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Magic: The Gathering Oracle Changes

Planar Chaos to Future Sight

General changes

Old card (Planar Chaos) New card (Future Sight)

Abduction

{2}{U}{U}

Enchantment — Aura

Enchant creature

When Abduction comes into play, untap enchanted creature.

You control enchanted creature.

When enchanted creature is put into a graveyard, return that creature to play under its owner's control.

Abduction

{2}{U}{U}

Enchantment — Aura

Enchant creature

When Abduction comes into play, untap enchanted creature.

You control enchanted creature.

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

Alabaster Dragon

{4}{W}{W}

Creature — Dragon

Flying

If Alabaster Dragon would be put into a graveyard from play, shuffle Alabaster Dragon into its owner's library instead.

4/4

Alabaster Dragon

{4}{W}{W}

Creature — Dragon

Flying

When Alabaster Dragon is put into a graveyard from play, shuffle Alabaster Dragon into its owner's library.

4/4

Aladdin

{2}{R}{R}

Creature — Aladdin

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

1/1

Aladdin

{2}{R}{R}

Creature — Aladdin

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

1/1

Angelic Renewal

{1}{W}

Enchantment

Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that creature to play.

Angelic Renewal

{1}{W}

Enchantment

Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that card to play.

Aphetto Runecaster

{3}{U}

Creature — Wizard

Whenever a creature is turned face up, you may draw a card.

2/3

Aphetto Runecaster

{3}{U}

Creature — Wizard

Whenever a permanent is turned face up, you may draw a card.

2/3

Astral Slide

{2}{W}

Enchantment

Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn.

Astral Slide

{2}{W}

Enchantment

Whenever a player cycles a card, you may remove target creature from the game. If you do, return the removed card to play under its owner's control at end of turn.

Aven Farseer

{1}{W}

Creature — Bird Soldier

Flying

Whenever a creature is turned face up, put a +1/+1 counter on Aven Farseer.

1/1

Aven Farseer

{1}{W}

Creature — Bird Soldier

Flying

Whenever a permanent is turned face up, put a +1/+1 counter on Aven Farseer.

1/1

Bonethorn Valesk

{4}{R}

Creature — Beast

Whenever a creature is turned face up, Bonethorn Valesk deals 1 damage to target creature or player.

4/2

Bonethorn Valesk

{4}{R}

Creature — Beast

Whenever a permanent is turned face up, Bonethorn Valesk deals 1 damage to target creature or player.

4/2

Brutal Suppression

{R}

Enchantment

Rebels' activated abilities cost an additional "Sacrifice a land" to play.

Brutal Suppression

{R}

Enchantment

Activated abilities of Rebels cost an additional "Sacrifice a land" to play.

Chimeric Sphere

{3}

Artifact

{2}: Until end of turn, Chimeric Sphere becomes a 2/1 artifact creature with flying.

{2}: Until end of turn, Chimeric Sphere becomes a 3/2 artifact creature without flying.

Chimeric Sphere

{3}

Artifact

{2}: Until end of turn, Chimeric Sphere becomes a 2/1 Construct artifact creature with flying.

{2}: Until end of turn, Chimeric Sphere becomes a 3/2 Construct artifact creature without flying.

Choking Vines

{X}{G}

Instant

Play Choking Vines only during the declare blockers step.

X target attacking creatures become blocked.

Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.)

Choking Vines

{X}{G}

Instant

Play Choking Vines only during the declare blockers step.

X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.)

Cloudstone Curio

{3}

Artifact

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

Cloudstone Curio

{3}

Artifact

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

Cursed Totem

{2}

Artifact

Players can't play creatures' activated abilities.

Cursed Totem

{2}

Artifact

Activated abilities of creatures can't be played.

Dreamborn Muse

{2}{U}{U}

Creature — Spirit

At the beginning of each player's upkeep, that player puts the top X cards from his or her library into his or her graveyard, where X is the number of cards in his or her hand.

2/2

Dreamborn Muse

{2}{U}{U}

Creature — Spirit

At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her hand.

2/2

Evermind

Instant — Arcane

(Spells without mana costs can't be played.)

Draw a card.

Evermind is blue.

Splice onto Arcane 1U (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.)

Evermind

Instant — Arcane

(Nonexistent mana costs can't be paid.)

Draw a card.

Evermind is blue.

Splice onto Arcane 1U (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.)

False Demise

{2}{U}

Enchantment — Aura

Enchant creature

When enchanted creature is put into a graveyard, return that creature to play under your control.

False Demise

{2}{U}

Enchantment — Aura

Enchant creature

When enchanted creature is put into a graveyard, return that card to play under your control.

Flint Golem

{4}

Artifact Creature — Golem

Whenever Flint Golem becomes blocked, defending player puts the top three cards from his or her library into his or her graveyard.

2/3

Flint Golem

{4}

Artifact Creature — Golem

Whenever Flint Golem becomes blocked, defending player puts the top three cards of his or her library into his or her graveyard.

2/3

Fool's Demise

{4}{U}

Enchantment — Aura

Enchant creature

When enchanted creature is put into a graveyard, return that creature to play under your control.

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

Fool's Demise

{4}{U}

Enchantment — Aura

Enchant creature

When enchanted creature is put into a graveyard, return that card to play under your control.

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

Foriysian Brigade

{3}{W}

Creature — Soldier

Foriysian Brigade can block two creatures each combat.

2/4

Foriysian Brigade

{3}{W}

Creature — Human Soldier

Foriysian Brigade can block an additional creature.

2/4

Griffin Canyon

Land

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

{T}: Untap target Griffin. It gets +1/+1 until end of turn.

Griffin Canyon

Land

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

{T}: Untap target Griffin. If it's a creature, it gets +1/+1 until end of turn.

Haunting Misery

{1}{B}{B}

Sorcery

As an additional cost to play Haunting Misery, remove any number of creature cards in your graveyard from the game.

Haunting Misery deals X damage to target player, where X is the number of cards removed this way.

Haunting Misery

{1}{B}{B}

Sorcery

As an additional cost to play Haunting Misery, remove X creature cards in your graveyard from the game.

Haunting Misery deals X damage to target player.

Heat Stroke

{2}{R}

Enchantment

Whenever a creature blocks or becomes blocked, destroy it at end of combat.

Heat Stroke

{2}{R}

Enchantment

At end of combat, destroy each creature that blocked or was blocked this turn.

Infernal Genesis

{4}{B}{B}

Enchantment

At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost.

Infernal Genesis

{4}{B}{B}

Enchantment

At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost.

Jinxed Ring

{2}

Artifact

Whenever a card is put into your graveyard from play, Jinxed Ring deals 1 damage to you.

Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.)

Jinxed Ring

{2}

Artifact

Whenever a nontoken permanent is put into your graveyard from play, Jinxed Ring deals 1 damage to you.

Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.)

Liability

{1}{B}{B}

Enchantment

Whenever a card is put into a player's graveyard from play, that player loses 1 life.

Liability

{1}{B}{B}

Enchantment

Whenever a nontoken permanent is put into a player's graveyard from play, that player loses 1 life.

Master of Arms

{2}{W}

Creature — Soldier

First strike

{1}{W}: Tap target creature blocking Master of Arms.

2/2

Master of Arms

{2}{W}

Creature — Human Soldier

First strike

{1}{W}: Tap target creature blocking Master of Arms. Prevent all combat damage that creature would deal this turn.

2/2

Miraculous Recovery

{4}{W}

Instant

Return target creature card from your graveyard to play and put a +1/+1 counter on it.

Miraculous Recovery

{4}{W}

Instant

Return target creature card from your graveyard to play with a +1/+1 counter on it.

Noble Benefactor

{2}{U}

Creature — Cleric

When Noble Benefactor is put into a graveyard from play, each player may search his or her library for a card and put that card into his or her hand. Then each player who searched his or her library shuffles it.

2/2

Noble Benefactor

{2}{U}

Creature — Human Cleric

When Noble Benefactor is put into a graveyard from play, each player may search his or her library for a card and put that card into his or her hand. Then each player who searched his or her library this way shuffles it.

2/2

Null Rod

{2}

Artifact

Players can't play artifacts' activated abilities.

Null Rod

{2}

Artifact

Activated abilities of artifacts can't be played.

Otherworldly Journey

{1}{W}

Instant — Arcane

Remove target creature from the game. At end of turn, return that creature to play under its owner's control with a +1/+1 counter on it.

Otherworldly Journey

{1}{W}

Instant — Arcane

Remove target creature from the game. At end of turn, return that card to play under its owner's control with a +1/+1 counter on it.

Phyrexian Furnace

{1}

Artifact

{T}: Remove the bottom card of target player's graveyard from the game.

{1}, Sacrifice Phyrexian Furnace: Remove target card in a graveyard from the game and draw a card.

Phyrexian Furnace

{1}

Artifact

{T}: Remove the bottom card of target player's graveyard from the game.

{1}, Sacrifice Phyrexian Furnace: Remove target card in a graveyard from the game. Draw a card.

Puppet Master

{U}{U}{U}

Enchantment — Aura

Enchant creature

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

Ray of Erasure

{U}

Instant

Target player puts the top card from his or her library into his or her graveyard.

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

Ray of Erasure

{U}

Instant

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

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

Reef Pirates

{1}{U}{U}

Creature — Ship

Whenever Reef Pirates deals damage to an opponent, that player puts the top card from his or her library into his or her graveyard.

2/2

Reef Pirates

{1}{U}{U}

Creature — Ship

Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard.

2/2

Reins of Power

{2}{U}{U}

Instant

Untap all creatures. You and target opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn.

Reins of Power

{2}{U}{U}

Instant

Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn.

Sacred Ground

{1}{W}

Enchantment

Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that land to play.

Sacred Ground

{1}{W}

Enchantment

Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that card to play.

Shade's Form

{1}{B}{B}

Enchantment — Aura

Enchant creature

Enchanted creature has "{B}: This creature gets +1/+1 until end of turn."

When enchanted creature is put into a graveyard, return that creature to play under your control.

Shade's Form

{1}{B}{B}

Enchantment — Aura

Enchant creature

Enchanted creature has "{B}: This creature gets +1/+1 until end of turn."

When enchanted creature is put into a graveyard, return that card to play under your control.

Shattered Crypt

{X}{B}{B}

Sorcery

Return X target creature cards from your graveyard to your hand and you lose X life.

Shattered Crypt

{X}{B}{B}

Sorcery

Return X target creature cards from your graveyard to your hand. You lose X life.

Shirei, Shizo's Caretaker

{4}{B}

Legendary Creature — Spirit

Whenever a creature with power 1 or less is put into your graveyard from play, you may return that creature card to play under your control at end of turn if Shirei, Shizo's Caretaker is still in play.

2/2

Shirei, Shizo's Caretaker

{4}{B}

Legendary Creature — Spirit

Whenever a creature with power 1 or less is put into your graveyard from play, you may return that card to play under your control at end of turn if Shirei, Shizo's Caretaker is still in play.

2/2

Spectral Bears

{1}{G}

Creature — Bear

Whenever Spectral Bears attacks, if defending player controls no black cards, it doesn't untap during your next untap step.

3/3

Spectral Bears

{1}{G}

Creature — Bear

Whenever Spectral Bears attacks, if defending player controls no black nontoken permanents, it doesn't untap during your next untap step.

3/3

Squee's Embrace

{R}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

When enchanted creature is put into a graveyard, return that creature card to its owner's hand.

Squee's Embrace

{R}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

When enchanted creature is put into a graveyard, return that card to its owner's hand.

Storm Seeker

{3}{G}

Instant

Storm Seeker deals X damage to target player, where X is the number of cards in his or her hand.

Storm Seeker

{3}{G}

Instant

Storm Seeker deals damage equal to the number of cards in target player's hand to that player.

Sylvan Hierophant

{1}{G}

Creature — Cleric

When Sylvan Hierophant is put into a graveyard from play, remove Sylvan Hierophant from the game, then return target creature card from your graveyard to your hand.

1/2

Sylvan Hierophant

{1}{G}

Creature — Human Cleric

When Sylvan Hierophant is put into a graveyard from play, remove Sylvan Hierophant from the game, then return another target creature card from your graveyard to your hand.

1/2

Thran Tome

{4}

Artifact

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

Thran Tome

{4}

Artifact

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

Urborg Justice

{B}{B}

Instant

Target opponent sacrifices a number of creatures equal to the number of creatures put into your graveyard from play this turn.

Urborg Justice

{B}{B}

Instant

Target opponent sacrifices a creature for each creature put into your graveyard from play this turn.

Veteran Explorer

{G}

Creature — Soldier

When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library shuffles it.

1/1

Veteran Explorer

{G}

Creature — Human Soldier

When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library this way shuffles it.

1/1

Volrath's Shapeshifter

{1}{U}{U}

Creature — Shapeshifter

As long as Volrath's Shapeshifter is in play and the top card of your graveyard is a creature card, Volrath's Shapeshifter has the full text of that card, and has "{2}: Discard a card." (Volrath's Shapeshifter has that card's name, mana cost, color, types, abilities, power and toughness.)

{2}: Discard a card.

0/1

Volrath's Shapeshifter

{1}{U}{U}

Creature — Shapeshifter

As long as Volrath's Shapeshifter is in play and the top card of your graveyard is a creature card, Volrath's Shapeshifter has the full text of that card, and has the text "{2}: Discard a card." (Volrath's Shapeshifter has that card's name, mana cost, color, types, abilities, power and toughness.)

{2}: Discard a card.

0/1

Voyager Staff

{1}

Artifact

{2}, Sacrifice Voyager Staff: Remove target creature from the game. Return that creature to play under its owner's control at end of turn.

Voyager Staff

{1}

Artifact

{2}, Sacrifice Voyager Staff: Remove target creature from the game. Return the removed card to play under its owner's control at end of turn.

Whetstone

{3}

Artifact

{3}: Each player puts the top two cards from his or her library into his or her graveyard.

Whetstone

{3}

Artifact

{3}: Each player puts the top two cards of his or her library into his or her graveyard.

Worry Beads

{3}

Artifact

At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard.

Worry Beads

{3}

Artifact

At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard.

Xanthic Statue

{8}

Artifact

{5}: Until end of turn, Xanthic Statue becomes an 8/8 artifact creature with trample.

Xanthic Statue

{8}

Artifact

{5}: Until end of turn, Xanthic Statue becomes an 8/8 Golem artifact creature with trample.

Changes involving "cumulative upkeep"

Old card (Planar Chaos) New card (Future Sight)

Aboroth

{4}{G}{G}

Creature — Aboroth

Cumulative upkeep—Put a -1/-1 counter on Aboroth.

9/9

Aboroth

{4}{G}{G}

Creature — Elemental

Cumulative upkeep—Put a -1/-1 counter on Aboroth. (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.)

9/9

Arctic Wolves

{3}{G}{G}

Creature — Wolf

Cumulative upkeep {2}

When Arctic Wolves comes into play, draw a card.

4/5

Arctic Wolves

{3}{G}{G}

Creature — Wolf

Cumulative upkeep {2} (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 Arctic Wolves comes into play, draw a card.

4/5

Arnjlot's Ascent

{1}{U}{U}

Enchantment

Cumulative upkeep {U}

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

Arnjlot's Ascent

{1}{U}{U}

Enchantment

Cumulative upkeep {U} (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.)

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

Blizzard

{G}{G}

Enchantment

Play Blizzard only if you control a snow land.

Cumulative upkeep {2}

Creatures with flying don't untap during their controllers' untap steps.

Blizzard

{G}{G}

Enchantment

Play Blizzard only if you control a snow land.

Cumulative upkeep {2} (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.)

Creatures with flying don't untap during their controllers' untap steps.

Brand of Ill Omen

{3}{R}

Enchantment — Aura

Enchant creature

Cumulative upkeep {R}

Enchanted creature's controller can't play creature spells.

Brand of Ill Omen

{3}{R}

Enchantment — Aura

Enchant creature

Cumulative upkeep {R} (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.)

Enchanted creature's controller can't play creature spells.

Breath of Dreams

{2}{U}{U}

Enchantment

Cumulative upkeep {U}

Green creatures have "Cumulative upkeep {1}."

Breath of Dreams

{2}{U}{U}

Enchantment

Cumulative upkeep {U} (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.)

Green creatures have "Cumulative upkeep {1}."

Cold Snap

{2}{W}

Enchantment

Cumulative upkeep {2}

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

Cold Snap

{2}{W}

Enchantment

Cumulative upkeep {2} (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.)

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

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 {G} 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 player.

Dystopia

{1}{B}{B}

Enchantment

Cumulative upkeep—Pay 1 life.

At the beginning of each player's upkeep, that player sacrifices a white or green permanent.

Dystopia

{1}{B}{B}

Enchantment

Cumulative upkeep—Pay 1 life. (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.)

At the beginning of each player's upkeep, that player sacrifices a white or green permanent.

Elephant Grass

{G}

Enchantment

Cumulative upkeep {1}

Black creatures can't attack you.

Nonblack creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you.

Elephant Grass

{G}

Enchantment

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.)

Black creatures can't attack you.

Nonblack creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you.

Energy Storm

{1}{W}

Enchantment

Cumulative upkeep {1}

Prevent all damage that would be dealt by instant and sorcery spells.

Creatures with flying don't untap during their controller's untap step.

Energy Storm

{1}{W}

Enchantment

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.)

Prevent all damage that would be dealt by instant and sorcery spells.

Creatures with flying don't untap during their controller's untap step.

Firestorm Hellkite

{4}{U}{R}

Creature — Dragon

Flying, trample

Cumulative upkeep {U}{R}

6/6

Firestorm Hellkite

{4}{U}{R}

Creature — Dragon

Flying, trample

Cumulative upkeep {U}{R} (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.)

6/6

Flow of Maggots

{2}{B}

Creature — Insect

Cumulative upkeep {1}

Flow of Maggots can't be blocked by non-Wall creatures.

2/2

Flow of Maggots

{2}{B}

Creature — Insect

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.)

Flow of Maggots can't be blocked by non-Wall creatures.

2/2

Fyndhorn Pollen

{2}{G}

Enchantment

Cumulative upkeep {1}

All creatures get -1/-0.

{1}{G}: All creatures get -1/-0 until end of turn.

Fyndhorn Pollen

{2}{G}

Enchantment

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.)

All creatures get -1/-0.

{1}{G}: All creatures get -1/-0 until end of turn.

Gallowbraid

{3}{B}{B}

Legendary Creature

Cumulative upkeep—Pay 1 life.

Trample

5/5

Gallowbraid

{3}{B}{B}

Legendary Creature — Horror

Trample

Cumulative upkeep—Pay 1 life. (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.)

5/5

Glacial Chasm

Land

Cumulative upkeep—Pay 2 life.

If Glacial Chasm would come into play, sacrifice a land instead. If you do, put Glacial Chasm into play. If you don't, put it into its owner's graveyard.

Skip your combat phase.

Prevent all damage that would be dealt to you.

Glacial Chasm

Land

Cumulative upkeep—Pay 2 life. (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.)

If Glacial Chasm would come into play, sacrifice a land instead. If you do, put Glacial Chasm into play. If you don't, put it into its owner's graveyard.

Skip your combat phase.

Prevent all damage that would be dealt to you.

Halls of Mist

Land

Cumulative upkeep {1}

Creatures that attacked during their controller's last turn can't attack.

Halls of Mist

Land

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.)

Creatures that attacked during their controller's last turn can't attack.

Heart of Bogardan

{2}{R}{R}

Enchantment

Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay 2 for each age counter on it.)

When Heart of Bogardan's cumulative upkeep isn't paid, it deals damage equal to twice the number of age counters minus two to target player and each creature he or she controls.

Heart of Bogardan

{2}{R}{R}

Enchantment

Cumulative upkeep 2 (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 Heart of Bogardan's cumulative upkeep isn't paid, it deals X damage to target player and each creature he or she controls, where X is twice the number of age counters on Heart of Bogardan minus two.

Heat Wave

{2}{R}

Enchantment

Cumulative upkeep {R}

Blue creatures can't block creatures you control.

Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls.

Heat Wave

{2}{R}

Enchantment

Cumulative upkeep {R} (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.)

Blue creatures can't block creatures you control.

Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls.

Illusionary Forces

{3}{U}

Creature — Illusion

Flying

Cumulative upkeep {U}

4/4

Illusionary Forces

{3}{U}

Creature — Illusion

Flying

Cumulative upkeep {U} (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.)

4/4

Illusionary Presence

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U}

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

2/2

Illusionary Presence

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U} (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.)

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

2/2

Illusionary Terrain

{U}{U}

Enchantment

Cumulative upkeep {2}

As Illusionary Terrain comes into play, choose two basic land types.

Basic lands of the first chosen type are of the second chosen type.

Illusionary Terrain

{U}{U}

Enchantment

Cumulative upkeep {2} (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.)

As Illusionary Terrain comes into play, choose two basic land types.

Basic lands of the first chosen type are of the second chosen type.

Illusionary Wall

{4}{U}

Creature — Wall

Defender (This creature can't attack.)

Flying, first strike

Cumulative upkeep {U}

7/4

Illusionary Wall

{4}{U}

Creature — Wall

Defender (This creature can't attack.)

Flying, first strike

Cumulative upkeep {U} (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.)

7/4

Illusions of Grandeur

{3}{U}

Enchantment

Cumulative upkeep {2}

When Illusions of Grandeur comes into play, you gain 20 life.

When Illusions of Grandeur leaves play, you lose 20 life.

Illusions of Grandeur

{3}{U}

Enchantment

Cumulative upkeep {2} (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 Illusions of Grandeur comes into play, you gain 20 life.

When Illusions of Grandeur leaves play, you lose 20 life.

Infernal Darkness

{2}{B}{B}

Enchantment

Cumulative upkeep—Pay B and 1 life.

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

Infernal Darkness

{2}{B}{B}

Enchantment

Cumulative upkeep—Pay B and 1 life. (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.)

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

Inner Sanctum

{1}{W}{W}

Enchantment

Cumulative upkeep—Pay 2 life.

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

Inner Sanctum

{1}{W}{W}

Enchantment

Cumulative upkeep—Pay 2 life. (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.)

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

Juju Bubble

{1}

Artifact

Cumulative upkeep {1}

When you play a card, sacrifice Juju Bubble.

{2}: You gain 1 life.

Juju Bubble

{1}

Artifact

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 you play a card, sacrifice Juju Bubble.

{2}: You gain 1 life.

Maddening Wind

{2}{G}

Enchantment — Aura

Enchant creature

Cumulative upkeep {G}

At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player.

Maddening Wind

{2}{G}

Enchantment — Aura

Enchant creature

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.)

At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player.

Mesmeric Trance

{1}{U}{U}

Enchantment

Cumulative upkeep {1}

{U}, Discard a card: Draw a card.

Mesmeric Trance

{1}{U}{U}

Enchantment

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.)

{U}, Discard a card: Draw a card.

Mind Harness

{U}

Enchantment — Aura

Enchant red or green creature

Cumulative upkeep {1}

You control enchanted creature.

Mind Harness

{U}

Enchantment — Aura

Enchant red or green creature

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.)

You control enchanted creature.

Morinfen

{3}{B}{B}

Legendary Creature

Flying

Cumulative upkeep—Pay 1 life.

5/4

Morinfen

{3}{B}{B}

Legendary Creature — Horror

Flying

Cumulative upkeep—Pay 1 life. (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.)

5/4

Musician

{2}{U}

Creature — Mage

Cumulative upkeep {1}

{T}: Target creature gains "At the beginning of your upkeep, destroy this creature unless you pay {1}." (This effect doesn't end at end of turn.)

1/3

Musician

{2}{U}

Creature — Mage

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.)

{T}: Target creature gains "At the beginning of your upkeep, destroy this creature unless you pay {1}." (This effect doesn't end at end of turn.)

1/3

Mystic Might

{U}

Enchantment — Aura

Enchant land you control

Cumulative upkeep {1}{U}

Enchanted land has "{T}: Target creature gets +2/+2 until end of turn."

Mystic Might

{U}

Enchantment — Aura

Enchant land you control

Cumulative upkeep {1}{U} (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.)

Enchanted land has "{T}: Target creature gets +2/+2 until end of turn."

Mystic Remora

{U}

Enchantment

Cumulative upkeep {1}

Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays {4}.

Mystic Remora

{U}

Enchantment

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.)

Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays {4}.

Naked Singularity

{5}

Artifact

Cumulative upkeep {3}

If tapped for mana, Plains produce {R}, Islands produce {G}, Swamps produce {W}, Mountains produce {U}, and Forests produce {B} instead of any other type.

Naked Singularity

{5}

Artifact

Cumulative upkeep {3} (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.)

If tapped for mana, Plains produce {R}, Islands produce {G}, Swamps produce {W}, Mountains produce {U}, and Forests produce {B} instead of any other type.

Polar Kraken

{8}{U}{U}{U}

Creature — Kraken

Polar Kraken comes into play tapped.

Cumulative upkeep—Sacrifice a land.

Trample

11/11

Polar Kraken

{8}{U}{U}{U}

Creature — Kraken

Polar Kraken comes into play tapped.

Cumulative upkeep—Sacrifice a land. (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.)

Trample

11/11

Prismatic Circle

{2}{W}

Enchantment

Cumulative upkeep {1}

As Prismatic Circle comes into play, choose a color.

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

Prismatic Circle

{2}{W}

Enchantment

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.)

As Prismatic Circle comes into play, choose a color.

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

Psychic Vortex

{2}{U}{U}

Enchantment

Cumulative upkeep—Draw a card.

At the end of your turn, sacrifice a land and discard your hand.

Psychic Vortex

{2}{U}{U}

Enchantment

Cumulative upkeep—Draw a card. (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.)

At the end of your turn, sacrifice a land and discard your hand.

Reality Twist

{U}{U}{U}

Enchantment

Cumulative upkeep {1}{U}{U}

If tapped for mana, Plains produce {R}, Swamps produce {G}, Mountains produce {W}, and Forests produce {B} instead of any other type.

Reality Twist

{U}{U}{U}

Enchantment

Cumulative upkeep {1}{U}{U} (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.)

If tapped for mana, Plains produce {R}, Swamps produce {G}, Mountains produce {W}, and Forests produce {B} instead of any other type.

Revered Unicorn

{1}{W}

Creature — Unicorn

Cumulative upkeep {1}

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, its controller gains life equal to the number of age counters on it.

2/3

Ritual of Subdual

{4}{G}{G}

Enchantment

Cumulative upkeep {2}

If tapped for mana, lands produce colorless mana instead of any other type.

Ritual of Subdual

{4}{G}{G}

Enchantment

Cumulative upkeep {2} (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.)

If tapped for mana, lands produce colorless mana instead of any other type.

Royal Decree

{2}{W}{W}

Enchantment

Cumulative upkeep {W}

Whenever a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller.

Royal Decree

{2}{W}{W}

Enchantment

Cumulative upkeep {W} (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 a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller.

Snowfall

{2}{U}

Enchantment

Cumulative upkeep {U}

Whenever an Island is tapped for mana, its controller may add {U} to his or her mana pool. If that Island is snow, its controller may add {U}{U} to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep.

Snowfall

{2}{U}

Enchantment

Cumulative upkeep {U} (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 an Island is tapped for mana, its controller may add {U} to his or her mana pool. If that Island is snow, its controller may add {U}{U} to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep.

Soldevi Simulacrum

{4}

Artifact Creature

Cumulative upkeep {1}

{1}: Soldevi Simulacrum gets +1/+0 until end of turn.

2/4

Soldevi Simulacrum

{4}

Artifact Creature

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.)

{1}: Soldevi Simulacrum gets +1/+0 until end of turn.

2/4

Sustaining Spirit

{1}{W}

Creature — Guardian

Cumulative upkeep {1}{W}

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/3

Sustaining Spirit

{1}{W}

Creature — Guardian

Cumulative upkeep {1}{W} (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.)

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/3

Thought Lash

{2}{U}{U}

Enchantment

Cumulative upkeep—Remove the top card of your library from the game. If you don't pay the cumulative upkeep, remove your library from the game.

Remove the top card of your library from the game: Prevent the next 1 damage that would be dealt to you this turn.

Thought Lash

{2}{U}{U}

Enchantment

Cumulative upkeep—Remove the top card of your library from the game. (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 Thought Lash's cumulative upkeep isn't paid, remove your library from the game.

Remove the top card of your library from the game: Prevent the next 1 damage that would be dealt to you this turn.

Tidal Control

{1}{U}{U}

Enchantment

Cumulative upkeep {2}

{2}: Counter target red or green spell. Any player may play this ability.

Pay 2 life: Counter target red or green spell. Any player may play this ability.

Tidal Control

{1}{U}{U}

Enchantment

Cumulative upkeep {2} (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.)

{2}: Counter target red or green spell. Any player may play this ability.

Pay 2 life: Counter target red or green spell. Any player may play this ability.

Tornado

{4}{G}

Enchantment

Cumulative upkeep {G}

{2}{G}, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn.

Tornado

{4}{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.)

{2}{G}, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn.

Uktabi Efreet

{2}{G}{G}

Creature — Efreet

Cumulative upkeep {G}

5/4

Uktabi Efreet

{2}{G}{G}

Creature — Efreet

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.)

5/4

Varchild's War-Riders

{1}{R}

Creature — War-Rider

Cumulative upkeep—Put a 1/1 red Survivor creature token into play under an opponent's control.

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

3/4

Varchild's War-Riders

{1}{R}

Creature — War-Rider

Cumulative upkeep—Put a 1/1 red Survivor creature token into play under an opponent's control. (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.)

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

3/4

Volunteer Reserves

{1}{W}

Creature — Soldier

Banding

Cumulative upkeep {1}

2/4

Volunteer Reserves

{1}{W}

Creature — Human Soldier

Banding

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.)

2/4

Wave of Terror

{2}{B}

Enchantment

Cumulative upkeep {1}

At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated.

Wave of Terror

{2}{B}

Enchantment

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.)

At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated.

Yavimaya Ants

{2}{G}{G}

Creature — Swarm

Cumulative upkeep {G}{G}

Trample, haste

5/1

Yavimaya Ants

{2}{G}{G}

Creature — Swarm

Trample, haste

Cumulative upkeep {G}{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.)

5/1

Changes involving "lifelink"

Old card (Planar Chaos) New card (Future Sight)

Doubtless One

{3}{W}

Creature — Cleric Avatar

Doubtless One's power and toughness are each equal to the number of Clerics in play.

Whenever Doubtless One deals damage, you gain that much life.

*/*

Doubtless One

{3}{W}

Creature — Cleric Avatar

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

Doubtless One's power and toughness are each equal to the number of Clerics in play.

*/*

El-Hajjaj

{1}{B}{B}

Creature — El-Hajjaj

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

1/1

El-Hajjaj

{1}{B}{B}

Creature — El-Hajjaj

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

1/1

Essence Sliver

{3}{W}

Creature — Sliver

Whenever a Sliver deals damage, its controller gains that much life.

3/3

Essence Sliver

{3}{W}

Creature — Sliver

All Slivers have lifelink. (Whenever a Sliver deals damage, its controller gain that much life.)

3/3

Exalted Angel

{4}{W}{W}

Creature — Angel

Flying

Whenever Exalted Angel deals damage, you gain that much life.

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

4/5

Exalted Angel

{4}{W}{W}

Creature — Angel

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

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

4/5

Genju of the Fields

{W}

Enchantment — Aura

Enchant Plains

{2}: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, you gain that much life." It's still a land.

When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.

Genju of the Fields

{W}

Enchantment — Aura

Enchant Plains

{2}: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with lifelink. It's still a land. (Whenever it deals damage, its controller gains that much life.)

When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.

Horned Cheetah

{2}{G}{W}

Creature — Cat

Whenever Horned Cheetah deals damage, you gain that much life.

2/2

Horned Cheetah

{2}{G}{W}

Creature — Cat

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

2/2

Kjeldoran Gargoyle

{5}{W}

Creature — Gargoyle

Flying, first strike

Whenever Kjeldoran Gargoyle deals damage, you gain that much life.

3/3

Kjeldoran Gargoyle

{5}{W}

Creature — Gargoyle

Flying, first strike, lifelink (Whenever this creature deals damage, you gain that much life.)

3/3

Loxodon Warhammer

{3}

Artifact — Equipment

Equipped creature gets +3/+0, has trample, and has "Whenever this creature deals damage, you gain that much life."

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Loxodon Warhammer

{3}

Artifact — Equipment

Equipped creature gets +3/+0 and has trample and lifelink. (Whenever it deals damage, its controller gains that much life.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Mourning Thrull

{1}{(w/b)}

Creature — Thrull

({(w/b)} can be paid with either {W} or {B}.)

Flying

Whenever Mourning Thrull deals damage, you gain that much life.

1/1

Mourning Thrull

{1}{(w/b)}

Creature — Thrull

({(w/b)} can be paid with either {W} or {B}.)

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

1/1

Necravolver

{2}{B}

Creature — Volver

Kicker {1}{G} and/or {W}

If the {1}{G} kicker cost was paid, Necravolver comes into play with two +1/+1 counters on it and with trample.

If the {W} kicker cost was paid, Necravolver comes into play with a +1/+1 counter on it and with "Whenever Necravolver deals damage, you gain that much life."

2/2

Necravolver

{2}{B}

Creature — Volver

Kicker {1}{G} and/or {W}

If the {1}{G} kicker cost was paid, Necravolver comes into play with two +1/+1 counters on it and with trample.

If the {W} kicker cost was paid, Necravolver comes into play with a +1/+1 counter on it and with lifelink. (Whenever this creature deals damage, you gain that much life.)

2/2

Paladin of Prahv

{4}{W}{W}

Creature — Human Knight

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

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

3/4

Paladin of Prahv

{4}{W}{W}

Creature — Human Knight

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

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

3/4

Phantom Nishoba

{5}{G}{W}

Creature — Beast Spirit

Trample

Phantom Nishoba comes into play with seven +1/+1 counters on it.

Whenever Phantom Nishoba deals damage, you gain that much life.

If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.

0/0

Phantom Nishoba

{5}{G}{W}

Creature — Beast Spirit

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

Phantom Nishoba comes into play with seven +1/+1 counters on it.

If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.

0/0

Rakavolver

{2}{R}

Creature — Volver

Kicker {1}{W} and/or {U}

If the {1}{W} kicker cost was paid, Rakavolver comes into play with two +1/+1 counters on it and with "Whenever Rakavolver deals damage, you gain that much life."

If the {U} kicker cost was paid, Rakavolver comes into play with a +1/+1 counter on it and with flying.

2/2

Rakavolver

{2}{R}

Creature — Volver

Kicker {1}{W} and/or {U}

If the {1}{W} kicker cost was paid, Rakavolver comes into play with two +1/+1 counters on it and with lifelink. (Whenever this creature deals damage, you gain that much life.)

If the {U} kicker cost was paid, Rakavolver comes into play with a +1/+1 counter on it and with flying.

2/2

Spirit Loop

{1}{W}

Enchantment — Aura

Enchant creature you control

Whenever enchanted creature deals damage, you gain that much life.

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

Spirit Loop

{1}{W}

Enchantment — Aura

Enchant creature you control

Enchanted creature has lifelink. (Whenever it deals damage, its controller gains that much life.)

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

Stir the Pride

{4}{W}

Instant

Choose one — Creatures you control get +2/+2 until end of turn; or until end of turn, creatures you control gain "Whenever this creature deals damage, you gain that much life."

Entwine {1}{W} (Choose both if you pay the entwine cost.)

Stir the Pride

{4}{W}

Instant

Choose one — Creatures you control get +2/+2 until end of turn; or creatures you control gain lifelink until end of turn. (Whenever a creature with lifelink deals damage, its controller gains that much life.)

Entwine {1}{W} (Choose both if you pay the entwine cost.)

Warrior Angel

{4}{W}{W}

Creature — Angel

Flying

Whenever Warrior Angel deals damage, you gain that much life.

3/4

Warrior Angel

{4}{W}{W}

Creature — Angel

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

3/4

Zebra Unicorn

{2}{G}{W}

Creature — Unicorn

Whenever Zebra Unicorn deals damage, you gain that much life.

2/2

Zebra Unicorn

{2}{G}{W}

Creature — Unicorn

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

2/2

Changes involving "reach"

Old card (Planar Chaos) New card (Future Sight)

AEther Membrane

{1}{R}{R}

Creature — Wall

Defender

AEther Membrane can block as though it had flying.

Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat.

0/5

AEther Membrane

{1}{R}{R}

Creature — Wall

Defender, reach (This creature can block creatures with flying.)

Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat.

0/5

AEther Web

{1}{G}

Enchantment — Aura

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

Enchant creature

Enchanted creature gets +1/+1, can block as though it had flying, and can block creatures with shadow as though they didn't have shadow.

AEther Web

{1}{G}

Enchantment — Aura

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

Enchant creature

Enchanted creature gets +1/+1, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.)

Alaborn Musketeer

{1}{W}

Creature — Soldier

Alaborn Musketeer can block as though it had flying.

2/1

Alaborn Musketeer

{1}{W}

Creature — Soldier

Reach (This creature can block creatures with flying.)

2/1

Ancient Spider

{2}{G}{W}

Creature — Spider

First strike

Ancient Spider can block as though it had flying.

2/5

Ancient Spider

{2}{G}{W}

Creature — Spider

First strike, reach (This creature can block creatures with flying.)

2/5

Anurid Swarmsnapper

{2}{G}

Creature — Beast

Anurid Swarmsnapper can block as though it had flying.

{1}{G}: Anurid Swarmsnapper can block an additional creature this turn.

1/4

Anurid Swarmsnapper

{2}{G}

Creature — Beast

Reach (This creature can block creatures with flying.)

{1}{G}: Anurid Swarmsnapper can block an additional creature this turn.

1/4

Aquastrand Spider

{1}{G}

Creature — Spider Mutant

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

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

0/0

Aquastrand Spider

{1}{G}

Creature — Spider Mutant

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

{G}: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)

0/0

Arachnoid

{6}

Artifact Creature — Spider

Arachnoid can block as though it had flying.

2/6

Arachnoid

{6}

Artifact Creature — Spider

Reach (This creature can block creatures with flying.)

2/6

Canopy Spider

{1}{G}

Creature — Spider

Canopy Spider can block as though it had flying.

1/3

Canopy Spider

{1}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

1/3

Chaosphere

{2}{R}

World Enchantment

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

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

Chaosphere

{2}{R}

World Enchantment

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

Creatures without flying have reach. (They can block creatures with flying.)

Crossbow Ambush

{G}

Instant

Creatures you control can block as though they had flying this turn.

Crossbow Ambush

{G}

Instant

Creatures you control gain reach until end of turn. (They can block creatures with flying.)

Frog Tongue

{G}

Enchantment — Aura

Enchant creature

When Frog Tongue comes into play, draw a card.

Enchanted creature can block as though it had flying.

Frog Tongue

{G}

Enchantment — Aura

Enchant creature

When Frog Tongue comes into play, draw a card.

Enchanted creature has reach. (It can block creatures with flying.)

Frostweb Spider

{2}{G}

Snow Creature — Spider

Frostweb Spider can block as though it had flying.

Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat.

1/3

Frostweb Spider

{2}{G}

Snow Creature — Spider

Reach (This creature can block creatures with flying.)

Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat.

1/3

Giant Mantis

{3}{G}

Creature — Insect

Giant Mantis can block as though it had flying.

2/4

Giant Mantis

{3}{G}

Creature — Insect

Reach (This creature can block creatures with flying.)

2/4

Giant Spider

{3}{G}

Creature — Spider

Giant Spider can block as though it had flying.

2/4

Giant Spider

{3}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

2/4

Goliath Spider

{6}{G}{G}

Creature — Spider

Goliath Spider can block as though it had flying.

7/6

Goliath Spider

{6}{G}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

7/6

Harbor Guardian

{2}{W}{U}

Creature — Gargoyle

Harbor Guardian can block as though it had flying.

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

3/4

Harbor Guardian

{2}{W}{U}

Creature — Gargoyle

Reach (This creature can block creatures with flying.)

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

3/4

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 that can block as though it had flying.

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.)

Keen-Eyed Archers

{2}{W}

Creature — Soldier

Keen-Eyed Archers can block as though it had flying.

2/2

Keen-Eyed Archers

{2}{W}

Creature — Soldier

Reach (This creature can block creatures with flying.)

2/2

Krosan Archer

{3}{G}

Creature — Centaur

Krosan Archer can block as though it had flying.

{G}, Discard a card: Krosan Archer gets +0/+2 until end of turn.

2/3

Krosan Archer

{3}{G}

Creature — Centaur

Reach (This creature can block creatures with flying.)

{G}, Discard a card: Krosan Archer gets +0/+2 until end of turn.

2/3

Longbow Archer

{W}{W}

Creature — Human Soldier Archer

First strike

Longbow Archer can block as though it had flying.

2/2

Longbow Archer

{W}{W}

Creature — Human Soldier Archer

First strike, reach (This creature can block creatures with flying.)

2/2

Matsu-Tribe Birdstalker

{2}{G}{G}

Creature — Snake Warrior Archer

Whenever Matsu-Tribe Birdstalker deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

{G}: Matsu-Tribe Birdstalker can block as though it had flying until end of turn.

2/2

Matsu-Tribe Birdstalker

{2}{G}{G}

Creature — Snake Warrior Archer

Whenever Matsu-Tribe Birdstalker deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

{G}: Matsu-Tribe Birdstalker gains reach until end of turn. (It can block creatures with flying.)

2/2

Mounted Archers

{3}{W}

Creature — Soldier

Mounted Archers can block as though it had flying.

{W}: Mounted Archers can block an additional creature this turn.

2/3

Mounted Archers

{3}{W}

Creature — Soldier

Reach (This creature can block creatures with flying.)

{W}: Mounted Archers can block an additional creature this turn.

2/3

Needlepeak Spider

{3}{R}

Creature — Spider

Needlepeak Spider can block as though it had flying.

4/2

Needlepeak Spider

{3}{R}

Creature — Spider

Reach (This creature can block creatures with flying.)

4/2

Needleshot Gourna

{4}{G}{G}

Creature — Beast

Needleshot Gourna can block as though it had flying.

3/6

Needleshot Gourna

{4}{G}{G}

Creature — Beast

Reach (This creature can block creatures with flying.)

3/6

Norwood Archers

{3}{G}

Creature — Elf

Norwood Archers can block as though it had flying.

3/3

Norwood Archers

{3}{G}

Creature — Elf

Reach (This creature can block creatures with flying.)

3/3

Orbweaver Kumo

{4}{G}{G}

Creature — Spirit

Orbweaver Kumo can block as though it had flying.

Whenever you play a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn.

3/4

Orbweaver Kumo

{4}{G}{G}

Creature — Spirit

Reach (This creature can block creatures with flying.)

Whenever you play a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn.

3/4

Penumbra Spider

{2}{G}{G}

Creature — Spider

Penumbra Spider can block as though it had flying.

When Penumbra Spider is put into a graveyard from play, put a 2/4 black Spider creature token into play with "This creature can block as though it had flying."

2/4

Penumbra Spider

{2}{G}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

When Penumbra Spider is put into a graveyard from play, put a 2/4 black Spider creature token with reach into play.

2/4

Pincer Spider

{2}{G}

Creature — Spider

Kicker {3} (You may pay an additional {3} as you play this spell.)

Pincer Spider can block as though it had flying.

If the kicker cost was paid, Pincer Spider comes into play with a +1/+1 counter on it.

2/3

Pincer Spider

{2}{G}

Creature — Spider

Kicker {3} (You may pay an additional {3} as you play this spell.)

Reach (This creature can block creatures with flying.)

If the kicker cost was paid, Pincer Spider comes into play with a +1/+1 counter on it.

2/3

Plated Spider

{4}{G}

Creature — Spider

Plated Spider can block as though it had flying.

4/4

Plated Spider

{4}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

4/4

Rashka the Slayer

{3}{W}{W}

Legendary Creature

Rashka the Slayer can block as though it had flying.

Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn.

3/3

Rashka the Slayer

{3}{W}{W}

Legendary Creature

Reach (This creature can block creatures with flying.)

Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn.

3/3

Rib Cage Spider

{2}{G}

Creature — Spider

Rib Cage Spider can block as though it had flying.

1/4

Rib Cage Spider

{2}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

1/4

Selesnya Sagittars

{3}{G}{W}

Creature — Elf Archer

Selesnya Sagittars can block as though it had flying.

Selesnya Sagittars can block an additional creature.

2/5

Selesnya Sagittars

{3}{G}{W}

Creature — Elf Archer

Reach (This creature can block creatures with flying.)

Selesnya Sagittars can block an additional creature.

2/5

Seton's Scout

{1}{G}

Creature — Centaur Druid

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

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

2/1

Seton's Scout

{1}{G}

Creature — Centaur Druid

Reach (This creature can block creatures with flying.)

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

2/1

Silhana Starfletcher

{2}{G}

Creature — Elf Druid Archer

As Silhana Starfletcher comes into play, choose a color.

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

Silhana Starfletcher can block as though it had flying.

1/3

Silhana Starfletcher

{2}{G}

Creature — Elf Druid Archer

Reach (This creature can block creatures with flying.)

As Silhana Starfletcher comes into play, choose a color.

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

1/3

Silk Net

{G}

Instant

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

Silk Net

{G}

Instant

Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.)

Silklash Spider

{3}{G}{G}

Creature — Spider

Silklash Spider can block as though it had flying.

{X}{G}{G}: Silklash Spider deals X damage to each creature with flying.

2/7

Silklash Spider

{3}{G}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

{X}{G}{G}: Silklash Spider deals X damage to each creature with flying.

2/7

Skyshooter

{1}{G}

Creature — Centaur

Skyshooter can block as though it had flying.

{T}, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.

1/2

Skyshooter

{1}{G}

Creature — Centaur

Reach (This creature can block creatures with flying.)

{T}, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.

1/2

Spider Climb

{G}

Enchantment — Aura

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

Enchant creature

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

Spider Climb

{G}

Enchantment — Aura

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

Enchant creature

Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.)

Spidersilk Armor

{2}{G}

Enchantment

Creatures you control get +0/+1 and can block as though they had flying.

Spidersilk Armor

{2}{G}

Enchantment

Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)

Spinneret Sliver

{1}{G}

Creature — Sliver

All Slivers have "This creature can block as though it had flying."

2/2

Spinneret Sliver

{1}{G}

Creature — Sliver

All Sliver creatures have reach. (They can block creatures with flying.)

2/2

Spitting Gourna

{3}{G}{G}

Creature — Beast

Spitting Gourna can block as though it had flying.

Morph {4}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/4

Spitting Gourna

{3}{G}{G}

Creature — Beast

Reach (This creature can block creatures with flying.)

Morph {4}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/4

Spitting Spider

{3}{G}{G}

Creature — Spider

Spitting Spider can block as though it had flying.

Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying.

3/5

Spitting Spider

{3}{G}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying.

3/5

Steam Spitter

{4}{G}

Creature — Spider

Steam Spitter can block as though it had flying.

{R}: Steam Spitter gets +1/+0 until end of turn.

1/5

Steam Spitter

{4}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

{R}: Steam Spitter gets +1/+0 until end of turn.

1/5

Tangle Spider

{4}{G}{G}

Creature — Spider

Flash

Tangle Spider can block as though it had flying.

3/4

Tangle Spider

{4}{G}{G}

Creature — Spider

Flash

Reach (This creature can block creatures with flying.)

3/4

Tel-Jilad Archers

{4}{G}

Creature — Elf Archer

Protection from artifacts

Tel-Jilad Archers can block as though it had flying.

2/4

Tel-Jilad Archers

{4}{G}

Creature — Elf Archer

Protection from artifacts, reach (This creature can block creatures with flying.)

2/4

Traproot Kami

{G}

Creature — Spirit

Defender (This creature can't attack.)

Traproot Kami's toughness is equal to the number of Forests in play.

Traproot Kami can block as though it had flying.

0/*

Traproot Kami

{G}

Creature — Spirit

Defender, reach (This creature can block creatures with flying.)

Traproot Kami's toughness is equal to the number of Forests in play.

0/*

Tree Monkey

{G}

Creature — Ape

Tree Monkey can block as though it had flying.

1/1

Tree Monkey

{G}

Creature — Ape

Reach (This creature can block creatures with flying.)

1/1

Treetop Defense

{1}{G}

Instant

Play Treetop Defense only during the declare attackers step and only if you are the defending player.

This turn, creatures you control can block as though they had flying.

Treetop Defense

{1}{G}

Instant

Play Treetop Defense only during the declare attackers step and only if you are the defending player.

Creatures you control gain reach until end of turn. (They can block creatures with flying.)

Venerable Kumo

{4}{G}

Creature — Spirit

Venerable Kumo can block as though it had flying.

Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)

2/3

Venerable Kumo

{4}{G}

Creature — Spirit

Reach (This creature can block creatures with flying.)

Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)

2/3

Web

{G}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

Enchanted creature gets +0/+2 and can block as though it had flying.

Web

{G}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.)

Whip Silk

{G}

Enchantment — Aura

Enchant creature

Enchanted creature can block as though it had flying.

{G}: Return Whip Silk to its owner's hand.

Whip Silk

{G}

Enchantment — Aura

Enchant creature

Enchanted creature has reach. (It can block creatures with flying.)

{G}: Return Whip Silk to its owner's hand.

Whip Vine

{2}{G}

Creature — Wall

Defender (This creature can't attack.)

Whip Vine can block as though it had flying.

You may choose not to untap Whip Vine during your untap step.

{T}: Tap target creature with flying blocked by Whip Vine. As long as Whip Vine remains tapped, that creature doesn't untap during its controller's untap step.

1/4

Whip Vine

{2}{G}

Creature — Wall

Defender, reach (This creature can block creatures with flying.)

You may choose not to untap Whip Vine during your untap step.

{T}: Tap target creature with flying blocked by Whip Vine. As long as Whip Vine remains tapped, that creature doesn't untap during its controller's untap step.

1/4

Woolly Spider

{1}{G}{G}

Creature — Spider

Woolly Spider can block as though it had flying.

Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn.

2/3

Woolly Spider

{1}{G}{G}

Creature — Spider

Reach (This creature can block creatures with flying.)

Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn.

2/3

Changes involving "scry"

Old card (Planar Chaos) New card (Future Sight)

Condescend

{X}{U}

Instant

Counter target spell unless its controller pays {X}.

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Condescend

{X}{U}

Instant

Counter target spell unless its controller pays {X}.

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Eyes of the Watcher

{2}{U}

Enchantment

Whenever you play an instant or sorcery spell, you may pay {1}. If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Eyes of the Watcher

{2}{U}

Enchantment

Whenever you play an instant or sorcery spell, you may pay {1}. If you do, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Ferocious Charge

{2}{G}

Instant

Target creature gets +4/+4 until end of turn.

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Ferocious Charge

{2}{G}

Instant

Target creature gets +4/+4 until end of turn.

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Fill with Fright

{3}{B}

Sorcery

Target player discards two cards.

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Fill with Fright

{3}{B}

Sorcery

Target player discards two cards.

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Lose Hope

{B}

Instant

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

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Lose Hope

{B}

Instant

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

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Magma Jet

{1}{R}

Instant

Magma Jet deals 2 damage to target creature or player.

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Magma Jet

{1}{R}

Instant

Magma Jet deals 2 damage to target creature or player.

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Serum Visions

{U}

Sorcery

Draw a card.

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Serum Visions

{U}

Sorcery

Draw a card.

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Stand Firm

{W}

Instant

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

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Stand Firm

{W}

Instant

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

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Tel-Jilad Justice

{1}{G}

Instant

Destroy target artifact.

Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)

Tel-Jilad Justice

{1}{G}

Instant

Destroy target artifact.

Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Changes involving "shroud"

Old card (Planar Chaos) New card (Future Sight)

Aboshan's Desire

{U}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

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

Aboshan's Desire

{U}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

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

Advanced Hoverguard

{3}{U}

Creature — Drone

Flying

{U}: Advanced Hoverguard can't be the target of spells or abilities this turn.

2/2

Advanced Hoverguard

{3}{U}

Creature — Drone

Flying

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

2/2

Alexi's Cloak

{1}{U}

Enchantment — Aura

Flash

Enchant creature

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

Alexi's Cloak

{1}{U}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Argothian Enchantress

{1}{G}

Creature — Enchantress

Argothian Enchantress can't be the target of spells or abilities.

Whenever you play an enchantment spell, draw a card.

0/1

Argothian Enchantress

{1}{G}

Creature — Enchantress

Shroud (This permanent can't be the target of spells or abilities.)

Whenever you play an enchantment spell, draw a card.

0/1

Armored Guardian

{3}{W}{U}

Creature — Guardian

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

{1}{U}{U}: Armored Guardian can't be the target of spells or abilities this turn.

2/5

Armored Guardian

{3}{W}{U}

Creature — Guardian

{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

Aspect of Mongoose

{1}{G}

Enchantment — Aura

Enchant creature

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

When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.

Aspect of Mongoose

{1}{G}

Enchantment — Aura

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.

Autumn Willow

{4}{G}{G}

Legendary Creature

Autumn Willow can't be the target of spells or abilities.

{G}: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it did not have "Autumn Willow can't be the target of spells or abilities."

4/4

Autumn Willow

{4}{G}{G}

Legendary Creature

Shroud (This permanent can't be the target of spells or abilities.)

{G}: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.

4/4

Blastoderm

{2}{G}{G}

Creature — Beast

Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

Blastoderm can't be the target of spells or abilities.

5/5

Blastoderm

{2}{G}{G}

Creature — Beast

Shroud (This permanent can't be the target of spells or abilities.)

Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

5/5

Blurred Mongoose

{1}{G}

Creature — Mongoose

Blurred Mongoose can't be countered.

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

2/1

Blurred Mongoose

{1}{G}

Creature — Mongoose

Shroud (This permanent can't be the target of spells or abilities.)

Blurred Mongoose can't be countered.

2/1

Calciderm

{2}{W}{W}

Creature — Beast

Vanishing 4 (This permanent comes into play with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Calciderm can't be the target of spells or abilities.

5/5

Calciderm

{2}{W}{W}

Creature — Beast

Shroud (This permanent can't be the target of spells or abilities.)

Vanishing 4 (This permanent comes into play with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

5/5

Cephalid Inkshrouder

{2}{U}

Creature — Cephalid

Discard a card: Cephalid Inkshrouder can't be the target of spells or abilities and is unblockable this turn.

2/1

Cephalid Inkshrouder

{2}{U}

Creature — Cephalid

Discard a card: Cephalid Inkshrouder gains shroud until end of turn and is unblockable this turn. (A permanent with shroud can't be the target of spells or abilities.)

2/1

Citanul Centaurs

{3}{G}

Creature — Centaur

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

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

6/3

Citanul Centaurs

{3}{G}

Creature — Centaur

Shroud (This permanent can't be the target of spells or abilities.)

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

6/3

Crashing Centaur

{4}{G}{G}

Creature — Centaur

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

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

3/4

Crashing Centaur

{4}{G}{G}

Creature — Centaur

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

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

3/4

Crystalline Sliver

{W}{U}

Creature — Sliver

Slivers can't be the targets of spells or abilities.

2/2

Crystalline Sliver

{W}{U}

Creature — Sliver

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

2/2

Deadly Grub

{2}{B}

Creature — Insect

Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Deadly Grub is put into a graveyard from play, if it had no time counters on it, put a 6/1 green Insect creature token into play with "This creature can't be the target of spells or abilities."

3/1

Deadly Grub

{2}{B}

Creature — Insect

Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Deadly Grub is put into a graveyard from play, if it had no time counters on it, put a 6/1 green Insect creature token into play with shroud. (It can't be the target of spells or abilities.)

3/1

Deadly Insect

{4}{G}

Creature — Insect

Deadly Insect can't be the target of spells or abilities.

6/1

Deadly Insect

{4}{G}

Creature — Insect

Shroud (This permanent can't be the target of spells or abilities.)

6/1

Deep Spawn

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

Creature — Homarid

Trample

At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard.

{U}: Deep Spawn can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn.

6/6

Deep Spawn

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

Creature — Homarid

Trample

At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard.

{U}: Deep Spawn gains shroud until end of turn and doesn't untap during its controller's next untap step. Tap Deep Spawn. (A permanent with shroud can't be the target of spells or abilities.)

6/6

Diplomatic Immunity

{1}{U}

Enchantment — Aura

Enchant creature

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

Diplomatic Immunity can't be the target of spells or abilities.

Diplomatic Immunity

{1}{U}

Enchantment — Aura

Enchant creature

Shroud (This permanent can't be the target of spells or abilities.)

Enchanted creature has shroud.

Drill-Skimmer

{4}

Artifact Creature

Flying

Drill-Skimmer can't be the target of spells or abilities as long as you control another artifact creature.

2/1

Drill-Skimmer

{4}

Artifact Creature

Flying

Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.)

2/1

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature

All Elves have forestwalk.

Elves can't be the target of spells or abilities.

2/2

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature

All Elf creatures have forestwalk.

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

2/2

Elvish Lookout

{G}

Creature — Elf

Elvish Lookout can't be the target of spells or abilities.

1/1

Elvish Lookout

{G}

Creature — Elf

Shroud (This permanent can't be the target of spells or abilities.)

1/1

Favorable Destiny

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2 as long as it's white.

Enchanted creature can't be the target of spells or abilities as long as its controller controls another creature.

Favorable Destiny

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2 as long as it's white.

Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.)

Fountain Watch

{3}{W}{W}

Creature — Guardian

Artifacts and enchantments you control can't be the target of spells or abilities.

2/4

Fountain Watch

{3}{W}{W}

Creature — Guardian

Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)

2/4

Frost Raptor

{2}{U}

Snow Creature — Bird

Flying

{S}{S}: Frost Raptor can't be the target of spells or abilities this turn. ({S} can be paid with one mana from a snow permanent.)

2/2

Frost Raptor

{2}{U}

Snow Creature — Bird

Flying

{S}{S}: Frost Raptor gains shroud until end of turn. ({S} can be paid with one mana from a snow permanent.)

2/2

General's Kabuto

{4}

Artifact — Equipment

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

Prevent all combat damage that would be dealt to equipped creature.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

General's Kabuto

{4}

Artifact — Equipment

Equipped creature has shroud. (It can't be the target of spells or abilities.)

Prevent all combat damage that would be dealt to equipped creature.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Ghosthelm Courier

{2}{U}

Creature — Wizard

You may choose not to untap Ghosthelm Courier during your untap step.

{2}{U}, {T}: As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities.

2/1

Ghosthelm Courier

{2}{U}

Creature — Wizard

You may choose not to untap Ghosthelm Courier during your untap step.

{2}{U}, {T}: As long as Ghosthelm Courier remains tapped, target Wizard creature gets +2/+2 and has shroud. (It can't be the target of spells or abilities.)

2/1

Giant Crab

{4}{U}

Creature — Crab

{U}: Giant Crab can't be the target of spells or abilities this turn.

3/3

Giant Crab

{4}{U}

Creature — Crab

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

3/3

Giant Solifuge

{2}{(r/g)}{(r/g)}

Creature — Insect

({(r/g)} can be paid with either {R} or {G}.)

Trample, haste

Giant Solifuge can't be the target of spells or abilities.

4/1

Giant Solifuge

{2}{(r/g)}{(r/g)}

Creature — Insect

({(r/g)} can be paid with either {R} or {G}.)

Trample, haste, shroud (This permanent can't be the target of spells or abilities.)

4/1

Gigapede

{3}{G}{G}

Creature — Insect

Gigapede can't be the target of spells or abilities.

At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card. If you do, return Gigapede to your hand.

6/1

Gigapede

{3}{G}{G}

Creature — Insect

Shroud (This permanent can't be the target of spells or abilities.)

At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card. If you do, return Gigapede to your hand.

6/1

Gilded Light

{1}{W}

Instant

You can't be the target of spells or abilities this turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Gilded Light

{1}{W}

Instant

You gain shroud until end of turn. (You can't be the target of spells or abilities.)

Cycling {2} ({2}, Discard this card: Draw a card.)

Glimmering Angel

{3}{W}

Creature — Angel

Flying

{U}: Glimmering Angel can't be the target of spells or abilities this turn.

2/2

Glimmering Angel

{3}{W}

Creature — Angel

Flying

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

2/2

Hanna's Custody

{2}{W}

Enchantment

Artifacts can't be the target of spells or abilities.

Hanna's Custody

{2}{W}

Enchantment

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

Hawkeater Moth

{3}{G}

Creature — Insect

Flying

Hawkeater Moth can't be the target of spells or abilities.

1/2

Hawkeater Moth

{3}{G}

Creature — Insect

Flying, shroud (This permanent can't be the target of spells or abilities.)

1/2

Hisoka's Guard

{1}{U}

Creature — Human Wizard

You may choose not to untap Hisoka's Guard during your untap step.

{1}{U}, {T}: As long as Hisoka's Guard remains tapped, target creature you control other than Hisoka's Guard can't be the target of spells or abilities.

1/1

Hisoka's Guard

{1}{U}

Creature — Human Wizard

You may choose not to untap Hisoka's Guard during your untap step.

{1}{U}, {T}: As long as Hisoka's Guard remains tapped, target creature you control other than Hisoka's Guard has shroud. (It can't be the target of spells or abilities.)

1/1

Homarid Warrior

{4}{U}

Creature — Homarid

{U}: Homarid Warrior can't be the target of spells or abilities this turn and doesn't untap during your next untap step. Tap Homarid Warrior.

3/3

Homarid Warrior

{4}{U}

Creature — Homarid

{U}: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A permanent with shroud can't be the target of spells or abilities.)

3/3

Humble Budoka

{1}{G}

Creature — Human Monk

Humble Budoka can't be the target of spells or abilities.

2/2

Humble Budoka

{1}{G}

Creature — Human Monk

Shroud (This permanent can't be the target of spells or abilities.)

2/2

Ivory Mask

{2}{W}{W}

Enchantment

You can't be the target of spells or abilities.

Ivory Mask

{2}{W}{W}

Enchantment

You have shroud. (You can't be the target of spells or abilities.)

Jolrael's Centaur

{1}{G}{G}

Creature — Centaur Archer

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

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

2/2

Jolrael's Centaur

{1}{G}{G}

Creature — Centaur Archer

Shroud (This permanent can't be the target of spells or abilities.)

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

2/2

Kashi-Tribe Elite

{1}{G}{G}

Creature — Snake Warrior

Legendary Snakes you control can't be the targets of spells or abilities.

Whenever Kashi-Tribe Elite deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

2/3

Kashi-Tribe Elite

{1}{G}{G}

Creature — Snake Warrior

Legendary Snakes you control have shroud. (They can't be the targets of spells or abilities.)

Whenever Kashi-Tribe Elite deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

2/3

Kodama of the North Tree

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

Legendary Creature — Spirit

Trample

Kodama of the North Tree can't be the target of spells or abilities.

6/4

Kodama of the North Tree

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

Legendary Creature — Spirit

Trample, shroud (This permanent can't be the target of spells or abilities.)

6/4

Lightning Greaves

{2}

Artifact — Equipment

Equipped creature has haste and can't be the target of spells or abilities.

Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Lightning Greaves

{2}

Artifact — Equipment

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Mage's Guile

{1}{U}

Instant

Target creature can't be the target of spells or abilities this turn.

Cycling {U} ({U}, Discard this card: Draw a card.)

Mage's Guile

{1}{U}

Instant

Target creature gains shroud until end of turn. (It can't be the target of spells or abilities.)

Cycling {U} ({U}, Discard this card: Draw a card.)

Minotaur Illusionist

{3}{U}{R}

Creature — Minotaur

{1}{U}: Minotaur Illusionist can't be the target of spells or abilities this turn.

{R}, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature.

3/4

Minotaur Illusionist

{3}{U}{R}

Creature — Minotaur

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

{R}, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature.

3/4

Morphling

{3}{U}{U}

Creature — Shapeshifter

{U}: Untap Morphling.

{U}: Morphling gains flying until end of turn.

{U}: Morphling can't be the target of spells or abilities this turn.

{1}: Morphling gets +1/-1 until end of turn.

{1}: Morphling gets -1/+1 until end of turn.

3/3

Morphling

{3}{U}{U}

Creature — Shapeshifter

{U}: Untap Morphling.

{U}: Morphling gains flying until end of turn.

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

{1}: Morphling gets +1/-1 until end of turn.

{1}: Morphling gets -1/+1 until end of turn.

3/3

Multani, Maro-Sorcerer

{4}{G}{G}

Legendary Creature

Multani, Maro-Sorcerer can't be the target of spells or abilities.

Multani's power and toughness are each equal to the total number of cards in all players' hands.

*/*

Multani, Maro-Sorcerer

{4}{G}{G}

Legendary Creature

Shroud (This permanent can't be the target of spells or abilities.)

Multani's power and toughness are each equal to the total number of cards in all players' hands.

*/*

Mystic Veil

{1}{U}

Enchantment — Aura

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

Enchant creature

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

Mystic Veil

{1}{U}

Enchantment — Aura

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

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Neurok Stealthsuit

{2}

Artifact — Equipment

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

{U}{U}: Attach Neurok Stealthsuit to target creature you control.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Neurok Stealthsuit

{2}

Artifact — Equipment

Equipped creature has shroud. (It can't be the target of spells or abilities.)

{U}{U}: Attach Neurok Stealthsuit to target creature you control.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Nimble Mongoose

{G}

Creature — Mongoose

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

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

1/1

Nimble Mongoose

{G}

Creature — Mongoose

Shroud (This permanent can't be the target of spells or abilities.)

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

1/1

Pemmin's Aura

{1}{U}{U}

Enchantment — Aura

Enchant creature

{U}: Untap enchanted creature.

{U}: Enchanted creature gains flying until end of turn.

{U}: Enchanted creature can't be the target of spells or abilities this turn.

{1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.

Pemmin's Aura

{1}{U}{U}

Enchantment — Aura

Enchant creature

{U}: Untap enchanted creature.

{U}: Enchanted creature gains flying until end of turn.

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

{1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.

Pincher Beetles

{2}{G}

Creature — Insect

Pincher Beetles can't be the target of spells or abilities.

3/1

Pincher Beetles

{2}{G}

Creature — Insect

Shroud (This permanent can't be the target of spells or abilities.)

3/1

Plaxcaster Frogling

{1}{G}{U}

Creature — Frog Mutant

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

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

0/0

Plaxcaster Frogling

{1}{G}{U}

Creature — Frog Mutant

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

{2}: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)

0/0

Plaxmanta

{1}{U}

Creature — Beast

Flash

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

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

2/2

Plaxmanta

{1}{U}

Creature — Beast

Flash

When Plaxmanta comes into play, creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)

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

2/2

Relic Ward

{1}{W}

Enchantment — Aura

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

Enchant artifact

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

Relic Ward

{1}{W}

Enchantment — Aura

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

Enchant artifact

Enchanted artifact has shroud. (It can't be the target of spells or abilities.)

Robe of Mirrors

{U}

Enchantment — Aura

Enchant creature

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

Robe of Mirrors

{U}

Enchantment — Aura

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Sheltering Prayers

{W}

Enchantment

Basic lands each player controls can't be the targets of spells or abilities as long as that player controls three or fewer lands.

Sheltering Prayers

{W}

Enchantment

Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)

Simic Sky Swallower

{5}{G}{U}

Creature — Leviathan

Flying, trample

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

6/6

Simic Sky Swallower

{5}{G}{U}

Creature — Leviathan

Flying, trample, shroud (This permanent can't be the target of spells or abilities.)

6/6

Skyshroud Blessing

{1}{G}

Instant

Lands can't be the targets of spells or abilities this turn.

Draw a card.

Skyshroud Blessing

{1}{G}

Instant

Lands gain shroud until end of turn. (They can't be the targets of spells or abilities.)

Draw a card.

Solitary Confinement

{2}{W}

Enchantment

At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.

Skip your draw step.

You can't be the target of spells or abilities.

Prevent all damage that would be dealt to you.

Solitary Confinement

{2}{W}

Enchantment

At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.

Skip your draw step.

You have shroud. (You can't be the target of spells or abilities.)

Prevent all damage that would be dealt to you.

Soratami Rainshaper

{2}{U}

Creature — Moonfolk Wizard

Flying

{3}, Return a land you control to its owner's hand: Target creature you control can't be the target of spells or abilities this turn.

2/1

Soratami Rainshaper

{2}{U}

Creature — Moonfolk Wizard

Flying

{3}, Return a land you control to its owner's hand: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

2/1

Spectral Cloak

{U}{U}

Enchantment — Aura

Enchant creature

Enchanted creature can't be the target of spells or abilities as long as it's untapped.

Spectral Cloak

{U}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has shroud as long as it's untapped. (It can't be the target of spells or abilities.)

Spectral Guardian

{2}{W}{W}

Creature — Spirit

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

2/3

Spectral Guardian

{2}{W}{W}

Creature — Spirit

Noncreature artifacts have shroud as long as Spectral Guardian is untapped. (They can't be the targets of spells or abilities.)

2/3

Spiritual Asylum

{2}{W}{W}

Enchantment

Creatures and lands you control can't be the target of spells or abilities.

When a creature you control attacks, sacrifice Spiritual Asylum.

Spiritual Asylum

{2}{W}{W}

Enchantment

Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)

When a creature you control attacks, sacrifice Spiritual Asylum.

Steely Resolve

{1}{G}

Enchantment

As Steely Resolve comes into play, choose a creature type.

Creatures of the chosen type can't be the targets of spells or abilities.

Steely Resolve

{1}{G}

Enchantment

As Steely Resolve comes into play, choose a creature type.

Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)

Sterling Grove

{G}{W}

Enchantment

All other enchantments you control can't be the targets of spells or abilities.

{1}, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.

Sterling Grove

{G}{W}

Enchantment

All other enchantments you control have shroud. (They can't be the targets of spells or abilities.)

{1}, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.

Stonewood Invocation

{3}{G}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Target creature gets +5/+5 until end of turn and can't be the target of spells or abilities this turn.

Stonewood Invocation

{3}{G}

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Target creature gets +5/+5 and gains shroud until end of turn. (It can't be the target of spells or abilities.)

Svyelunite Priest

{1}{U}

Creature — Merfolk

{U}{U}, {T}: Target creature can't be the target of spells or abilities this turn. Play this ability only during your upkeep.

1/1

Svyelunite Priest

{1}{U}

Creature — Merfolk

{U}{U}, {T}: Target creature gains shroud until end of turn. Play this ability only during your upkeep. (It can't be the target of spells or abilities.)

1/1

Sylvan Safekeeper

{G}

Creature — Wizard

Sacrifice a land: Target creature you control can't be the target of spells or abilities this turn.

1/1

Sylvan Safekeeper

{G}

Creature — Wizard

Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

1/1

True Believer

{W}{W}

Creature — Cleric

You can't be the target of spells or abilities.

2/2

True Believer

{W}{W}

Creature — Cleric

You have shroud. (You can't be the target of spells or abilities.)

2/2

Veil of Secrecy

{1}{U}

Instant — Arcane

Target creature is unblockable and can't be the target of spells or abilities this turn.

Splice onto Arcane—Return a blue creature you control to its owner's hand. (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.)

Veil of Secrecy

{1}{U}

Instant — Arcane

Target creature gains shroud until end of turn and is unblockable this turn.

Splice onto Arcane—Return a blue creature you control to its owner's hand. (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.)

Vintara Snapper

{G}{G}

Creature — Turtle

Vintara Snapper can't be the target of spells or abilities as long as you control no untapped lands.

2/2

Vintara Snapper

{G}{G}

Creature — Turtle

Vintara Snapper has shroud as long as you control no untapped lands. (It can't be the target of spells or abilities.)

2/2

Warped Researcher

{4}{U}

Creature — Wizard Mutant

Whenever a player cycles a card, Warped Researcher gains flying until end of turn and can't be the target of spells or abilities this turn.

3/4

Warped Researcher

{4}{U}

Creature — Wizard Mutant

Whenever a player cycles a card, Warped Researcher gains flying and shroud until end of turn. (It can't be the target of spells or abilities.)

3/4

Whispersilk Cloak

{3}

Artifact — Equipment

Equipped creature is unblockable and can't be the target of spells or abilities.

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

Whispersilk Cloak

{3}

Artifact — Equipment

Equipped creature has shroud and is unblockable.

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

Zephid

{4}{U}{U}

Creature — Illusion

Flying

Zephid can't be the target of spells or abilities.

3/4

Zephid

{4}{U}{U}

Creature — Illusion

Flying, shroud (This permanent can't be the target of spells or abilities.)

3/4

Zephid's Embrace

{2}{U}{U}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has flying. It can't be the target of spells or abilities.

Zephid's Embrace

{2}{U}{U}

Enchantment — Aura

Enchant creature

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

Changes involving cards in unrevealed zones

Old card (Planar Chaos) New card (Future Sight)

Belbe's Portal

{5}

Artifact

As Belbe's Portal comes into play, choose a creature type.

{3}, {T}: Put a creature card of the chosen type from your hand into play.

Belbe's Portal

{5}

Artifact

As Belbe's Portal comes into play, choose a creature type.

{3}, {T}: You may put a creature card of the chosen type from your hand into play.

Burning Wish

{1}{R}

Sorcery

Choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game.

Burning Wish

{1}{R}

Sorcery

You may choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game.

Cauldron Dance

{4}{B}{R}

Instant

Play Cauldron Dance only during combat.

Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn.

Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.

Cauldron Dance

{4}{B}{R}

Instant

Play Cauldron Dance only during combat.

Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn.

You may put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.

Copper Gnomes

{2}

Artifact Creature — Gnome

{4}, Sacrifice Copper Gnomes: Put an artifact card from your hand into play.

1/1

Copper Gnomes

{2}

Artifact Creature — Gnome

{4}, Sacrifice Copper Gnomes: You may put an artifact card from your hand into play.

1/1

Cunning Wish

{2}{U}

Instant

Choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game.

Cunning Wish

{2}{U}

Instant

You may choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game.

Death Wish

{1}{B}{B}

Sorcery

Choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game.

Death Wish

{1}{B}{B}

Sorcery

You may choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game.

Didgeridoo

{1}

Artifact

{3}: Put a Minotaur card from your hand into play.

Didgeridoo

{1}

Artifact

{3}: You may put a Minotaur permanent card from your hand into play.

Dragon Arch

{5}

Artifact

{2}, {T}: Put a multicolored creature card from your hand into play.

Dragon Arch

{5}

Artifact

{2}, {T}: You may put a multicolored creature card from your hand into play.

Elvish Piper

{3}{G}

Creature — Elf Shaman

{G}, {T}: Put a creature card from your hand into play.

1/1

Elvish Piper

{3}{G}

Creature — Elf Shaman

{G}, {T}: You may put a creature card from your hand into play.

1/1

Firebrand Ranger

{1}{R}

Creature — Soldier

{G}, {T}: Put a basic land card from your hand into play.

2/1

Firebrand Ranger

{1}{R}

Creature — Soldier

{G}, {T}: You may put a basic land card from your hand into play.

2/1

Flash

{1}{U}

Instant

Choose a creature card in your hand. You may pay its mana cost reduced by up to {2}. If you do, put that card into play. If you don't, put that card into your graveyard.

Flash

{1}{U}

Instant

You may put a creature card from your hand into play. If you do, sacrifice it unless you pay its mana cost reduced by up to {2}.

Goblin Wizard

{2}{R}{R}

Creature — Goblin

{T}: Put a Goblin card from your hand into play.

{R}: Target Goblin gains protection from white until end of turn.

1/1

Goblin Wizard

{2}{R}{R}

Creature — Goblin

{T}: You may put a Goblin permanent card from your hand into play.

{R}: Target Goblin gains protection from white until end of turn.

1/1

Golden Wish

{3}{W}{W}

Sorcery

Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game.

Golden Wish

{3}{W}{W}

Sorcery

You may choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game.

Illusionary Mask

{2}

Artifact

{X}: Put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up.

Illusionary Mask

{2}

Artifact

{X}: You may put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up.

Krosan Wayfarer

{G}

Creature — Druid

Sacrifice Krosan Wayfarer: Put a land card from your hand into play.

1/1

Krosan Wayfarer

{G}

Creature — Druid

Sacrifice Krosan Wayfarer: You may put a land card from your hand into play.

1/1

Living Wish

{1}{G}

Sorcery

Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game.

Living Wish

{1}{G}

Sorcery

You may choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game.

Lure of Prey

{2}{G}{G}

Instant

Play Lure of Prey only if an opponent played a creature spell this turn.

Put a green creature card from your hand into play.

Lure of Prey

{2}{G}{G}

Instant

Play Lure of Prey only if an opponent played a creature spell this turn.

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

Mercadian Lift

{2}

Artifact

{1}, {T}: Put a winch counter on Mercadian Lift.

{T}, Remove X winch counters from Mercadian Lift: Put a creature card with converted mana cost X from your hand into play.

Mercadian Lift

{2}

Artifact

{1}, {T}: Put a winch counter on Mercadian Lift.

{T}, Remove X winch counters from Mercadian Lift: You may put a creature card with converted mana cost X from your hand into play.

Quicksilver Amulet

{4}

Artifact

{4}, {T}: Put a creature card from your hand into play.

Quicksilver Amulet

{4}

Artifact

{4}, {T}: You may put a creature card from your hand into play.

Shifty Doppelganger

{2}{U}

Creature — Shapeshifter

{3}{U}, Remove Shifty Doppelganger from the game: Put a creature card from your hand into play. That creature gains haste until end of turn. At end of turn, sacrifice that creature. If you do, return Shifty Doppelganger to play.

1/1

Shifty Doppelganger

{2}{U}

Creature — Shapeshifter

{3}{U}, Remove Shifty Doppelganger from the game: You may put a creature card from your hand into play. If you do, that creature gains haste until end of turn. At end of turn, sacrifice that creature. If you do, return Shifty Doppelganger to play.

1/1

Skyshroud Ranger

{G}

Creature — Elf

{T}: Put a land card from your hand into play. Play this ability only any time you could play a sorcery.

1/1

Skyshroud Ranger

{G}

Creature — Elf

{T}: You may put a land card from your hand into play. Play this ability only any time you could play a sorcery.

1/1

Sneak Attack

{3}{R}

Enchantment

{R}: Put a creature card from your hand into play. That creature gains haste until end of turn. Sacrifice the creature at end of turn.

Sneak Attack

{3}{R}

Enchantment

{R}: You may put a creature card from your hand into play. That creature gains haste until end of turn. Sacrifice the creature at end of turn.

Surprise Deployment

{3}{W}

Instant

Play Surprise Deployment only during combat.

Put a nonwhite creature card from your hand into play. At end of turn, return that creature to your hand. (Return it only if it's in play.)

Surprise Deployment

{3}{W}

Instant

Play Surprise Deployment only during combat.

You may put a nonwhite creature card from your hand into play. At end of turn, return that creature to your hand. (Return it only if it's in play.)

Terrain Generator

Land

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

{2}, {T}: Put a basic land card from your hand into play tapped.

Terrain Generator

Land

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

{2}, {T}: You may put a basic land card from your hand into play tapped.

Through the Breach

{4}{R}

Instant — Arcane

Put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn.

Splice onto Arcane {2}{R}{R} (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.)

Through the Breach

{4}{R}

Instant — Arcane

You may put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn.

Splice onto Arcane {2}{R}{R} (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.)

Triassic Egg

{4}

Artifact

{3}, {T}: Put an incubation counter on Triassic Egg.

Remove two incubation counters from Triassic Egg, sacrifice Triassic Egg: Put a creature card from your hand or graveyard into play.

Triassic Egg

{4}

Artifact

{3}, {T}: Put an incubation counter on Triassic Egg.

Remove two incubation counters from Triassic Egg, sacrifice Triassic Egg: You may put a creature card from your hand or graveyard into play.

Willow Priestess

{2}{G}{G}

Creature — Faerie

{T}: Put a Faerie card from your hand into play.

{2}{G}: Target green creature gains protection from black until end of turn.

2/2

Willow Priestess

{2}{G}{G}

Creature — Faerie

{T}: You may put a Faerie permanent card from your hand into play.

{2}{G}: Target green creature gains protection from black until end of turn.

2/2

Changes to reminder text only

Old card (Planar Chaos) New card (Future Sight)

Camouflage

{G}

Instant

Play Camouflage only during the declare attackers step.

This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty)

Camouflage

{G}

Instant

Play Camouflage only during the declare attackers step.

This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty.)

Changes to types only

Old card (Planar Chaos) New card (Future Sight)

Abyssal Gatekeeper

{1}{B}

Creature — Gatekeeper

When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature.

1/1

Abyssal Gatekeeper

{1}{B}

Creature — Horror

When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature.

1/1

Ardent Militia

{4}{W}

Creature — Soldier

Vigilance

2/5

Ardent Militia

{4}{W}

Creature — Human Soldier

Vigilance

2/5

Avizoa

{3}{U}

Creature — Avizoa

Flying

{0}: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Play this ability only once each turn.

2/2

Avizoa

{3}{U}

Creature — Jellyfish

Flying

{0}: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Play this ability only once each turn.

2/2

Barishi

{2}{G}{G}

Creature — Barishi

When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library.

4/3

Barishi

{2}{G}{G}

Creature — Elemental

When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library.

4/3

Benalish Infantry

{2}{W}

Creature — Soldier

Banding

1/3

Benalish Infantry

{2}{W}

Creature — Human Soldier

Banding

1/3

Benalish Knight

{2}{W}

Creature — Knight

Flash

First strike

2/2

Benalish Knight

{2}{W}

Creature — Human Knight

Flash

First strike

2/2

Benalish Missionary

{W}

Creature — Cleric

{1}{W}, {T}: Prevent all combat damage that would be dealt by target blocked creature this turn.

1/1

Benalish Missionary

{W}

Creature — Human Cleric

{1}{W}, {T}: Prevent all combat damage that would be dealt by target blocked creature this turn.

1/1

Bloodrock Cyclops

{2}{R}

Creature — Giant

Bloodrock Cyclops attacks each turn if able.

3/3

Bloodrock Cyclops

{2}{R}

Creature — Cyclops

Bloodrock Cyclops attacks each turn if able.

3/3

Bogardan Firefiend

{2}{R}

Creature — Spirit

When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature.

2/1

Bogardan Firefiend

{2}{R}

Creature — Elemental Spirit

When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature.

2/1

Dwarven Berserker

{1}{R}

Creature — Dwarf

Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn.

1/1

Dwarven Berserker

{1}{R}

Creature — Dwarf Berserker

Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn.

1/1

Dwarven Thaumaturgist

{2}{R}

Creature — Dwarf

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

1/2

Dwarven Thaumaturgist

{2}{R}

Creature — Dwarf Shaman

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

1/2

Fungus Elemental

{3}{G}

Creature — Elemental

{G}, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn.

3/3

Fungus Elemental

{3}{G}

Creature — Fungus Elemental

{G}, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn.

3/3

Heavy Ballista

{3}{W}

Creature — Soldier

{T}: Heavy Ballista deals 2 damage to target attacking or blocking creature.

2/3

Heavy Ballista

{3}{W}

Creature — Human Soldier

{T}: Heavy Ballista deals 2 damage to target attacking or blocking creature.

2/3

Hurloon Shaman

{1}{R}{R}

Creature — Minotaur

When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land.

2/3

Hurloon Shaman

{1}{R}{R}

Creature — Minotaur Shaman

When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land.

2/3

Jangling Automaton

{3}

Artifact Creature

Whenever Jangling Automaton attacks, untap all creatures defending player controls.

3/2

Jangling Automaton

{3}

Artifact Creature — Construct

Whenever Jangling Automaton attacks, untap all creatures defending player controls.

3/2

Llanowar Druid

{1}{G}

Creature — Elf

{T}, Sacrifice Llanowar Druid: Untap all Forests.

1/2

Llanowar Druid

{1}{G}

Creature — Elf Druid

{T}, Sacrifice Llanowar Druid: Untap all Forests.

1/2

Maraxus of Keld

{4}{R}{R}

Legendary Creature

Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.

*/*

Maraxus of Keld

{4}{R}{R}

Legendary Creature — Human Warrior

Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.

*/*

Mischievous Poltergeist

{2}{B}

Creature — Ghost

Flying

Pay 1 life: Regenerate Mischievous Poltergeist.

1/1

Mischievous Poltergeist

{2}{B}

Creature — Spirit

Flying

Pay 1 life: Regenerate Mischievous Poltergeist.

1/1

Peacekeeper

{2}{W}

Creature — Peacekeeper

At the beginning of your upkeep, sacrifice Peacekeeper unless you pay {1}{W}.

Creatures can't attack.

1/1

Peacekeeper

{2}{W}

Creature — Human

At the beginning of your upkeep, sacrifice Peacekeeper unless you pay {1}{W}.

Creatures can't attack.

1/1

Phantom Warrior

{1}{U}{U}

Creature — Illusion

Phantom Warrior is unblockable.

2/2

Phantom Warrior

{1}{U}{U}

Creature — Illusion Warrior

Phantom Warrior is unblockable.

2/2

Serrated Biskelion

{3}

Artifact Creature

{T}: Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature.

2/2

Serrated Biskelion

{3}

Artifact Creature — Construct

{T}: Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature.

2/2

Shadow Rider

{2}{B}{B}

Creature — Knight

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

3/3

Shadow Rider

{2}{B}{B}

Creature — Zombie Knight

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

3/3

Soul Shepherd

{1}{W}

Creature — Cleric

{W}, Remove a creature card in your graveyard from the game: You gain 1 life.

2/1

Soul Shepherd

{1}{W}

Creature — Human Cleric

{W}, Remove a creature card in your graveyard from the game: You gain 1 life.

2/1

Southern Paladin

{2}{W}{W}

Creature — Knight

{W}{W}, {T}: Destroy target red permanent.

3/3

Southern Paladin

{2}{W}{W}

Creature — Human Knight

{W}{W}, {T}: Destroy target red permanent.

3/3

Thundermare

{5}{R}

Creature — Thundermare

Haste (This creature can attack the turn it comes under your control.)

When Thundermare comes into play, tap all other creatures.

5/5

Thundermare

{5}{R}

Creature — Elemental

Haste (This creature can attack the turn it comes under your control.)

When Thundermare comes into play, tap all other creatures.

5/5

Tolarian Entrancer

{1}{U}

Creature — Wizard

Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat.

1/1

Tolarian Entrancer

{1}{U}

Creature — Human Wizard

Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat.

1/1

Urborg Stalker

{3}{B}

Creature — Undead

At the beginning of each player's upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player.

2/4

Urborg Stalker

{3}{B}

Creature — Horror

At the beginning of each player's upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player.

2/4

Vodalian Illusionist

{2}{U}

Creature — Merfolk

{U}{U}, {T}: Target creature phases out.

2/2

Vodalian Illusionist

{2}{U}

Creature — Merfolk Wizard

{U}{U}, {T}: Target creature phases out.

2/2

Warrior's Stand

{1}{W}

Sorcery

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

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

Warrior's Stand

{1}{W}

Instant

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

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

New cards

Old card (Planar Chaos) New card (Future Sight)

Akroma's Memorial

{7}

Legendary Artifact

Creatures you control have flying, first strike, vigilance, trample, haste, protection from black, and protection from red.

Angel of Salvation

{6}{W}{W}

Creature — Angel

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

Flying

When Angel of Salvation comes into play, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.

5/5

Arc Blade

{3}{R}{R}

Sorcery

Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it.

Suspend 3—{2}{R} (Rather than play this card from your hand, you may pay {2}{R} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Arcanum Wings

{1}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Aura swap {2}{U} ({2}{U}: Exchange this Aura with an Aura card in your hand.)

Augur il-Vec

{1}{W}

Creature — Human Cleric

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

Sacrifice Augur il-Vec: You gain 4 life. Play this ability only during your upkeep.

1/3

Augur of Skulls

{1}{B}

Creature — Skeleton Wizard

{1}{B}: Regenerate Augur of Skulls.

Sacrifice Augur of Skulls: Target player discards two cards. Play this ability only during your upkeep.

1/1

Aven Augur

{3}{U}

Creature — Bird Wizard

Flying

Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Play this ability only during your upkeep.

2/2

Aven Mindcensor

{2}{W}

Creature — Bird Wizard

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

Flying

If an opponent would search a library, that player searches the top four cards of that library instead.

2/1

Barren Glory

{4}{W}{W}

Enchantment

At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.

Baru, Fist of Krosa

{3}{G}{G}

Legendary Creature — Human Druid

Whenever a Forest comes into play, green creatures you control get +1/+1 and gain trample until end of turn.

Grandeur — Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token into play, where X is the number of lands you control.

4/4

Bitter Ordeal

{2}{B}

Sorcery

Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.

Gravestorm (When you play this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

Blade of the Sixth Pride

{1}{W}

Creature — Cat Rebel

3/1

Blind Phantasm

{2}{U}

Creature — Illusion

2/3

Bloodshot Trainee

{3}{R}

Creature — Goblin Warrior

{T}: Bloodshot Trainee deals 4 damage to target creature. Play this ability only if Bloodshot Trainee's power is 4 or greater.

2/3

Bogardan Lancer

{1}{R}

Creature — Human Knight

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)

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

1/1

Boldwyr Intimidator

{5}{R}{R}

Creature — Giant Warrior

Cowards can't block Warriors.

{R}: Target creature's type becomes Coward until end of turn.

{2}{R}: Target creature's type becomes Warrior until end of turn.

5/5

Bonded Fetch

{2}{U}

Creature — Homunculus

Defender, haste

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

0/2

Bound in Silence

{2}{W}

Tribal Enchantment — Rebel Aura

Enchant creature

Enchanted creature can't attack or block.

Bridge from Below

{B}{B}{B}

Enchantment

Whenever a nontoken creature is put into your graveyard from play, if Bridge from Below is in your graveyard, put a 2/2 black Zombie creature token into play.

When a creature is put into an opponent's graveyard from play, if Bridge from Below is in your graveyard, remove Bridge from Below from the game.

Centaur Omenreader

{3}{G}

Snow Creature — Centaur Shaman

As long as Centaur Omenreader is tapped, creature spells you play cost {2} less to play.

3/3

Char-Rumbler

{2}{R}{R}

Creature — Elemental

Double strike

{R}: Char-Rumbler gets +1/+0 until end of turn.

-1/3

Chronomantic Escape

{4}{W}{W}

Sorcery

Until your next turn, creatures can't attack you. Remove Chronomantic Escape from the game with three time counters on it.

Suspend 3—{2}{W} (Rather than play this card from your hand, you may pay {2}{W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Cloud Key

{3}

Artifact

As Cloud Key comes into play, choose artifact, creature, enchantment, instant, or sorcery.

Spells you play of the chosen type cost {1} less to play.

Cloudseeder

{1}{U}

Creature — Faerie Spellshaper

Flying

{U}, {T}, Discard a card: Put a 1/1 blue Faerie creature token named Cloud Sprite into play with flying and "Cloud Sprite can block only creatures with flying."

1/1

Coalition Relic

{3}

Artifact

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

{T}: Put a charge counter on Coalition Relic.

At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color to your mana pool for each counter removed this way.

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

Cutthroat il-Dal

{3}{B}

Creature — Human Rogue

Hellbent — Cutthroat il-Dal has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.)

4/1

Cyclical Evolution

{3}{G}{G}

Sorcery

Target creature gets +3/+3 until end of turn. Remove Cyclical Evolution from the game with three time counters on it.

Suspend 3—{2}{G} (Rather than play this card from your hand, you may pay {2}{G} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Dakmor Salvage

Land

Dakmor Salvage comes into play tapped.

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

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

Darksteel Garrison

{2}

Artifact — Fortification

Fortified land is indestructible.

Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.

Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)

Daybreak Coronet

{W}{W}

Enchantment — Aura

Enchant creature with another Aura attached to it

Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.)

Death Rattle

{5}{B}

Instant

Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)

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

Deepcavern Imp

{2}{B}

Creature — Imp Rebel

Flying, haste

Echo—Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

2/2

Delay

{1}{U}

Instant

Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.)

Dryad Arbor

Land Creature — Forest Dryad

(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G} to your mana pool.")

Dryad Arbor is green.

1/1

Dust of Moments

{2}{W}

Instant

Choose one — Remove two time counters from each permanent and each suspended card; or put two time counters on each permanent with a time counter on it and each suspended card.

Edge of Autumn

{1}{G}

Sorcery

If you control four or fewer lands, search your library for a basic land card, put it into play tapped, then shuffle your library.

Cycling—Sacrifice a land. (Sacrifice a land, Discard this card: Draw a card.)

Emberwilde Augur

{1}{R}

Creature — Goblin Shaman

Sacrifice Emberwilde Augur: Emberwilde Augur deals 3 damage to target player. Play this ability only during your upkeep.

2/1

Emblem of the Warmind

{1}{R}

Enchantment — Aura

Enchant creature you control

Creatures you control have haste.

Epochrasite

{2}

Artifact Creature — Construct

Epochrasite comes into play with three +1/+1 counters on it if you didn't play it from your hand.

When Epochrasite is put into a graveyard from play, remove it from the game with three time counters on it and it gains suspend.

1/1

Even the Odds

{2}{W}

Instant

Play Even the Odds only if you control fewer creatures than each opponent.

Put three 1/1 white Soldier creature tokens into play.

Fatal Attraction

{2}{R}

Enchantment — Aura

Enchant creature

When Fatal Attraction comes into play, it deals 2 damage to enchanted creature.

At the beginning of your upkeep, Fatal Attraction deals 4 damage to enchanted creature.

Festering March

{3}{B}{B}

Sorcery

Creatures your opponents control get -1/-1 until end of turn. Remove Festering March from the game with three time counters on it.

Suspend 3—{2}{B} (Rather than play this card from your hand, you may pay {2}{B} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Fleshwrither

{2}{B}{B}

Creature — Horror

Transfigure {1}{B}{B} ({1}{B}{B}, Sacrifice this creature: Search your library for a creature card with the same converted mana cost as this creature and put that card into play. Then shuffle your library. Play only as a sorcery.)

3/3

Flowstone Embrace

{1}{R}

Enchantment — Aura

Enchant creature

{T}: Enchanted creature gets +2/-2 until end of turn.

Fomori Nomad

{4}{R}

Creature — Nomad Giant

4/4

Force of Savagery

{2}{G}

Creature — Elemental

Trample

8/0

Foresee

{3}{U}

Sorcery

Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Frenzy Sliver

{1}{B}

Creature — Sliver

All Sliver creatures have frenzy 1. (Whenever a Sliver attacks and isn't blocked, it gets +1/+0 until end of turn.)

1/1

Gathan Raiders

{3}{R}{R}

Creature — Human Warrior

Hellbent — Gathan Raiders gets +2/+2 if you have no cards in hand.

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

3/3

Ghostfire

{2}{R}

Instant

Ghostfire is colorless.

Ghostfire deals 3 damage to target creature or player.

Gibbering Descent

{4}{B}{B}

Enchantment

At the beginning of each player's upkeep, that player loses 1 life and discards a card.

Hellbent — Skip your upkeep step if you have no cards in hand.

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

Gift of Granite

{W}

Enchantment — Aura

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

Enchant creature

Enchanted creature gets +0/+2.

Glittering Wish

{G}{W}

Sorcery

You may choose a multicolored card you own from outside the game, reveal that card, and put it into your hand. Remove Glittering Wish from the game.

Goldmeadow Lookout

{3}{W}

Creature — Kithkin Spellshaper

{W}, {T}, Discard a card: Put a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier into play with "{W}, {T}: Tap target creature."

2/2

Grave Peril

{1}{B}

Enchantment

When a nonblack creature comes into play, sacrifice Grave Peril. If you do, destroy that creature.

Grave Scrabbler

{3}{B}

Creature — Zombie

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

When Grave Scrabbler comes into play, if its madness cost was paid, you may return target creature card in a graveyard to its owner's hand.

2/2

Graven Cairns

Land

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

{b/r}, {T}: Add {B}{B}, {B}{R}, or {R}{R} to your mana pool.

Grinning Ignus

{2}{R}

Creature — Elemental

{R}, Return Grinning Ignus to its owner's hand: Add {2}{R} to your mana pool. Play this ability only any time you could play a sorcery.

2/2

Grove of the Burnwillows

Land

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

{T}: Add {R} or {G} to your mana pool. Each opponent gains 1 life.

Haze of Rage

{1}{R}

Sorcery

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.)

Creatures you control get +1/+0 until end of turn.

Storm (When you play this spell, copy it for each spell played before it this turn.)

Heartwood Storyteller

{1}{G}{G}

Creature — Treefolk

Whenever a player plays a noncreature spell, each of that player's opponents may draw a card.

2/3

Henchfiend of Ukor

{3}{R}

Creature — Ogre

Haste

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

{b/r}: Henchfiend of Ukor gets +1/+0 until end of turn.

3/2

Homing Sliver

{2}{R}

Creature — Sliver

Each Sliver card in each player's hand has slivercycling {3}.

Slivercycling {3} ({3}, Discard this card: Search your library for a Sliver card, reveal it, and put it into your hand. Then shuffle your library.)

2/2

Horizon Canopy

Land

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

{1}, {T}, Sacrifice Horizon Canopy: Draw a card.

Ichor Slick

{2}{B}

Sorcery

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

Cycling {2} ({2}, Discard this card: Draw a card.)

Madness {3}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Imperial Mask

{4}{W}

Enchantment

When Imperial Mask comes into play, if it's not a token, each of your teammates puts a token into play that's a copy of Imperial Mask.

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

Imperiosaur

{2}{G}{G}

Creature — Lizard

Spend only mana produced by basic lands to play Imperiosaur.

5/5

Infiltrator il-Kor

{4}{U}

Creature — Kor Rogue

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

Suspend 2—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

3/1

Intervention Pact

{0}

Instant

Intervention Pact is white.

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

At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.

Jhoira of the Ghitu

{1}{U}{R}

Legendary Creature — Human Wizard

{2}, Remove a nonland card in your hand from the game: Put four time counters on the removed card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, play it without paying its mana cost. If it's a creature, it has haste.)

2/2

Judge Unworthy

{1}{W}

Instant

Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Kavu Primarch

{3}{G}

Creature — Kavu

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

Kicker {4} (You may pay an additional {4} as you play this spell.)

If the kicker cost was paid, Kavu Primarch comes into play with four +1/+1 counters on it.

3/3

Keldon Megaliths

Land

Keldon Megaliths comes into play tapped.

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

Hellbent — {1}{R}, {T}: Keldon Megaliths deals 1 damage to target creature or player. Play this ability only if you have no cards in hand.

Knight of Sursi

{3}{W}

Creature — Human Knight

Flying, flanking

Suspend 3—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

2/2

Korlash, Heir to Blackblade

{2}{B}{B}

Legendary Creature — Zombie Warrior

Korlash, Heir to Blackblade's power and toughness are each equal to the number of Swamps you control.

{1}{B}: Regenerate Korlash.

Grandeur — Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them into play tapped, then shuffle your library.

*/*

Leaden Fists

{2}{U}

Enchantment — Aura

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

Enchant creature

Enchanted creature gets +3/+3 and doesn't untap during its controller's untap step.

Linessa, Zephyr Mage

{3}{U}

Legendary Creature — Human Wizard

{X}{U}{U}, {T}: Return target creature with converted mana cost X to its owner's hand.

Grandeur — Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, an enchantment, and a land.

3/3

Llanowar Augur

{G}

Creature — Elf Shaman

Sacrifice Llanowar Augur: Target creature gets +3/+3 and gains trample until end of turn. Play this ability only during your upkeep.

0/3

Llanowar Empath

{3}{G}

Creature — Elf Shaman

When Llanowar Empath comes into play, scry 2, then reveal the top card of your library. If it's a creature card, put it into your hand. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

2/2

Llanowar Mentor

{G}

Creature — Elf Spellshaper

{G}, {T}, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves into play with "{T}: Add {G} to your mana pool."

1/1

Llanowar Reborn

Land

Llanowar Reborn comes into play tapped.

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

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

Logic Knot

{X}{U}{U}

Instant

Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)

Counter target spell unless its controller pays {X}.

Lost Auramancers

{2}{W}{W}

Creature — Human Wizard

Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Lost Auramancers is put into a graveyard from play, if it had no time counters on it, you may search your library for an enchantment card and put it into play. If you do, shuffle your library.

3/3

Lost Hours

{1}{B}

Sorcery

Target player reveals his or her hand. Choose a nonland card from it. That player puts that card into his or her library third from the top.

Lucent Liminid

{3}{W}{W}

Enchantment Creature — Elemental

Flying

3/3

Lumithread Field

{1}{W}

Enchantment

Creatures you control get +0/+1.

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

Lymph Sliver

{4}{W}

Creature — Sliver

All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.)

3/3

Maelstrom Djinn

{7}{U}

Creature — Djinn

Flying

Morph {2}{U}

When Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

5/6

Magus of the Abyss

{3}{B}

Creature — Human Wizard

At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated.

4/3

Magus of the Future

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

Creature — Human Wizard

Play with the top card of your library revealed.

You may play the top card of your library.

2/3

Magus of the Moat

{2}{W}{W}

Creature — Human Wizard

Creatures without flying can't attack.

0/3

Magus of the Moon

{2}{R}

Creature — Human Wizard

Nonbasic lands are Mountains.

2/2

Magus of the Vineyard

{G}

Creature — Human Wizard

At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool.

1/1

Marshaling Cry

{1}{W}{W}

Sorcery

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

Cycling {2} ({2}, Discard this card: Draw a card.)

Flashback {3}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Mass of Ghouls

{3}{B}{B}

Creature — Zombie Warrior

5/3

Mesmeric Sliver

{3}{U}

Creature — Sliver

All Slivers have "When this permanent comes into play, you may fateseal 1." (Its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.)

2/2

Minions' Murmurs

{2}{B}{B}

Sorcery

You draw X cards and you lose X life, where X is the number of creatures you control.

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

Molten Disaster

{X}{R}{R}

Sorcery

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

If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Molten Disaster deals X damage to each creature without flying and each player.

Muraganda Petroglyphs

{3}{G}

Enchantment

Creatures with no abilities get +2/+2.

Mystic Speculation

{U}

Sorcery

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.)

Scry 3. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Nacatl War-Pride

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

Creature — Cat Warrior

Nacatl War-Pride must be blocked by exactly one creature if able.

Whenever Nacatl War-Pride attacks, put X tokens into play tapped and attacking that are copies of Nacatl War-Pride, where X is the number of creatures defending player controls. Remove the tokens from the game at end of turn.

3/3

Narcomoeba

{1}{U}

Creature — Illusion

Flying

When Narcomoeba is put into your graveyard from your library, you may put it into play.

1/1

Nessian Courser

{2}{G}

Creature — Centaur Warrior

3/3

New Benalia

Land

New Benalia comes into play tapped.

When New Benalia comes into play, scry 1. (Look at the top card of your library, then you may put that card on the bottom of your library.)

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

Nihilith

{4}{B}{B}

Creature — Horror

Fear

Suspend 7—{1}{B}

Whenever a card is put into an opponent's graveyard from anywhere, if Nihilith is suspended, you may remove a time counter from Nihilith.

4/4

Nimbus Maze

Land

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

{T}: Add {W} to your mana pool. Play this ability only if you control an Island.

{T}: Add {U} to your mana pool. Play this ability only if you control a Plains.

Nix

{U}

Instant

Counter target spell if no mana was spent to play it.

Oblivion Crown

{1}{B}

Enchantment — Aura

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

Enchant creature

Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn."

Oriss, Samite Guardian

{1}{W}{W}

Legendary Creature — Human Cleric

{T}: Prevent all damage that would be dealt to target creature this turn.

Grandeur — Discard another card named Oriss, Samite Guardian: Target player can't play spells this turn, and creatures that player controls can't attack this turn.

1/3

Pact of Negation

{0}

Instant

Pact of Negation is blue.

Counter target spell.

At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.

Pact of the Titan

{0}

Instant

Pact of the Titan is red.

Put a 4/4 red Giant creature token into play.

At the beginning of your next upkeep, pay {4}{R}. If you don't, you lose the game.

Patrician's Scorn

{3}{W}

Instant

If you played another white spell this turn, you may play Patrician's Scorn without paying its mana cost.

Destroy all enchantments.

Petrified Plating

{2}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

Suspend 2—{G} (Rather than play this card from your hand, you may pay {G} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Phosphorescent Feast

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

Sorcery

Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.

Pooling Venom

{1}{B}

Enchantment — Aura

Enchant land

Whenever enchanted land becomes tapped, its controller loses 2 life.

{3}{B}: Destroy enchanted land.

Putrid Cyclops

{2}{B}

Creature — Zombie Cyclops

When Putrid Cyclops comes into play, scry 1, then reveal the top card of your library. Putrid Cyclops gets -X/-X until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

3/3

Pyromancer's Swath

{2}{R}

Enchantment

If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead.

At end of turn, discard your hand.

Quagnoth

{5}{G}

Creature — Beast

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Shroud (This permanent can't be the target of spells or abilities.)

When a spell or ability an opponent controls causes you to discard Quagnoth, return it to your hand.

4/5

Quiet Disrepair

{1}{G}

Enchantment — Aura

Enchant artifact or enchantment

At the beginning of your upkeep, choose one — Destroy enchanted permanent; or you gain 2 life.

Ramosian Revivalist

{3}{W}

Creature — Human Rebel Cleric

{6}, {T}: Return target Rebel permanent card with converted mana cost 5 or less from your graveyard to play.

2/2

Ravaging Riftwurm

{1}{G}{G}

Creature — Wurm

Kicker {4} (You may pay an additional {4} as you play this spell.)

Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

If the kicker cost was paid, Ravaging Riftwurm comes into play with three additional time counters on it.

6/6

Reality Strobe

{4}{U}{U}

Sorcery

Return target permanent to its owner's hand. Remove Reality Strobe from the game with three time counters on it.

Suspend 3—{2}{U} (Rather than play this card from your hand, you may pay {2}{U} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Riddle of Lightning

{3}{R}{R}

Instant

Choose target creature or player. Scry 3, then reveal the top card of your library. Riddle of Lightning deals damage equal to that card's converted mana cost to that creature or player. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Rift Elemental

{R}

Creature — Elemental

{1}{R}, Remove a time counter from a permanent you control or suspended card you own: Rift Elemental gets +2/+0 until end of turn.

1/1

Riftsweeper

{1}{G}

Creature — Elf Shaman

When Riftsweeper comes into play, choose target face-up card that's removed from the game. Its owner shuffles it into his or her library.

2/2

Rites of Flourishing

{2}{G}

Enchantment

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

Each player may play an additional land on each of his or her turns.

River of Tears

Land

{T}: Add {U} to your mana pool. If you played a land this turn, add {B} to your mana pool instead.

Saltskitter

{3}{W}

Creature — Wurm

Whenever another creature comes into play, remove Saltskitter from the game. Return Saltskitter to play under its owner's control at end of turn.

3/4

Samite Censer-Bearer

{W}

Creature — Human Rebel Cleric

{W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.

1/1

Sarcomite Myr

{2}{U}

Artifact Creature — Myr

{2}: Sarcomite Myr gains flying until end of turn.

{2}, Sacrifice Sarcomite Myr: Draw a card.

2/1

Scourge of Kher Ridges

{6}{R}{R}

Creature — Dragon

Flying

{1}{R}: Scourge of Kher Ridges deals 2 damage to each creature without flying.

{5}{R}: Scourge of Kher Ridges deals 6 damage to each other creature with flying.

6/6

Scout's Warning

{W}

Instant

The next creature card you play this turn can be played as though it had flash.

Draw a card.

Second Wind

{2}{U}

Enchantment — Aura

Enchant creature

{T}: Tap enchanted creature.

{T}: Untap enchanted creature.

Seht's Tiger

{2}{W}{W}

Creature — Cat

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

When Seht's Tiger comes into play, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)

3/3

Shah of Naar Isle

{3}{R}

Creature — Efreet

Trample

Echo {0} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Shah of Naar Isle's echo cost is paid, each opponent may draw up to three cards.

6/6

Shapeshifter's Marrow

{2}{U}{U}

Enchantment

At the beginning of each opponent's upkeep, that player reveals the top card of his or her library. If it's a creature card, the player puts the card into his or her graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.)

Shimian Specter

{2}{B}{B}

Creature — Specter

Flying

Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. Choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.

2/2

Shivan Sand-Mage

{2}{R}{R}

Creature — Viashino Shaman

When Shivan Sand-Mage comes into play, choose one — Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card.

Suspend 4—{R}

3/2

Skirk Ridge Exhumer

{1}{B}

Creature — Zombie Spellshaper

{B}, {T}, Discard a card: Put a 1/1 black Zombie Goblin creature token named Festering Goblin into play with "When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn."

1/1

Skizzik Surger

{4}{R}{R}

Creature — Elemental

Haste

Echo—Sacrifice two lands. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

6/4

Slaughter Pact

{0}

Instant

Slaughter Pact is black.

Destroy target nonblack creature.

At the beginning of your next upkeep, pay {2}{B}. If you don't, you lose the game.

Sliver Legion

{W}{U}{B}{R}{G}

Legendary Creature — Sliver

All Sliver creatures get +1/+1 for each other Sliver in play.

7/7

Sliversmith

{2}

Artifact Creature — Spellshaper

{1}, {T}, Discard a card: Put a 1/1 Sliver artifact creature token named Metallic Sliver into play.

1/1

Snake Cult Initiation

{3}{B}

Enchantment — Aura

Enchant creature

Enchanted creature has poisonous 3. (Whenever it deals combat damage to a player, that player gets three poison counters. A player with ten or more poison counters loses the game.)

Soultether Golem

{2}

Artifact Creature — Golem

Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Whenever another creature comes into play under your control, put a time counter on Soultether Golem.

3/3

Sparkspitter

{2}{R}

Creature — Elemental Spellshaper

{R}, {T}, Discard a card: Put a 3/1 red Elemental creature token named Spark Elemental into play with trample, haste, and "At end of turn, sacrifice Spark Elemental."

1/3

Spellweaver Volute

{3}{U}{U}

Enchantment — Aura

Enchant instant card in a graveyard

Whenever you play a sorcery spell, copy the enchanted instant card. You may play the copy without paying its mana cost. If you do, remove the enchanted card from the game and attach Spellweaver Volute to another instant card in a graveyard.

Spellwild Ouphe

{1}{G}

Creature — Ouphe

Spells that target Spellwild Ouphe cost {2} less to play.

1/3

Spin into Myth

{4}{U}

Instant

Put target creature on top of its owner's library, then fateseal 2. (Look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)

Spirit en-Dal

{2}{W}

Creature — Spirit

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

Forecast — {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Play this ability only during your upkeep and only once each turn.)

2/1

Sporoloth Ancient

{3}{G}{G}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Sporoloth Ancient.

Creatures you control have "Remove two spore counters from this creature: Put a 1/1 green Saproling creature token into play."

4/4

Sprout Swarm

{1}{G}

Instant

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

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

Put a 1/1 green Saproling creature token into play.

Steamflogger Boss

{3}{R}

Creature — Goblin Rigger

Other Rigger creatures you control get +1/+0 and have haste.

If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.

3/3

Storm Entity

{1}{R}

Creature — Elemental

Haste

Storm Entity comes into play with a +1/+1 counter on it for each other spell played this turn.

1/1

Street Wraith

{3}{B}{B}

Creature — Wraith

Swampwalk

Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)

3/4

Stronghold Rats

{2}{B}

Creature — Rat

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

Whenever Stronghold Rats deals combat damage to a player, each player discards a card.

2/1

Summoner's Pact

{0}

Instant

Summoner's Pact is green.

Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library.

At the beginning of your next upkeep, pay {2}{G}{G}. If you don't, you lose the game.

Sword of the Meek

{2}

Artifact — Equipment

Equipped creature gets +1/+2.

Equip {2}

Whenever a 1/1 creature comes into play under your control, you may return Sword of the Meek from your graveyard to play, then attach it to that creature.

Take Possession

{5}{U}{U}

Enchantment — Aura

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Enchant permanent

You control enchanted permanent.

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+*

Tarox Bladewing

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

Legendary Creature — Dragon

Flying, haste

Grandeur — Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power.

4/3

Thornweald Archer

{1}{G}

Creature — Elf Archer

Reach (This creature can block creatures with flying.)

Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)

2/1

Thunderblade Charge

{1}{R}{R}

Sorcery

Thunderblade Charge deals 3 damage to target creature or player.

Whenever one or more creatures you control deal combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay {2}{R}{R}{R}. If you do, you may play it without paying its mana cost.

Tolaria West

Land

Tolaria West comes into play tapped.

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

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Tombstalker

{6}{B}{B}

Creature — Demon

Flying

Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)

5/5

Unblinking Bleb

{3}{U}

Creature — Illusion

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

Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

1/3

Utopia Mycon

{G}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Utopia Mycon.

Remove three spore counters from Utopia Mycon: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Add one mana of any color to your mana pool.

0/2

Vedalken AEthermage

{1}{U}

Creature — Vedalken Wizard

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

When Vedalken AEthermage comes into play, return target Sliver to its owner's hand.

Wizardcycling {3} ({3}, Discard this card: Search your library for a Wizard card, reveal it, and put it into your hand. Then shuffle your library.)

1/2

Veilstone Amulet

{3}

Artifact

Whenever you play a spell, creatures you control can't be the targets of spells or abilities your opponents control this turn.

Venser's Diffusion

{2}{U}

Instant

Return target nonland permanent or suspended card to its owner's hand.

Venser, Shaper Savant

{2}{U}{U}

Legendary Creature — Human Wizard

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

When Venser, Shaper Savant comes into play, return target spell or permanent to its owner's hand.

2/2

Virulent Sliver

{G}

Creature — Sliver

All Sliver creatures have poisonous 1. (Whenever a Sliver deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)

1/1

Whetwheel

{4}

Artifact

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

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

Whip-Spine Drake

{3}{U}{U}

Creature — Drake

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.)

3/3

Witch's Mist

{2}{B}

Enchantment

{2}{B}, {T}: Destroy target creature that was dealt damage this turn.

Wrap in Vigor

{1}{G}

Instant

Regenerate each creature you control.

Yixlid Jailer

{1}{B}

Creature — Zombie Wizard

Cards in graveyards lose all abilities.

2/1

Zoetic Cavern

Land

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

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

Tribal updates

Old card (Planar Chaos) New card (Future Sight)

Acidic Sliver

{B}{R}

Creature — Sliver

All Slivers have "{2}, Sacrifice this creature: This creature deals 2 damage to target creature or player."

2/2

Acidic Sliver

{B}{R}

Creature — Sliver

All Slivers have "{2}, Sacrifice this permanent: This permanent deals 2 damage to target creature or player."

2/2

Airdrop Condor

{4}{R}

Creature — Bird

Flying

{1}{R}, Sacrifice a Goblin: Airdrop Condor deals damage equal to the sacrificed Goblin's power to target creature or player.

2/2

Airdrop Condor

{4}{R}

Creature — Bird

Flying

{1}{R}, Sacrifice a Goblin creature: Airdrop Condor deals damage equal to the sacrificed creature's power to target creature or player.

2/2

Akroma's Devoted

{3}{W}

Creature — Cleric

All Clerics have vigilance.

2/4

Akroma's Devoted

{3}{W}

Creature — Cleric

All Cleric creatures have vigilance.

2/4

Alpha Kavu

{2}{G}

Creature — Kavu

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

2/2

Alpha Kavu

{2}{G}

Creature — Kavu

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

2/2

Amrou Scout

{1}{W}

Creature — Kithkin Rebel Scout

{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library.

2/1

Amrou Scout

{1}{W}

Creature — Kithkin Rebel Scout

{4}, {T}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put it into play. Then shuffle your library.

2/1

Anaba Ancestor

{1}{R}

Creature — Ghost

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

1/1

Anaba Ancestor

{1}{R}

Creature — Ghost

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

1/1

Anaba Spirit Crafter

{2}{R}{R}

Creature — Minotaur

All Minotaurs get +1/+0.

1/3

Anaba Spirit Crafter

{2}{R}{R}

Creature — Minotaur

All Minotaur creatures get +1/+0.

1/3

Armor Sliver

{2}{W}

Creature — Sliver

All Slivers have "{2}: This creature gets +0/+1 until end of turn."

2/2

Armor Sliver

{2}{W}

Creature — Sliver

All Sliver creatures have "{2}: This creature gets +0/+1 until end of turn."

2/2

Assembly-Worker

{3}

Artifact Creature — Assembly-Worker

{T}: Target Assembly-Worker gets +1/+1 until end of turn.

2/2

Assembly-Worker

{3}

Artifact Creature — Assembly-Worker

{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.

2/2

Atogatog

{W}{U}{B}{R}{G}

Legendary Creature — Atog

Sacrifice an Atog: Atogatog gets +X/+X until end of turn, where X is the sacrificed Atog's power.

5/5

Atogatog

{W}{U}{B}{R}{G}

Legendary Creature — Atog

Sacrifice an Atog creature: Atogatog gets +X/+X until end of turn, where X is the sacrificed creature's power.

5/5

Auriok Steelshaper

{1}{W}

Creature — Human Soldier

Equip costs you pay cost {1} less.

As long as Auriok Steelshaper is equipped, Soldiers and Knights you control get +1/+1.

1/1

Auriok Steelshaper

{1}{W}

Creature — Human Soldier

Equip costs you pay cost {1} less.

As long as Auriok Steelshaper is equipped, Soldier and Knight creatures you control get +1/+1.

1/1

Aven Brigadier

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

Creature — Bird Soldier

Flying

All other Birds get +1/+1.

All other Soldiers get +1/+1.

3/5

Aven Brigadier

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

Creature — Bird Soldier

Flying

All other Bird creatures get +1/+1.

All other Soldier creatures get +1/+1.

3/5

Balthor the Defiled

{2}{B}{B}

Legendary Creature — Zombie Dwarf

All Minions get +1/+1.

{B}{B}{B}, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play.

2/2

Balthor the Defiled

{2}{B}{B}

Legendary Creature — Zombie Dwarf

All Minion creatures get +1/+1.

{B}{B}{B}, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play.

2/2

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf

All Barbarians get +1/+1.

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

2/2

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf

All Barbarian creatures get +1/+1.

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

2/2

Barbed Sliver

{2}{R}

Creature — Sliver

All Slivers have "{2}: This creature gets +1/+0 until end of turn."

2/2

Barbed Sliver

{2}{R}

Creature — Sliver

All Sliver creatures have "{2}: This creature gets +1/+0 until end of turn."

2/2

Basal Sliver

{2}{B}

Creature — Sliver

All Slivers have "Sacrifice this creature: Add {B}{B} to your mana pool."

2/2

Basal Sliver

{2}{B}

Creature — Sliver

All Slivers have "Sacrifice this permanent: Add {B}{B} to your mana pool."

2/2

Battering Sliver

{5}{R}

Creature — Sliver

All Slivers have trample.

4/4

Battering Sliver

{5}{R}

Creature — Sliver

All Sliver creatures have trample.

4/4

Blade Sliver

{2}{R}

Creature — Sliver

All Slivers get +1/+0.

2/2

Blade Sliver

{2}{R}

Creature — Sliver

All Sliver creatures get +1/+0.

2/2

Bladewing the Risen

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

Legendary Creature — Dragon

Flying

When Bladewing the Risen comes into play, you may return target Dragon card from your graveyard to play.

{B}{R}: All Dragons get +1/+1 until end of turn.

4/4

Bladewing the Risen

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

Legendary Creature — Dragon

Flying

When Bladewing the Risen comes into play, you may return target Dragon permanent card from your graveyard to play.

{B}{R}: All Dragon creatures get +1/+1 until end of turn.

4/4

Blightspeaker

{1}{B}

Creature — Human Rebel Cleric

{T}: Target player loses 1 life.

{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library.

1/1

Blightspeaker

{1}{B}

Creature — Human Rebel Cleric

{T}: Target player loses 1 life.

{4}, {T}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put it into play. Then shuffle your library.

1/1

Blinkmoth Nexus

Land

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

{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.

{1}, {T}: Target Blinkmoth gets +1/+1 until end of turn.

Blinkmoth Nexus

Land

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

{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.

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

Bloodstoke Howler

{5}{R}

Creature — Beast

Morph {6}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Bloodstoke Howler is turned face up, Beasts you control get +3/+0 until end of turn.

3/4

Bloodstoke Howler

{5}{R}

Creature — Beast

Morph {6}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Bloodstoke Howler is turned face up, Beast creatures you control get +3/+0 until end of turn.

3/4

Bog Glider

{2}{B}

Creature — Mercenary

Flying

{T}, Sacrifice a land: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

1/1

Bog Glider

{2}{B}

Creature — Mercenary

Flying

{T}, Sacrifice a land: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

1/1

Bonesplitter Sliver

{3}{R}

Creature — Sliver

All Slivers get +2/+0.

2/2

Bonesplitter Sliver

{3}{R}

Creature — Sliver

All Sliver creatures get +2/+0.

2/2

Brass-Talon Chimera

{4}

Artifact Creature — Chimera

First strike

Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains first strike. (This effect doesn't end at end of turn.)

2/2

Brass-Talon Chimera

{4}

Artifact Creature — Chimera

First strike

Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera creature. It gains first strike. (This effect doesn't end at end of turn.)

2/2

Call to Glory

{1}{W}

Instant

Untap all creatures you control. Samurai you control get +1/+1 until end of turn.

Call to Glory

{1}{W}

Instant

Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.

Cateran Brute

{2}{B}

Creature — Mercenary

{2}, {T}: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

2/2

Cateran Brute

{2}{B}

Creature — Mercenary

{2}, {T}: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

2/2

Cateran Enforcer

{3}{B}{B}

Creature — Mercenary

Fear

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

4/3

Cateran Enforcer

{3}{B}{B}

Creature — Mercenary

Fear

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

4/3

Cateran Kidnappers

{2}{B}{B}

Creature — Mercenary

{3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

4/2

Cateran Kidnappers

{2}{B}{B}

Creature — Mercenary

{3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

4/2

Cateran Overlord

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

Creature — Mercenary

Sacrifice a creature: Regenerate Cateran Overlord.

{6}, {T}: Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library.

7/5

Cateran Overlord

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

Creature — Mercenary

Sacrifice a creature: Regenerate Cateran Overlord.

{6}, {T}: Search your library for a Mercenary permanent card with converted mana cost 6 or less and put that card into play. Then shuffle your library.

7/5

Cateran Persuader

{B}{B}

Creature — Mercenary

{1}, {T}: Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library.

2/1

Cateran Persuader

{B}{B}

Creature — Mercenary

{1}, {T}: Search your library for a Mercenary permanent card with converted mana cost 1 or less and put that card into play. Then shuffle your library.

2/1

Cateran Slaver

{4}{B}{B}

Creature — Mercenary

Swampwalk

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

5/5

Cateran Slaver

{4}{B}{B}

Creature — Mercenary

Swampwalk

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

5/5

Cautery Sliver

{R}{W}

Creature — Sliver

All Slivers have "{1}, Sacrifice this creature: This creature deals 1 damage to target creature or player."

All Slivers have "{1}, Sacrifice this creature: Prevent the next 1 damage that would be dealt to target Sliver or player this turn."

2/2

Cautery Sliver

{R}{W}

Creature — Sliver

All Slivers have "{1}, Sacrifice this permanent: This permanent deals 1 damage to target creature or player."

All Slivers have "{1}, Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target Sliver creature or player this turn."

2/2

Celestial Gatekeeper

{3}{W}{W}

Creature — Bird Cleric

Flying

When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric cards from your graveyard to play.

2/2

Celestial Gatekeeper

{3}{W}{W}

Creature — Bird Cleric

Flying

When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric permanent cards from your graveyard to play.

2/2

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

All Nightmares get +1/+1.

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

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

3/3

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

All Nightmare creatures get +1/+1.

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

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

3/3

Clash of Realities

{3}{R}

Enchantment

All Spirits have "When this creature comes into play, you may have it deal 3 damage to target non-Spirit creature."

All non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit."

Clash of Realities

{3}{R}

Enchantment

All Spirits have "When this permanent comes into play, you may have it deal 3 damage to target non-Spirit creature."

All non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit creature."

Clot Sliver

{1}{B}

Creature — Sliver

All Slivers have "{2}: Regenerate this creature."

1/1

Clot Sliver

{1}{B}

Creature — Sliver

All Slivers have "{2}: Regenerate this permanent."

1/1

Contested Cliffs

Land

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

{R}{G}, {T}: Choose target Beast you control and target creature an opponent controls. Each creature deals damage equal to its power to the other.

Contested Cliffs

Land

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

{R}{G}, {T}: Choose target Beast creature you control and target creature an opponent controls. Each creature deals damage equal to its power to the other.

Darkheart Sliver

{B}{G}

Creature — Sliver

All Slivers have "Sacrifice this creature: You gain 3 life."

2/2

Darkheart Sliver

{B}{G}

Creature — Sliver

All Slivers have "Sacrifice this permanent: You gain 3 life."

2/2

Daru Encampment

Land

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

{W}, {T}: Target Soldier gets +1/+1 until end of turn.

Daru Encampment

Land

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

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

Daru Spiritualist

{1}{W}

Creature — Cleric

Whenever a Cleric you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.

1/1

Daru Spiritualist

{1}{W}

Creature — Cleric

Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.

1/1

Daru Warchief

{2}{W}{W}

Creature — Soldier

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

Soldiers you control get +1/+2.

1/1

Daru Warchief

{2}{W}{W}

Creature — Soldier

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

Soldier creatures you control get +1/+2.

1/1

Daunting Defender

{4}{W}

Creature — Cleric

If a source would deal damage to a Cleric you control, prevent 1 of that damage.

3/3

Daunting Defender

{4}{W}

Creature — Cleric

If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.

3/3

Defiant Falcon

{1}{W}

Creature — Rebel Bird

Flying

{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

1/1

Defiant Falcon

{1}{W}

Creature — Rebel Bird

Flying

{4}, {T}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

1/1

Defiant Vanguard

{2}{W}

Creature — Human Rebel

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

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

2/2

Defiant Vanguard

{2}{W}

Creature — Human Rebel

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

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

2/2

Deranged Hermit

{3}{G}{G}

Creature — Elf

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

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

All Squirrels get +1/+1.

1/1

Deranged Hermit

{3}{G}{G}

Creature — Elf

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

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

All Squirrel creatures get +1/+1.

1/1

Dormant Sliver

{2}{G}{U}

Creature — Sliver

All Slivers have defender and "When this creature comes into play, draw a card."

2/2

Dormant Sliver

{2}{G}{U}

Creature — Sliver

All Sliver creatures have defender.

All Slivers have "When this permanent comes into play, draw a card."

2/2

Dragonstorm

{8}{R}

Sorcery

Search your library for a Dragon card and put it into play. Then shuffle your library.

Storm (When you play this spell, copy it for each spell played before it this turn.)

Dragonstorm

{8}{R}

Sorcery

Search your library for a Dragon permanent card and put it into play. Then shuffle your library.

Storm (When you play this spell, copy it for each spell played before it this turn.)

Dralnu's Crusade

{1}{B}{R}

Enchantment

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

Dralnu's Crusade

{1}{B}{R}

Enchantment

All Goblin creatures get +1/+1.

All Goblins are black and are Zombies in addition to their other creature types.

Dwarven Lieutenant

{R}{R}

Creature — Dwarf

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

1/2

Dwarven Lieutenant

{R}{R}

Creature — Dwarf

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

1/2

Dwarven Pony

{R}

Creature — Pony

{1}{R}, {T}: Target Dwarf gains mountainwalk until end of turn.

1/1

Dwarven Pony

{R}

Creature — Pony

{1}{R}, {T}: Target Dwarf creature gains mountainwalk until end of turn.

1/1

Elvish Champion

{1}{G}{G}

Creature — Elf Lord

Other Elves get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.)

2/2

Elvish Champion

{1}{G}{G}

Creature — Elf Lord

Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.)

2/2

Elvish Pathcutter

{3}{G}

Creature — Elf

{2}{G}: Target Elf gains forestwalk until end of turn.

1/2

Elvish Pathcutter

{3}{G}

Creature — Elf

{2}{G}: Target Elf creature gains forestwalk until end of turn.

1/2

Everglove Courier

{2}{G}

Creature — Elf

You may choose not to untap Everglove Courier during your untap step.

{2}{G}, {T}: As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample.

2/1

Everglove Courier

{2}{G}

Creature — Elf

You may choose not to untap Everglove Courier during your untap step.

{2}{G}, {T}: As long as Everglove Courier remains tapped, target Elf creature gets +2/+2 and has trample.

2/1

Faerie Noble

{2}{G}

Creature — Noble

Flying

Faeries you control get +0/+1.

{T}: Faeries you control get +1/+0 until end of turn.

1/2

Faerie Noble

{2}{G}

Creature — Noble

Flying

Faerie creatures you control get +0/+1.

{T}: Faerie creatures you control get +1/+0 until end of turn.

1/2

Fever Charm

{R}

Instant

Choose one — Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard.

Fever Charm

{R}

Instant

Choose one — Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard creature.

Field Marshal

{1}{W}{W}

Creature — Human Soldier

Other Soldiers get +1/+1 and have first strike.

2/2

Field Marshal

{1}{W}{W}

Creature — Human Soldier

Other Soldier creatures get +1/+1 and have first strike.

2/2

Firewake Sliver

{1}{R}{G}

Creature — Sliver

All Slivers have haste and "{1}, Sacrifice this creature: Target Sliver gets +2/+2 until end of turn."

1/1

Firewake Sliver

{1}{R}{G}

Creature — Sliver

All Sliver creatures have haste.

All Slivers have "{1}, Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn."

1/1

Flamestick Courier

{2}{R}

Creature — Goblin

You may choose not to untap Flamestick Courier during your untap step.

{2}{R}, {T}: As long as Flamestick Courier remains tapped, target Goblin gets +2/+2 and has haste.

2/1

Flamestick Courier

{2}{R}

Creature — Goblin

You may choose not to untap Flamestick Courier during your untap step.

{2}{R}, {T}: As long as Flamestick Courier remains tapped, target Goblin creature gets +2/+2 and has haste.

2/1

Fortified Area

{1}{W}{W}

Enchantment

Walls you control get +1/+0 and have banding.

Fortified Area

{1}{W}{W}

Enchantment

Wall creatures you control get +1/+0 and have banding.

Frenetic Sliver

{1}{U}{R}

Creature — Sliver

All Slivers have "{0}: If this creature is in play, flip a coin. If you win the flip, remove this creature from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it."

2/2

Frenetic Sliver

{1}{U}{R}

Creature — Sliver

All Slivers have "{0}: If this permanent is in play, flip a coin. If you win the flip, remove this permanent from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it."

2/2

Frightshroud Courier

{2}{B}

Creature — Zombie

You may choose not to untap Frightshroud Courier during your untap step.

{2}{B}, {T}: As long as Frightshroud Courier remains tapped, target Zombie gets +2/+2 and has fear.

2/1

Frightshroud Courier

{2}{B}

Creature — Zombie

You may choose not to untap Frightshroud Courier during your untap step.

{2}{B}, {T}: As long as Frightshroud Courier remains tapped, target Zombie creature gets +2/+2 and has fear.

2/1

Frontline Strategist

{W}

Creature — Soldier

Morph {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 Frontline Strategist is turned face up, prevent all combat damage non-Soldiers would deal this turn.

1/1

Frontline Strategist

{W}

Creature — Soldier

Morph {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 Frontline Strategist is turned face up, prevent all combat damage non-Soldier creatures would deal this turn.

1/1

Fungus Sliver

{3}{G}

Creature — Fungus Sliver

All Slivers have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.)

2/2

Fungus Sliver

{3}{G}

Creature — Fungus Sliver

All Sliver creatures have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.)

2/2

Fury Sliver

{5}{R}

Creature — Sliver

All Slivers have double strike.

3/3

Fury Sliver

{5}{R}

Creature — Sliver

All Sliver creatures have double strike.

3/3

Gempalm Avenger

{5}{W}

Creature — Soldier

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Gempalm Avenger, all Soldiers get +1/+1 and gain first strike until end of turn.

3/5

Gempalm Avenger

{5}{W}

Creature — Soldier

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Gempalm Avenger, all Soldier creatures get +1/+1 and gain first strike until end of turn.

3/5

Gempalm Sorcerer

{2}{U}

Creature — Wizard

Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)

When you cycle Gempalm Sorcerer, all Wizards gain flying until end of turn.

2/2

Gempalm Sorcerer

{2}{U}

Creature — Wizard

Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)

When you cycle Gempalm Sorcerer, all Wizard creatures gain flying until end of turn.

2/2

Gempalm Strider

{1}{G}

Creature — Elf

Cycling {2}{G}{G} ({2}{G}{G}, Discard this card: Draw a card.)

When you cycle Gempalm Strider, all Elves get +2/+2 until end of turn.

2/2

Gempalm Strider

{1}{G}

Creature — Elf

Cycling {2}{G}{G} ({2}{G}{G}, Discard this card: Draw a card.)

When you cycle Gempalm Strider, all Elf creatures get +2/+2 until end of turn.

2/2

Glyph of Life

{W}

Instant

Choose target Wall. Until end of turn, whenever an attacking creature deals damage to that Wall, you gain that much life.

Glyph of Life

{W}

Instant

Until end of turn, whenever an attacking creature deals damage to target Wall creature, you gain that much life.

Goblin Burrows

Land

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

{1}{R}, {T}: Target Goblin gets +2/+0 until end of turn.

Goblin Burrows

Land

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

{1}{R}, {T}: Target Goblin creature gets +2/+0 until end of turn.

Goblin Caves

{1}{R}{R}

Enchantment — Aura

Enchant land

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

Goblin Caves

{1}{R}{R}

Enchantment — Aura

Enchant land

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

Goblin General

{1}{R}{R}

Creature — Goblin

Whenever Goblin General attacks, Goblins you control get +1/+1 until end of turn.

1/1

Goblin General

{1}{R}{R}

Creature — Goblin

Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn.

1/1

Goblin King

{1}{R}{R}

Creature — Goblin Lord

Other Goblins get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.)

2/2

Goblin King

{1}{R}{R}

Creature — Goblin Lord

Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.)

2/2

Goblin Lackey

{R}

Creature — Goblin

Whenever Goblin Lackey deals damage to a player, you may put a Goblin card from your hand into play.

1/1

Goblin Lackey

{R}

Creature — Goblin

Whenever Goblin Lackey deals damage to a player, you may put a Goblin permanent card from your hand into play.

1/1

Goblin Lookout

{1}{R}

Creature — Goblin

{T}, Sacrifice a Goblin: All Goblins get +2/+0 until end of turn.

1/2

Goblin Lookout

{1}{R}

Creature — Goblin

{T}, Sacrifice a Goblin: All Goblin creatures get +2/+0 until end of turn.

1/2

Goblin Pyromancer

{3}{R}

Creature — Goblin Wizard

When Goblin Pyromancer comes into play, all Goblins get +3/+0 until end of turn.

At end of turn, destroy all Goblins.

2/2

Goblin Pyromancer

{3}{R}

Creature — Goblin Wizard

When Goblin Pyromancer comes into play, all Goblin creatures get +3/+0 until end of turn.

At end of turn, destroy all Goblins.

2/2

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

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

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

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

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

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

Goblin Taskmaster

{R}

Creature — Goblin

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

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

1/1

Goblin Taskmaster

{R}

Creature — Goblin

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

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

1/1

Goblin Warchief

{1}{R}{R}

Creature — Goblin

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

Goblins you control have haste.

2/2

Goblin Warchief

{1}{R}{R}

Creature — Goblin

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

Goblin creatures you control have haste.

2/2

Grassland Crusader

{5}{W}

Creature — Cleric Soldier

{T}: Target Elf or Soldier gets +2/+2 until end of turn.

2/4

Grassland Crusader

{5}{W}

Creature — Cleric Soldier

{T}: Target Elf or Soldier creature gets +2/+2 until end of turn.

2/4

Harmonic Sliver

{1}{G}{W}

Creature — Sliver

All Slivers have "When this creature comes into play, destroy target artifact or enchantment."

1/1

Harmonic Sliver

{1}{G}{W}

Creature — Sliver

All Slivers have "When this permanent comes into play, destroy target artifact or enchantment."

1/1

Heart Sliver

{1}{R}

Creature — Sliver

All Slivers have haste.

1/1

Heart Sliver

{1}{R}

Creature — Sliver

All Sliver creatures have haste.

1/1

Heart Wolf

{3}{R}

Creature — Wolf

First strike

{T}: Target Dwarf gains first strike and gets +2/+0 until end of turn. When that Dwarf leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat.

2/2

Heart Wolf

{3}{R}

Creature — Wolf

First strike

{T}: Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat.

2/2

Hibernation Sliver

{U}{B}

Creature — Sliver

All Slivers have "Pay 2 life: Return this creature to its owner's hand."

2/2

Hibernation Sliver

{U}{B}

Creature — Sliver

All Slivers have "Pay 2 life: Return this permanent to its owner's hand."

2/2

Higure, the Still Wind

{3}{U}{U}

Legendary Creature — Human Ninja

Ninjutsu {2}{U}{U} ({2}{U}{U}, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)

Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library.

{2}: Target Ninja is unblockable this turn.

3/4

Higure, the Still Wind

{3}{U}{U}

Legendary Creature — Human Ninja

Ninjutsu {2}{U}{U} ({2}{U}{U}, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)

Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library.

{2}: Target Ninja creature is unblockable this turn.

3/4

Horned Sliver

{2}{G}

Creature — Sliver

All Slivers have trample.

2/2

Horned Sliver

{2}{G}

Creature — Sliver

All Sliver creatures have trample.

2/2

Hunter Sliver

{1}{R}

Creature — Sliver

All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)

1/1

Hunter Sliver

{1}{R}

Creature — Sliver

All Sliver creatures have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)

1/1

Icatian Lieutenant

{W}{W}

Creature — Soldier

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

1/2

Icatian Lieutenant

{W}{W}

Creature — Soldier

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

1/2

Iizuka the Ruthless

{3}{R}{R}

Legendary Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

{2}{R}, Sacrifice a Samurai: Samurai you control gain double strike until end of turn.

3/3

Iizuka the Ruthless

{3}{R}{R}

Legendary Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

{2}{R}, Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn.

3/3

Iname as One

{8}{B}{B}{G}{G}

Legendary Creature — Spirit

When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit card, put it into play, then shuffle your library.

When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit card from your graveyard to play.

8/8

Iname as One

{8}{B}{B}{G}{G}

Legendary Creature — Spirit

When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit permanent card, put it into play, then shuffle your library.

When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit permanent card from your graveyard to play.

8/8

Iron-Heart Chimera

{4}

Artifact Creature — Chimera

Vigilance

Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains vigilance. (This effect doesn't end at end of turn.)

2/2

Iron-Heart Chimera

{4}

Artifact Creature — Chimera

Vigilance

Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera creature. It gains vigilance. (This effect doesn't end at end of turn.)

2/2

Ivory Guardians

{4}{W}{W}

Creature — Guardian

Protection from red

All Guardians get +1/+1 as long as an opponent controls a red permanent.

3/3

Ivory Guardians

{4}{W}{W}

Creature — Guardian

Protection from red

All Guardian creatures get +1/+1 as long as an opponent controls a red permanent.

3/3

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature

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.

All Birds get +1/+1 for each feather counter on Kangee, Aerie Keeper.

2/2

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature

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.

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

2/2

Kavu Monarch

{2}{R}{R}

Creature — Kavu

All Kavu have trample.

Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch.

3/3

Kavu Monarch

{2}{R}{R}

Creature — Kavu

All Kavu creatures have trample.

Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch.

3/3

Kobold Drill Sergeant

{1}{R}

Creature — Drill-Sergeant

Kobolds you control get +0/+1 and have trample.

1/2

Kobold Drill Sergeant

{1}{R}

Creature — Drill-Sergeant

Kobold creatures you control get +0/+1 and have trample.

1/2

Kobold Overlord

{1}{R}

Creature — Lord

First strike

Kobolds you control have first strike.

1/2

Kobold Overlord

{1}{R}

Creature — Lord

First strike

Kobold creatures you control have first strike.

1/2

Kobold Taskmaster

{1}{R}

Creature — Kobold

Other Kobolds you control get +1/+0.

1/2

Kobold Taskmaster

{1}{R}

Creature — Kobold

Other Kobold creatures you control get +1/+0.

1/2

Krosan Groundshaker

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

Creature — Beast

{G}: Target Beast gains trample until end of turn.

6/6

Krosan Groundshaker

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

Creature — Beast

{G}: Target Beast creature gains trample until end of turn.

6/6

Lead-Belly Chimera

{4}

Artifact Creature — Chimera

Trample

Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains trample. (This effect doesn't end at end of turn.)

2/2

Lead-Belly Chimera

{4}

Artifact Creature — Chimera

Trample

Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera creature. It gains trample. (This effect doesn't end at end of turn.)

2/2

Lifespinner

{3}{G}

Creature — Spirit

{T}, Sacrifice three Spirits: Search your library for a legendary Spirit card and put it into play. Then shuffle your library.

3/3

Lifespinner

{3}{G}

Creature — Spirit

{T}, Sacrifice three Spirits: Search your library for a legendary Spirit permanent card and put it into play. Then shuffle your library.

3/3

Lin Sivvi, Defiant Hero

{1}{W}{W}

Legendary Creature — Rebel

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

{3}: Put target Rebel card from your graveyard on the bottom of your library.

1/3

Lin Sivvi, Defiant Hero

{1}{W}{W}

Legendary Creature — Rebel

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

{3}: Put target Rebel card from your graveyard on the bottom of your library.

1/3

Long-Forgotten Gohei

{3}

Artifact

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

Spirits you control get +1/+1.

Long-Forgotten Gohei

{3}

Artifact

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

Spirit creatures you control get +1/+1.

Lord of Atlantis

{U}{U}

Creature — Merfolk Lord

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

2/2

Lord of Atlantis

{U}{U}

Creature — Merfolk Lord

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

2/2

Lord of the Undead

{1}{B}{B}

Creature — Zombie Lord

Other Zombies get +1/+1.

{1}{B}, {T}: Return target Zombie card from your graveyard to your hand.

2/2

Lord of the Undead

{1}{B}{B}

Creature — Zombie Lord

Other Zombie creatures get +1/+1.

{1}{B}, {T}: Return target Zombie card from your graveyard to your hand.

2/2

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Lord

Barbarians, Warriors, and Berserkers get +2/+2 and have haste.

3/3

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Lord

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

3/3

Magma Sliver

{3}{R}

Creature — Sliver

All Slivers have "{T}: Target Sliver gets +X/+0 until end of turn, where X is the number of Slivers in play."

3/3

Magma Sliver

{3}{R}

Creature — Sliver

All Slivers have "{T}: Target Sliver creature gets +X/+0 until end of turn, where X is the number of Slivers in play."

3/3

Marrow-Gnawer

{3}{B}{B}

Legendary Creature — Rat Rogue

All Rats have fear.

{T}, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control.

2/3

Marrow-Gnawer

{3}{B}{B}

Legendary Creature — Rat Rogue

All Rat creatures have fear.

{T}, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control.

2/3

Might Sliver

{4}{G}

Creature — Sliver

All Slivers get +2/+2.

2/2

Might Sliver

{4}{G}

Creature — Sliver

All Sliver creatures get +2/+2.

2/2

Mindlash Sliver

{B}

Creature — Sliver

All Slivers have "{1}, Sacrifice this creature: Each player discards a card."

1/1

Mindlash Sliver

{B}

Creature — Sliver

All Slivers have "{1}, Sacrifice this permanent: Each player discards a card."

1/1

Mindwhip Sliver

{2}{B}

Creature — Sliver

All Slivers have "{2}, Sacrifice this creature: Target player discards a card at random. Play this ability only any time you could play a sorcery."

2/2

Mindwhip Sliver

{2}{B}

Creature — Sliver

All Slivers have "{2}, Sacrifice this permanent: Target player discards a card at random. Play this ability only any time you could play a sorcery."

2/2

Mishra's Factory

Land

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

{1}: Until end of turn, Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature. It's still a land.

{T}: Target Assembly-Worker gets +1/+1 until end of turn.

Mishra's Factory

Land

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

{1}: Until end of turn, Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature. It's still a land.

{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.

Mistform Sliver

{1}{U}

Creature — Illusion Sliver

All Slivers have "{1}: This creature's type becomes the creature type of your choice in addition to its other types until end of turn."

1/1

Mistform Sliver

{1}{U}

Creature — Illusion Sliver

All Slivers have "{1}: This permanent becomes the creature type of your choice in addition to its other types until end of turn."

1/1

Mnemonic Sliver

{2}{U}

Creature — Sliver

All Slivers have "{2}, Sacrifice this creature: Draw a card."

2/2

Mnemonic Sliver

{2}{U}

Creature — Sliver

All Slivers have "{2}, Sacrifice this permanent: Draw a card."

2/2

Mobilization

{2}{W}

Enchantment

All Soldiers have vigilance.

{2}{W}: Put a 1/1 white Soldier creature token into play.

Mobilization

{2}{W}

Enchantment

All Soldier creatures have vigilance.

{2}{W}: Put a 1/1 white Soldier creature token into play.

Moggcatcher

{2}{R}{R}

Creature — Mercenary

{3}, {T}: Search your library for a Goblin card and put that card into play. Then shuffle your library.

2/2

Moggcatcher

{2}{R}{R}

Creature — Mercenary

{3}, {T}: Search your library for a Goblin permanent card and put that card into play. Then shuffle your library.

2/2

Muscle Sliver

{1}{G}

Creature — Sliver

All Slivers get +1/+1.

1/1

Muscle Sliver

{1}{G}

Creature — Sliver

All Sliver creatures get +1/+1.

1/1

Myr Matrix

{5}

Artifact

Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.)

All Myr get +1/+1.

{5}: Put a 1/1 Myr artifact creature token into play.

Myr Matrix

{5}

Artifact

Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.)

All Myr creatures get +1/+1.

{5}: Put a 1/1 Myr artifact creature token into play.

Nagao, Bound by Honor

{3}{W}

Legendary Creature — Human Samurai

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

Whenever Nagao, Bound by Honor attacks, Samurai you control get +1/+1 until end of turn.

3/3

Nagao, Bound by Honor

{3}{W}

Legendary Creature — Human Samurai

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

Whenever Nagao, Bound by Honor attacks, Samurai creatures you control get +1/+1 until end of turn.

3/3

Necrotic Sliver

{1}{W}{B}

Creature — Sliver

All Slivers have "{3}, Sacrifice this creature: Destroy target permanent."

2/2

Necrotic Sliver

{1}{W}{B}

Creature — Sliver

All Slivers have "{3}, Sacrifice this permanent: Destroy target permanent."

2/2

Nemata, Grove Guardian

{4}{G}{G}

Legendary Creature — Treefolk

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

Sacrifice a Saproling: All Saprolings get +1/+1 until end of turn.

4/5

Nemata, Grove Guardian

{4}{G}{G}

Legendary Creature — Treefolk

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

Sacrifice a Saproling: All Saproling creatures get +1/+1 until end of turn.

4/5

Nine-Ringed Bo

{3}

Artifact

{T}: Nine-Ringed Bo deals 1 damage to target Spirit. If that creature would be put into a graveyard this turn, remove it from the game instead.

Nine-Ringed Bo

{3}

Artifact

{T}: Nine-Ringed Bo deals 1 damage to target Spirit creature. If that creature would be put into a graveyard this turn, remove it from the game instead.

Nut Collector

{5}{G}

Creature — Druid

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

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

1/1

Nut Collector

{5}{G}

Creature — Druid

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

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

1/1

Opaline Sliver

{1}{W}{U}

Creature — Sliver

All Slivers have "Whenever this creature becomes the target of a spell an opponent controls, you may draw a card."

2/2

Opaline Sliver

{1}{W}{U}

Creature — Sliver

All Slivers have "Whenever this permanent becomes the target of a spell an opponent controls, you may draw a card."

2/2

Orc General

{2}{R}

Creature — General

{T}, Sacrifice an Orc or a Goblin: All Orcs get +1/+1 until end of turn.

2/2

Orc General

{2}{R}

Creature — General

{T}, Sacrifice an Orc or a Goblin: All Orc creatures get +1/+1 until end of turn.

2/2

Orcish Captain

{R}

Creature — Orc

{1}: Flip a coin. If you win the flip, target Orc gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.

1/1

Orcish Captain

{R}

Creature — Orc

{1}: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.

1/1

Pallid Mycoderm

{3}{W}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Pallid Mycoderm.

Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Each Fungus and each Saproling you control gets +1/+1 until end of turn.

2/4

Pallid Mycoderm

{3}{W}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Pallid Mycoderm.

Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Each Fungus creature and each Saproling creature you control gets +1/+1 until end of turn.

2/4

Pearlspear Courier

{2}{W}

Creature — Soldier

You may choose not to untap Pearlspear Courier during your untap step.

{2}{W}, {T}: As long as Pearlspear Courier remains tapped, target Soldier gets +2/+2 and has vigilance.

2/1

Pearlspear Courier

{2}{W}

Creature — Soldier

You may choose not to untap Pearlspear Courier during your untap step.

{2}{W}, {T}: As long as Pearlspear Courier remains tapped, target Soldier creature gets +2/+2 and has vigilance.

2/1

Piety Charm

{W}

Instant

Choose one — Destroy target Aura attached to a creature; or target Soldier gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn.

Piety Charm

{W}

Instant

Choose one — Destroy target Aura attached to a creature; or target Soldier creature gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn.

Plague Sliver

{2}{B}{B}

Creature — Sliver

All Slivers have "At the beginning of your upkeep, this creature deals 1 damage to you."

5/5

Plague Sliver

{2}{B}{B}

Creature — Sliver

All Slivers have "At the beginning of your upkeep, this permanent deals 1 damage to you."

5/5

Plated Sliver

{W}

Creature — Sliver

All Slivers get +0/+1.

1/1

Plated Sliver

{W}

Creature — Sliver

All Sliver creatures get +0/+1.

1/1

Psionic Sliver

{4}{U}

Creature — Sliver

All Slivers have "{T}: This creature deals 2 damage to target creature or player and 3 damage to itself."

2/2

Psionic Sliver

{4}{U}

Creature — Sliver

All Sliver creatures have "{T}: This creature deals 2 damage to target creature or player and 3 damage to itself."

2/2

Pulmonic Sliver

{3}{W}{W}

Creature — Sliver

All Slivers have flying and "If this creature would be put into a graveyard, you may put it on top of its owner's library instead."

3/3

Pulmonic Sliver

{3}{W}{W}

Creature — Sliver

All Sliver creatures have flying.

All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead."

3/3

Quilled Sliver

{1}{W}

Creature — Sliver

All Slivers have "{T}: This creature deals 1 damage to target attacking or blocking creature."

1/1

Quilled Sliver

{1}{W}

Creature — Sliver

All Slivers have "{T}: This permanent deals 1 damage to target attacking or blocking creature."

1/1

Raksha Golden Cub

{5}{W}{W}

Legendary Creature — Cat Soldier

Vigilance

As long as Raksha Golden Cub is equipped, Cats you control get +2/+2 and have double strike.

3/4

Raksha Golden Cub

{5}{W}{W}

Legendary Creature — Cat Soldier

Vigilance

As long as Raksha Golden Cub is equipped, Cat creatures you control get +2/+2 and have double strike.

3/4

Ramosian Captain

{1}{W}{W}

Creature — Rebel

First strike

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

2/2

Ramosian Captain

{1}{W}{W}

Creature — Rebel

First strike

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

2/2

Ramosian Commander

{2}{W}{W}

Creature — Rebel

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

2/4

Ramosian Commander

{2}{W}{W}

Creature — Rebel

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

2/4

Ramosian Lieutenant

{1}{W}

Creature — Rebel

{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

1/2

Ramosian Lieutenant

{1}{W}

Creature — Rebel

{4}, {T}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

1/2

Ramosian Sergeant

{W}

Creature — Rebel

{3}, {T}: Search your library for a Rebel card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

1/1

Ramosian Sergeant

{W}

Creature — Rebel

{3}, {T}: Search your library for a Rebel permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

1/1

Ramosian Sky Marshal

{3}{W}{W}

Creature — Rebel

Flying

{7}, {T}: Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library.

3/3

Ramosian Sky Marshal

{3}{W}{W}

Creature — Rebel

Flying

{7}, {T}: Search your library for a Rebel permanent card with converted mana cost 6 or less and put that card into play. Then shuffle your library.

3/3

Rathi Assassin

{2}{B}{B}

Creature — Mercenary

{1}{B}{B}, {T}: Destroy target tapped nonblack creature.

{3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

2/2

Rathi Assassin

{2}{B}{B}

Creature — Mercenary

{1}{B}{B}, {T}: Destroy target tapped nonblack creature.

{3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

2/2

Rathi Fiend

{3}{B}

Creature — Mercenary

When Rathi Fiend comes into play, each player loses 3 life.

{3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

2/2

Rathi Fiend

{3}{B}

Creature — Mercenary

When Rathi Fiend comes into play, each player loses 3 life.

{3}, {T}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

2/2

Rathi Intimidator

{1}{B}{B}

Creature — Mercenary

Fear

{2}, {T}: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

2/1

Rathi Intimidator

{1}{B}{B}

Creature — Mercenary

Fear

{2}, {T}: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

2/1

Reflex Sliver

{3}{G}

Creature — Sliver

All Slivers have haste.

2/2

Reflex Sliver

{3}{G}

Creature — Sliver

All Sliver creatures have haste.

2/2

Return of the Nightstalkers

{5}{B}{B}

Sorcery

Return all Nightstalker cards from your graveyard to play. Then destroy all Swamps you control.

Return of the Nightstalkers

{5}{B}{B}

Sorcery

Return all Nightstalker permanent cards from your graveyard to play. Then destroy all Swamps you control.

Rolling Stones

{1}{W}

Enchantment

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

Rolling Stones

{1}{W}

Enchantment

Wall creatures can attack as though they didn't have defender.

Sachi, Daughter of Seshiro

{2}{G}{G}

Legendary Creature — Snake Shaman

Other Snakes you control get +0/+1.

Shamans you control have "{T}: Add {G}{G} to your mana pool."

1/3

Sachi, Daughter of Seshiro

{2}{G}{G}

Legendary Creature — Snake Shaman

Other Snake creatures you control get +0/+1.

Shamans you control have "{T}: Add {G}{G} to your mana pool."

1/3

Scion of the Ur-Dragon

{W}{U}{B}{R}{G}

Legendary Creature — Dragon Avatar

Flying

{2}: Search your library for a Dragon card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library.

4/4

Scion of the Ur-Dragon

{W}{U}{B}{R}{G}

Legendary Creature — Dragon Avatar

Flying

{2}: Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library.

4/4

Seahunter

{2}{U}{U}

Creature — Mercenary

{3}, {T}: Search your library for a Merfolk card and put that card into play. Then shuffle your library.

2/2

Seahunter

{2}{U}{U}

Creature — Mercenary

{3}, {T}: Search your library for a Merfolk permanent card and put that card into play. Then shuffle your library.

2/2

Sedge Sliver

{2}{R}

Creature — Sliver

All Slivers have "This creature gets +1/+1 as long as you control a Swamp" and "{B}: Regenerate this creature."

2/2

Sedge Sliver

{2}{R}

Creature — Sliver

All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp."

All Slivers have "{B}: Regenerate this permanent."

2/2

Seshiro the Anointed

{4}{G}{G}

Legendary Creature — Snake Monk

Other Snakes you control get +2/+2.

Whenever a Snake you control deals combat damage to a player, you may draw a card.

3/4

Seshiro the Anointed

{4}{G}{G}

Legendary Creature — Snake Monk

Other Snake creatures you control get +2/+2.

Whenever a Snake you control deals combat damage to a player, you may draw a card.

3/4

Shadow Sliver

{2}{U}

Creature — Sliver

All Slivers have shadow. (They can block or be blocked by only creatures with shadow.)

1/1

Shadow Sliver

{2}{U}

Creature — Sliver

All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.)

1/1

Sidewinder Sliver

{W}

Creature — Sliver

All Slivers have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)

1/1

Sidewinder Sliver

{W}

Creature — Sliver

All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)

1/1

Sinew Sliver

{1}{W}

Creature — Sliver

All Slivers get +1/+1.

1/1

Sinew Sliver

{1}{W}

Creature — Sliver

All Sliver creatures get +1/+1.

1/1

Skirk Drill Sergeant

{1}{R}

Creature — Goblin

Whenever Skirk Drill Sergeant or another Goblin is put into a graveyard from play, you may pay {2}{R}. If you do, reveal the top card of your library. If it's a Goblin card, put it into play. Otherwise, put it into your graveyard.

2/1

Skirk Drill Sergeant

{1}{R}

Creature — Goblin

Whenever Skirk Drill Sergeant or another Goblin is put into a graveyard from play, you may pay {2}{R}. If you do, reveal the top card of your library. If it's a Goblin permanent card, put it into play. Otherwise, put it into your graveyard.

2/1

Skyshroud Poacher

{2}{G}{G}

Creature — Rebel

{3}, {T}: Search your library for an Elf card and put that card into play. Then shuffle your library.

2/2

Skyshroud Poacher

{2}{G}{G}

Creature — Rebel

{3}, {T}: Search your library for an Elf permanent card and put that card into play. Then shuffle your library.

2/2

Snarling Undorak

{2}{G}{G}

Creature — Beast

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

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

3/3

Snarling Undorak

{2}{G}{G}

Creature — Beast

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

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

3/3

Soraya the Falconer

{1}{W}{W}

Legendary Creature

All Birds get +1/+1.

{1}{W}: Target Bird gains banding until end of turn.

2/2

Soraya the Falconer

{1}{W}{W}

Legendary Creature

All Bird creatures get +1/+1.

{1}{W}: Target Bird creature gains banding until end of turn.

2/2

Sosuke, Son of Seshiro

{2}{G}{G}

Legendary Creature — Snake Warrior

Other Snakes you control get +1/+0.

Whenever a Warrior you control deals combat damage to a creature, destroy that creature at end of combat.

3/4

Sosuke, Son of Seshiro

{2}{G}{G}

Legendary Creature — Snake Warrior

Other Snake creatures you control get +1/+0.

Whenever a Warrior you control deals combat damage to a creature, destroy that creature at end of combat.

3/4

Soulcatchers' Aerie

{1}{W}

Enchantment

Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie.

All Birds get +1/+1 for each feather counter on Soulcatchers' Aerie.

Soulcatchers' Aerie

{1}{W}

Enchantment

Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie.

All Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie.

Spectral Sliver

{2}{B}

Creature — Sliver

All Slivers have "{2}: This creature gets +1/+1 until end of turn."

2/2

Spectral Sliver

{2}{B}

Creature — Sliver

All Sliver creatures have "{2}: This creature gets +1/+1 until end of turn."

2/2

Spitting Sliver

{4}{B}

Creature — Sliver

All Slivers have first strike.

3/3

Spitting Sliver

{4}{B}

Creature — Sliver

All Sliver creatures have first strike.

3/3

Squirrel Wrangler

{2}{G}{G}

Creature — Druid

{1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.

{1}{G}, Sacrifice a land: All Squirrels get +1/+1 until end of turn.

2/2

Squirrel Wrangler

{2}{G}{G}

Creature — Druid

{1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.

{1}{G}, Sacrifice a land: All Squirrel creatures get +1/+1 until end of turn.

2/2

Starlit Sanctum

Land

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

{W}, {T}, Sacrifice a Cleric: You gain life equal to that Cleric's toughness.

{B}, {T}, Sacrifice a Cleric: Target player loses life equal to that Cleric's power.

Starlit Sanctum

Land

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

{W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.

{B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.

Strength of Night

{2}{G}

Instant

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

Creatures you control get +1/+1 until end of turn. If the kicker cost was paid, Zombies you control get an additional +2/+2 until end of turn.

Strength of Night

{2}{G}

Instant

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

Creatures you control get +1/+1 until end of turn. If the kicker cost was paid, Zombie creatures you control get an additional +2/+2 until end of turn.

Synchronous Sliver

{4}{U}

Creature — Sliver

All Slivers have vigilance.

3/3

Synchronous Sliver

{4}{U}

Creature — Sliver

All Sliver creatures have vigilance.

3/3

Takeno, Samurai General

{5}{W}

Legendary Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Each other Samurai you control gets +1/+1 for each point of bushido it has.

3/3

Takeno, Samurai General

{5}{W}

Legendary Creature — Human Samurai

Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Each other Samurai creature you control gets +1/+1 for each point of bushido it has.

3/3

Talon Sliver

{1}{W}

Creature — Sliver

All Slivers have first strike.

1/1

Talon Sliver

{1}{W}

Creature — Sliver

All Sliver creatures have first strike.

1/1

Thelon of Havenwood

{G}{G}

Legendary Creature — Elf Druid

Each Fungus gets +1/+1 for each spore counter on it.

{B}{G}, Remove a Fungus card in a graveyard from the game: Put a spore counter on each Fungus in play.

2/2

Thelon of Havenwood

{G}{G}

Legendary Creature — Elf Druid

Each Fungus creature gets +1/+1 for each spore counter on it.

{B}{G}, Remove a Fungus card in a graveyard from the game: Put a spore counter on each Fungus in play.

2/2

Thelonite Hermit

{3}{G}

Creature — Elf Shaman

All Saprolings get +1/+1.

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

When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play.

1/1

Thelonite Hermit

{3}{G}

Creature — Elf Shaman

All Saproling creatures get +1/+1.

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

When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play.

1/1

Thrull Champion

{4}{B}

Creature — Thrull

All Thrulls get +1/+1.

{T}: Gain control of target Thrull as long as you control Thrull Champion.

2/2

Thrull Champion

{4}{B}

Creature — Thrull

All Thrull creatures get +1/+1.

{T}: Gain control of target Thrull as long as you control Thrull Champion.

2/2

Tide of War

{4}{R}{R}

Enchantment

Whenever one or more creatures blocks, flip a coin. If you win the flip, the defending player sacrifices all blocking creatures. Otherwise, the attacking player sacrifices the blocked creatures.

Tide of War

{4}{R}{R}

Enchantment

Whenever one or more creatures blocks, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. Otherwise, each blocked creature is sacrificed by its controller.

Tin-Wing Chimera

{4}

Artifact Creature — Chimera

Flying

Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains flying. (This effect doesn't end at end of turn.)

2/2

Tin-Wing Chimera

{4}

Artifact Creature — Chimera

Flying

Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera creature. It gains flying. (This effect doesn't end at end of turn.)

2/2

Two-Headed Sliver

{1}{R}

Creature — Sliver

All Slivers have "This creature can't be blocked except by two or more creatures."

1/1

Two-Headed Sliver

{1}{R}

Creature — Sliver

All Sliver creatures have "This creature can't be blocked except by two or more creatures."

1/1

Undead Warchief

{2}{B}{B}

Creature — Zombie

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

Zombies you control get +2/+1.

1/1

Undead Warchief

{2}{B}{B}

Creature — Zombie

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

Zombie creatures you control get +2/+1.

1/1

Vampiric Sliver

{3}{B}

Creature — Sliver

All Slivers have "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature."

3/3

Vampiric Sliver

{3}{B}

Creature — Sliver

All Sliver creatures have "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature."

3/3

Verdeloth the Ancient

{4}{G}{G}

Legendary Creature — Treefolk

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

All other Treefolk and all Saprolings get +1/+1.

When Verdeloth the Ancient comes into play, if the kicker cost was paid, put X 1/1 green Saproling creature tokens into play.

4/7

Verdeloth the Ancient

{4}{G}{G}

Legendary Creature — Treefolk

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

All other Treefolk creatures and all Saproling creatures get +1/+1.

When Verdeloth the Ancient comes into play, if the kicker cost was paid, put X 1/1 green Saproling creature tokens into play.

4/7

Victual Sliver

{G}{W}

Creature — Sliver

All Slivers have "{2}, Sacrifice this creature: You gain 4 life."

2/2

Victual Sliver

{G}{W}

Creature — Sliver

All Slivers have "{2}, Sacrifice this permanent: You gain 4 life."

2/2

Wandering Mage

{W}{U}{B}

Creature — Cleric

{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.

{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard this turn.

{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player this turn.

0/3

Wandering Mage

{W}{U}{B}

Creature — Cleric

{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.

{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.

{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player this turn.

0/3

Watcher Sliver

{3}{W}

Creature — Sliver

All Slivers get +0/+2.

2/2

Watcher Sliver

{3}{W}

Creature — Sliver

All Sliver creatures get +0/+2.

2/2

Winged Sliver

{1}{U}

Creature — Sliver

All Slivers have flying.

1/1

Winged Sliver

{1}{U}

Creature — Sliver

All Sliver creatures have flying.

1/1

Zhalfirin Commander

{2}{W}

Creature — Human Knight

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

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

2/2

Zhalfirin Commander

{2}{W}

Creature — Human Knight

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

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

2/2

Zirilan of the Claw

{3}{R}{R}

Legendary Creature — Viashino Shaman

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

3/4

Zirilan of the Claw

{3}{R}{R}

Legendary Creature — Viashino Shaman

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

3/4

Zombie Master

{1}{B}{B}

Creature — Lord

All Zombies have "{B}: Regenerate this creature" and swampwalk.

2/3

Zombie Master

{1}{B}{B}

Creature — Lord

All Zombies have "{B}: Regenerate this permanent."

All Zombie creatures have swampwalk.

2/3

Zuberi, Golden Feather

{4}{W}

Legendary Creature — Griffin

Flying

All other Griffins get +1/+1.

3/3

Zuberi, Golden Feather

{4}{W}

Legendary Creature — Griffin

Flying

All other Griffin creatures get +1/+1.

3/3