Resources

Magic: The Gathering Oracle Changes

Ravnica: City of Guilds to Guildpact

General changes

Old card (Ravnica: City of Guilds) New card (Guildpact)

Aku Djinn

{3}{B}{B}

Creature — Djinn

Trample

At the beginning of your upkeep, put a +1/+1 counter on each creature you don't control.

5/6

Aku Djinn

{3}{B}{B}

Creature — Djinn

Trample

At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.

5/6

Armor of Thorns

{1}{G}

Enchantment — Aura

You may play Armor of Thorns 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 gains "When Armor of Thorns doesn't have substance, sacrifice it."

Enchant nonblack creature

Enchanted creature gets +2/+2.

Armor of Thorns

{1}{G}

Enchantment — Aura

You may play Armor of Thorns 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 nonblack creature

Enchanted creature gets +2/+2.

Aurochs

{3}{G}

Creature — Aurochs

Trample

As long as Aurochs is attacking, it gets +1/+0 for each other attacking Aurochs.

2/3

Aurochs

{3}{G}

Creature — Aurochs

Trample

Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

2/3

Bogardan Phoenix

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

Creature — Phoenix

Flying

When Bogardan Phoenix is put into a graveyard from play and has no death counter on it, return Bogardan Phoenix to play and put a death counter on it.

If Bogardan Phoenix would be put into a graveyard from play and has a death counter on it, remove it from the game instead.

3/3

Bogardan Phoenix

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

Creature — Phoenix

Flying

When Bogardan Phoenix is put into a graveyard from play, remove it from the game if it had a death counter on it. Otherwise, return it to play and put a death counter on it.

3/3

Bottled Cloister

{4}

Artifact

At the beginning of each opponent's upkeep, remove your hand from the game face down.

At the beginning of your upkeep, return all cards removed from the game with Bottled Cloister to your hand, then draw a card.

Bottled Cloister

{4}

Artifact

At the beginning of each opponent's upkeep, remove your hand from the game face down.

At the beginning of your upkeep, return all cards you own removed from the game with Bottled Cloister to your hand, then draw a card.

Coral Atoll

Land

If Coral Atoll would come into play, return an untapped Island you control to its owner's hand instead. If you do, put Coral Atoll into play tapped. If you don't, put it into its owner's graveyard.

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

Coral Atoll

Land

Coral Atoll comes into play tapped.

When Coral Atoll comes into play, sacrifice it unless you return an untapped Island you control to its owner's hand.

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

Corrosion

{1}{B}{R}

Enchantment

Cumulative upkeep {1}

At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then, for each artifact any opponent controls, if the number of rust counters on that artifact equals or exceeds its converted mana cost, destroy the artifact. Artifacts destroyed this way can't be regenerated.

When Corrosion leaves play, remove all rust counters from all artifacts.

Corrosion

{1}{B}{R}

Enchantment

Cumulative upkeep {1}

At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with converted mana cost less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated.

When Corrosion leaves play, remove all rust counters from all permanents.

Desolation

{1}{B}{B}

Enchantment

At end of turn, each player who tapped a land for mana during that turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains' controller.

Desolation

{1}{B}{B}

Enchantment

At end of turn, each player who tapped a land for mana this turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains's controller.

Dormant Volcano

Land

If Dormant Volcano would come into play, return an untapped Mountain you control to its owner's hand instead. If you do, put Dormant Volcano into play tapped. If you don't, put it into its owner's graveyard.

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

Dormant Volcano

Land

Dormant Volcano comes into play tapped.

When Dormant Volcano comes into play, sacrifice it unless you return an untapped Mountain you control to its owner's hand.

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

Dream Tides

{2}{U}{U}

Enchantment

Creatures don't untap during their controllers' untap step.

Nongreen creatures have "{2}: Untap this creature. Play this ability only during your upkeep."

Dream Tides

{2}{U}{U}

Enchantment

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

Nongreen creatures have "At the beginning of your upkeep, you may pay {2}. If you do, untap this creature."

Elephant Grass

{G}

Enchantment

Cumulative upkeep {1}

Black creatures can't attack you.

Nonblack creatures can't attack you unless their controller pays an additional {2} for each creature attacking you.

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 attacking you.

Elkin Lair

{3}{R}

World Enchantment

At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card. At end of turn, if the player hasn't played the card, the player puts it into his or her graveyard.

Elkin Lair

{3}{R}

World Enchantment

At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card this turn. At end of turn, if the player hasn't played the card, he or she puts it into his or her graveyard.

Everglades

Land

If Everglades would come into play, return an untapped Swamp you control to its owner's hand instead. If you do, put Everglades into play tapped. If you don't, put it into its owner's graveyard.

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

Everglades

Land

Everglades comes into play tapped.

When Everglades comes into play, sacrifice it unless you return an untapped Swamp you control to its owner's hand.

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

Forbidden Ritual

{2}{B}{B}

Sorcery

Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card. You may repeat this process as many times as you choose.

Forbidden Ritual

{2}{B}{B}

Sorcery

Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card. You may repeat this process any number of times.

Foreshadow

{1}{U}

Instant

Name a card. Target opponent puts the top card from his or her library into his or her graveyard. If it's the named card, you draw a card.

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

Foreshadow

{1}{U}

Instant

Name a card, then put the top card of target opponent's library into his or her graveyard. If that card is the named card, you draw a card.

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

Giant Caterpillar

{3}{G}

Creature — Insect

{G}, Sacrifice Giant Caterpillar: Put a 1/1 green Butterfly creature token with flying into play at end of turn.

3/3

Giant Caterpillar

{3}{G}

Creature — Insect

{G}, Sacrifice Giant Caterpillar: Put a 1/1 green Insect creature token with flying named Butterfly into play at end of turn.

3/3

Goblin Recruiter

{1}{R}

Creature — Goblin

When Goblin Recruiter comes into play, search your library for any number of Goblin cards. Reveal those cards, then shuffle your library and put them on top of it in any order.

1/1

Goblin Recruiter

{1}{R}

Creature — Goblin

When Goblin Recruiter comes into play, search your library for any number of Goblin cards and reveal them. Shuffle your library, then put those cards on top of it in any order.

1/1

Grave Servitude

{1}{B}

Enchantment — Aura

You may play Grave Servitude 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 gains "When Grave Servitude doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +3/-1 and is black.

Grave Servitude

{1}{B}

Enchantment — Aura

You may play Grave Servitude 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 +3/-1 and is black.

Griffin Canyon

Land

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

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

Griffin Canyon

Land

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

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

Heartless Hidetsugu

{3}{R}{R}

Legendary Creature — Ogre Shaman

{T}: Heartless Hidetsugu deals damge to each player equal to half that player's life total, rounded down.

4/3

Heartless Hidetsugu

{3}{R}{R}

Legendary Creature — Ogre Shaman

{T}: Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down.

4/3

Infernal Harvest

{1}{B}

Sorcery

As an additional cost to play Infernal Harvest, return any number of Swamps you control to their owner's hand.

Infernal Harvest deals damage equal to the number of Swamps returned this way, divided as you choose among any number of target creatures.

Infernal Harvest

{1}{B}

Sorcery

As an additional cost to play Infernal Harvest, return X Swamps you control to their owner's hand.

Infernal Harvest deals X damage divided as you choose among any number of target creatures.

Jungle Basin

Land

If Jungle Basin would come into play, return an untapped Forest you control to its owner's hand instead. If you do, put Jungle Basin into play tapped. If you don't, put it into its owner's graveyard.

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

Jungle Basin

Land

Jungle Basin comes into play tapped.

When Jungle Basin comes into play, sacrifice it unless you return an untapped Forest you control to its owner's hand.

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

Jungle Patrol

{3}{G}

Creature — Human Soldier

{1}{G}, {T}: Put a 0/1 green Plant Wall creature token with defender into play.

Sacrifice a Plant Wall: Add {R} to your mana pool.

3/2

Jungle Patrol

{3}{G}

Creature — Human Soldier

{1}{G}, {T}: Put a 0/1 green Plant Wall creature token with defender into play.

Sacrifice a Plant Wall token: Add {R} to your mana pool.

3/2

Karoo

Land

If Karoo would come into play, return an untapped Plains you control to its owner's hand instead. If you do, put Karoo into play tapped. If you don't, put it into its owner's graveyard.

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

Karoo

Land

Karoo comes into play tapped.

When Karoo comes into play, sacrifice it unless you return an untapped Plains you control to its owner's hand.

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

Katabatic Winds

{2}{G}

Enchantment

Phasing

Creatures with flying can't attack, block, or use any ability that includes {T} in its activation cost.

Katabatic Winds

{2}{G}

Enchantment

Phasing

Creatures with flying can't attack or block, and their activated abilities with {T} in their costs can't be played.

Knight of the Mists

{2}{U}

Creature — Knight

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

When Knight of the Mists comes into play, you may pay {U}. If you don't, destroy target Knight. It can't be regenerated.

2/2

Knight of the Mists

{2}{U}

Creature — Human Knight

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

When Knight of the Mists comes into play, you may pay {U}. If you don't, destroy target Knight and it can't be regenerated.

2/2

Lichenthrope

{3}{G}{G}

Creature — Lichenthrope

For each 1 damage that would be dealt to Lichenthrope, put a -1/-1 counter on it instead.

At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope.

5/5

Lichenthrope

{3}{G}{G}

Creature — Plant Fungus

If damage would be dealt to Lichenthrope, put that many -1/-1 counters on it instead.

At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope.

5/5

Lightning Cloud

{3}{R}

Enchantment

Whenever a red spell is played, you may pay {R}. If you do, Lightning Cloud deals 1 damage to target creature or player.

Lightning Cloud

{3}{R}

Enchantment

Whenever a player plays a red spell, you may pay {R}. If you do, Lightning Cloud deals 1 damage to target creature or player.

Lightning Reflexes

{1}{R}

Enchantment — Aura

You may play Lightning Reflexes 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 gains "When Lightning Reflexes doesn't have substance, sacrifice it."

Enchant creature

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

Lightning Reflexes

{1}{R}

Enchantment — Aura

You may play Lightning Reflexes 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 +1/+0 and has first strike.

Magnetic Mountain

{1}{R}{R}

Enchantment

Blue creatures don't untap during their controllers' untap steps.

Blue creatures have "{4}: Untap this creature. Play this ability only during your upkeep."

Magnetic Mountain

{1}{R}{R}

Enchantment

Blue creatures don't untap during their controllers' untap steps.

Blue creatures have "At the beginning of your upkeep, you may pay {4}. If you do, untap this creature."

Matopi Golem

{5}

Artifact Creature — Golem

{1}: The next time Matopi Golem would be destroyed this turn, it regenerates and put a -1/-1 counter on it instead.

3/3

Matopi Golem

{5}

Artifact Creature — Golem

{1}: Regenerate Matopi Golem. When it regenerates this way, put a -1/-1 counter on it.

3/3

Mortal Wound

{G}

Enchantment — Aura

Enchant creature

When enchanted creature is dealt damage, destroy that creature.

Mortal Wound

{G}

Enchantment — Aura

Enchant creature

When enchanted creature is dealt damage, destroy it.

Mudslide

{2}{R}

Enchantment

Creatures without flying don't untap during their controllers' untap steps and have "{2}: Untap this creature. Play this ability only during your upkeep and only once each turn."

Mudslide

{2}{R}

Enchantment

Creatures without flying don't untap during their controllers' untap steps.

Creatures without flying have "At the beginning of your upkeep, you may pay {2}. If you do, untap this creature."

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 gains "When Mystic Veil doesn't have 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 can't be the target of spells or abilities.

Natural Order

{2}{G}{G}

Sorcery

As an additional cost to play Natural Order, sacrifice a green creature.

Search your library for a green creature card and put that card into play. Then shuffle your library.

Natural Order

{2}{G}{G}

Sorcery

As an additional cost to play Natural Order, sacrifice a green creature.

Search your library for a green creature card and put it into play. Then shuffle your library.

Necromancy

{2}{B}

Enchantment

You may play Necromancy 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 gains "When Necromancy doesn't have substance, sacrifice it."

When Necromancy comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Necromancy to it.

When Necromancy leaves play, destroy enchanted creature. It can't be regenerated.

Necromancy

{2}{B}

Enchantment

You may play Necromancy 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.

When Necromancy comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Necromancy to it.

When Necromancy leaves play, destroy enchanted creature. It can't be regenerated.

Parapet

{1}{W}

Enchantment

You may play Parapet 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 gains "When Parapet doesn't have substance, sacrifice it."

Creatures you control get +0/+1.

Parapet

{1}{W}

Enchantment

You may play Parapet 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.

Creatures you control get +0/+1.

Peace Talks

{1}{W}

Sorcery

This turn and next turn, players skip their combat phases and can't target permanents or players with spells or activated abilities. (Triggered abilities are unaffected.)

Peace Talks

{1}{W}

Sorcery

This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities.

Pygmy Hippo

{G}{U}

Creature — Hippo

Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player play a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo deals no combat damage this turn and at the beginning of your postcombat main phase, add {X} to your mana pool, where X is equal to the amount of mana emptied from defending player's mana pool this way.

2/2

Pygmy Hippo

{G}{U}

Creature — Hippo

Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player play a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo deals no combat damage this turn and at the beginning of your postcombat main phase, you add {X} to your mana pool, where X is equal to the amount of mana emptied from defending player's mana pool this way.

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 gains "When Relic Ward doesn't have 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 can't be the target of spells or abilities.

Snake Basket

{4}

Artifact

{X}, Sacrifice Snake Basket: Put X 1/1 green Cobra creature tokens into play. Play this ability only any time you could play a sorcery.

Snake Basket

{4}

Artifact

{X}, Sacrifice Snake Basket: Put X 1/1 green Snake creature tokens into play. Play this ability only any time you could play a sorcery.

Soar

{1}{U}

Enchantment — Aura

You may play Soar 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 gains "When Soar doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +0/+1 and has flying.

Soar

{1}{U}

Enchantment — Aura

You may play Soar 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/+1 and has flying.

Song of Blood

{1}{R}

Sorcery

Put the top four cards from your library into your graveyard.

Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.

Song of Blood

{1}{R}

Sorcery

Put the top four cards of your library into your graveyard.

Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.

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 gains "When Spider Climb doesn't have 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 can block as though it had flying.

Three Wishes

{1}{U}{U}

Instant

Remove the top three cards of your library from the game face down. You may look at those cards as long as they remain removed from the game. Until your next upkeep, you may play those cards. At the beginning of your next upkeep, put any of those cards not played into your graveyard.

Three Wishes

{1}{U}{U}

Instant

Remove the top three cards of your library from the game face down. You may look at those cards as long as they remain removed from the game. Until your next turn, you may play those cards. At the beginning of your next upkeep, put any of those cards you didn't play into your graveyard.

Undiscovered Paradise

Land

{T}: Add one mana of any color to your mana pool. During the next untap step of Undiscovered Paradise's controller, as that player untaps his or her permanents, he or she returns Undiscovered Paradise to its owner's hand.

Undiscovered Paradise

Land

{T}: Add one mana of any color to your mana pool. During your next untap step, as you untap your permanents, return Undiscovered Paradise to its owner's hand.

Vision Charm

{U}

Instant

Choose one — Target artifact phases out; or target player puts the top four cards from his or her library into his or her graveyard; or all lands of one type become the basic land type of your choice until end of turn.

Vision Charm

{U}

Instant

Choose one — Target artifact phases out; or target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and the land type of each land of the first chosen type becomes the second chosen type until end of turn.

Ward of Lights

{W}{W}

Enchantment — Aura

You may play Ward of Lights 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 gains "When Ward of Lights doesn't have substance, sacrifice it."

Enchant creature

As Ward of Lights comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

Ward of Lights

{W}{W}

Enchantment — Aura

You may play Ward of Lights 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

As Ward of Lights comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

Changes to reminder text only

Old card (Ravnica: City of Guilds) New card (Guildpact)

City of Solitude

{2}{G}

Enchantment

Players can play spells and activated abilities only during their own turns. (Triggered abilities are unaffected.)

City of Solitude

{2}{G}

Enchantment

Players can play spells and activated abilities only during their own turns.

Changes to types only

Old card (Ravnica: City of Guilds) New card (Guildpact)

Fallen Askari

{1}{B}

Creature — Knight

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

Fallen Askari can't block.

2/2

Fallen Askari

{1}{B}

Creature — Human Knight

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

Fallen Askari can't block.

2/2

Femeref Enchantress

{G}{W}

Creature — Enchantress

Whenever an enchantment is put into a graveyard from play, draw a card.

1/2

Femeref Enchantress

{G}{W}

Creature — Human Druid

Whenever an enchantment is put into a graveyard from play, draw a card.

1/2

Guiding Spirit

{1}{W}{U}

Creature — Angel

Flying

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

1/2

Guiding Spirit

{1}{W}{U}

Creature — Spirit

Flying

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

1/2

Hulking Cyclops

{3}{R}{R}

Creature — Giant

Hulking Cyclops can't block.

5/5

Hulking Cyclops

{3}{R}{R}

Creature — Cyclops

Hulking Cyclops can't block.

5/5

Jamuraan Lion

{2}{W}

Creature — Lion

{W}, {T}: Target creature can't block this turn.

3/1

Jamuraan Lion

{2}{W}

Creature — Cat

{W}, {T}: Target creature can't block this turn.

3/1

Knight of Valor

{2}{W}

Creature — Knight

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

{1}{W}: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Play this ability only once each turn.

2/2

Knight of Valor

{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}: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Play this ability only once each turn.

2/2

Longbow Archer

{W}{W}

Creature — Soldier

First strike

Longbow Archer can block as though it had flying.

2/2

Longbow Archer

{W}{W}

Creature — Human Soldier Archer

First strike

Longbow Archer can block as though it had flying.

2/2

Mundungu

{1}{U}{B}

Creature — Wizard

{T}: Counter target spell unless its controller pays {1} and 1 life.

1/1

Mundungu

{1}{U}{B}

Creature — Human Wizard

{T}: Counter target spell unless its controller pays {1} and 1 life.

1/1

Necrosavant

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

Creature — Necrosavant

{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep.

5/5

Necrosavant

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

Creature — Zombie Giant

{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep.

5/5

Ovinomancer

{2}{U}

Creature — Wizard

When Ovinomancer comes into play, sacrifice it unless you return three basic lands you control to their owner's hand.

{T}, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller puts a 0/1 green Sheep creature token into play.

0/1

Ovinomancer

{2}{U}

Creature — Human Wizard

When Ovinomancer comes into play, sacrifice it unless you return three basic lands you control to their owner's hand.

{T}, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller puts a 0/1 green Sheep creature token into play.

0/1

Phyrexian Marauder

{X}

Artifact Creature

Phyrexian Marauder comes into play with X +1/+1 counters on it.

Phyrexian Marauder can't block.

Phyrexian Marauder can't attack unless you pay {1} for each +1/+1 counter on it.

0/0

Phyrexian Marauder

{X}

Artifact Creature — Construct

Phyrexian Marauder comes into play with X +1/+1 counters on it.

Phyrexian Marauder can't block.

Phyrexian Marauder can't attack unless you pay {1} for each +1/+1 counter on it.

0/0

Phyrexian Walker

{0}

Artifact Creature

0/3

Phyrexian Walker

{0}

Artifact Creature — Construct

0/3

Quirion Druid

{2}{G}

Creature — Druid

{G}, {T}: Target land becomes a 2/2 green creature that's still a land. (This effect doesn't end at end of turn.)

1/2

Quirion Druid

{2}{G}

Creature — Elf Druid

{G}, {T}: Target land becomes a 2/2 green creature that's still a land. (This effect doesn't end at end of turn.)

1/2

Resistance Fighter

{W}

Creature — Soldier

Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn.

1/1

Resistance Fighter

{W}

Creature — Human Soldier

Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn.

1/1

Scalebane's Elite

{3}{W}{G}

Creature — Soldier

Protection from black

4/4

Scalebane's Elite

{3}{W}{G}

Creature — Human Soldier

Protection from black

4/4

Stampeding Wildebeests

{2}{G}{G}

Creature — Wildebeest

Trample

At the beginning of your upkeep, return a green creature you control to its owner's hand.

5/4

Stampeding Wildebeests

{2}{G}{G}

Creature — Beast

Trample

At the beginning of your upkeep, return a green creature you control to its owner's hand.

5/4

Suq'Ata Assassin

{1}{B}{B}

Creature — Minion

Fear

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

1/1

Suq'Ata Assassin

{1}{B}{B}

Creature — Human Assassin

Fear

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

1/1

Suq'Ata Lancer

{2}{R}

Creature — Knight

Haste

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

2/2

Suq'Ata Lancer

{2}{R}

Creature — Human Knight

Haste

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

2/2

Tar Pit Warrior

{2}{B}

Creature — Giant

When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it.

3/4

Tar Pit Warrior

{2}{B}

Creature — Cyclops Warrior

When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it.

3/4

Teferi's Honor Guard

{2}{W}

Creature — Knight

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

{U}{U}: Teferi's Honor Guard phases out.

2/2

Teferi's Honor Guard

{2}{W}

Creature — Human Knight

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

{U}{U}: Teferi's Honor Guard phases out.

2/2

Urborg Mindsucker

{2}{B}

Creature — Mindsucker

{B}, Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Play this ability only any time you could play a sorcery.

2/2

Urborg Mindsucker

{2}{B}

Creature — Horror

{B}, Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Play this ability only any time you could play a sorcery.

2/2

Warthog

{1}{G}{G}

Creature — Warthog

Swampwalk

3/2

Warthog

{1}{G}{G}

Creature — Beast

Swampwalk

3/2

Zhalfirin Crusader

{1}{W}{W}

Creature — Knight

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

{1}{W}: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to target creature or player instead.

2/2

Zhalfirin Crusader

{1}{W}{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}: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to target creature or player instead.

2/2

New cards

Old card (Ravnica: City of Guilds) New card (Guildpact)

AEtherplasm

{2}{U}{U}

Creature — Illusion

Whenever AEtherplasm blocks a creature, you may return AEtherplasm to its owner's hand. If you do, you may put a creature card from your hand into play blocking that creature.

1/1

Absolver Thrull

{3}{W}

Creature — Thrull Cleric

Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)

When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment.

2/3

Abyssal Nocturnus

{1}{B}{B}

Creature — Horror

Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn.

2/2

Agent of Masks

{3}{W}{B}

Creature — Human Advisor

At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.

2/3

Angel of Despair

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

Creature — Angel

Flying

When Angel of Despair comes into play, destroy target permanent.

5/5

Battering Wurm

{6}{G}

Creature — Wurm

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

Creatures with power less than Battering Wurm's power can't block it.

4/3

Beastmaster's Magemark

{2}{G}

Enchantment — Aura

Enchant creature

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

Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Belfry Spirit

{3}{W}{W}

Creature — Spirit

Flying

Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)

When Belfry Spirit comes into play or the creature it haunts is put into a graveyard, put two 1/1 black Bat creature tokens with flying into play.

1/1

Benediction of Moons

{W}

Sorcery

You gain 1 life for each player.

Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.)

When the creature Benediction of Moons haunts is put into a graveyard, you gain 1 life for each player.

Bioplasm

{3}{G}{G}

Creature — Ooze

Whenever Bioplasm attacks, remove the top card of your library from the game. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the removed creature card's power and Y is its toughness. (A * on a card not in play is 0.)

4/4

Blind Hunter

{2}{W}{B}

Creature — Bat

Flying

Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)

When Blind Hunter comes into play or the creature it haunts is put into a graveyard, target player loses 2 life and you gain 2 life.

2/2

Bloodscale Prowler

{2}{R}

Creature — Viashino Warrior

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

3/1

Borborygmos

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

Legendary Creature — Cyclops

Trample

Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.

6/7

Burning-Tree Bloodscale

{2}{R}{G}

Creature — Viashino Berserker

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

{2}{R}: Target creature can't block Burning-Tree Bloodscale this turn.

{2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able.

2/2

Burning-Tree Shaman

{1}{R}{G}

Creature — Centaur Shaman

Whenever a player plays an activated ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.

3/4

Castigate

{W}{B}

Sorcery

Target opponent reveals his or her hand. Choose a nonland card from it. Remove that card from the game.

Caustic Rain

{2}{B}{B}

Sorcery

Remove target land from the game.

Cerebral Vortex

{1}{U}{R}

Instant

Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards he or she has drawn this turn.

Conjurer's Ban

{W}{B}

Sorcery

Name a card. Until your next turn, the named card can't be played.

Draw a card.

Crash Landing

{2}{G}

Instant

Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.

Cry of Contrition

{B}

Sorcery

Target player discards a card.

Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.)

When the creature Cry of Contrition haunts is put into a graveyard, target player discards a card.

Cryptwailing

{3}{B}

Enchantment

{1}, Remove two creature cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery.

Crystal Seer

{4}{U}

Creature — Vedalken Wizard

When Crystal Seer comes into play, look at the top four cards of your library, then put them back in any order.

{4}{U}: Return Crystal Seer to its owner's hand.

2/2

Culling Sun

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

Sorcery

Destroy each creature with converted mana cost 3 or less.

Daggerclaw Imp

{2}{B}

Creature — Imp

Flying

Daggerclaw Imp can't block.

3/1

Debtors' Knell

{4}{w/b}{w/b}{w/b}

Enchantment

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

At the beginning of your upkeep, put target creature card in a graveyard into play under your control.

Djinn Illuminatus

{5}{u/r}{u/r}

Creature — Djinn

({u/r} can be paid with either {U} or {R}.)

Flying

Each instant and sorcery spell you play has replicate. The replicate cost is equal to its mana cost. (When you play it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

3/5

Douse in Gloom

{2}{B}

Instant

Douse in Gloom deals 2 damage to target creature and you gain 2 life.

Droning Bureaucrats

{3}{W}

Creature — Human Advisor

{X}, {T}: Each creature with converted mana cost X can't attack or block this turn.

1/4

Drowned Rusalka

{U}

Creature — Spirit

{U}, Sacrifice a creature: Discard a card, then draw a card.

1/1

Dryad Sophisticate

{1}{G}

Creature — Dryad

Nonbasic landwalk

2/1

Dune-Brood Nephilim

{B}{R}{G}{W}

Creature — Nephilim

Whenever Dune-Brood Nephilim deals combat damage to a player, put a 1/1 colorless Sand creature token into play for each land you control.

3/3

Earth Surge

{3}{G}

Enchantment

Each land gets +2/+2 as long as it's a creature.

Electrolyze

{1}{U}{R}

Instant

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

Draw a card.

Exhumer Thrull

{5}{B}

Creature — Thrull

Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)

When Exhumer Thrull comes into play or the creature it haunts is put into a graveyard, return target creature card from your graveyard to your hand.

3/3

Fencer's Magemark

{2}{R}

Enchantment — Aura

Enchant creature

Creatures you control that are enchanted get +1/+1 and have first strike.

Feral Animist

{1}{R}{G}

Creature — Goblin Shaman

{3}: Feral Animist gets +X/+0 until end of turn, where X is its power.

2/1

Frazzle

{3}{U}

Instant

Counter target nonblue spell.

Gatherer of Graces

{1}{G}

Creature — Human Druid

Gatherer of Graces gets +1/+1 for each Aura attached to it.

Sacrifice an Aura: Regenerate Gatherer of Graces.

1/2

Gelectrode

{1}{U}{R}

Creature — Weird

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

Whenever you play an instant or sorcery spell, you may untap Gelectrode.

0/1

Ghor-Clan Bloodscale

{3}{R}

Creature — Viashino Warrior

First strike

{3}{G}: Ghor-Clan Bloodscale gets +2/+2 until end of turn. Play this ability only once each turn.

2/1

Ghor-Clan Savage

{3}{G}{G}

Creature — Centaur Berserker

Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)

2/3

Ghost Council of Orzhova

{W}{W}{B}{B}

Legendary Creature — Spirit Lord

When Ghost Council of Orzhova comes into play, target opponent loses 1 life and you gain 1 life.

{1}, Sacrifice a creature: Remove Ghost Council of Orzhova from the game. Return it to play under its owner's control at end of turn.

4/4

Ghost Warden

{1}{W}

Creature — Spirit

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

1/1

Ghostway

{2}{W}

Instant

Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn.

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

Gigadrowse

{U}

Instant

Replicate {U} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Tap target permanent.

Glint-Eye Nephilim

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

Creature — Nephilim

Whenever Glint-Eye Nephilim deals combat damage to a player, draw that many cards.

{1}, Discard a card: Glint-Eye Nephilim gets +1/+1 until end of turn.

2/2

Goblin Flectomancer

{U}{R}{R}

Creature — Goblin Wizard

Sacrifice Goblin Flectomancer: You may change the targets of target instant or sorcery spell.

2/2

Godless Shrine

Land — Plains Swamp

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

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

Graven Dominator

{4}{W}{W}

Creature — Gargoyle

Flying

Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)

When Graven Dominator comes into play or the creature it haunts is put into a graveyard, each other creature becomes 1/1 until end of turn.

4/4

Gristleback

{2}{G}

Creature — Beast

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

Sacrifice Gristleback: You gain life equal to Gristleback's power.

2/2

Gruul Guildmage

{r/g}{r/g}

Creature — Human Shaman

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

{3}{R}, Sacrifice a land: Gruul Guildmage deals 2 damage to target player.

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

2/2

Gruul Nodorog

{4}{G}{G}

Creature — Beast

{R}: Gruul Nodorog can't be blocked this turn except by two or more creatures.

4/4

Gruul Scrapper

{3}{G}

Creature — Human Berserker

When Gruul Scrapper comes into play, if {R} was spent to play Gruul Scrapper, it gains haste until end of turn.

3/2

Gruul Signet

{2}

Artifact

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

Gruul Turf

Land

Gruul Turf comes into play tapped.

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

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

Gruul War Plow

{4}

Artifact

Creatures you control have trample.

{1}{R}{G}: Gruul War Plow becomes a 4/4 Juggernaut artifact creature until end of turn.

Guardian's Magemark

{2}{W}

Enchantment — Aura

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

Enchant creature

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

Harrier Griffin

{5}{W}

Creature — Griffin

Flying

At the beginning of your upkeep, tap target creature.

3/3

Hatching Plans

{1}{U}

Enchantment

When Hatching Plans is put into a graveyard from play, draw three cards.

Hissing Miasma

{1}{B}{B}

Enchantment

Whenever a creature attacks you, its controller loses 1 life.

Hypervolt Grasp

{2}{R}

Enchantment — Aura

Enchant creature

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

{1}{U}: Return Hypervolt Grasp to its owner's hand.

Infiltrator's Magemark

{2}{U}

Enchantment — Aura

Enchant creature

Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.

Ink-Treader Nephilim

{R}{G}{W}{U}

Creature — Nephilim

Whenever a player plays an instant or sorcery spell, if Ink-Treader Nephilim is the only target of that spell, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.

3/3

Invoke the Firemind

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

Sorcery

Choose one — Draw X cards; or Invoke the Firemind deals X damage to target creature or player.

Izzet Boilerworks

Land

Izzet Boilerworks comes into play tapped.

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

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

Izzet Chronarch

{3}{U}{R}

Creature — Human Wizard

When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand.

2/2

Izzet Guildmage

{u/r}{u/r}

Creature — Human Wizard

({u/r} can be paid with either {U} or {R}.)

{2}{U}: Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy.

{2}{R}: Copy target sorcery spell you control with converted mana cost 2 or less. You may choose new targets for the copy.

2/2

Izzet Signet

{2}

Artifact

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

Killer Instinct

{4}{R}{G}

Enchantment

At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it into play. That creature gains haste until end of turn. Sacrifice it at end of turn.

Leap of Flame

{U}{R}

Instant

Replicate {U}{R} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

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

Leyline of Lifeforce

{2}{G}{G}

Enchantment

If Leyline of Lifeforce is in your opening hand, you may begin the game with it in play.

Creature spells can't be countered.

Leyline of Lightning

{2}{R}{R}

Enchantment

If Leyline of Lightning is in your opening hand, you may begin the game with it in play.

Whenever you play a spell, you may pay {1}. If you do, Leyline of Lightning deals 1 damage to target player.

Leyline of Singularity

{2}{U}{U}

Enchantment

If Leyline of Singularity is in your opening hand, you may begin the game with it in play.

All nonland permanents are legendary.

Leyline of the Meek

{2}{W}{W}

Enchantment

If Leyline of the Meek is in your opening hand, you may begin the game with it in play.

Creature tokens get +1/+1.

Leyline of the Void

{2}{B}{B}

Enchantment

If Leyline of the Void is in your opening hand, you may begin the game with it in play.

If a card would be put into an opponent's graveyard, remove it from the game instead.

Lionheart Maverick

{W}

Creature — Human Knight

Vigilance

{4}{W}: Lionheart Maverick gets +1/+2 until end of turn.

1/1

Living Inferno

{6}{R}{R}

Creature — Elemental

{T}: Living Inferno deals damage equal to its power divided as you choose among any number of target creatures. Each of those creatures deals damage equal to its power to Living Inferno.

8/5

Martyred Rusalka

{W}

Creature — Spirit

{W}, Sacrifice a creature: Target creature can't attack this turn.

1/1

Mimeofacture

{3}{U}

Sorcery

Replicate {3}{U} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Choose target permanent an opponent controls. Search that player's library for a card with the same name and put it into play under your control. Then that player shuffles his or her library.

Mizzium Transreliquat

{3}

Artifact

{3}: Mizzium Transreliquat becomes a copy of target artifact until end of turn.

{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.

Moratorium Stone

{1}

Artifact

{2}, {T}: Remove target card in a graveyard from the game.

{2}{W}{B}, {T}, Sacrifice Moratorium Stone: Remove from the game target nonland card in a graveyard, all other cards in graveyards with the same name as that card, and all permanents with that name.

Mortify

{1}{W}{B}

Instant

Destroy target creature or enchantment.

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

Necromancer's Magemark

{2}{B}

Enchantment — Aura

Enchant creature

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

If a creature you control that's enchanted would be put into a graveyard, return it to its owner's hand instead.

Niv-Mizzet, the Firemind

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

Legendary Creature — Dragon Wizard

Flying

Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to target creature or player.

{T}: Draw a card.

4/4

Nivix, Aerie of the Firemind

Land

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

{2}{U}{R}, {T}: Remove the top card of your library from the game. Until your next turn, you may play that card if it's an instant or sorcery.

Ogre Savant

{4}{R}

Creature — Ogre Wizard

When Ogre Savant comes into play, if {U} was spent to play Ogre Savant, return target creature to its owner's hand.

3/2

Order of the Stars

{W}

Creature — Human Cleric

Defender (This creature can't attack.)

As Order of the Stars comes into play, choose a color.

Order of the Stars has protection from the chosen color.

0/1

Orzhov Basilica

Land

Orzhov Basilica comes into play tapped.

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

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

Orzhov Euthanist

{2}{B}

Creature — Human Assassin

Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)

When Orzhov Euthanist comes into play or the creature it haunts is put into a graveyard, destroy target creature that was dealt damage this turn.

2/2

Orzhov Guildmage

{w/b}{w/b}

Creature — Human Wizard

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

{2}{W}: Target player gains 1 life.

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

2/2

Orzhov Pontiff

{1}{W}{B}

Creature — Human Cleric

Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)

When Orzhov Pontiff comes into play or the creature it haunts is put into a graveyard, choose one — creatures you control get +1/+1 until end of turn; or creatures you don't control get -1/-1 until end of turn.

1/1

Orzhov Signet

{2}

Artifact

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

Orzhova, the Church of Deals

Land

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

{3}{W}{B}, {T}: Target player loses 1 life and you gain 1 life.

Ostiary Thrull

{3}{B}

Creature — Thrull

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

2/2

Parallectric Feedback

{3}{R}

Instant

Parallectric Feedback deals damage to target spell's controller equal to that spell's converted mana cost.

Petrahydrox

{3}{u/r}

Creature — Weird

({u/r} can be paid with either {U} or {R}.)

When Petrahydrox becomes the target of a spell or ability, return Petrahydrox to its owner's hand.

3/3

Petrified Wood-Kin

{6}{G}

Creature — Elemental Warrior

Petrified Wood-Kin can't be countered.

Bloodthirst X (This creature comes into play with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.)

Protection from instants

3/3

Pillory of the Sleepless

{1}{W}{B}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

Enchanted creature has "At the beginning of your upkeep, you lose 1 life."

Plagued Rusalka

{B}

Creature — Spirit

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

1/1

Poisonbelly Ogre

{4}{B}

Creature — Ogre Warrior

Whenever another creature comes into play, its controller loses 1 life.

3/3

Predatory Focus

{3}{G}{G}

Sorcery

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

Primeval Light

{3}{G}

Sorcery

Destroy all enchantments target player controls.

Pyromatics

{1}{R}

Instant

Replicate {1}{R} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Pyromatics deals 1 damage to target creature or player.

Quicken

{U}

Instant

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

Draw a card.

Rabble-Rouser

{3}{R}

Creature — Goblin Shaman

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

{R}, {T}: Attacking creatures get +X/+0 until end of turn, where X is Rabble-Rouser's power.

1/1

Repeal

{X}{U}

Instant

Return target nonland permanent with converted mana cost X to its owner's hand.

Draw a card.

Restless Bones

{2}{B}

Creature — Skeleton

{3}{B}, {T}: Target creature gains swampwalk until end of turn.

{1}{B}: Regenerate Restless Bones.

1/1

Revenant Patriarch

{4}{B}

Creature — Spirit

When Revenant Patriarch comes into play, if {W} was spent to play Revenant Patriarch, target player skips his or her next combat phase.

Revenant Patriarch can't block.

4/3

Rumbling Slum

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

Creature — Elemental

At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player.

5/5

Runeboggle

{2}{U}

Instant

Counter target spell unless its controller pays {1}.

Draw a card.

Sanguine Praetor

{6}{B}{B}

Creature — Avatar

{B}, Sacrifice a creature: Destroy each creature with the same converted mana cost as the sacrificed creature.

7/5

Scab-Clan Mauler

{R}{G}

Creature — Human Berserker

Bloodthirst 2 (If an opponent was dealt damage this turn, this creature comes into play with two +1/+1 counters on it.)

Trample

1/1

Schismotivate

{1}{U}{R}

Instant

Target creature gets +4/+0 until end of turn. Another target creature gets -4/-0 until end of turn.

Scorched Rusalka

{R}

Creature — Spirit

{R}, Sacrifice a creature: Scorched Rusalka deals 1 damage to target player.

1/1

Seize the Soul

{2}{B}{B}

Instant

Destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play.

Haunt

When the creature Seize the Soul haunts is put into a graveyard, destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play.

Shadow Lance

{W}

Enchantment — Aura

Enchant creature

Enchanted creature has first strike.

{1}{B}: Enchanted creature gets +2/+2 until end of turn.

Shattering Spree

{R}

Sorcery

Replicate {R} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Destroy target artifact.

Shrieking Grotesque

{2}{W}

Creature — Gargoyle

Flying

When Shrieking Grotesque comes into play, if {B} was spent to play Shrieking Grotesque, target player discards a card.

2/1

Siege of Towers

{1}{R}

Sorcery

Replicate {1}{R} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Target Mountain becomes a 3/1 creature. It's still a land.

Silhana Ledgewalker

{1}{G}

Creature — Elf Rogue

Silhana Ledgewalker can't be blocked except by creatures with flying.

Silhana Ledgewalker can't be the target of spells or abilities your opponents control.

1/1

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

Sinstriker's Will

{3}{W}

Enchantment — Aura

Enchant creature

Enchanted creature has "{T}: This creature deals damage equal to its power to target attacking or blocking creature."

Skarrg, the Rage Pits

Land

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

{R}{G}, {T}: Target creature gets +1/+1 and gains trample until end of turn.

Skarrgan Firebird

{4}{R}{R}

Creature — Phoenix

Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)

Flying

{R}{R}{R}: Return Skarrgan Firebird from your graveyard to your hand. Play this ability only if an opponent was dealt damage this turn.

3/3

Skarrgan Pit-Skulk

{G}

Creature — Human Warrior

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

Creatures with power less than Skarrgan Pit-Skulk's power can't block it.

1/1

Skarrgan Skybreaker

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

Creature — Giant Shaman

Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)

{1}, Sacrifice Skarrgan Skybreaker: Skarrgan Skybreaker deals damage equal to its power to target creature or player.

3/3

Skeletal Vampire

{4}{B}{B}

Creature — Vampire Skeleton

Flying

When Skeletal Vampire comes into play, put two 1/1 black Bat creature tokens with flying into play.

{3}{B}{B}, Sacrifice a Bat: Put two 1/1 black Bat creature tokens with flying into play.

Sacrifice a Bat: Regenerate Skeletal Vampire.

3/3

Sky Swallower

{3}{U}{U}

Creature — Leviathan

Flying

When Sky Swallower comes into play, target opponent gains control of all other permanents you control.

8/8

Skyrider Trainee

{4}{W}

Creature — Human Soldier

As long as Skyrider Trainee is enchanted, it has flying.

3/3

Smogsteed Rider

{2}{B}{B}

Creature — Human Wizard

Whenever Smogsteed Rider attacks, each other attacking creature gains fear until end of turn.

2/2

Souls of the Faultless

{W}{B}{B}

Creature — Spirit

Defender (This creature can't attack.)

Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life.

0/4

Spelltithe Enforcer

{3}{W}{W}

Creature — Elephant Wizard

Whenever an opponent plays a spell, that player sacrifices a permanent unless he or she pays {1}.

3/3

Starved Rusalka

{G}

Creature — Spirit

{G}, Sacrifice a creature: You gain 1 life.

1/1

Steam Vents

Land — Island Mountain

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

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

Steamcore Weird

{3}{U}

Creature — Weird

When Steamcore Weird comes into play, if {R} was spent to play Steamcore Weird, it deals 2 damage to target creature or player.

1/3

Stitch in Time

{1}{U}{R}

Sorcery

Flip a coin. If you win the flip, take an extra turn after this one.

Stomping Ground

Land — Mountain Forest

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

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

Storm Herd

{8}{W}{W}

Sorcery

Put X 1/1 white Pegasus creature tokens with flying into play, where X is your life total.

Stratozeppelid

{4}{U}

Creature — Beast

Flying

Stratozeppelid can block only creatures with flying.

4/4

Streetbreaker Wurm

{3}{R}{G}

Creature — Wurm

6/4

Sword of the Paruns

{4}

Artifact — Equipment

As long as equipped creature is tapped, tapped creatures you control get +2/+0.

As long as equipped creature is untapped, untapped creatures you control get +0/+2.

{3}: Tap or untap equipped creature.

Equip {3}

Teysa, Orzhov Scion

{1}{W}{B}

Legendary Creature — Human Advisor

Sacrifice three white creatures: Remove target creature from the game.

Whenever another black creature you control is put into a graveyard from play, put a 1/1 white Spirit creature token with flying into play.

2/3

Thunderheads

{2}{U}

Instant

Replicate {2}{U} (When you play this spell, copy it for each time you paid its replicate cost.)

Put a 3/3 blue Weird creature token with defender and flying into play. Remove it from the game at end of turn.

Tibor and Lumia

{2}{U}{R}

Legendary Creature — Human Wizard

Whenever you play a blue spell, target creature gains flying until end of turn.

Whenever you play a red spell, Tibor and Lumia deals 1 damage to each creature without flying.

3/3

Tin Street Hooligan

{1}{R}

Creature — Goblin Rogue

When Tin Street Hooligan comes into play, if {G} was spent to play Tin Street Hooligan, destroy target artifact.

2/1

To Arms!

{1}{W}

Instant

Untap all creatures you control.

Draw a card.

Torch Drake

{3}{U}

Creature — Drake

Flying

{1}{R}: Torch Drake gets +1/+0 until end of turn.

2/2

Train of Thought

{1}{U}

Sorcery

Replicate {1}{U} (When you play this spell, copy it for each time you paid its replicate cost.)

Draw a card.

Ulasht, the Hate Seed

{2}{R}{G}

Legendary Creature — Hydra

Ulasht, the Hate Seed comes into play with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control.

{1}, Remove a +1/+1 counter from Ulasht: Choose one — Ulasht deals 1 damage to target creature; or put a 1/1 green Saproling creature token into play.

0/0

Vacuumelt

{2}{U}

Sorcery

Replicate {2}{U} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Return target creature to its owner's hand.

Vedalken Plotter

{2}{U}

Creature — Vedalken Wizard

When Vedalken Plotter comes into play, exchange control of target land you control and target land an opponent controls.

1/1

Vertigo Spawn

{1}{U}

Creature — Illusion

Defender (This creature can't attack.)

Whenever Vertigo Spawn blocks a creature, tap that creature. It doesn't untap during its controller's next untap step.

0/3

Wee Dragonauts

{1}{U}{R}

Creature — Faerie Wizard

Flying

Whenever you play an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.

1/3

Wild Cantor

{r/g}

Creature — Human Druid

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

Sacrifice Wild Cantor: Add one mana of any color to your mana pool.

1/1

Wildsize

{2}{G}

Instant

Target creature gets +2/+2 and gains trample until end of turn.

Draw a card.

Witch-Maw Nephilim

{G}{W}{U}{B}

Creature — Nephilim

Whenever you play a spell, you may put two +1/+1 counters on Witch-Maw Nephilim.

Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater.

1/1

Withstand

{2}{W}

Instant

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

Draw a card.

Wreak Havoc

{2}{R}{G}

Sorcery

Wreak Havoc can't be countered by spells or abilities.

Destroy target artifact or land.

Wurmweaver Coil

{4}{G}{G}

Enchantment — Aura

Enchant green creature

Enchanted creature gets +6/+6.

{G}{G}{G}, Sacrifice Wurmweaver Coil: Put a 6/6 green Wurm creature token into play.

Yore-Tiller Nephilim

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

Creature — Nephilim

Whenever Yore-Tiller Nephilim attacks, return target creature card from your graveyard to play tapped and attacking.

2/2