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Magic: The Gathering Oracle Changes

Lorwyn to Morningtide

General changes

Old card (Lorwyn) New card (Morningtide)

Alaborn Zealot

{W}

Creature — Human Soldier

Whenever Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

1/1

Alaborn Zealot

{W}

Creature — Human Soldier

When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

1/1

Ancient Craving

{3}{B}

Sorcery

Draw three cards. You lose 3 life.

Ancient Craving

{3}{B}

Sorcery

You draw three cards and you lose 3 life.

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf Warrior

Barbarian creatures get +1/+1.

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

2/2

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf Barbarian

Other Barbarian creatures get +1/+1.

{R}: Another target Barbarian creature gets +1/+0 until end of turn.

2/2

Barrin's Unmaking

{1}{U}

Instant

Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or the color tied for most common.

Barrin's Unmaking

{1}{U}

Instant

Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or a color tied for most common.

Burning of Xinye

{4}{R}{R}

Sorcery

Each player sacrifices 4 lands. Burning of Xinye deals 4 damage to each creature.

Burning of Xinye

{4}{R}{R}

Sorcery

Each player sacrifices four lands. Burning of Xinye deals 4 damage to each creature.

Choking Sands

{1}{B}{B}

Sorcery

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

Choking Sands

{1}{B}{B}

Sorcery

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

Corrupt Court Official

{1}{B}

Creature — Human Advisor

When Corrupt Official comes into play, target opponent discards a card.

1/1

Corrupt Court Official

{1}{B}

Creature — Human Advisor

When Corrupt Court Official comes into play, target opponent discards a card.

1/1

Cyclone

{2}{G}{G}

Enchantment

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

Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and player.

Cyclone

{2}{G}{G}

Enchantment

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

Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and each player.

Elder Spawn

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

Creature — Spawn

Elder Spawn can't be blocked by red creatures.

At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you.

6/6

Elder Spawn

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

Creature — Elemental

At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you.

Elder Spawn can't be blocked by red creatures.

6/6

Empyrial Armor

{1}{W}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +X/+X, where X is the number of cards in your hand.

Empyrial Armor

{1}{W}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each card in your hand.

Essence Vortex

{1}{U}{B}

Instant

Destroy target creature unless its controller pays life equal to its toughness. If destroyed this way, the creature can't be regenerated.

Essence Vortex

{1}{U}{B}

Instant

Destroy target creature unless its controller pays life equal to its toughness. A creature destroyed this way can't be regenerated.

False Orders

{R}

Instant

Play False Orders only during the declare blockers step.

Target creature defending player controls is removed from combat. Creatures that creature had been blocking this combat are considered unblocked if no other creatures are blocking them. You may have the creature block an attacking creature of your choice.

False Orders

{R}

Instant

Play False Orders only during the declare blockers step.

Remove target creature defending player controls from combat. Creatures it blocked that no other creature blocked this combat become unblocked. You may have it block an attacking creature of your choice.

Feast of Worms

{3}{G}{G}

Sorcery — Arcane

Destroy target land. If that land is legendary, its controller sacrifices another land.

Feast of Worms

{3}{G}{G}

Sorcery — Arcane

Destroy target land. If that land was legendary, its controller sacrifices another land.

Gamekeeper

{3}{G}

Creature — Elf

When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put the other cards revealed this way into your graveyard.

2/2

Gamekeeper

{3}{G}

Creature — Elf

When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put all other cards revealed this way into your graveyard.

2/2

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a basic Mountain, Goblin creatures get +1/+0.

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

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a Mountain, Goblin creatures get +1/+0.

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

Gurzigost

{3}{G}{G}

Creature — Beast

At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library.

{G}{G}, Discard a card: You may have Gurzigost deal its combat damage to defending player this turn as though it weren't blocked.

6/8

Gurzigost

{3}{G}{G}

Creature — Beast

At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library.

{G}{G}, Discard a card: You may have Gurzigost assign its combat damage this turn as though it weren't blocked.

6/8

Helldozer

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

Creature — Zombie Giant

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

6/5

Helldozer

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

Creature — Zombie Giant

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

6/5

Highway Robber

{2}{B}{B}

Creature — Human Rogue Mercenary

When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life.

2/2

Highway Robber

{2}{B}{B}

Creature — Human Rogue Mercenary

When Highway Robber comes into play, target opponent loses 2 life and you gain 2 life.

2/2

Hired Giant

{3}{R}

Creature — Giant

When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library.

4/4

Hired Giant

{3}{R}

Creature — Giant

When Hired Giant comes into play, each other player may search his or her library for a land card and put that card into play. Then each player who searched his or her library this way shuffles it.

4/4

Icequake

{1}{B}{B}

Sorcery

Destroy target land. If it's a snow land, Icequake deals 1 damage to that land's controller.

Icequake

{1}{B}{B}

Sorcery

Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land's controller.

Illicit Auction

{3}{R}{R}

Sorcery

Each player may bid life for control of target creature. You begin the bidding at 0. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.)

Illicit Auction

{3}{R}{R}

Sorcery

Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.)

Infernal Denizen

{7}{B}

Creature — Demon

At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.

{T}: Gain control of target creature as long as Infernal Denizen remains in play.

5/7

Infernal Denizen

{7}{B}

Creature — Demon

At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of a creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.

{T}: Gain control of target creature as long as Infernal Denizen remains in play.

5/7

Lady Sun

{1}{U}{U}

Legendary Creature — Human Advisor

{T}: Return Lady Su and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.

1/1

Lady Sun

{1}{U}{U}

Legendary Creature — Human Advisor

{T}: Return Lady Sun and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.

1/1

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Barbarian

Warrior, Beserker, and other Barbarian creatures get +2/+2 and have haste.

3/3

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Barbarian

Warrior, Berserker, and other Barbarian creatures get +2/+2 and have haste.

3/3

Mages' Contest

{1}{R}{R}

Instant

You and target spell's controller bid life. You start the bidding with a high bid of 1. In turn order, each player may top the high bid. The bidding ends when the high bid stands. The highest bidder loses life equal to the high bid. If you win the bidding, counter that spell.

Mages' Contest

{1}{R}{R}

Instant

You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.

Misfortune's Gain

{3}{W}

Sorcery

Destroy target creature. That creature's controller gains 4 life.

Misfortune's Gain

{3}{W}

Sorcery

Destroy target creature. Its owner gains 4 life.

Molten Rain

{1}{R}{R}

Sorcery

Destroy target land. If that land is nonbasic, Molten Rain deals 2 damage to the land's controller.

Molten Rain

{1}{R}{R}

Sorcery

Destroy target land. If that land was nonbasic, Molten Rain deals 2 damage to the land's controller.

Nebuchadnezzar

{3}{U}{B}

Legendary Creature — Human Wizard

{X}, {T}: Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all the revealed cards that are the named card. Play this ability only during your turn.

3/3

Nebuchadnezzar

{3}{U}{B}

Legendary Creature — Human Wizard

{X}, {T}: Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all cards with that name revealed this way. Play this ability only during your turn.

3/3

Outmaneuver

{X}{R}

Instant

X target blocked creatures deal combat damage as though they weren't blocked this turn.

Outmaneuver

{X}{R}

Instant

X target blocked creatures assign their combat damage this turn as though they weren't blocked.

Pain's Reward

{2}{B}

Sorcery

You bid any amount of life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.

Pain's Reward

{2}{B}

Sorcery

Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.

Predatory Focus

{3}{G}{G}

Sorcery

You may have creatures you control deal their combat damage to defending player this turn as though they weren't blocked.

Predatory Focus

{3}{G}{G}

Sorcery

You may have creatures you control assign their combat damage this turn as though they weren't blocked.

Primal Clay

{4}

Artifact Creature — Shapeshifter

Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Shapeshifter Wall artifact creature with defender.

*/*

Primal Clay

{4}

Artifact Creature — Shapeshifter

Primal Clay comes into play as your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Shapeshifter Wall artifact creature with defender.

*/*

Purgatory

{2}{W}{B}

Enchantment

If a nontoken creature would be put into your graveyard from play, remove that card from the game instead.

At the beginning of your upkeep, you may pay {4} and 2 life. If you do, return a card removed from the game with Purgatory to play.

Purgatory

{2}{W}{B}

Enchantment

Whenever a nontoken creature is put into your graveyard from play, remove that card from the game.

At the beginning of your upkeep, you may pay {4} and 2 life. If you do, return a card removed from the game with Purgatory to play.

Purity

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

Creature — Elemental Incarnation

Flying

If a spell or ability would deal damage to you, prevent that damage. You gain life equal to the damage prevented this way.

When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.

6/6

Purity

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

Creature — Elemental Incarnation

Flying

If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way.

When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.

6/6

Reviving Vapors

{2}{W}{U}

Instant

Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the other cards revealed this way into your graveyard.

Reviving Vapors

{2}{W}{U}

Instant

Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put all other cards revealed this way into your graveyard.

Reweave

{5}{U}

Instant — Arcane

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

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

Reweave

{5}{U}

Instant — Arcane

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

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

Rockslide Ambush

{1}{R}

Sorcery

Rockslide Ambush deals damage to target creature equal to the number of Mountains you control.

Rockslide Ambush

{1}{R}

Sorcery

Rockslide Ambush deals damage equal to the number of Mountains you control to target creature.

Root Sliver

{3}{G}

Creature — Sliver

Root Sliver can't be countered.

Sliver spells can't be countered.

2/2

Root Sliver

{3}{G}

Creature — Sliver

Root Sliver can't be countered.

Sliver spells can't be countered by spells or abilities.

2/2

Shambling Swarm

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

Creature — Horror

When Shambling Swarm is put into a graveyard from play, distribute three -1/-1 counters among one, two, or three target creatures. Remove those counters at end of turn.

3/3

Shambling Swarm

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

Creature — Horror

When Shambling Swarm is put into a graveyard from play, distribute three -1/-1 counters among one, two, or three target creatures. For each -1/-1 counter you put on a creature this way, remove a -1/-1 counter from that creature at end of turn.

3/3

Steam Frigate

{2}{U}

Creature — Human Pirate

Steam Frigate can't attack unless the defending player controls an Island.

3/3

Steam Frigate

{2}{U}

Creature — Human Pirate

Steam Frigate can't attack unless defending player controls an Island.

3/3

Theft of Dreams

{2}{U}

Sorcery

For each tapped creature target opponent controls, draw a card.

Theft of Dreams

{2}{U}

Sorcery

Draw a card for each tapped creature target opponent controls.

Thermokarst

{1}{G}{G}

Sorcery

Destroy target land. If it's a snow land, you gain 1 life.

Thermokarst

{1}{G}{G}

Sorcery

Destroy target land. If that land was a snow land, you gain 1 life.

Topple

{2}{W}

Sorcery

Remove target creature with the greatest power from the game. If two or more creatures are tied for greatest power, you may target any one of them.

Topple

{2}{W}

Sorcery

Remove target creature with the greatest power from the game. (If two or more creatures are tied for greatest power, target any one of them.)

Torrent of Stone

{3}{R}

Instant — Arcane

Torrent of Stone deals 4 damage to target creature.

Splice onto Arcane—Sacrifice two mountains. (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.)

Torrent of Stone

{3}{R}

Instant — Arcane

Torrent of Stone deals 4 damage to target creature.

Splice onto Arcane—Sacrifice two Mountains. (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.)

Tsabo's Assassin

{2}{B}{B}

Creature — Zombie Assassin

{T}: Destroy target creature if it shares a color with the most common color among all permanents or the color tied for most common. A creature destroyed this way can't be regenerated.

1/1

Tsabo's Assassin

{2}{B}{B}

Creature — Zombie Assassin

{T}: Destroy target creature if it shares a color with the most common color among all permanents or a color tied for most common. A creature destroyed this way can't be regenerated.

1/1

Volcanic Eruption

{X}{U}{U}{U}

Sorcery

Destroy X target Mountains. Volcanic Eruption deals damage to each creature and player equal to the number of Mountains destroyed this way.

Volcanic Eruption

{X}{U}{U}{U}

Sorcery

Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains destroyed this way.

Wind Spirit

{4}{U}

Creature — Elemental Spirit

Flying

Wind Spirit cant be blocked except by two or more creatures.

3/2

Wind Spirit

{4}{U}

Creature — Elemental Spirit

Flying

Wind Spirit can't be blocked except by two or more creatures.

3/2

Changes involving "supertrample"

Old card (Lorwyn) New card (Morningtide)

Deathcoil Wurm

{6}{G}{G}

Creature — Wurm

You may have Deathcoil Wurm deal its combat damage to defending player as though it weren't blocked.

7/6

Deathcoil Wurm

{6}{G}{G}

Creature — Wurm

You may have Deathcoil Wurm assign its combat damage as though it weren't blocked.

7/6

Lone Wolf

{2}{G}

Creature — Wolf

You may have Lone Wolf deal its combat damage to defending player as though it weren't blocked.

2/2

Lone Wolf

{2}{G}

Creature — Wolf

You may have Lone Wolf assign its combat damage as though it weren't blocked.

2/2

Pride of Lions

{3}{G}{G}

Creature — Cat

You may have Pride of Lions deal its combat damage to defending player as though it weren't blocked.

4/4

Pride of Lions

{3}{G}{G}

Creature — Cat

You may have Pride of Lions assign its combat damage as though it weren't blocked.

4/4

Rhox

{4}{G}{G}

Creature — Rhino Beast

You may have Rhox deal its combat damage to defending player as though it weren't blocked.

{2}{G}: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

5/5

Rhox

{4}{G}{G}

Creature — Rhino Beast

You may have Rhox assign its combat damage as though it weren't blocked.

{2}{G}: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

5/5

Thorn Elemental

{5}{G}{G}

Creature — Elemental

You may have Thorn Elemental deal its combat damage to defending player as though it weren't blocked.

7/7

Thorn Elemental

{5}{G}{G}

Creature — Elemental

You may have Thorn Elemental assign its combat damage as though it weren't blocked.

7/7

Tornado Elemental

{5}{G}{G}

Creature — Elemental

When Tornado Elemental comes into play, it deals 6 damage to each creature with flying.

You may have Tornado Elemental deal its combat damage to defending player as though it weren't blocked.

6/6

Tornado Elemental

{5}{G}{G}

Creature — Elemental

When Tornado Elemental comes into play, it deals 6 damage to each creature with flying.

You may have Tornado Elemental assign its combat damage as though it weren't blocked.

6/6

Wolf Pack

{6}{G}{G}

Creature — Wolf

You may have Wolf Pack deal its combat damage to defending player as though it weren't blocked.

7/6

Wolf Pack

{6}{G}{G}

Creature — Wolf

You may have Wolf Pack assign its combat damage as though it weren't blocked.

7/6

Changes involving Tempest cards

Old card (Lorwyn) New card (Morningtide)

Avenging Angel

{3}{W}{W}

Creature — Angel

Flying

If Avenging Angel would be put into a graveyard from play, you may put Avenging Angel on top of its owner's library instead.

3/3

Avenging Angel

{3}{W}{W}

Creature — Angel

Flying

When Avenging Angel is put into a graveyard from play, you may put Avenging Angel on top of its owner's library.

3/3

Cinder Marsh

Land

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

{T}: Add {B} or {R} to your mana pool. Cinder Marsh doesn't untap during its controller's next untap step.

Cinder Marsh

Land

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

{T}: Add {B} or {R} to your mana pool. Cinder Marsh doesn't untap during your next untap step.

Cold Storage

{4}

Artifact

{3}: Remove target creature you control from the game.

Sacrifice Cold Storage: Put into play under their owners' control all cards removed from the game with Cold Storage.

Cold Storage

{4}

Artifact

{3}: Remove target creature you control from the game.

Sacrifice Cold Storage: Return each creature card removed from the game with Cold Storage to play under its owner's control.

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.

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 until end of turn. Remove the creature from the game at end of turn.

Duplicity

{3}{U}{U}

Enchantment

When Duplicity comes into play, remove from the game face down the top five cards of your library.

At the beginning of your upkeep, you may exchange all the cards in your hand for the cards you removed from the game with Duplicity.

At the end of your turn, discard a card.

When Duplicity leaves play, put all cards removed from the game with Duplicity into their owners' graveyards.

Duplicity

{3}{U}{U}

Enchantment

When Duplicity comes into play, remove the top five cards of your library from the game face down.

At the beginning of your upkeep, you may remove your hand from the game face down. If you do, put into your hand all other cards you own removed from the game with Duplicity.

At the end of your turn, discard a card.

When you lose control of Duplicity, put all cards removed from the game with Duplicity into their owners' graveyards.

Echo Chamber

{4}

Artifact

{4}, {T}: An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token has haste. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery.

Echo Chamber

{4}

Artifact

{4}, {T}: An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token gains haste until end of turn. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery.

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature — Elf Warrior

Elf creatures have forestwalk.

All Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature — Elf Warrior

Other Elf creatures have forestwalk.

Other Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

Ertai's Meddling

{X}{U}

Instant

X can't be 0.

The next time target spell would resolve, instead its controller removes it from the game, then puts X delay counters on it.

As long as that card is removed from the game, remove a delay counter from it at the beginning of that player's upkeep. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell.

Ertai's Meddling

{X}{U}

Instant

X can't be 0.

Target spell's controller removes it from the game with X delay counters on it.

At the beginning of each of that player's upkeeps, if that card is removed from the game, remove a delay counter from it. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell.

Helm of Possession

{4}

Artifact

You may choose not to untap Helm of Possession during your untap step.

{2}, {T}, Sacrifice a creature: You control target creature as long as you control Helm of Possession and Helm of Possession remains tapped.

Helm of Possession

{4}

Artifact

You may choose not to untap Helm of Possession during your untap step.

{2}, {T}, Sacrifice a creature: Gain control of target creature as long as you control Helm of Possession and Helm of Possession remains tapped.

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.

Interdict

{1}{U}

Instant

Counter target activated ability from 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.

Kindle

{1}{R}

Instant

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

Kindle

{1}{R}

Instant

Kindle deals X damage to target creature or player, where X is 2 plus the number of cards named Kindle in all graveyards.

Legerdemain

{2}{U}{U}

Sorcery

Exchange control of target artifact or creature and another target permanent if they share one of those types. (This effect doesn't end at end of turn.)

Legerdemain

{2}{U}{U}

Sorcery

Exchange control of target artifact or creature and another target permanent that shares one of those types with it. (This effect doesn't end at end of turn.)

Mogg Hollows

Land

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

{T}: Add {R} or {G} to your mana pool. Mogg Hollows doesn't untap during its controller's next untap step.

Mogg Hollows

Land

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

{T}: Add {R} or {G} to your mana pool. Mogg Hollows doesn't untap during your next untap step.

Oracle en-Vec

{1}{W}

Creature — Human Wizard

{T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn.

1/1

Oracle en-Vec

{1}{W}

Creature — Human Wizard

{T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of the chosen creatures that didn't attack. Play this ability only during your turn.

1/1

Orim's Prayer

{1}{W}{W}

Enchantment

Whenever a creature attacks you, you gain 1 life.

Orim's Prayer

{1}{W}{W}

Enchantment

Whenever one or more creatures attack you, you gain 1 life for each attacking creature.

Reap

{1}{G}

Instant

Return any number of target cards from your graveyard to your hand. You can't choose more cards than the number of black permanents your opponents control.

Reap

{1}{G}

Instant

Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you play Reap.

Rootwater Depths

Land

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

{T}: Add {U} or {B} to your mana pool. Rootwater Depths doesn't untap during its controller's next untap step.

Rootwater Depths

Land

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

{T}: Add {U} or {B} to your mana pool. Rootwater Depths doesn't untap during your next untap step.

Sacred Guide

{W}

Creature — Human Cleric

{1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other revealed cards from the game.

1/1

Sacred Guide

{W}

Creature — Human Cleric

{1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other cards revealed this way from the game.

1/1

Scroll Rack

{2}

Artifact

{1}, {T}: Choose any number of cards in your hand and set those cards aside face down. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside this way on top of your library in any order.

Scroll Rack

{2}

Artifact

{1}, {T}: Remove any number of cards in your hand from the game face down. Put that many cards from the top of your library into your hand. Then look at the removed cards and put them on top of your library in any order.

Serene Offering

{1}{W}

Instant

Destroy target enchantment. You gain life equal to that enchantment's converted mana cost.

Serene Offering

{1}{W}

Instant

Destroy target enchantment. You gain life equal to its converted mana cost.

Soltari Lancer

{2}{W}

Creature — Soltari Knight

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

Whenever Soltari Lancer attacks, it gains first strike until end of combat.

2/2

Soltari Lancer

{2}{W}

Creature — Soltari Knight

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

Soltari Lancer has first strike as long as it's attacking.

2/2

Soltari Monk

{W}{W}

Creature — Soltari Monk Cleric

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

2/1

Soltari Monk

{W}{W}

Creature — Soltari Monk Cleric

Protection from black

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

2/1

Thalakos Lowlands

Land

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

{T}: Add {W} or {U} to your mana pool. Thalakos Lowlands doesn't untap during its controller's next untap step.

Thalakos Lowlands

Land

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

{T}: Add {W} or {U} to your mana pool. Thalakos Lowlands doesn't untap during your next untap step.

Vec Townships

Land

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

{T}: Add {G} or {W} to your mana pool. Vec Townships doesn't untap during its controller's next untap step.

Vec Townships

Land

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

{T}: Add {G} or {W} to your mana pool. Vec Townships doesn't untap during your next untap step.

Watchdog

{3}

Artifact Creature — Hound

Watchdog blocks each turn if able.

Whenever a creature attacks you, if Watchdog is untapped, that creature gets -1/-0 until end of turn.

1/2

Watchdog

{3}

Artifact Creature — Hound

Watchdog blocks each turn if able.

As long as Watchdog is untapped, all creatures attacking you get -1/-0.

1/2

Wood Sage

{U}{G}

Creature — Human Druid

{T}: Name a creature card. Reveal the top four cards of your library. Put any of them that are the named card into your hand and the rest into your graveyard.

1/1

Wood Sage

{U}{G}

Creature — Human Druid

{T}: Name a creature card. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.

1/1

Changes to ability order only

Old card (Lorwyn) New card (Morningtide)

Arcades Sabboth

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

Legendary Creature — Elder Dragon

Flying

Untapped nonattacking creatures you control get +0/+2.

At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}.

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

7/7

Arcades Sabboth

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

Legendary Creature — Elder Dragon

Flying

At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}.

Untapped nonattacking creatures you control get +0/+2.

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

7/7

Chromium

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

Legendary Creature — Elder Dragon

Flying

At the beginning of your upkeep, sacrifice Chromium unless you pay {W}{U}{B}.

Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

7/7

Chromium

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

Legendary Creature — Elder Dragon

Flying

Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

At the beginning of your upkeep, sacrifice Chromium unless you pay {W}{U}{B}.

7/7

Contamination

{2}{B}

Enchantment

If a land is tapped for mana, it produces {B} instead of any other type and amount.

At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature.

Contamination

{2}{B}

Enchantment

At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature.

If a land is tapped for mana, it produces {B} instead of any other type and amount.

Conversion

{2}{W}{W}

Enchantment

All Mountains are Plains.

At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}.

Conversion

{2}{W}{W}

Enchantment

At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}.

All Mountains are Plains.

Forethought Amulet

{5}

Artifact

If an instant or sorcery spell would deal 3 or more damage to you, it deals 2 damage to you instead.

At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay {3}.

Forethought Amulet

{5}

Artifact

At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay {3}.

If an instant or sorcery spell would deal 3 or more damage to you, it deals 2 damage to you instead.

Knight of Stromgald

{B}{B}

Creature — Human Knight

Protection from white

{B}{B}: Knight of Stromgald gets +1/+0 until end of turn.

{B}: Knight of Stromgald gains first strike until end of turn.

2/1

Knight of Stromgald

{B}{B}

Creature — Human Knight

Protection from white

{B}: Knight of Stromgald gains first strike until end of turn.

{B}{B}: Knight of Stromgald gets +1/+0 until end of turn.

2/1

Order of Leitbur

{W}{W}

Creature — Human Cleric Knight

Protection from black

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

{W}: Order of Leitbur gains first strike until end of turn.

2/1

Order of Leitbur

{W}{W}

Creature — Human Cleric Knight

Protection from black

{W}: Order of Leitbur gains first strike until end of turn.

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

2/1

Order of the Ebon Hand

{B}{B}

Creature — Cleric Knight

Protection from white

{B}{B}: Order of the Ebon Hand gets +1/+0 until end of turn.

{B}: Order of the Ebon Hand gains first strike until end of turn.

2/1

Order of the Ebon Hand

{B}{B}

Creature — Cleric Knight

Protection from white

{B}: Order of the Ebon Hand gains first strike until end of turn.

{B}{B}: Order of the Ebon Hand gets +1/+0 until end of turn.

2/1

Territorial Dispute

{4}{R}{R}

Enchantment

Players can't play lands.

At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land.

Territorial Dispute

{4}{R}{R}

Enchantment

At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land.

Players can't play lands.

Changes to reminder text only

Old card (Lorwyn) New card (Morningtide)

Planeswalker's Mischief

{2}{U}

Enchantment

{3}{U}: Target opponent reveals a card at random in his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has {X} in its mana cost, X is 0.) At end of turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery.

Planeswalker's Mischief

{2}{U}

Enchantment

{3}{U}: Target opponent reveals a card at random in his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.) At end of turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery.

Temporal Aperture

{2}

Artifact

{5}, {T}: Shuffle your library and reveal the top card. Until end of turn, as long as that card remains on top of your library, you may play the card without paying its mana cost. (If it has {X} in its mana cost, X is 0.)

Temporal Aperture

{2}

Artifact

{5}, {T}: Shuffle your library and reveal the top card. Until end of turn, as long as that card remains on top of your library, you may play the card without paying its mana cost. (If it has X in its mana cost, X is 0.)

Unstable Shapeshifter

{3}{U}

Creature — Shapeshifter

Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability. (This effect doesn't copy counters on the creature.)

0/1

Unstable Shapeshifter

{3}{U}

Creature — Shapeshifter

Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability.

0/1

Changes to symbols only

Old card (Lorwyn) New card (Morningtide)

Ajani Goldmane

{2}{W}{W}

Planeswalker — Ajani

+1: You gain 2 life.

-1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

-6: Put a white Avatar creature token into play with "This creature's power and toughness are each equal to your life total."

4 loyalty

Ajani Goldmane

{2}{W}{W}

Planeswalker — Ajani

[+1]: You gain 2 life.

[-1]: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

[-6]: Put a white Avatar creature token into play with "This creature's power and toughness are each equal to your life total."

4 loyalty

Calming Licid

{2}{W}

Creature — Licid

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

Enchanted creature can't attack.

2/2

Calming Licid

{2}{W}

Creature — Licid

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

Enchanted creature can't attack.

2/2

Chandra Nalaar

{3}{R}{R}

Planeswalker — Chandra

+1: Chandra Nalaar deals 1 damage to target player.

-X: Chandra Nalaar deals X damage to target creature.

-8: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.

6 loyalty

Chandra Nalaar

{3}{R}{R}

Planeswalker — Chandra

[+1]: Chandra Nalaar deals 1 damage to target player.

[-X]: Chandra Nalaar deals X damage to target creature.

[-8]: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.

6 loyalty

Convulsing Licid

{2}{R}

Creature — Licid

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

Enchanted creature can't block.

2/2

Convulsing Licid

{2}{R}

Creature — Licid

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

Enchanted creature can't block.

2/2

Corrupting Licid

{2}{B}

Creature — Licid

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

Enchanted creature has fear.

2/2

Corrupting Licid

{2}{B}

Creature — Licid

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

Enchanted creature has fear.

2/2

Dominating Licid

{1}{U}{U}

Creature — Licid

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

You control enchanted creature.

1/1

Dominating Licid

{1}{U}{U}

Creature — Licid

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

You control enchanted creature.

1/1

Enraging Licid

{1}{R}

Creature — Licid

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

Enchanted creature has haste.

1/1

Enraging Licid

{1}{R}

Creature — Licid

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

Enchanted creature has haste.

1/1

Garruk Wildspeaker

{2}{G}{G}

Planeswalker — Garruk

+1: Untap two target lands.

-1: Put a 3/3 green Beast creature token into play.

-4: Creatures you control get +3/+3 and gain trample until end of turn.

3 loyalty

Garruk Wildspeaker

{2}{G}{G}

Planeswalker — Garruk

[+1]: Untap two target lands.

[-1]: Put a 3/3 green Beast creature token into play.

[-4]: Creatures you control get +3/+3 and gain trample until end of turn.

3 loyalty

Gliding Licid

{2}{U}

Creature — Licid

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

Enchanted creature has flying.

2/2

Gliding Licid

{2}{U}

Creature — Licid

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

Enchanted creature has flying.

2/2

Jace Beleren

{1}{U}{U}

Planeswalker — Jace

+2: Each player draws a card.

-1: Target player draws a card.

-10: Target player puts the top twenty cards of his or her library into his or her graveyard.

3 loyalty

Jace Beleren

{1}{U}{U}

Planeswalker — Jace

[+2]: Each player draws a card.

[-1]: Target player draws a card.

[-10]: Target player puts the top twenty cards of his or her library into his or her graveyard.

3 loyalty

Leeching Licid

{1}{B}

Creature — Licid

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

At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player.

1/1

Leeching Licid

{1}{B}

Creature — Licid

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

At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player.

1/1

Liliana Vess

{3}{B}{B}

Planeswalker — Liliana

+1: Target player discards a card.

-2: Search your library for a card, then shuffle your library and put that card on top of it.

-8: Put all creature cards in all graveyards into play under your control.

5 loyalty

Liliana Vess

{3}{B}{B}

Planeswalker — Liliana

[+1]: Target player discards a card.

[-2]: Search your library for a card, then shuffle your library and put that card on top of it.

[-8]: Put all creature cards in all graveyards into play under your control.

5 loyalty

Nurturing Licid

{1}{G}

Creature — Licid

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

{G}: Regenerate enchanted creature.

1/1

Nurturing Licid

{1}{G}

Creature — Licid

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

{G}: Regenerate enchanted creature.

1/1

Quickening Licid

{1}{W}

Creature — Licid

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

Enchanted creature has first strike.

1/1

Quickening Licid

{1}{W}

Creature — Licid

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

Enchanted creature has first strike.

1/1

Stinging Licid

{1}{U}

Creature — Licid

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

Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller.

1/1

Stinging Licid

{1}{U}

Creature — Licid

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

Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller.

1/1

Tempting Licid

{2}{G}

Creature — Licid

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

All creatures able to block enchanted creature do so.

2/2

Tempting Licid

{2}{G}

Creature — Licid

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

All creatures able to block enchanted creature do so.

2/2

Transmogrifying Licid

{3}

Artifact Creature — Licid

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

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

2/2

Transmogrifying Licid

{3}

Artifact Creature — Licid

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

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

2/2

Changes to types only

Old card (Lorwyn) New card (Morningtide)

Akron Legionnaire

{6}{W}{W}

Creature — Human Soldier

Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.

8/4

Akron Legionnaire

{6}{W}{W}

Creature — Giant Soldier

Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.

8/4

Ali Baba

{R}

Creature — Human

{R}: Tap target Wall.

1/1

Ali Baba

{R}

Creature — Human Rogue

{R}: Tap target Wall.

1/1

Anaba Spirit Crafter

{2}{R}{R}

Creature — Minotaur

Minotaur creatures get +1/+0.

1/3

Anaba Spirit Crafter

{2}{R}{R}

Creature — Minotaur Shaman

Minotaur creatures get +1/+0.

1/3

Aquamoeba

{1}{U}

Creature — Beast

Discard a card: Switch Aquamoeba's power and toughness until end of turn.

1/3

Aquamoeba

{1}{U}

Creature — Elemental Beast

Discard a card: Switch Aquamoeba's power and toughness until end of turn.

1/3

Armored Guardian

{3}{W}{U}

Creature — Cat Warrior

{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.

{1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

2/5

Armored Guardian

{3}{W}{U}

Creature — Cat Soldier

{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.

{1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

2/5

Bartel Runeaxe

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

Legendary Creature — Human Warrior

Vigilance

Bartel Runeaxe can't be the target of Aura spells.

6/5

Bartel Runeaxe

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

Legendary Creature — Giant Warrior

Vigilance

Bartel Runeaxe can't be the target of Aura spells.

6/5

Beast Walkers

{1}{W}{W}

Creature — Human Soldier

{G}: Beast Walkers gains banding until end of turn.

2/2

Beast Walkers

{1}{W}{W}

Creature — Human Beast Soldier

{G}: Beast Walkers gains banding until end of turn.

2/2

Bird Maiden

{2}{R}

Creature — Human

Flying

1/2

Bird Maiden

{2}{R}

Creature — Human Bird

Flying

1/2

Blighted Shaman

{1}{B}

Creature — Human Shaman

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

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

1/1

Blighted Shaman

{1}{B}

Creature — Human Cleric Shaman

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

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

1/1

Bloodline Shaman

{1}{G}

Creature — Elf Wizard

{T}: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard.

1/1

Bloodline Shaman

{1}{G}

Creature — Elf Wizard Shaman

{T}: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard.

1/1

Bola Warrior

{1}{R}

Creature — Human Spellshaper

{R}, {T}, Discard a card: Target creature can't block this turn.

1/1

Bola Warrior

{1}{R}

Creature — Human Spellshaper Warrior

{R}, {T}, Discard a card: Target creature can't block this turn.

1/1

Boris Devilboon

{3}{B}{R}

Legendary Creature — Human Wizard

{2}{B}{R}, {T}: Put a 1/1 black and red Demon creature token named Minor Demon into play.

2/2

Boris Devilboon

{3}{B}{R}

Legendary Creature — Zombie Wizard

{2}{B}{R}, {T}: Put a 1/1 black and red Demon creature token named Minor Demon into play.

2/2

Captain Sisay

{2}{G}{W}

Legendary Creature — Human Warrior

{T}: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.

2/2

Captain Sisay

{2}{G}{W}

Legendary Creature — Human Soldier

{T}: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.

2/2

Cloud Dragon

{5}{U}

Creature — Dragon

Flying

Cloud Dragon can block only creatures with flying.

5/4

Cloud Dragon

{5}{U}

Creature — Illusion Dragon

Flying

Cloud Dragon can block only creatures with flying.

5/4

Coffin Queen

{2}{B}

Creature — Human Wizard

You may choose not to untap Coffin Queen during your untap step.

{2}{B}, {T}: Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game.

1/1

Coffin Queen

{2}{B}

Creature — Zombie Wizard

You may choose not to untap Coffin Queen during your untap step.

{2}{B}, {T}: Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game.

1/1

Coiling Woodworm

{2}{G}

Creature — Worm

Coiling Woodworm's power is equal to the number of Forests in play.

*/1

Coiling Woodworm

{2}{G}

Creature — Insect Worm

Coiling Woodworm's power is equal to the number of Forests in play.

*/1

Combat Medic

{2}{W}

Creature — Human Soldier Cleric

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

0/2

Combat Medic

{2}{W}

Creature — Human Cleric Soldier

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

0/2

Crossbow Infantry

{1}{W}

Creature — Human Soldier

{T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature.

1/1

Crossbow Infantry

{1}{W}

Creature — Human Soldier Archer

{T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature.

1/1

Cryptic Annelid

{3}{U}

Creature — Beast

When Cryptic Annelid comes into play, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

1/4

Cryptic Annelid

{3}{U}

Creature — Worm Beast

When Cryptic Annelid comes into play, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

1/4

Darkling Stalker

{3}{B}

Creature — Shade

{B}: Regenerate Darkling Stalker.

{B}: Darkling Stalker gets +1/+1 until end of turn.

1/1

Darkling Stalker

{3}{B}

Creature — Shade Spirit

{B}: Regenerate Darkling Stalker.

{B}: Darkling Stalker gets +1/+1 until end of turn.

1/1

Devoted Hero

{W}

Creature — Human Soldier

1/2

Devoted Hero

{W}

Creature — Elf Soldier

1/2

El-Hajjaj

{1}{B}{B}

Creature — Human

Lifelink (Whenever this creature deals damage, you gain that much life.)

1/1

El-Hajjaj

{1}{B}{B}

Creature — Human Wizard

Lifelink (Whenever this creature deals damage, you gain that much life.)

1/1

Ertai, the Corrupted

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

Legendary Creature — Human Mutant Wizard

{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.

3/4

Ertai, the Corrupted

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

Legendary Creature — Human Wizard

{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.

3/4

Fleet-Footed Monk

{1}{W}

Creature — Human Monk Cleric

Fleet-Footed Monk can't be blocked by creatures with power 2 or greater.

1/1

Fleet-Footed Monk

{1}{W}

Creature — Human Monk

Fleet-Footed Monk can't be blocked by creatures with power 2 or greater.

1/1

Forcemage Advocate

{1}{G}

Creature — Centaur

{T}: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature.

2/1

Forcemage Advocate

{1}{G}

Creature — Centaur Shaman

{T}: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature.

2/1

Fungusaur

{3}{G}

Creature — Fungus

Whenever Fungusaur is dealt damage, put a +1/+1 counter on it.

2/2

Fungusaur

{3}{G}

Creature — Fungus Lizard

Whenever Fungusaur is dealt damage, put a +1/+1 counter on it.

2/2

Fyndhorn Druid

{2}{G}

Creature — Human Druid

When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life.

2/2

Fyndhorn Druid

{2}{G}

Creature — Elf Druid

When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life.

2/2

Gibbering Hyenas

{2}{G}

Creature — Hound

Gibbering Hyenas can't block black creatures.

3/2

Gibbering Hyenas

{2}{G}

Creature — Hyena

Gibbering Hyenas can't block black creatures.

3/2

Glowing Anemone

{3}{U}

Creature — Anemone Beast

When Glowing Anemone comes into play, you may return target land to its owner's hand.

1/3

Glowing Anemone

{3}{U}

Creature — Jellyfish Beast

When Glowing Anemone comes into play, you may return target land to its owner's hand.

1/3

Goblin Spy

{R}

Creature — Goblin

Play with the top card of your library revealed.

1/1

Goblin Spy

{R}

Creature — Goblin Rogue

Play with the top card of your library revealed.

1/1

Grandmother Sengir

{4}{B}

Legendary Creature — Vampire

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

3/3

Grandmother Sengir

{4}{B}

Legendary Creature — Human Wizard

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

3/3

Greater Mossdog

{3}{G}

Creature — Fungus Hound

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

3/3

Greater Mossdog

{3}{G}

Creature — Plant Hound

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

3/3

Guiding Spirit

{1}{W}{U}

Creature — Spirit

Flying

{T}: If the top card of target player's graveyard is a creature card, put that card on the top of that player's library.

1/2

Guiding Spirit

{1}{W}{U}

Creature — Angel Spirit

Flying

{T}: If the top card of target player's graveyard is a creature card, put that card on the top of that player's library.

1/2

Gwendlyn Di Corci

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

Legendary Creature — Human

{T}: Target player discards a card at random. Play this ability only during your turn.

3/5

Gwendlyn Di Corci

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

Legendary Creature — Human Rogue

{T}: Target player discards a card at random. Play this ability only during your turn.

3/5

Henge Guardian

{5}

Artifact Creature — Dragon

{2}: Henge Guardian gains trample until end of turn.

3/4

Henge Guardian

{5}

Artifact Creature — Dragon Wurm

{2}: Henge Guardian gains trample until end of turn.

3/4

Hua Tuo, Honored Physician

{1}{G}{G}

Legendary Creature — Human Shaman

{T}: Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase.

1/2

Hua Tuo, Honored Physician

{1}{G}{G}

Legendary Creature — Human

{T}: Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase.

1/2

Ihsan's Shade

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

Legendary Creature — Shade

Protection from white

5/5

Ihsan's Shade

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

Legendary Creature — Shade Knight

Protection from white

5/5

Irini Sengir

{2}{B}{B}

Legendary Creature — Dwarf Wizard

White enchantment spells and green enchantment spells cost {2} more to play.

2/2

Irini Sengir

{2}{B}{B}

Legendary Creature — Vampire Dwarf

White enchantment spells and green enchantment spells cost {2} more to play.

2/2

Ivory Guardians

{4}{W}{W}

Creature — Human Cleric

Protection from red

Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent.

3/3

Ivory Guardians

{4}{W}{W}

Creature — Giant Cleric

Protection from red

Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent.

3/3

Jackalope Herd

{3}{G}

Creature — Beast

When you play a spell, return Jackalope Herd to its owner's hand.

4/5

Jackalope Herd

{3}{G}

Creature — Rabbit Beast

When you play a spell, return Jackalope Herd to its owner's hand.

4/5

Jeska, Warrior Adept

{2}{R}{R}

Legendary Creature — Human Barbarian

First strike, haste

{T}: Jeska, Warrior Adept deals 1 damage to target creature or player.

3/1

Jeska, Warrior Adept

{2}{R}{R}

Legendary Creature — Human Barbarian Warrior

First strike, haste

{T}: Jeska, Warrior Adept deals 1 damage to target creature or player.

3/1

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature — Bird Soldier

Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.)

Flying

When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.

Other Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper.

2/2

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature — Bird Wizard

Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.)

Flying

When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.

Other Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper.

2/2

Kaysa

{3}{G}{G}

Legendary Creature — Human Druid

Green creatures you control get +1/+1.

2/3

Kaysa

{3}{G}{G}

Legendary Creature — Elf Druid

Green creatures you control get +1/+1.

2/3

Keen-Eyed Archers

{2}{W}

Creature — Human Soldier Archer

Reach (This creature can block creatures with flying.)

2/2

Keen-Eyed Archers

{2}{W}

Creature — Elf Archer

Reach (This creature can block creatures with flying.)

2/2

Keldon Berserker

{3}{R}

Creature — Human Soldier

Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn.

2/3

Keldon Berserker

{3}{R}

Creature — Human Soldier Berserker

Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn.

2/3

Kezzerdrix

{2}{B}{B}

Creature — Beast

First strike

At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you.

4/4

Kezzerdrix

{2}{B}{B}

Creature — Rabbit Beast

First strike

At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you.

4/4

Lawbringer

{2}{W}

Creature — Human Rebel

{T}, Sacrifice Lawbringer: Remove target red creature from the game.

2/2

Lawbringer

{2}{W}

Creature — Kor Rebel

{T}, Sacrifice Lawbringer: Remove target red creature from the game.

2/2

Lightbringer

{2}{W}

Creature — Human Rebel

{T}, Sacrifice Lightbringer: Remove target black creature from the game.

2/2

Lightbringer

{2}{W}

Creature — Kor Rebel

{T}, Sacrifice Lightbringer: Remove target black creature from the game.

2/2

Living Hive

{6}{G}{G}

Creature — Elemental

Trample

Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play.

6/6

Living Hive

{6}{G}{G}

Creature — Elemental Insect

Trample

Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play.

6/6

Magmasaur

{3}{R}{R}

Creature — Elemental

Magmasaur comes into play with five +1/+1 counters on it.

At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player.

0/0

Magmasaur

{3}{R}{R}

Creature — Elemental Lizard

Magmasaur comes into play with five +1/+1 counters on it.

At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player.

0/0

Moss Monster

{3}{G}{G}

Creature — Fungus

3/6

Moss Monster

{3}{G}{G}

Creature — Elemental

3/6

Mossdog

{G}

Creature — Fungus Hound

Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog.

1/1

Mossdog

{G}

Creature — Plant Hound

Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog.

1/1

Niall Silvain

{G}{G}{G}

Creature — Elemental

{G}{G}{G}{G}, {T}: Regenerate target creature.

2/2

Niall Silvain

{G}{G}{G}

Creature — Ouphe

{G}{G}{G}{G}, {T}: Regenerate target creature.

2/2

Orcish Cannoneers

{1}{R}{R}

Creature — Orc

{T}: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you.

1/3

Orcish Cannoneers

{1}{R}{R}

Creature — Orc Warrior

{T}: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you.

1/3

Orcish Spy

{R}

Creature — Orc

{T}: Look at the top three cards of target player's library.

1/1

Orcish Spy

{R}

Creature — Orc Rogue

{T}: Look at the top three cards of target player's library.

1/1

Overtaker

{1}{U}

Creature — Human Spellshaper

{3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

1/1

Overtaker

{1}{U}

Creature — Merfolk Spellshaper

{3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

1/1

Personal Incarnation

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

Creature — Avatar

{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation.

When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up.

6/6

Personal Incarnation

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

Creature — Avatar Incarnation

{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation.

When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up.

6/6

Phage the Untouchable

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

Legendary Creature — Minion

When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game.

Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.

Whenever Phage deals combat damage to a player, that player loses the game.

4/4

Phage the Untouchable

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

Legendary Creature — Zombie Minion

When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game.

Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.

Whenever Phage deals combat damage to a player, that player loses the game.

4/4

Phyrexian Gremlins

{2}{B}

Creature — Gremlin

You may choose not to untap Phyrexian Gremlins during your untap step.

{T}: Tap target artifact. As long as Phyrexian Gremlins remains tapped, that artifact doesn't untap during its controller's untap step.

1/1

Phyrexian Gremlins

{2}{B}

Creature — Ouphe

You may choose not to untap Phyrexian Gremlins during your untap step.

{T}: Tap target artifact. As long as Phyrexian Gremlins remains tapped, that artifact doesn't untap during its controller's untap step.

1/1

Pianna, Nomad Captain

{1}{W}{W}

Legendary Creature — Human Nomad Soldier

Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.

2/2

Pianna, Nomad Captain

{1}{W}{W}

Legendary Creature — Human Nomad

Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.

2/2

Plague Witch

{1}{B}

Creature — Human Spellshaper

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

1/1

Plague Witch

{1}{B}

Creature — Elf Spellshaper

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

1/1

Psionic Entity

{4}{U}

Creature — Beast

{T}: Psionic Entity deals 2 damage to target creature or player and 3 damage to itself.

2/2

Psionic Entity

{4}{U}

Creature — Illusion

{T}: Psionic Entity deals 2 damage to target creature or player and 3 damage to itself.

2/2

Putrid Warrior

{W}{B}

Creature — Soldier Zombie

Whenever Putrid Warrior deals damage, choose one — each player loses 1 life; or each player gains 1 life.

2/2

Putrid Warrior

{W}{B}

Creature — Zombie Soldier Warrior

Whenever Putrid Warrior deals damage, choose one — each player loses 1 life; or each player gains 1 life.

2/2

Reveka, Wizard Savant

{2}{U}{U}

Legendary Creature — Human Wizard

{T}: Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step.

0/1

Reveka, Wizard Savant

{2}{U}{U}

Legendary Creature — Dwarf Wizard

{T}: Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step.

0/1

Rubinia Soulsinger

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

Legendary Creature — Human

You may choose not to untap Rubinia Soulsinger during your untap step.

{T}: Gain control of target creature as long as you control Rubinia and Rubinia remains tapped.

2/3

Rubinia Soulsinger

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

Legendary Creature — Faerie

You may choose not to untap Rubinia Soulsinger during your untap step.

{T}: Gain control of target creature as long as you control Rubinia and Rubinia remains tapped.

2/3

Sandstone Warrior

{2}{R}{R}

Creature — Human Soldier

First strike (This creature deals combat damage before creatures without first strike.)

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

1/3

Sandstone Warrior

{2}{R}{R}

Creature — Human Soldier Warrior

First strike (This creature deals combat damage before creatures without first strike.)

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

1/3

Serra Inquisitors

{4}{W}

Creature — Human

When Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.

3/3

Serra Inquisitors

{4}{W}

Creature — Human Cleric

When Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.

3/3

Shelkin Brownie

{1}{G}

Creature — Faerie

{T}: Target creature loses all "bands with other" abilities until end of turn.

1/1

Shelkin Brownie

{1}{G}

Creature — Ouphe

{T}: Target creature loses all "bands with other" abilities until end of turn.

1/1

Silent Arbiter

{4}

Artifact Creature — Golem

No more than one creature can attack each combat.

No more than one creature can block each combat.

1/5

Silent Arbiter

{4}

Artifact Creature — Construct

No more than one creature can attack each combat.

No more than one creature can block each combat.

1/5

Spectral Lynx

{1}{W}

Creature — Cat

Protection from green

{B}: Regenerate Spectral Lynx.

2/1

Spectral Lynx

{1}{W}

Creature — Cat Spirit

Protection from green

{B}: Regenerate Spectral Lynx.

2/1

Spike Soldier

{2}{G}{G}

Creature — Spike

Spike Soldier comes into play with three +1/+1 counters on it.

{2}, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature.

Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.

0/0

Spike Soldier

{2}{G}{G}

Creature — Spike Soldier

Spike Soldier comes into play with three +1/+1 counters on it.

{2}, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature.

Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.

0/0

Storm Shaman

{2}{R}

Creature — Human Cleric

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

0/4

Storm Shaman

{2}{R}

Creature — Human Cleric Shaman

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

0/4

Tetsuo Umezawa

{U}{B}{R}

Legendary Creature — Human Warrior

Tetsuo Umezawa can't be the target of Aura spells.

{U}{B}{B}{R}, {T}: Destroy target tapped or blocking creature.

3/3

Tetsuo Umezawa

{U}{B}{R}

Legendary Creature — Human Archer

Tetsuo Umezawa can't be the target of Aura spells.

{U}{B}{B}{R}, {T}: Destroy target tapped or blocking creature.

3/3

Tobias Andrion

{3}{W}{U}

Legendary Creature — Human

4/4

Tobias Andrion

{3}{W}{U}

Legendary Creature — Human Advisor

4/4

Trade Caravan

{W}

Creature — Human

At the beginning of your upkeep, put a currency counter on Trade Caravan.

Remove two currency counters from Trade Caravan: Untap target basic land. Play this ability only during an opponent's upkeep.

1/1

Trade Caravan

{W}

Creature — Human Nomad

At the beginning of your upkeep, put a currency counter on Trade Caravan.

Remove two currency counters from Trade Caravan: Untap target basic land. Play this ability only during an opponent's upkeep.

1/1

Trained Orgg

{6}{R}

Creature — Orgg Beast

6/6

Trained Orgg

{6}{R}

Creature — Orgg

6/6

Tsabo Tavoc

{5}{B}{R}

Legendary Creature — Zombie

First strike, protection from legendary creatures

{B}{B}, {T}: Destroy target legendary creature. It can't be regenerated.

7/4

Tsabo Tavoc

{5}{B}{R}

Legendary Creature — Horror

First strike, protection from legendary creatures

{B}{B}, {T}: Destroy target legendary creature. It can't be regenerated.

7/4

Ur-Drago

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

Legendary Creature — Demon

First strike

Creatures with swampwalk can be blocked as though they didn't have swampwalk.

4/4

Ur-Drago

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

Legendary Creature — Elemental

First strike

Creatures with swampwalk can be blocked as though they didn't have swampwalk.

4/4

Vampire Hounds

{2}{B}

Creature — Hound

Discard a creature card: Vampire Hounds gets +2/+2 until end of turn.

2/2

Vampire Hounds

{2}{B}

Creature — Vampire Hound

Discard a creature card: Vampire Hounds gets +2/+2 until end of turn.

2/2

Vizzerdrix

{6}{U}

Creature — Beast

6/6

Vizzerdrix

{6}{U}

Creature — Rabbit Beast

6/6

Voltaic Construct

{4}

Artifact Creature — Golem

{2}: Untap target artifact creature.

2/2

Voltaic Construct

{4}

Artifact Creature — Golem Construct

{2}: Untap target artifact creature.

2/2

Walking Dead

{1}{B}

Creature — Skeleton

{B}: Regenerate Walking Dead.

1/1

Walking Dead

{1}{B}

Creature — Zombie

{B}: Regenerate Walking Dead.

1/1

Wall of Bone

{2}{B}

Creature — Wall

Defender (This creature can't attack.)

{B}: Regenerate Wall of Bone.

1/4

Wall of Bone

{2}{B}

Creature — Skeleton Wall

Defender (This creature can't attack.)

{B}: Regenerate Wall of Bone.

1/4

Wall of Pine Needles

{3}{G}

Creature — Wall

Defender (This creature can't attack.)

{G}: Regenerate Wall of Pine Needles.

3/3

Wall of Pine Needles

{3}{G}

Creature — Plant Wall

Defender (This creature can't attack.)

{G}: Regenerate Wall of Pine Needles.

3/3

Warmonger

{3}{R}

Creature — Ox Monger

{2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability.

3/3

Warmonger

{3}{R}

Creature — Minotaur Monger

{2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability.

3/3

Wingbeat Warrior

{2}{W}

Creature — Bird Soldier

Flying

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

When Wingbeat Warrior is turned face up, target creature gains first strike until end of turn.

2/1

Wingbeat Warrior

{2}{W}

Creature — Bird Soldier Warrior

Flying

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

When Wingbeat Warrior is turned face up, target creature gains first strike until end of turn.

2/1

Wormfang Newt

{1}{U}

Creature — Nightmare Lizard Beast

When Wormfang Newt comes into play, remove a land you control from the game.

When Wormfang Newt leaves play, return the removed card to play under its owner's control.

2/2

Wormfang Newt

{1}{U}

Creature — Nightmare Salamander Beast

When Wormfang Newt comes into play, remove a land you control from the game.

When Wormfang Newt leaves play, return the removed card to play under its owner's control.

2/2

Wu Spy

{1}{U}

Creature — Human Soldier

When Wu Spy comes into play, look at the top two cards of target player's library. Put one of them into his or her graveyard.

1/1

Wu Spy

{1}{U}

Creature — Human Soldier Rogue

When Wu Spy comes into play, look at the top two cards of target player's library. Put one of them into his or her graveyard.

1/1

New cards

Old card (Lorwyn) New card (Morningtide)

Ambassador Oak

{3}{G}

Creature — Treefolk Warrior

When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play.

3/3

Auntie's Snitch

{2}{B}

Creature — Goblin Rogue

Auntie's Snitch can't block.

Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)

Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand.

3/1

Ballyrush Banneret

{1}{W}

Creature — Kithkin Soldier

Kithkin spells and Soldier spells you play cost {1} less to play.

2/1

Battletide Alchemist

{3}{W}{W}

Creature — Kithkin Cleric

If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.

3/4

Bitterblossom

{1}{B}

Tribal Enchantment — Faerie

At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play.

Blightsoil Druid

{1}{B}

Creature — Elf Druid

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

1/2

Boldwyr Heavyweights

{2}{R}{R}

Creature — Giant Warrior

Trample

When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it.

8/8

Borderland Behemoth

{5}{R}{R}

Creature — Giant Warrior

Trample

Borderland Behemoth gets +4/+4 for each other Giant you control.

4/4

Bosk Banneret

{1}{G}

Creature — Treefolk Shaman

Treefolk spells and Shaman spells you play cost {1} less to play.

1/3

Bramblewood Paragon

{1}{G}

Creature — Elf Warrior

Each other Warrior creature you control comes into play with an additional +1/+1 counter on it.

Each creature you control with a +1/+1 counter on it has trample.

2/2

Brighthearth Banneret

{1}{R}

Creature — Elemental Warrior

Elemental spells and Warrior spells you play cost {1} less to play.

Reinforce 1-{1}{R} ({1}{R}, Discard this card: Put a +1/+1 counter on target creature.)

1/1

Burrenton Bombardier

{2}{W}

Creature — Kithkin Soldier

Flying

Reinforce 2-{2}{W} ({2}{W}, Discard this card: Put two +1/+1 counters on target creature.)

2/2

Burrenton Shield-Bearers

{4}{W}

Creature — Kithkin Soldier

Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.

3/3

Cenn's Tactician

{W}

Creature — Kithkin Soldier

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

Each creature you control with a +1/+1 counter on it can block an additional creature.

1/1

Chameleon Colossus

{2}{G}{G}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Protection from black

{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.

4/4

Changeling Sentinel

{3}{W}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Vigilance

3/2

Cloak and Dagger

{2}

Tribal Artifact — Rogue Equipment

Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)

Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it.

Equip {3}

Coordinated Barrage

{W}

Instant

Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type.

Countryside Crusher

{1}{R}{R}

Creature — Giant Warrior

At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.

Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.

3/3

Cream of the Crop

{1}{G}

Enchantment

Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.

Daily Regimen

{W}

Enchantment — Aura

Enchant creature

{1}{W}: Put a +1/+1 counter on enchanted creature.

Declaration of Naught

{U}{U}

Enchantment

As Declaration of Naught comes into play, name a card.

{U}: Counter target spell with that name.

Deglamer

{1}{G}

Instant

Choose target artifact or enchantment. Its owner shuffles it into his or her library.

Dewdrop Spy

{1}{U}{U}

Creature — Faerie Rogue

Flash

Flying

When Dewdrop Spy comes into play, look at the top card of target player's library.

2/2

Disperse

{1}{U}

Instant

Return target nonland permanent to its owner's hand.

Distant Melody

{3}{U}

Sorcery

Choose a creature type. Draw a card for each permanent you control of that type.

Diviner's Wand

{3}

Tribal Artifact — Wizard Equipment

Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card."

Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it.

Equip {3}

Door of Destinies

{4}

Artifact

As Door of Destinies comes into play, choose a creature type.

Whenever you play a spell of that type, put a charge counter on Door of Destinies.

Creatures you control of that type get +1/+1 for each charge counter on Door of Destinies.

Earthbrawn

{1}{G}

Instant

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

Reinforce 1-{1}{G} ({1}{G}, Discard this card: Put a +1/+1 counter on target creature.)

Earwig Squad

{3}{B}{B}

Creature — Goblin Rogue

Prowl {2}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)

When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library.

5/3

Everbark Shaman

{4}{G}

Creature — Treefolk Shaman

{T}, Remove a Treefolk card in your graveyard from the game: Search your library for two Forest cards and put them into play tapped. Then shuffle your library.

3/5

Fencer Clique

{2}{U}{U}

Creature — Faerie Soldier

Flying

{U}: Put Fencer Clique on top of its owner's library.

3/2

Fendeep Summoner

{4}{B}

Creature — Treefolk Shaman

{T}: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.

3/5

Fertilid

{2}{G}

Creature — Elemental

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

{1}{G}, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.

0/0

Festercreep

{1}{B}

Creature — Elemental

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

{1}{B}, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.

0/0

Feudkiller's Verdict

{4}{W}{W}

Tribal Sorcery — Giant

You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play.

Final-Sting Faerie

{3}{B}

Creature — Faerie Assassin

Flying

When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn.

2/2

Fire Juggler

{2}{R}

Creature — Goblin Shaman

Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

2/2

Floodchaser

{5}{U}

Creature — Elemental

Floodchaser comes into play with six +1/+1 counters on it.

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

{U}, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.

0/0

Forfend

{1}{W}

Instant

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

Frogtosser Banneret

{1}{B}

Creature — Goblin Rogue

Haste

Goblin spells and Rogue spells you play cost {1} less to play.

1/1

Game-Trail Changeling

{3}{G}{G}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Trample

4/4

Gilt-Leaf Archdruid

{3}{G}{G}

Creature — Elf Druid

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

Tap seven untapped Druids you control: Gain control of all lands target player controls.

3/3

Graceful Reprieve

{1}{W}

Instant

When target creature is put into a graveyard this turn, return that card to play under its owner's control.

Greatbow Doyen

{4}{G}

Creature — Elf Archer

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

Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller.

2/4

Grimoire Thief

{U}{U}

Creature — Merfolk Rogue

Whenever Grimoire Thief becomes tapped, remove the top three cards of target opponent's library from the game face down.

You may look at cards removed from the game with Grimoire Thief.

{U}, Sacrifice Grimoire Thief: Turn all cards removed from the game with Grimoire Thief face up. Counter all spells with those names.

2/2

Heritage Druid

{G}

Creature — Elf Druid

Tap three untapped Elves you control: Add {G}{G}{G} to your mana pool.

1/1

Hostile Realm

{2}{R}

Enchantment — Aura

Enchant land

Enchanted land has "{T}: Target creature can't block this turn."

Hunting Triad

{3}{G}

Tribal Sorcery — Elf

Put three 1/1 green Elf Warrior creature tokens into play.

Reinforce 3-{3}{G} ({3}{G}, Discard this card: Put three +1/+1 counters on target creature.)

Idyllic Tutor

{2}{W}

Sorcery

Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library.

Indomitable Ancients

{2}{W}{W}

Creature — Treefolk Warrior

2/10

Ink Dissolver

{1}{U}

Creature — Merfolk Wizard

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard.

2/1

Inspired Sprite

{3}{U}

Creature — Faerie Wizard

Flash

Flying

Whenever you play a Wizard spell, you may untap Inspired Sprite.

{T}: Draw a card, then discard a card.

2/2

Kindled Fury

{R}

Instant

Target creature gets +1/+0 and gains first strike until end of turn.

Kinsbaile Borderguard

{1}{W}{W}

Creature — Kithkin Soldier

Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each other Kithkin you control.

When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1 white Kithkin Soldier creature token into play for each counter on it.

1/1

Kinsbaile Cavalier

{3}{W}

Creature — Kithkin Knight

Knight creatures you control have double strike.

2/2

Kithkin Zephyrnaut

{2}{W}

Creature — Kithkin Soldier

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn.

2/2

Knowledge Exploitation

{5}{U}{U}

Tribal Sorcery — Rogue

Prowl {3}{U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Search target opponent's library for an instant or sorcery card. You may play that card without paying its mana cost. Then that player shuffles his or her library.

Latchkey Faerie

{3}{U}

Creature — Faerie Rogue

Flying

Prowl {2}{U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)

When Latchkey Faerie comes into play, if its prowl cost was paid, draw a card.

3/1

Leaf-Crowned Elder

{2}{G}{G}

Creature — Treefolk Shaman

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost.

3/5

Lightning Crafter

{3}{R}

Creature — Goblin Shaman

Champion a Goblin or Shaman (When this comes into play, sacrifice it unless you remove another Goblin or Shaman you control from the game. When this leaves play, that card returns to play.)

{T}: Lightning Crafter deals 3 damage to target creature or player.

3/3

Luminescent Rain

{2}{G}

Instant

Choose a creature type. You gain 2 life for each permanent you control of that type.

Lunk Errant

{5}{R}

Creature — Giant Warrior

Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn.

4/4

Lys Alana Bowmaster

{2}{G}

Creature — Elf Archer

Reach (This can block creatures with flying.)

Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.

2/2

Maralen of the Mornsong

{1}{B}{B}

Legendary Creature — Elf Wizard

Players can't draw cards.

At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library.

2/3

Meadowboon

{2}{W}{W}

Creature — Elemental

When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls.

Evoke {3}{W} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

3/3

Merrow Witsniper

{U}

Creature — Merfolk Rogue

When Merrow Witsniper comes into play, target player puts the top card of his or her library into his or her graveyard.

1/1

Mind Shatter

{X}{B}{B}

Sorcery

Target player discards X cards at random.

Mind Spring

{X}{U}{U}

Sorcery

Draw X cards.

Moonglove Changeling

{2}{B}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{B}: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)

2/2

Morsel Theft

{2}{B}{B}

Tribal Sorcery — Rogue

Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.

Mosquito Guard

{W}

Creature — Kithkin Soldier

First strike

Reinforce 1-{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)

1/1

Mothdust Changeling

{U}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.

1/1

Mudbutton Clanger

{R}

Creature — Goblin Warrior

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn.

1/1

Murmuring Bosk

Land — Forest

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

As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped.

{T}: Add {W} or {B} to your mana pool. Murmuring Bosk deals 1 damage to you.

Mutavault

Land

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

{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

Negate

{1}{U}

Instant

Counter target noncreature spell.

Nevermaker

{3}{U}

Creature — Elemental

Flying

When Nevermaker leaves play, put target nonland permanent on top of its owner's library.

Evoke {3}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

2/3

Nightshade Schemers

{4}{B}

Creature — Faerie Wizard

Flying

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.

3/2

Noggin Whack

{2}{B}{B}

Tribal Sorcery — Rogue

Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Target player reveals three cards from his or her hand. You choose two of them. That player discards those cards.

Notorious Throng

{3}{U}

Tribal Sorcery — Rogue

Prowl {5}{U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Put X 1/1 black Faerie Rogue creature tokens with flying into play, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one.

Obsidian Battle-Axe

{3}

Tribal Artifact — Warrior Equipment

Equipped creature gets +2/+1 and has haste.

Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it.

Equip {3}

Offalsnout

{2}{B}

Creature — Elemental

Flash

When Offalsnout leaves play, remove target card in a graveyard from the game.

Evoke {B} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

2/2

Oona's Blackguard

{1}{B}

Creature — Faerie Rogue

Flying

Each other Rogue creature you control comes into play with an additional +1/+1 counter on it.

Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.

1/1

Orchard Warden

{4}{G}{G}

Creature — Treefolk Shaman

Whenever another Treefolk creature comes into play under your control, you may gain life equal to that creature's toughness.

4/6

Order of the Golden Cricket

{1}{W}

Creature — Kithkin Knight

Whenever Order of the Golden Cricket attacks, you may pay {W}. If you do, it gains flying until end of turn.

2/2

Pack's Disdain

{1}{B}

Instant

Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent of the chosen type you control.

Preeminent Captain

{2}{W}

Creature — Kithkin Soldier

First strike

Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking.

2/2

Prickly Boggart

{B}

Creature — Goblin Rogue

Fear

1/1

Primal Beyond

Land

As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped.

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

{T}: Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.

Pulling Teeth

{1}{B}

Sorcery

Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Pyroclast Consul

{3}{R}{R}

Creature — Elemental Shaman

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature.

3/3

Rage Forger

{2}{R}

Creature — Elemental Shaman

When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.

Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.

2/2

Reach of Branches

{4}{G}

Tribal Instant — Treefolk

Put a 2/5 green Treefolk Shaman creature token into play.

Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand.

Recross the Paths

{2}{G}

Sorcery

Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Redeem the Lost

{1}{W}

Instant

Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Reins of the Vinesteed

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature.

Release the Ants

{1}{R}

Instant

Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Research the Deep

{1}{U}

Sorcery

Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Reveillark

{4}{W}

Creature — Elemental

Flying

When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.

Evoke {5}{W} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

4/3

Revive the Fallen

{1}{B}

Sorcery

Return target creature card in a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Rhys the Exiled

{2}{G}

Legendary Creature — Elf Warrior

Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.

{B}, Sacrifice an Elf: Regenerate Rhys the Exiled.

3/2

Rivals' Duel

{3}{R}

Sorcery

Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other.

Roar of the Crowd

{3}{R}

Sorcery

Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents you control of the chosen type.

Rustic Clachan

Land

As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped.

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

Reinforce 1-{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)

Sage of Fables

{2}{U}

Creature — Merfolk Wizard

Each other Wizard creature you control comes into play with an additional +1/+1 counter on it.

{2}, Remove a +1/+1 counter from a creature you control: Draw a card.

2/2

Sage's Dousing

{2}{U}

Tribal Instant — Wizard

Counter target spell unless its controller pays {3}. If you control a Wizard, draw a card.

Scapeshift

{2}{G}{G}

Sorcery

Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library.

Scarblade Elite

{B}{B}

Creature — Elf Assassin

{T}, Remove an Assassin card in your graveyard from the game: Destroy target creature.

2/2

Seething Pathblazer

{2}{R}

Creature — Elemental Warrior

Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.

2/2

Sensation Gorger

{1}{R}{R}

Creature — Goblin Shaman

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand and draws four cards.

2/2

Shard Volley

{R}

Instant

As an additional cost to play Shard Volley, sacrifice a land.

Shard Volley deals 3 damage to target creature or player.

Shared Animosity

{2}{R}

Enchantment

Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.

Shinewend

{1}{W}

Creature — Elemental

Flying

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

{1}{W}, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.

0/0

Sigil Tracer

{1}{U}{U}

Creature — Merfolk Wizard

{1}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.

2/2

Slithermuse

{2}{U}{U}

Creature — Elemental

When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.

Evoke {3}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

3/3

Spitebellows

{5}{R}

Creature — Elemental

When Spitebellows leaves play, it deals 6 damage to target creature.

Evoke {1}{R}{R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

6/1

Squeaking Pie Grubfellows

{3}{B}

Creature — Goblin Shaman

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking Pie Grubfellows, you may reveal it. If you do, each opponent discards a card.

3/2

Stenchskipper

{3}{B}

Creature — Elemental

Flying

At end of turn, if you control no Goblins, sacrifice Stenchskipper.

6/5

Stingmoggie

{3}{R}

Creature — Elemental

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

{3}{R}, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land.

0/0

Stinkdrinker Bandit

{3}{B}

Creature — Goblin Rogue

Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)

Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.

2/1

Stomping Slabs

{2}{R}

Sorcery

Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player.

Stonehewer Giant

{3}{W}{W}

Creature — Giant Warrior

Vigilance

{1}{W}, {T}: Search your library for an Equipment card and put it into play. Attach it to a creature you control. Then shuffle your library.

4/4

Stonybrook Banneret

{1}{U}

Creature — Merfolk Wizard

Islandwalk

Merfolk spells and Wizard spells you play cost {1} less to play.

1/1

Stonybrook Schoolmaster

{2}{W}

Creature — Merfolk Wizard

Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play.

1/2

Stream of Unconsciousness

{U}

Tribal Instant — Wizard

Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.

Sunflare Shaman

{1}{R}

Creature — Elemental Shaman

{1}{R}, {T}: Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.

2/1

Supreme Exemplar

{6}{U}

Creature — Elemental

Flying

Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)

10/10

Swell of Courage

{3}{W}{W}

Instant

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

Reinforce X-{X}{W}{W} ({X}{W}{W}, Discard this card: Put X +1/+1 counters on target creature.)

Taurean Mauler

{2}{R}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler.

2/2

Thieves' Fortune

{2}{U}

Tribal Instant — Rogue

Prowl {U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

Thornbite Staff

{2}

Tribal Artifact — Shaman Equipment

Equipped creature has "{2}, {T}: This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature."

Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it.

Equip {4}

Titan's Revenge

{X}{R}{R}

Sorcery

Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Unstoppable Ash

{3}{G}

Creature — Treefolk Warrior

Trample

Champion a Treefolk or Warrior (When this comes into play, sacrifice it unless you remove another Treefolk or Warrior you control from the game. When this leaves play, that card returns to play.)

Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.

5/5

Vendilion Clique

{1}{U}{U}

Legendary Creature — Faerie Wizard

Flash

Flying

When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.

3/1

Vengeful Firebrand

{3}{R}

Creature — Elemental Warrior

Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.

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

5/2

Veteran's Armaments

{2}

Tribal Artifact — Soldier Equipment

Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."

Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it.

Equip {2}

Violet Pall

{4}{B}

Tribal Instant — Faerie

Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying into play.

Walker of the Grove

{6}{G}{G}

Creature — Elemental

When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play.

Evoke {4}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

7/7

Wandering Graybeard

{3}{W}{W}

Creature — Giant Wizard

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.

4/4

War-Spike Changeling

{3}{R}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{R}: War-Spike Changeling gains first strike until end of turn.

3/3

Warren Weirding

{1}{B}

Tribal Sorcery — Goblin

Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn.

Waterspout Weavers

{3}{U}{U}

Creature — Merfolk Wizard

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.

3/3

Weed-Pruner Poplar

{4}{B}

Creature — Treefolk Assassin

At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.

3/3

Weight of Conscience

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack.

Tap two untapped creatures you control that share a creature type: Remove enchanted creature from the game.

Weirding Shaman

{1}{B}

Creature — Goblin Shaman

{3}{B}, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play.

2/1

Winnower Patrol

{2}{G}

Creature — Elf Warrior

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.

3/2

Wolf-Skull Shaman

{1}{G}

Creature — Elf Shaman

Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play.

2/2

Un- set cards

Old card (Lorwyn) New card (Morningtide)

Free-Range Chicken

{3}{G}

Summon Chicken

{1}{G} Roll two six-sided dice. If both die rolls are the same, Free-Range Chicken gets +X/+X until end of turn, where X is the number rolled on each die. Otherwise, if the total rolled is equal to any other total you have rolled this turn for Free-Range Chicken, sacrifice it. (For example, if you roll two 3s, Free-Range Chicken gets +3/+3. If you roll a total of 6 for Free-Range Chicken later in that turn, sacrifice it.)

3/3

Free-Range Chicken

{3}{G}

Summon Chicken

{1}{G}: Roll two six-sided dice. If both die rolls are the same, Free-Range Chicken gets +X/+X until end of turn, where X is the number rolled on each die. Otherwise, if the total rolled is equal to any other total you have rolled this turn for Free-Range Chicken, sacrifice it. (For example, if you roll two 3s, Free-Range Chicken gets +3/+3. If you roll a total of 6 for Free-Range Chicken later in that turn, sacrifice it.)

3/3

Infernal Spawn of Evil

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

Summon Demon Beast

Flying, first strike

{1}{B}, Reveal Infernal Spawn of Evil from your hand, Say "It's coming!": Infernal Spawn of Evil deals 1 damage to target opponent. Use this ability only during your upkeep and only once each upkeep.

7/7

Infernal Spawn of Evil

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

Summon [Demon] Beast

Flying, first strike

{1}{B}, Reveal Infernal Spawn of Evil from your hand, Say "It's coming!": Infernal Spawn of Evil deals 1 damage to target opponent. Use this ability only during your upkeep and only once each upkeep.

7/7

Squirrel Farm

{2}{G}

Enchantment

{1}{G} Choose a card in your hand. Covering the artist's name, reveal the card to target player. If that player cannot name the artist, reveal the artist's name and put a Squirrel token into play. Treat this token as a 1/1 green creature.

Squirrel Farm

{2}{G}

Enchantment

{1}{G}: Choose a card in your hand. Covering the artist's name, reveal the card to target player. If that player cannot name the artist, reveal the artist's name and put a Squirrel token into play. Treat this token as a 1/1 green creature.