sacrifice Sandstorm Eidolon: Target creature can't block this turn.

Whenever you play a multicolored spell, you may return Sandstorm Eidolon from your graveyard to your hand.

2/2

Seek

{W}{B}

Instant

Search target opponent's library for a card and remove that card from the game. You gain life equal to its converted mana cost. Then that player shuffles his or her library. [This is half of the split card Hide // Seek.]

Shielding Plax

{2}{g/u}

Enchantment — Aura

({g/u} can be paid with either {G} or {U}.)

Enchant creature

When Shielding Plax comes into play, draw a card.

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

Silkwing Scout

{2}{U}

Creature — Faerie Scout

Flying

{G}, Sacrifice Silkwing Scout: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

2/1

Simic Basilisk

{4}{G}{G}

Creature — Basilisk Mutant

Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{1}{G}: Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat."

0/0

Simic Growth Chamber

Land

Simic Growth Chamber comes into play tapped.

When Simic Growth Chamber comes into play, return a land you control to its owner's hand.

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

Simic Guildmage

{g/u}{g/u}

Creature — Elf Wizard

({g/u} can be paid with either {G} or {U}.)

{1}{G}: Move a +1/+1 counter from target creature onto another target creature with the same controller.

{1}{U}: Attach target Aura enchanting a permanent to another permanent with the same controller.

2/2

Simic Initiate

{G}

Creature — Human Mutant

Graft 1 (This creature comes into play with a +1/+1 counter on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

0/0

Simic Ragworm

{3}{G}

Creature — Worm

{U}: Untap Simic Ragworm.

3/3

Simic Signet

{2}

Artifact

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

Simic Sky Swallower

{5}{G}{U}

Creature — Leviathan

Flying, trample

Simic Sky Swallower can't be the target of spells or abilities.

6/6

Simple

{1}{G}{W}

Sorcery

Destroy all Auras and Equipment. [This is half of the split card Pure // Simple.]

Skullmead Cauldron

{4}

Artifact

{T}: You gain 1 life.

{T}, Discard a card: You gain 3 life.

Sky Hussar

{3}{W}{U}

Creature — Human Knight

Flying

When Sky Hussar comes into play, untap all creatures you control.

Forecast — Tap two untapped white and/or blue creatures you control, Reveal Sky Hussar from your hand: Draw a card. (Play this ability only during your upkeep and only once each turn.)

4/3

Skyscribing

{X}{U}{U}

Sorcery

Each player draws X cards.

Forecast — {2}{U}, Reveal Skyscribing from your hand: Each player draws a card. (Play this ability only during your upkeep and only once each turn.)

Slaughterhouse Bouncer

{4}{B}

Creature — Ogre Warrior

Hellbent — When Slaughterhouse Bouncer is put into a graveyard from play, if you have no cards in hand, target creature gets -3/-3 until end of turn.

3/3

Slithering Shade

{B}

Creature — Shade

Defender (This creature can't attack.)

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

Hellbent — Slithering Shade can attack as though it didn't have defender as long as you have no cards in hand.

0/1

Soulsworn Jury

{2}{W}

Creature — Spirit

Defender (This creature can't attack.)

{1}{U}, Sacrifice Soulsworn Jury: Counter target creature spell.

1/4

Spell Snare

{U}

Instant

Counter target spell with converted mana cost 2.

Sporeback Troll

{3}{G}

Creature — Troll Mutant

Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{1}{G}: Regenerate target creature with a +1/+1 counter on it.

0/0

Sprouting Phytohydra

{4}{G}

Creature — Plant Hydra

Defender (This creature can't attack.)

Whenever Sprouting Phytohydra is dealt damage, you may put a token into play that's a copy of Sprouting Phytohydra.

0/2

Squealing Devil

{1}{R}

Creature — Devil

Fear

When Squealing Devil comes into play, you may pay {X}. If you do, target creature gets +X/+0 until end of turn.

When Squealing Devil comes into play, sacrifice it unless {B} was spent to play it.

2/1

Stalking Vengeance

{5}{R}{R}

Creature — Avatar

Haste

Whenever another creature you control is put into a graveyard from play, it deals damage equal to its power to target player.

5/5

Steeling Stance

{1}{W}{W}

Instant

Creatures you control get +1/+1 until end of turn.

Forecast — {W}, Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Play this ability only during your upkeep and only once each turn.)

Stoic Ephemera

{2}{W}

Creature — Spirit

Defender (This creature can't attack.)

Flying

When Stoic Ephemera blocks, sacrifice it at end of combat.

5/5

Stomp and Howl

{2}{G}

Sorcery

Destroy target artifact and target enchantment.

Stormscale Anarch

{2}{R}{R}

Creature — Viashino Shaman

{2}{R}, Discard a card at random: Stormscale Anarch deals 2 damage to target creature or player. If the discarded card was multicolored, Stormscale Anarch deals 4 damage to that creature or player instead.

2/2

Street Savvy

{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities.

Supply

{X}{G}{W}

Sorcery

Put X 1/1 green Saproling creature tokens into play. [This is half of the split card Supply // Demand.]

Supply // Demand

{X}{G}{W} // {1}{W}{U}

Sorcery // Sorcery

Put X 1/1 green Saproling creature tokens into play. // Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.

Swift Silence

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

Instant

Counter all other spells. Draw a card for each spell countered this way.

Taste for Mayhem

{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0.

Hellbent — Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.

Tidespout Tyrant

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

Creature — Djinn

Flying

Whenever you play a spell, return target permanent to its owner's hand.

5/5

Transguild Courier

{4}

Artifact Creature — Golem

Transguild Courier is all colors (even if this card isn't in play).

3/3

Trial

{W}{U}

Instant

Return all creatures blocking or blocked by target creature to their owner's hand. [This is half of the split card Trial // Error.]

Trial // Error

{W}{U} // {U}{B}

Instant // Instant

Return all creatures blocking or blocked by target creature to their owner's hand. // Counter target multicolored spell.

Trygon Predator

{1}{G}{U}

Creature — Beast

Flying

Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls.

2/3

Twinstrike

{3}{B}{R}

Instant

Twinstrike deals 2 damage to each of two target creatures.

Hellbent — Destroy those creatures instead if you have no cards in hand.

Unliving Psychopath

{2}{B}{B}

Creature — Zombie Assassin

{B}: Unliving Psychopath gets +1/-1 until end of turn.

{B}, {T}: Destroy target creature with power less than Unliving Psychopath's power.

0/4

Utopia Sprawl

{G}

Enchantment — Aura

Enchant Forest

As Utopia Sprawl comes into play, choose a color.

Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool.

Utvara Scalper

{1}{R}

Creature — Goblin Scout

Flying

Utvara Scalper attacks each turn if able.

1/2

Valor Made Real

{W}

Instant

Target creature can block any number of creatures this turn.

Verdant Eidolon

{3}{G}

Creature — Spirit

{G}, Sacrifice Verdant Eidolon: Add three mana of any one color to your mana pool.

Whenever you play a multicolored spell, you may return Verdant Eidolon from your graveyard to your hand.

2/2

Vesper Ghoul

{2}{B}

Creature — Zombie Druid

{T}, Pay 1 life: Add one mana of any color to your mana pool.

1/1

Vigean Graftmage

{2}{U}

Creature — Vedalken Wizard Mutant

Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

{1}{U}: Untap target creature with a +1/+1 counter on it.

0/0

Vigean Hydropon

{1}{G}{U}

Creature — Plant Mutant

Graft 5 (This creature comes into play with five +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

Vigean Hydropon can't attack or block.

0/0

Vigean Intuition

{3}{G}{U}

Instant

Choose a card type, then reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)

Vision Skeins

{1}{U}

Instant

Each player draws two cards.

Voidslime

{G}{U}{U}

Instant

Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)

Wakestone Gargoyle

{3}{W}

Creature — Gargoyle

Defender (This creature can't attack.)

Flying

{1}{W}: Creatures you control with defender can attack this turn as though they didn't have defender.

3/4

Walking Archive

{3}

Artifact Creature — Golem

Defender (This creature can't attack.)

Walking Archive comes into play with a +1/+1 counter on it.

At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive.

{2}{W}{U}: Put a +1/+1 counter on Walking Archive.

1/1

War's Toll

{3}{R}

Enchantment

Whenever an opponent taps a land for mana, tap all lands that player controls.

If a creature an opponent controls attacks, all creatures that opponent controls attack if able.

Weight of Spires

{R}

Instant

Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls.

Whiptail Moloch

{4}{R}

Creature — Lizard

When Whiptail Moloch comes into play, it deals 3 damage to target creature you control.

6/3

Windreaver

{3}{W}{U}

Creature — Elemental

Flying

{W}: Windreaver gains vigilance until end of turn.

{W}: Windreaver gets +0/+1 until end of turn.

{U}: Switch Windreaver's power and toughness until end of turn.

{U}: Return Windreaver to its owner's hand.

1/3

Wit's End

{5}{B}{B}

Sorcery

Target player discards his or her hand.

Wrecking Ball

{2}{B}{R}

Instant

Destroy target creature or land.

Writ of Passage

{U}

Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks, if its power is 2 or less, it's unblockable this turn.

Forecast — {1}{U}, Reveal Writ of Passage from your hand: Target creature with power 2 or less is unblockable this turn. (Play this ability only during your upkeep and only once each turn.)