Resources

Magic: The Gathering Oracle Changes

Morningtide to Shadowmoor

General changes

Old card (Morningtide) New card (Shadowmoor)

Aladdin

{2}{R}{R}

Creature — Human Rogue

{1}{R}{R}, {T}: Gain control of target artifact as long as Aladdin remains in play.

1/1

Aladdin

{2}{R}{R}

Creature — Human Rogue

{1}{R}{R}, {T}: Gain control of target artifact as long as you control Aladdin.

1/1

Arcum's Sleigh

{1}

Artifact

{2}, {T}: Until end of turn, target creature has vigilance as long as defending player controls a snow land.

Arcum's Sleigh

{1}

Artifact

{2}, {T}: Target creature gains vigilance until end of turn. Play this ability only during combat and only if defending player controls a snow land.

Barrin's Spite

{2}{U}{B}

Sorcery

Choose a player and two target creatures that player controls. The player chooses and sacrifices one of them. Return the other to its owner's hand.

Barrin's Spite

{2}{U}{B}

Sorcery

Choose two target creatures controlled by the same player. Their controller chooses and sacrifices one of them. Return the other to its owner's hand.

Bronze Tablet

{6}

Artifact

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

Bronze Tablet comes into play tapped.

{4}, {T}: Target nontoken permanent's controller may pay 10 life. If he or she does, remove Bronze Tablet from the game. If he or she doesn't and Bronze Tablet is in play, you own that permanent and that player owns Bronze Tablet, then remove Bronze Tablet and that permanent from the game.

Bronze Tablet

{6}

Artifact

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

Bronze Tablet comes into play tapped.

{4}, {T}: Remove Bronze Tablet and target nontoken permanent an opponent owns from the game. That player may pay 10 life. If he or she does, put Bronze Tablet into its owner's graveyard. Otherwise, that player owns Bronze Tablet and you own the other removed card.

Bubbling Muck

{B}

Sorcery

Until end of turn, whenever a player taps a Swamp for mana, its controller adds {B} to his or her mana pool.

Bubbling Muck

{B}

Sorcery

Until end of turn, whenever a player taps a Swamp for mana, that player adds {B} to his or her mana pool.

Cannibalize

{1}{B}

Sorcery

Choose a player and two target creatures that player controls. You remove one from the game and put two +1/+1 counters on the other.

Cannibalize

{1}{B}

Sorcery

Choose two target creatures controlled by the same player. Remove one of those creatures from the game and put two +1/+1 counters on the other.

Clockwork Avian

{5}

Artifact Creature — Bird

Flying

Clockwork Avian comes into play with four +1/+0 counters on it.

Clockwork Avian can't have more than four +1/+0 counters on it.

At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put X +1/+0 counters on Clockwork Avian. Play this ability only during your upkeep.

0/4

Clockwork Avian

{5}

Artifact Creature — Bird

Flying

Clockwork Avian comes into play with four +1/+0 counters on it.

At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put up to X +1/+0 counters on Clockwork Avian. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than four. Play this ability only during your upkeep.

0/4

Compost

{1}{G}

Enchantment

Whenever a black card is put into an opponent's graveyard, you may draw a card.

Compost

{1}{G}

Enchantment

Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.

Declaration of Naught

{U}{U}

Enchantment

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

{U}: Counter target spell with that name.

Declaration of Naught

{U}{U}

Enchantment

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

{U}: Counter target spell with the chosen name.

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.

Door of Destinies

{4}

Artifact

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

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

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

Forsaken Wastes

{2}{B}

World Enchantment

If a player would gain life, that player gains no life instead.

At the beginning of each player's upkeep, that player loses 1 life.

When Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life.

Forsaken Wastes

{2}{B}

World Enchantment

Players can't gain life.

At the beginning of each player's upkeep, that player loses 1 life.

Whenever Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life.

Helm of Obedience

{4}

Artifact

{1}{X}, {T}: Put the top card of target opponent's library into his or her graveyard. Repeat this process an additional X times or until you put a creature card into that graveyard, whichever comes first. If the last card put into that graveyard this way is a creature card, sacrifice Helm of Obedience and put that card into play under your control.

Helm of Obedience

{4}

Artifact

{X}, {T}: Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first. If a creature card is put into that graveyard this way, sacrifice Helm of Obedience and put that card into play under your control. X can't be 0.

Hidden Spider

{G}

Enchantment

When a creature with flying comes into play under an opponent's control, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature with reach. (It can block creatures with flying.)

Hidden Spider

{G}

Enchantment

When an opponent plays a creature spell with flying, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature with reach. (It can block creatures with flying.)

Jihad

{W}{W}{W}

Enchantment

As Jihad comes into play, choose a color and an opponent.

White creatures get +2/+1.

When the chosen opponent controls no cards of the chosen color, sacrifice Jihad.

Jihad

{W}{W}{W}

Enchantment

As Jihad comes into play, choose a color and an opponent.

White creatures get +2/+1.

When the chosen opponent controls no nontoken permanents of the chosen color, sacrifice Jihad.

Merseine

{2}{U}{U}

Enchantment — Aura

Enchant creature

Merseine comes into play with three net counters on it.

Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it.

Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine attached to this creature."

Merseine

{2}{U}{U}

Enchantment — Aura

Enchant creature

Merseine comes into play with three net counters on it.

Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it.

Pay enchanted creature's mana cost: Remove a net counter from Merseine. Any player may play this ability, but only if he or she controls the enchanted creature.

Mightstone

{4}

Artifact

Whenever a creature attacks, it gets +1/+0 as long as it's attacking.

Mightstone

{4}

Artifact

Attacking creatures get +1/+0.

Mistmeadow Skulk

{1}{W}

Creature — Kithkin Rogue

Protection from converted mana cost 3 or greater

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

1/1

Mistmeadow Skulk

{1}{W}

Creature — Kithkin Rogue

Lifelink, protection from converted mana cost 3 or greater

1/1

Mox Diamond

{0}

Artifact

As an additional cost to play Mox Diamond, discard a land card.

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

Mox Diamond

{0}

Artifact

If Mox Diamond would come into play, you may discard a land card instead. If you do, put Mox Diamond into play. If you don't, put it into its owner's graveyard.

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

Nameless Race

{3}{B}

Creature

Trample

As Nameless Race comes into play, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents all opponents control plus the total number of white cards in their graveyards.

Nameless Race's power and toughness are each equal to the life paid as it came into play.

*/*

Nameless Race

{3}{B}

Creature

Trample

As Nameless Race comes into play, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards.

Nameless Race's power and toughness are each equal to the life paid as it came into play.

*/*

Nature's Chosen

{G}

Enchantment — Aura

Enchant creature you control

Enchanted creature has, "{0}: Untap this creature. Play this ability only during your turn and only once each turn."

As long as enchanted creature is white, it has, "{T}: Untap target artifact, creature, or land. Play this ability only once each turn."

Nature's Chosen

{G}

Enchantment — Aura

Enchant creature you control

Enchanted creature has, "{0}: Untap this creature. Play this ability only during your turn and only once each turn."

As long as enchanted creature is white, it has "{T}: Untap target artifact, creature, or land. Play this ability only once each turn."

Parallel Evolution

{3}{G}{G}

Sorcery

For each token creature, its controller puts a token into play that's a copy of that token creature.

Flashback {4}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Parallel Evolution

{3}{G}{G}

Sorcery

For each creature token in play, its controller puts a token into play that's a copy of that creature.

Flashback {4}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Phyrexian Driver

{2}{B}

Creature — Zombie Mercenary

When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn.

1/1

Phyrexian Driver

{2}{B}

Creature — Zombie Mercenary

When Phyrexian Driver comes into play, all other Mercenary creatures get +1/+1 until end of turn.

1/1

Planar Void

{B}

Enchantment

Whenever a card is put into a graveyard, remove that card from the game.

Planar Void

{B}

Enchantment

Whenever a card is put into a graveyard from anywhere, remove that card from the game.

Precognition

{4}{U}

Enchantment

At the beginning of your upkeep, you may look at the top card of target opponent's library, then you may put that card on the bottom of that player's library.

Precognition

{4}{U}

Enchantment

At the beginning of your upkeep, you may look at the top card of target opponent's library. If you do, you may put that card on the bottom of that player's library.

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

As Primal Clay comes into play, it becomes 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.

*/*

Puppet Master

{U}{U}{U}

Enchantment — Aura

Enchant creature

When enchanted creature is put into a graveyard, return that card to its owner's hand and you may pay {U}{U}{U}. If you do, return a card named Puppet Master from your graveyard to your hand.

Puppet Master

{U}{U}{U}

Enchantment — Aura

Enchant creature

When enchanted creature is put into a graveyard, return that card to its owner's hand. If that card is returned to its owner's hand this way, you may pay {U}{U}{U}. If you do, return Puppet Master from your graveyard to your hand.

Raging River

{R}{R}

Enchantment

At the beginning of your combat phase, each opponent chooses "east" or "west" for each creature without flying he or she controls.

As you declare attacking creatures, choose "east" or "west" for each attacking creature.

"East" creatures can't block "west" creatures. "West" creatures can't block "east" creatures.

Raging River

{R}{R}

Enchantment

Whenever one or more creatures you control attack, each defending player divides all creatures without flying he or she controls into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by flying creatures and creatures in a pile with the chosen label.

Revered Unicorn

{1}{W}

Creature — Unicorn

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

When Revered Unicorn leaves play, its controller gains life equal to the number of age counters on it.

2/3

Revered Unicorn

{1}{W}

Creature — Unicorn

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

When Revered Unicorn leaves play, you gain life equal to the number of age counters on it.

2/3

Scandalmonger

{3}{B}

Creature — Boar Monger

{2}: Target player discards a card. Any player may play this ability but only if he or she could play a sorcery.

3/3

Scandalmonger

{3}{B}

Creature — Boar Monger

{2}: Target player discards a card. Any player may play this ability but only any time he or she could play a sorcery.

3/3

Seer's Vision

{2}{U}{B}

Enchantment

All opponents play with their hands revealed.

Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

Seer's Vision

{2}{U}{B}

Enchantment

Your opponents play with their hands revealed.

Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

Shared Fate

{4}{U}

Enchantment

If a player would draw a card, that player removes the top card of an opponent's library from the game face down instead.

Each player may look at and play cards he or she removed from the game with Shared Fate.

Shared Fate

{4}{U}

Enchantment

If a player would draw a card, that player removes the top card of an opponent's library from the game face down with a fate counter on it instead.

Each player may look at and play each card with a fate counter on it he or she removed from the game.

Sheltered Valley

Land

When Sheltered Valley comes into play, sacrifice each other permanent named Sheltered Valley you control.

At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life.

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

Sheltered Valley

Land

If Sheltered Valley would come into play, instead sacrifice each other permanent named Sheltered Valley you control, then put Sheltered Valley into play.

At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life.

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

Takklemaggot

{2}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.

When enchanted creature is put into a graveyard, that creature's controller returns a card named Takklemaggot from its owner's graveyard to play. If Takklemaggot can't be attached to a creature, it comes into play as an enchantment under that player's control with "At the beginning of your upkeep, Takklemaggot deals 1 damage to you" instead and it's no longer an Aura.

Takklemaggot

{2}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.

When enchanted creature is put into a graveyard, that creature's controller chooses a creature that Takklemaggot could enchant. If he or she does, return Takklemaggot to play under your control attached to that creature. If he or she doesn't, return Takklemaggot to play under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, Takklemaggot deals 1 damage to him or her."

Uba Mask

{4}

Artifact

If a player would draw a card, that player removes that card from the game face up instead.

Each player may play cards he or she removed from the game with Uba Mask this turn.

Uba Mask

{4}

Artifact

If a player would draw a card, that player removes that card from the game face up with a mask counter on it instead.

Each player may play each card with a mask counter on it he or she removed from the game this turn.

Vigor Mortis

{2}{B}{B}

Sorcery

Return target creature card from your graveyard to play. If {G} was spent to play Vigor Mortis, that creature comes into play with a +1/+1 counter on it.

Vigor Mortis

{2}{B}{B}

Sorcery

Return target creature card from your graveyard to play. If {G} was spent to play Vigor Mortis, that creature comes into play with an additional +1/+1 counter on it.

Changes to cards with triggered mana abilities

Old card (Morningtide) New card (Shadowmoor)

Heartbeat of Spring

{2}{G}

Enchantment

Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool.

Heartbeat of Spring

{2}{G}

Enchantment

Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

Mana Flare

{2}{R}

Enchantment

Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool.

Mana Flare

{2}{R}

Enchantment

Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

Overabundance

{1}{R}{G}

Enchantment

Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of the same type, and Overabundance deals 1 damage to him or her.

Overabundance

{1}{R}{G}

Enchantment

Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced, and Overabundance deals 1 damage to him or her.

Sasaya's Essence

{1}{G}{G}

Legendary Enchantment

Whenever a land you control is tapped for mana, add one mana of that type to your mana pool for each other land you control with the same name. [Flips from Sasaya, Orochi Ascendant.]

Sasaya's Essence

{1}{G}{G}

Legendary Enchantment

Whenever a land you control is tapped for mana, for each other land you control with the same name, add one mana to your mana pool of any type that land produced. [Flips from Sasaya, Orochi Ascendant.]

Winter's Night

{G}{W}{R}

World Enchantment

Whenever a snow land is tapped for mana, its controller adds one mana of that type to his or her mana pool. That land doesn't untap during its controller's next untap step.

Winter's Night

{R}{G}{W}

World Enchantment

Whenever a player taps a snow land for mana, that player adds one mana to his or her mana pool of any type that land produced. That land doesn't untap during its controller's next untap step.

Changes to mana costs only

Old card (Morningtide) New card (Shadowmoor)

Ranger en-Vec

{1}{W}{G}

Creature — Human Soldier Archer

First strike

{G}: Regenerate Ranger en-Vec.

2/2

Ranger en-Vec

{1}{G}{W}

Creature — Human Soldier Archer

First strike

{G}: Regenerate Ranger en-Vec.

2/2

Scalebane's Elite

{3}{W}{G}

Creature — Human Soldier

Protection from black

4/4

Scalebane's Elite

{3}{G}{W}

Creature — Human Soldier

Protection from black

4/4

Scarwood Goblins

{G}{R}

Creature — Goblin

2/2

Scarwood Goblins

{R}{G}

Creature — Goblin

2/2

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

Wood Sage

{G}{U}

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 reminder text only

Old card (Morningtide) New card (Shadowmoor)

Blood Oath

{3}{R}

Instant

Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way.

Blood Oath

{3}{R}

Instant

Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

Commandeer

{5}{U}{U}

Instant

You may remove two blue cards in your hand from the game rather than pay Commandeer's mana cost.

Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact or enchantment, the permanent comes into play under your control.)

Commandeer

{5}{U}{U}

Instant

You may remove two blue cards in your hand from the game rather than pay Commandeer's mana cost.

Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent comes into play under your control.)

Daru Stinger

{3}{W}

Creature — Human Soldier

Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Soldier card you reveal in your hand.)

{T}: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature.

1/1

Daru Stinger

{3}{W}

Creature — Human Soldier

Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Human and/or Soldier card you reveal in your hand.)

{T}: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature.

1/1

Fertile Imagination

{2}{G}{G}

Sorcery

Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens into play for each card of the chosen type revealed this way.

Fertile Imagination

{2}{G}{G}

Sorcery

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

Mirror Golem

{6}

Artifact Creature — Golem

Imprint — When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)

Mirror Golem has protection from each of the imprinted card's card types.

3/4

Mirror Golem

{6}

Artifact Creature — Golem

Imprint — When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)

Mirror Golem has protection from each of the imprinted card's card types. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

3/4

Tarmogoyf

{1}{G}

Creature — Lhurgoyf

Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.

*/1+*

Tarmogoyf

{1}{G}

Creature — Lhurgoyf

Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

*/1+*

Vigean Intuition

{3}{G}{U}

Instant

Choose a card type, then reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.

Vigean Intuition

{3}{G}{U}

Instant

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

Changes to types only

Old card (Morningtide) New card (Shadowmoor)

Badlands

Land — Mountain Swamp

Badlands

Land — Swamp Mountain

Plateau

Land — Plains Mountain

Plateau

Land — Mountain Plains

Savannah

Land — Plains Forest

Savannah

Land — Forest Plains

Tropical Island

Land — Island Forest

Tropical Island

Land — Forest Island

Wall of Brambles

{2}{G}

Creature — Wall

Defender (This creature can't attack.)

{G}: Regenerate Wall of Brambles.

2/3

Wall of Brambles

{2}{G}

Creature — Plant Wall

Defender (This creature can't attack.)

{G}: Regenerate Wall of Brambles.

2/3

New cards

Old card (Morningtide) New card (Shadowmoor)

AEthertow

{3}{w/u}

Instant

Put target attacking or blocking creature on top of its owner's library.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Advice from the Fae

{2/u}{2/u}{2/u}

Sorcery

({2/u} can be paid with any two mana or with {U}. This card's converted mana cost is 6.)

Look at the top five cards of your library. If you control more creatures than any other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.

Aphotic Wisps

{B}

Instant

Target creature becomes black and gains fear until end of turn.

Draw a card.

Apothecary Initiate

{W}

Creature — Kithkin Cleric

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

1/1

Armored Ascension

{3}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each Plains you control and has flying.

Ashenmoor Cohort

{5}{B}

Creature — Elemental Warrior

Ashenmoor Cohort gets +1/+1 as long as you control another black creature.

4/3

Ashenmoor Gouger

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

Creature — Elemental Warrior

Ashenmoor Gouger can't block.

4/4

Ashenmoor Liege

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

Creature — Elemental Knight

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

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

Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.

4/1

Augury Adept

{1}{w/u}{w/u}

Creature — Kithkin Wizard

Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.

2/2

Ballynock Cohort

{2}{W}

Creature — Kithkin Soldier

First strike

Ballynock Cohort gets +1/+1 as long as you control another white creature.

2/2

Barkshell Blessing

{g/w}

Instant

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

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Barrenton Cragtreads

{2}{w/u}{w/u}

Creature — Kithkin Scout

Barrenton Cragtreads can't be blocked by red creatures.

3/3

Barrenton Medic

{4}{W}

Creature — Kithkin Cleric

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

Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.

0/4

Beseech the Queen

{2/b}{2/b}{2/b}

Sorcery

({2/b} can be paid with any two mana or with {B}. This card's converted mana cost is 6.)

Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.

Biting Tether

{4}{U}

Enchantment — Aura

Enchant creature

You control enchanted creature.

At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.

Blazethorn Scarecrow

{5}

Artifact Creature — Scarecrow

Blazethorn Scarecrow has haste as long as you control a red creature.

Blazethorn Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)

3/3

Blight Sickle

{2}

Artifact — Equipment

Equipped creature gets +1/+0 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)

Equip {2}

Blistering Dieflyn

{3}{R}

Creature — Imp

Flying

{b/r}: Blistering Dieflyn gets +1/+0 until end of turn.

0/1

Bloodmark Mentor

{1}{R}

Creature — Goblin Warrior

Red creatures you control have first strike.

1/1

Bloodshed Fever

{R}

Enchantment — Aura

Enchant creature

Enchanted creature attacks each turn if able.

Blowfly Infestation

{2}{B}

Enchantment

Whenever a creature is put into a graveyard from play, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature.

Boartusk Liege

{1}{r/g}{r/g}{r/g}

Creature — Goblin Knight

Trample

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

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

3/4

Boggart Arsonists

{2}{R}

Creature — Goblin Rogue

Plainswalk

{2}{R}, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains.

2/1

Boggart Ram-Gang

{r/g}{r/g}{r/g}

Creature — Goblin Warrior

Haste

Wither (This deals damage to creatures in the form of -1/-1 counters.)

3/3

Boon Reflection

{4}{W}

Enchantment

If you would gain life, you gain twice that much life instead.

Briarberry Cohort

{1}{U}

Creature — Faerie Soldier

Flying

Briarberry Cohort gets +1/+1 as long as you control another blue creature.

1/1

Burn Trail

{3}{R}

Sorcery

Burn Trail deals 3 damage to target creature or player.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Cauldron of Souls

{5}

Artifact

{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Cemetery Puca

{1}{u/b}{u/b}

Creature — Shapeshifter

Whenever a creature is put into a graveyard from play, you may pay {1}. If you do, Cemetery Puca becomes a copy of that creature and gains this ability.

1/2

Cerulean Wisps

{U}

Instant

Target creature becomes blue until end of turn. Untap that creature.

Draw a card.

Chainbreaker

{2}

Artifact Creature — Scarecrow

Chainbreaker comes into play with two -1/-1 counters on it.

{3}, {T}: Remove a -1/-1 counter from target creature.

3/3

Cinderbones

{2}{B}

Creature — Elemental Skeleton

Wither (This deals damage to creatures in the form of -1/-1 counters.)

{1}{B}: Regenerate Cinderbones.

1/1

Cinderhaze Wretch

{4}{B}

Creature — Elemental Shaman

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

Put a -1/-1 counter on Cinderhaze Wretch: Untap Cinderhaze Wretch.

3/2

Consign to Dream

{2}{U}

Instant

Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.

Corrosive Mentor

{2}{B}

Creature — Elemental Rogue

Black creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)

1/3

Counterbore

{3}{U}{U}

Instant

Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. Then that player shuffles his or her library.

Crabapple Cohort

{4}{G}

Creature — Treefolk Warrior

Crabapple Cohort gets +1/+1 as long as you control another green creature.

4/4

Cragganwick Cremator

{2}{R}{R}

Creature — Giant Shaman

When Cragganwick Cremator comes into play, discard a card at random. If you discard a creature card this way, Cragganwick Cremator deals damage equal to that card's power to target player.

5/4

Crimson Wisps

{R}

Instant

Target creature becomes red and gains haste until end of turn.

Draw a card.

Crowd of Cinders

{3}{B}

Creature — Elemental

Fear

Crowd of Cinders's power and toughness are each equal to the number of black permanents you control.

*/*

Cultbrand Cinder

{4}{b/r}

Creature — Elemental Shaman

When Cultbrand Cinder comes into play, put a -1/-1 counter on target creature.

3/3

Curse of Chains

{1}{w/u}

Enchantment — Aura

Enchant creature

At the beginning of each upkeep, tap enchanted creature.

Cursecatcher

{U}

Creature — Merfolk Wizard

Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays {1}.

1/1

Dawnglow Infusion

{X}{g/w}

Sorcery

You gain X life if {G} was spent to play Dawnglow Infusion and X life if {W} was spent to play it. (Do both if {G}{W} was spent.)

Deep-Slumber Titan

{2}{R}{R}

Creature — Giant Warrior

Deep-Slumber Titan comes into play tapped.

Deep-Slumber Titan doesn't untap during your untap step.

Whenever Deep-Slumber Titan is dealt damage, untap it.

7/7

Deepchannel Mentor

{5}{U}

Creature — Merfolk Rogue

Blue creatures you control are unblockable.

2/2

Demigod of Revenge

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

Creature — Spirit Avatar

Flying, haste

When you play Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to play.

5/4

Deus of Calamity

{r/g}{r/g}{r/g}{r/g}{r/g}

Creature — Spirit Avatar

Trample

Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.

6/6

Devoted Druid

{1}{G}

Creature — Elf Druid

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

Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.

0/2

Din of the Fireherd

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

Sorcery

Put a 5/5 black and red Elemental creature token into play. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.

Dire Undercurrents

{3}{u/b}{u/b}

Enchantment

Whenever a blue creature comes into play under your control, you may have target player draw a card.

Whenever a black creature comes into play under your control, you may have target player discard a card.

Disturbing Plot

{1}{B}

Sorcery

Return target creature card in a graveyard to its owner's hand.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Dramatic Entrance

{3}{G}{G}

Instant

You may put a green creature card from your hand into play.

Dream Salvage

{u/b}

Instant

Draw cards equal to the number of cards target opponent discarded this turn.

Drove of Elves

{3}{G}

Creature — Elf

Drove of Elves's power and toughness are each equal to the number of green permanents you control.

Drove of Elves can't be the target of spells or abilities your opponents control.

*/*

Drowner Initiate

{U}

Creature — Merfolk Wizard

Whenever a player plays a blue spell, you may pay {1}. If you do, target player puts the top two cards of his or her library into his or her graveyard.

1/1

Dusk Urchins

{2}{B}

Creature — Ouphe

Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it.

When Dusk Urchins is put into a graveyard from play, draw a card for each -1/-1 counter on it.

4/3

Elemental Mastery

{3}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has "{T}: Put X 1/1 red Elemental creature tokens with haste into play, where X is this creature's power. Remove them from the game at end of turn."

Elsewhere Flask

{2}

Artifact

When Elsewhere Flask comes into play, draw a card.

Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn.

Elvish Hexhunter

{g/w}

Creature — Elf Shaman

{g/w}, {T}, Sacrifice Elvish Hexhunter: Destroy target enchantment.

1/1

Ember Gale

{3}{R}

Sorcery

Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls.

Emberstrike Duo

{1}{b/r}

Creature — Elemental Warrior Shaman

Whenever you play a black spell, Emberstrike Duo gets +1/+1 until end of turn.

Whenever you play a red spell, Emberstrike Duo gains first strike until end of turn.

1/1

Enchanted Evening

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

Enchantment

All permanents are enchantments in addition to their other types.

Everlasting Torment

{2}{b/r}

Enchantment

Players can't gain life.

Damage can't be prevented.

All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)

Faerie Macabre

{1}{B}{B}

Creature — Faerie Rogue

Flying

Discard Faerie Macabre: Remove up to two target cards in graveyards from the game.

2/2

Faerie Swarm

{3}{U}

Creature — Faerie

Flying

Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.

*/*

Farhaven Elf

{2}{G}

Creature — Elf Druid

When Farhaven Elf comes into play, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.

1/1

Fate Transfer

{1}{u/b}

Instant

Move all counters from target creature onto another target creature.

Fire-Lit Thicket

Land

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

{r/g}, {T}: Add {R}{R}, {R}{G}, or {G}{G} to your mana pool.

Firespout

{2}{r/g}

Sorcery

Firespout deals 3 damage to each creature without flying if {R} was spent to play Firespout and 3 damage to each creature with flying if {G} was spent to play it. (Do both if {R}{G} was spent.)

Fists of the Demigod

{1}{b/r}

Enchantment — Aura

Enchant creature

As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)

As long as enchanted creature is red, it gets +1/+1 and has first strike.

Flame Javelin

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

Instant

({2/r} can be paid with any two mana or with {R}. This card's converted mana cost is 6.)

Flame Javelin deals 4 damage to target creature or player.

Flourishing Defenses

{4}{G}

Enchantment

Whenever a -1/-1 counter is placed on a creature, you may put a 1/1 green Elf Warrior creature token into play.

Fossil Find

{r/g}

Sorcery

Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose.

Foxfire Oak

{5}{G}

Creature — Treefolk Shaman

{r/g}{r/g}{r/g}: Foxfire Oak gets +3/+0 until end of turn.

3/6

Fracturing Gust

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

Instant

Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.

Fulminator Mage

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

Creature — Elemental Shaman

Sacrifice Fulminator Mage: Destroy target nonbasic land.

2/2

Furystoke Giant

{3}{R}{R}

Creature — Giant Warrior

When Furystoke Giant comes into play, other creatures you control gain "{T}: This creature deals 2 damage to target creature or player" until end of turn.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

3/3

Ghastlord of Fugue

{u/b}{u/b}{u/b}{u/b}{u/b}

Creature — Spirit Avatar

Ghastlord of Fugue is unblockable.

Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.

4/4

Ghastly Discovery

{2}{U}

Sorcery

Draw two cards, then discard a card.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Giantbaiting

{2}{r/g}

Sorcery

Put a 4/4 red and green Giant Warrior creature token with haste into play. Remove it from the game at end of turn.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Glamer Spinners

{4}{w/u}

Creature — Faerie Wizard

Flash

Flying

When Glamer Spinners comes into play, attach all Auras enchanting target permanent to another permanent with the same controller.

2/4

Gleeful Sabotage

{1}{G}

Sorcery

Destroy target artifact or enchantment.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Glen Elendra Liege

{1}{u/b}{u/b}{u/b}

Creature — Faerie Knight

Flying

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

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

2/3

Gloomlance

{3}{B}{B}

Sorcery

Destroy target creature. If that creature was green or white, its controller discards a card.

Gloomwidow

{2}{G}

Creature — Spider

Reach

Gloomwidow can't block creatures without flying.

3/3

Gloomwidow's Feast

{3}{G}

Instant

Destroy target creature with flying. If that creature was blue or black, put a 1/2 green Spider creature token with reach into play. (It can block creatures with flying.)

Gnarled Effigy

{4}

Artifact

{4}, {T}: Put a -1/-1 counter on target creature.

Godhead of Awe

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

Creature — Spirit Avatar

Flying

Other creatures are 1/1.

4/4

Goldenglow Moth

{W}

Creature — Insect

Flying

Whenever Goldenglow Moth blocks, you may gain 4 life.

0/1

Gravelgill Axeshark

{4}{u/b}

Creature — Merfolk Soldier

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

3/3

Gravelgill Duo

{2}{u/b}

Creature — Merfolk Rogue Warrior

Whenever you play a blue spell, Gravelgill Duo gets +1/+1 until end of turn.

Whenever you play a black spell, Gravelgill Duo gains fear until end of turn.

2/1

Greater Auramancy

{1}{W}

Enchantment

Other enchantments you control have shroud.

Enchanted creatures you control have shroud.

Grief Tyrant

{5}{b/r}

Creature — Horror

Grief Tyrant comes into play with four -1/-1 counters on it.

When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant.

8/8

Grim Poppet

{7}

Artifact Creature — Scarecrow

Grim Poppet comes into play with three -1/-1 counters on it.

Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature.

4/4

Guttural Response

{r/g}

Instant

Counter target blue instant spell.

Heap Doll

{1}

Artifact Creature — Scarecrow

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

1/1

Heartmender

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

Creature — Elemental

At the beginning of your upkeep, remove a -1/-1 counter from each creature you control.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

2/2

Helm of the Ghastlord

{3}{u/b}

Enchantment — Aura

Enchant creature

As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."

As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."

Hollowborn Barghest

{5}{B}{B}

Creature — Demon Hound

At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life.

At the beginning of each opponent's upkeep, if that player has no cards in hand, he or she loses 2 life.

7/6

Hollowsage

{3}{B}

Creature — Merfolk Wizard

Whenever Hollowsage becomes untapped, you may have target player discard a card.

2/2

Horde of Boggarts

{3}{R}

Creature — Goblin

Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.

Horde of Boggarts can't be blocked except by two or more creatures.

*/*

Howl of the Night Pack

{6}{G}

Sorcery

Put a 2/2 green Wolf creature token into play for each Forest you control.

Hungry Spriggan

{2}{G}

Creature — Goblin Warrior

Trample

Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn.

1/1

Illuminated Folio

{5}

Artifact

{1}, {T}, Reveal two cards from your hand that share a color: Draw a card.

Impromptu Raid

{3}{r/g}

Enchantment

{2}{r/g}: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card into play. That creature has haste. Sacrifice it at end of turn.

Incremental Blight

{3}{B}{B}

Sorcery

Put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.

Inescapable Brute

{5}{R}

Creature — Giant Warrior

Wither (This deals damage to creatures in the form of -1/-1 counters.)

Inescapable Brute must be blocked if able.

3/3

Inkfathom Infiltrator

{u/b}{u/b}

Creature — Merfolk Rogue

Inkfathom Infiltrator can't block and is unblockable.

2/1

Inkfathom Witch

{1}{u/b}

Creature — Merfolk Wizard

Fear

{2}{U}{B}: Each unblocked creature becomes 4/1 until end of turn.

1/1

Inquisitor's Snare

{1}{W}

Instant

Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.

Intimidator Initiate

{R}

Creature — Goblin Shaman

Whenever a player plays a red spell, you may pay {1}. If you do, target creature can't block this turn.

1/1

Isleback Spawn

{5}{U}{U}

Creature — Kraken

Shroud

Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in it.

4/8

Jaws of Stone

{5}{R}

Sorcery

Jaws of Stone deals X damage divided as you choose among any number of target creatures and/or players, where X is the number of Mountains you control as you play Jaws of Stone.

Juvenile Gloomwidow

{G}{G}

Creature — Spider

Reach (This can block creatures with flying.)

Wither (This deals damage to creatures in the form of -1/-1 counters.)

1/3

Kinscaer Harpoonist

{3}{U}

Creature — Kithkin Soldier

Flying

Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.

2/2

Kitchen Finks

{1}{g/w}{g/w}

Creature — Ouphe

When Kitchen Finks comes into play, you gain 2 life.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

3/2

Kithkin Rabble

{3}{W}

Creature — Kithkin

Vigilance

Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.

*/*

Kithkin Shielddare

{1}{W}

Creature — Kithkin Soldier

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

1/1

Knacksaw Clique

{3}{U}

Creature — Faerie Rogue

Flying

{1}{U}, {Q}: Target opponent removes the top card of his or her library from the game. Until end of turn, you may play that card. ({Q} is the untap symbol.)

1/4

Knollspine Dragon

{5}{R}{R}

Creature — Dragon

Flying

When Knollspine Dragon comes into play, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.

7/5

Knollspine Invocation

{1}{R}{R}

Enchantment

{X}, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to target creature or player.

Kongming, "Sleeping Dragon"

{2}{W}{W}

Legendary Creature — Human Advisor

Other creatures you control get +1/+1.

2/2

Kulrath Knight

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

Creature — Elemental Knight

Flying

Wither (This deals damage to creatures in the form of -1/-1 counters.)

Creatures your opponents control with counters on them can't attack or block.

3/3

Leech Bonder

{2}{U}

Creature — Merfolk Soldier

Leech Bonder comes into play with two -1/-1 counters on it.

{U}, {Q}: Move a counter from target creature onto another target creature. ({Q} is the untap symbol.)

3/3

Leechridden Swamp

Land — Swamp

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

Leechridden Swamp comes into play tapped.

{B}, {T}: Each opponent loses 1 life. Play this ability only if you control two or more black permanents.

Loamdragger Giant

{4}{r/g}{r/g}{r/g}

Creature — Giant Warrior

7/6

Loch Korrigan

{3}{B}

Creature — Spirit

{u/b}: Loch Korrigan gets +1/+1 until end of turn.

1/1

Lockjaw Snapper

{4}

Artifact Creature — Scarecrow

Wither (This deals damage to creatures in the form of -1/-1 counters.)

When Lockjaw Snapper is put into a graveyard from play, put a -1/-1 counter on each creature with a -1/-1 counter on it.

2/2

Lurebound Scarecrow

{3}

Artifact Creature — Scarecrow

As Lurebound Scarecrow comes into play, choose a color.

When you control no permanents of the chosen color, sacrifice Lurebound Scarecrow.

4/4

Madblind Mountain

Land — Mountain

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

Madblind Mountain comes into play tapped.

{R}, {T}: Shuffle your library. Play this ability only if you control two or more red permanents.

Mana Reflection

{4}{G}{G}

Enchantment

If you tap a permanent for mana, it produces twice as much of that mana instead.

Manaforge Cinder

{b/r}

Creature — Elemental Shaman

{1}: Add {B} or {R} to your mana pool. Play this ability no more than three times each turn.

1/1

Manamorphose

{1}{r/g}

Instant

Add two mana in any combination of colors to your mana pool.

Draw a card.

Mass Calcify

{5}{W}{W}

Sorcery

Destroy all nonwhite creatures.

Medicine Runner

{1}{g/w}

Creature — Elf Cleric

When Medicine Runner comes into play, you may remove a counter from target permanent.

2/1

Memory Plunder

{u/b}{u/b}{u/b}{u/b}

Instant

You may play target instant or sorcery card in an opponent's graveyard without paying its mana cost.

Memory Sluice

{u/b}

Sorcery

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

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Mercy Killing

{2}{g/w}

Instant

Target creature's controller sacrifices it, then puts X 1/1 green and white Elf Warrior creature tokens into play, where X is that creature's power.

Merrow Grimeblotter

{3}{u/b}

Creature — Merfolk Wizard

{1}{u/b}, {Q}: Target creature gets -2/-0 until end of turn. ({Q} is the untap symbol.)

2/2

Merrow Wavebreakers

{4}{U}

Creature — Merfolk Soldier

{1}{U}, {Q}: Merrow Wavebreakers gains flying until end of turn. ({Q} is the untap symbol.)

3/3

Midnight Banshee

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

Creature — Spirit

Wither (This deals damage to creatures in the form of -1/-1 counters.)

At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.

5/5

Mine Excavation

{1}{W}

Sorcery

Return target artifact or enchantment card in a graveyard to its owner's hand.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Mirrorweave

{2}{w/u}{w/u}

Instant

Each other creature becomes a copy of target nonlegendary creature until end of turn.

Mistmeadow Witch

{1}{w/u}

Creature — Kithkin Wizard

{2}{W}{U}: Remove target creature from the game. Return that card to play under its owner's control at end of turn.

1/1

Mistveil Plains

Land — Plains

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

Mistveil Plains comes into play tapped.

{W}, {T}: Put target card in your graveyard on the bottom of your library. Play this ability only if you control two or more white permanents.

Moonring Island

Land — Island

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

Moonring Island comes into play tapped.

{U}, {T}: Look at the top card of target player's library. Play this ability only if you control two or more blue permanents.

Morselhoarder

{4}{r/g}{r/g}

Creature — Elemental

Morselhoarder comes into play with two -1/-1 counters on it.

Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.

6/4

Mossbridge Troll

{5}{G}{G}

Creature — Troll

If Mossbridge Troll would be destroyed, regenerate it.

Tap any number of untapped creatures you control other than Mossbridge Troll with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of turn.

5/5

Mudbrawler Cohort

{1}{R}

Creature — Goblin Warrior

Haste

Mudbrawler Cohort gets +1/+1 as long as you control another red creature.

1/1

Mudbrawler Raiders

{2}{r/g}{r/g}

Creature — Goblin Warrior

Mudbrawler Raiders can't be blocked by blue creatures.

3/3

Murderous Redcap

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

Creature — Goblin Assassin

When Murderous Redcap comes into play, it deals damage equal to its power to target creature or player.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

2/2

Mystic Gate

Land

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

{w/u}, {T}: Add {W}{W}, {W}{U}, or {U}{U} to your mana pool.

Niveous Wisps

{W}

Instant

Target creature becomes white until end of turn. Tap that creature.

Draw a card.

Nurturer Initiate

{G}

Creature — Elf Shaman

Whenever a player plays a green spell, you may pay {1}. If you do, target creature gets +1/+1 until end of turn.

1/1

Old Ghastbark

{3}{g/w}{g/w}

Creature — Treefolk Warrior

3/6

Oona's Gatewarden

{u/b}

Creature — Faerie Soldier

Flying, defender

Wither (This deals damage to creatures in the form of -1/-1 counters.)

2/1

Oona, Queen of the Fae

{3}{u/b}{u/b}{u/b}

Legendary Creature — Faerie Wizard

Flying

{X}{u/b}: Choose a color. Target opponent removes the top X cards of his or her library from the game. For each card of the chosen color removed this way, put a 1/1 blue and black Faerie Rogue creature token with flying into play.

5/5

Oracle of Nectars

{2}{g/w}

Creature — Elf Cleric

{X}, {T}: You gain X life.

2/2

Order of Whiteclay

{1}{W}{W}

Creature — Kithkin Cleric

{1}{W}{W}, {Q}: Return target creature card with converted mana cost 3 or less from your graveyard to play. ({Q} is the untap symbol.)

1/4

Oversoul of Dusk

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

Creature — Spirit Avatar

Protection from blue, from black, and from red

5/5

Painter's Servant

{2}

Artifact Creature — Scarecrow

As Painter's Servant comes into play, choose a color.

All cards that aren't in play, spells, and permanents are the chosen color in addition to their other colors.

1/3

Pale Wayfarer

{5}{W}{W}

Creature — Spirit Giant

{2}{W}{W}, {Q}: Target creature gains protection from the color of its controller's choice until end of turn. ({Q} is the untap symbol.)

4/4

Pang Tong, "Young Phoenix"

{1}{W}{W}

Legendary Creature — Human Advisor

{T}: Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before the combat phase.

1/2

Parapet Watchers

{2}{U}

Creature — Kithkin Soldier

{w/u}: Parapet Watchers gets +0/+1 until end of turn.

2/2

Pili-Pala

{2}

Artifact Creature — Scarecrow

Flying

{2}, {Q}: Add one mana of any color to your mana pool. ({Q} is the untap symbol.)

1/1

Plague of Vermin

{6}{B}

Sorcery

Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player puts a 1/1 black Rat creature token into play for each 1 life he or she paid this way.

Plumeveil

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

Creature — Elemental

Flash

Flying, defender

4/4

Poison the Well

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

Sorcery

Destroy target land. Poison the Well deals 2 damage to that land's controller.

Polluted Bonds

{3}{B}{B}

Enchantment

Whenever a land comes into play under an opponent's control, that player loses 2 life and you gain 2 life.

Power of Fire

{1}{R}

Enchantment — Aura

Enchant creature

Enchanted creature has "{T}: This creature deals 1 damage to target creature or player."

Presence of Gond

{2}{G}

Enchantment — Aura

Enchant creature

Enchanted creature has "{T}: Put a 1/1 green Elf Warrior creature token into play."

Prismatic Omen

{1}{G}

Enchantment

Lands you control are every basic land type in addition to their other types.

Prismwake Merrow

{2}{U}

Creature — Merfolk Wizard

Flash

When Prismwake Merrow comes into play, target permanent becomes the color or colors of your choice until end of turn.

2/1

Prison Term

{1}{W}{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block and its activated abilities can't be played.

Whenever a creature comes into play under an opponent's control, you may attach Prison Term to that creature.

Puca's Mischief

{3}{U}

Enchantment

At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with an equal or lesser converted mana cost.

Puncture Bolt

{1}{R}

Instant

Puncture Bolt deals 1 damage to target creature. Put a -1/-1 counter on that creature.

Puppeteer Clique

{3}{B}{B}

Creature — Faerie Wizard

Flying

When Puppeteer Clique comes into play, put target creature card in an opponent's graveyard into play under your control. It has haste. At the end of your turn, remove it from the game.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

3/2

Puresight Merrow

{w/u}{w/u}

Creature — Merfolk Wizard

{w/u}, {Q}: Look at the top card of your library. You may remove that card from the game. ({Q} is the untap symbol.)

2/2

Put Away

{2}{U}{U}

Instant

Counter target spell. You may shuffle up to one target card from your graveyard into your library.

Pyre Charger

{R}{R}

Creature — Elemental Warrior

Haste

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

1/1

Rage Reflection

{4}{R}{R}

Enchantment

Creatures you control have double strike.

Raking Canopy

{1}{G}{G}

Enchantment

Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it.

Rattleblaze Scarecrow

{6}

Artifact Creature — Scarecrow

Rattleblaze Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Rattleblaze Scarecrow has haste as long as you control a red creature.

5/3

Raven's Run Dragoon

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

Creature — Elf Knight

Raven's Run Dragoon can't be blocked by black creatures.

3/3

Reaper King

{2/w}{2/u}{2/b}{2/r}{2/g}

Legendary Artifact Creature — Scarecrow

({2/w} can be paid with any two mana or with {W}. This card's converted mana cost is 10.)

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

Whenever another Scarecrow comes into play under your control, destroy target permanent.

6/6

Reknit

{1}{g/w}

Instant

Regenerate target permanent.

Repel Intruders

{3}{w/u}

Instant

Put two 1/1 white Kithkin Soldier creature tokens into play if {W} was spent to play Repel Intruders. Counter up to one target creature spell if {U} was spent to play Repel Intruders. (Do both if {W}{U} was spent.)

Resplendent Mentor

{4}{W}

Creature — Kithkin Cleric

White creatures you control have "{T}: You gain 1 life."

2/2

Revelsong Horn

{2}

Artifact

{1}, {T}, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.

Rhys the Redeemed

{g/w}

Legendary Creature — Elf Warrior

{2}{g/w}, {T}: Put a 1/1 green and white Elf Warrior creature token into play.

{4}{g/w}{g/w}, {T}: For each creature token you control, put a token into play that's a copy of that creature.

1/1

Rite of Consumption

{1}{B}

Sorcery

As an additional cost to play Rite of Consumption, sacrifice a creature.

Rite of Consumption deals damage equal to the sacrificed creature's power to target player. You gain life equal to the damage dealt this way.

River Kelpie

{3}{U}{U}

Creature — Beast

Whenever River Kelpie or another permanent is put into play from a graveyard, draw a card.

Whenever a spell is played from a graveyard, draw a card.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

3/3

River's Grasp

{3}{u/b}

Sorcery

If {U} was spent to play River's Grasp, return up to one target creature to its owner's hand. If {B} was spent to play River's Grasp, target player reveals his or her hand, you choose a nonland card from it, then that player discards that card. (Do both if {U}{B} was spent.)

Rosheen Meanderer

{3}{r/g}

Legendary Creature — Giant Shaman

{T}: Add {4} to your mana pool. Spend this mana only on costs that contain {X}.

4/4

Roughshod Mentor

{5}{G}

Creature — Giant Warrior

Green creatures you control have trample.

5/4

Rune-Cervin Rider

{3}{W}

Creature — Elf Knight

Flying

{g/w}{g/w}: Rune-Cervin Rider gets +1/+1 until end of turn.

2/2

Runed Halo

{W}{W}

Enchantment

As Runed Halo comes into play, name a card.

You have protection from the chosen name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)

Runes of the Deus

{4}{r/g}

Enchantment — Aura

Enchant creature

As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)

As long as enchanted creature is green, it gets +1/+1 and has trample.

Rustrazor Butcher

{1}{R}

Creature — Goblin Warrior

First strike

Wither (This deals damage to creatures in the form of -1/-1 counters.)

1/2

Safehold Duo

{3}{g/w}

Creature — Elf Warrior Shaman

Whenever you play a green spell, Safehold Duo gets +1/+1 until end of turn.

Whenever you play a white spell, Safehold Duo gains vigilance until end of turn.

2/4

Safehold Elite

{1}{g/w}

Creature — Elf Scout

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

2/2

Safehold Sentry

{1}{W}

Creature — Elf Warrior

{2}{W}, {Q}: Safehold Sentry gets +0/+2 until end of turn. ({Q} is the untap symbol.)

2/2

Safewright Quest

{g/w}

Sorcery

Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.

Sapseep Forest

Land — Forest

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

Sapseep Forest comes into play tapped.

{G}, {T}: You gain 1 life. Play this ability only if you control two or more green permanents.

Savor the Moment

{1}{U}{U}

Sorcery

Take an extra turn after this one. Skip the untap step of that turn.

Scar

{b/r}

Instant

Put a -1/-1 counter on target creature.

Scarscale Ritual

{1}{u/b}

Sorcery

As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a creature you control.

Draw two cards.

Scrapbasket

{4}

Artifact Creature — Scarecrow

{1}: Scrapbasket becomes all colors until end of turn.

3/2

Scuttlemutt

{3}

Artifact Creature — Scarecrow

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

{T}: Target creature becomes the color or colors of your choice until end of turn.

2/2

Scuzzback Marauders

{4}{r/g}

Creature — Goblin Warrior

Trample

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

5/2

Scuzzback Scrapper

{r/g}

Creature — Goblin Warrior

Wither (This deals damage to creatures in the form of -1/-1 counters.)

1/1

Seedcradle Witch

{g/w}

Creature — Elf Shaman

{2}{G}{W}: Target creature gets +3/+3 until end of turn. Untap that creature.

1/1

Shield of the Oversoul

{2}{g/w}

Enchantment — Aura

Enchant creature

As long as enchanted creature is green, it gets +1/+1 and is indestructible. (Lethal damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)

As long as enchanted creature is white, it gets +1/+1 and has flying.

Sickle Ripper

{1}{B}

Creature — Elemental Warrior

Wither (This deals damage to creatures in the form of -1/-1 counters.)

2/1

Silkbind Faerie

{2}{w/u}

Creature — Faerie Rogue

Flying

{1}{w/u}, {Q}: Tap target creature. ({Q} is the untap symbol.)

1/3

Sinking Feeling

{2}{U}

Enchantment — Aura

Enchant creature

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

Enchanted creature has "{1}, Put a -1/-1 counter on this creature: Untap this creature."

Slinking Giant

{2}{R}{R}

Creature — Giant Rogue

Wither (This deals damage to creatures in the form of -1/-1 counters.)

Whenever Slinking Giant blocks or becomes blocked, it gets -3/-0 until end of turn.

4/4

Smash to Smithereens

{1}{R}

Instant

Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller.

Smolder Initiate

{B}

Creature — Elemental Shaman

Whenever a player plays a black spell, you may pay {1}. If you do, target player loses 1 life.

1/1

Somnomancer

{1}{w/u}

Creature — Kithkin Wizard

When Somnomancer comes into play, you may tap target creature.

2/1

Sootstoke Kindler

{1}{b/r}

Creature — Elemental Shaman

Haste

{T}: Target black or red creature gains haste until end of turn.

1/1

Sootwalkers

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

Creature — Elemental Rogue

Sootwalkers can't be blocked by white creatures.

3/3

Spawnwrithe

{2}{G}

Creature — Elemental

Trample

Whenever Spawnwrithe deals combat damage to a player, put a token into play that's a copy of Spawnwrithe.

2/2

Spectral Procession

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

Sorcery

({2/w} can be paid with any two mana or with {W}. This card's converted mana cost is 6.)

Put three 1/1 white Spirit creature tokens with flying into play.

Spell Syphon

{1}{U}

Instant

Counter target spell unless its controller pays {1} for each blue permanent you control.

Spiteflame Witch

{1}{b/r}

Creature — Elemental Shaman

{B}{R}: Each player loses 1 life.

2/1

Spiteful Visions

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

Enchantment

At the beginning of each player's draw step, that player draws a card.

Whenever a player draws a card, Spiteful Visions deals 1 damage to that player.

Splitting Headache

{3}{B}

Sorcery

Choose one — Target player discards two cards; or target player reveals his or her hand, you choose a card from it, then that player discards that card.

Steel of the Godhead

{2}{w/u}

Enchantment — Aura

Enchant creature

As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.)

As long as enchanted creature is blue, it gets +1/+1 and is unblockable.

Strip Bare

{W}

Instant

Destroy all Auras and Equipment attached to target creature.

Sunken Ruins

Land

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

{u/b}, {T}: Add {U}{U}, {U}{B}, or {B}{B} to your mana pool.

Swans of Bryn Argoll

{2}{w/u}{w/u}

Creature — Bird Spirit

Flying

If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.

4/3

Sygg, River Cutthroat

{u/b}{u/b}

Legendary Creature — Merfolk Rogue

At end of turn, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)

1/3

Tatterkite

{3}

Artifact Creature — Scarecrow

Flying

Tatterkite can't have counters placed on it.

2/1

Tattermunge Duo

{2}{r/g}

Creature — Goblin Warrior Shaman

Whenever you play a red spell, Tattermunge Duo gets +1/+1 until end of turn.

Whenever you play a green spell, Tattermunge Duo gains forestwalk until end of turn.

2/3

Tattermunge Maniac

{r/g}

Creature — Goblin Warrior

Tattermunge Maniac attacks each turn if able.

2/1

Tattermunge Witch

{1}{r/g}

Creature — Goblin Shaman

{R}{G}: Each blocked creature gets +1/+0 and gains trample until end of turn.

2/1

Thistledown Duo

{2}{w/u}

Creature — Kithkin Soldier Wizard

Whenever you play a white spell, Thistledown Duo gets +1/+1 until end of turn.

Whenever you play a blue spell, Thistledown Duo gains flying until end of turn.

2/2

Thistledown Liege

{1}{w/u}{w/u}{w/u}

Creature — Kithkin Knight

Flash

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

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

1/3

Thornwatch Scarecrow

{6}

Artifact Creature — Scarecrow

Thornwatch Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)

Thornwatch Scarecrow has vigilance as long as you control a white creature.

4/4

Thought Reflection

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

Enchantment

If you would draw a card, draw two cards instead.

Thoughtweft Gambit

{4}{w/u}{w/u}

Instant

Tap all creatures your opponents control and untap all creatures you control.

Toil to Renown

{1}{G}

Sorcery

You gain 1 life for each tapped artifact, creature, and land you control.

Torpor Dust

{2}{u/b}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets -3/-0.

Torrent of Souls

{4}{b/r}

Sorcery

Return up to one target creature card from your graveyard to play if {B} was spent to play Torrent of Souls. Creatures target player controls get +2/+0 and gain haste until end of turn if {R} was spent to play Torrent of Souls. (Do both if {B}{R} was spent.)

Tower Above

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

Sorcery

({2/g} can be paid with any two mana or with {G}. This card's converted mana cost is 6.)

Until end of turn, target creature gets +4/+4 and gains trample, wither, and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.)

Traitor's Roar

{4}{b/r}

Sorcery

Tap target untapped creature. It deals damage equal to its power to its controller.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Trip Noose

{2}

Artifact

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

Turn to Mist

{1}{w/u}

Instant

Remove target creature from the game. Return that card to play under its owner's control at end of turn.

Twilight Shepherd

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

Creature — Angel

Flying, vigilance

When Twilight Shepherd comes into play, return to your hand all cards in your graveyard put there from play this turn.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

5/5

Tyrannize

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

Sorcery

Target player discards his or her hand unless he or she pays 7 life.

Umbral Mantle

{3}

Artifact — Equipment

Equipped creature has "{3}, {Q}: This creature gets +2/+2 until end of turn." ({Q} is the untap symbol.)

Equip {0}

Valleymaker

{5}{r/g}

Creature — Giant Shaman

{T}, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature.

{T}, Sacrifice a Forest: Choose a player. That player adds {G}{G}{G} to his or her mana pool.

5/5

Vexing Shusher

{r/g}{r/g}

Creature — Goblin Shaman

Vexing Shusher can't be countered.

{r/g}: Target spell can't be countered by spells or abilities.

2/2

Viridescent Wisps

{G}

Instant

Target creature becomes green and gets +1/+0 until end of turn.

Draw a card.

Wanderbrine Rootcutters

{2}{u/b}{u/b}

Creature — Merfolk Rogue

Wanderbrine Rootcutters can't be blocked by green creatures.

3/3

Wasp Lancer

{u/b}{u/b}{u/b}

Creature — Faerie Soldier

Flying

3/2

Watchwing Scarecrow

{4}

Artifact Creature — Scarecrow

Watchwing Scarecrow has vigilance as long as you control a white creature.

Watchwing Scarecrow has flying as long as you control a blue creature.

2/4

Wheel of Sun and Moon

{g/w}{g/w}

Enchantment — Aura

Enchant player

If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.

Whimwader

{4}{U}

Creature — Elemental

Whimwader can't attack unless defending player controls a blue permanent.

6/4

Wicker Warcrawler

{5}

Artifact Creature — Scarecrow

Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.

6/6

Wild Swing

{3}{R}

Sorcery

Choose three target nonenchantment permanents. Destroy one of them at random.

Wildslayer Elves

{3}{G}

Creature — Elf Warrior

Wither (This deals damage to creatures in the form of -1/-1 counters.)

3/3

Wilt-Leaf Cavaliers

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

Creature — Elf Knight

Vigilance

3/4

Wilt-Leaf Liege

{1}{g/w}{g/w}{g/w}

Creature — Elf Knight

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

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

If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it into play instead of putting it into your graveyard.

4/4

Windbrisk Raptor

{5}{W}{W}

Creature — Bird

Flying

Attacking creatures you control have lifelink.

5/7

Wingrattle Scarecrow

{3}

Artifact Creature — Scarecrow

Wingrattle Scarecrow has flying as long as you control a blue creature.

Wingrattle Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

2/2

Witherscale Wurm

{4}{G}{G}

Creature — Wurm

Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)

Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it.

9/9

Woeleecher

{5}{W}

Creature — Elemental

{W}, {T}: Remove a -1/-1 counter from target creature. If you do, you gain 2 life.

3/5

Wooded Bastion

Land

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

{g/w}, {T}: Add {G}{G}, {G}{W}, or {W}{W} to your mana pool.

Woodfall Primus

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

Creature — Treefolk Shaman

Trample

When Woodfall Primus comes into play, destroy target noncreature permanent.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

6/6

Worldpurge

{4}{w/u}{w/u}{w/u}{w/u}

Sorcery

Return all permanents to their owners' hands. Each player chooses up to seven cards in his or her hand, then shuffles the rest into his or her library. Empty all mana pools.

Wort, the Raidmother

{4}{r/g}{r/g}

Legendary Creature — Goblin Shaman

When Wort, the Raidmother comes into play, put two 1/1 red and green Goblin Warrior creature tokens into play.

Each red or green instant or sorcery spell you play has conspire. (As you play the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)

3/3

Wound Reflection

{5}{B}

Enchantment

At the end of each turn, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.)

Zealous Guardian

{w/u}

Creature — Kithkin Soldier

Flash

1/1

Removed cards

Old card (Morningtide) New card (Shadowmoor)

Kongming, Sleeping Dragon

{2}{W}{W}

Legendary Creature — Human Advisor

Other creatures you control get +1/+1.

2/2

Pang Tong, Young Phoenix

{1}{W}{W}

Legendary Creature — Human Advisor

{T}: Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before the combat phase.

1/2