Resources

Magic: The Gathering Oracle Changes

Shadowmoor to Eventide

General changes

Old card (Shadowmoor) New card (Eventide)

Acidic Dagger

{4}

Artifact

{4}, {T}: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before the declare blockers step.

Acidic Dagger

{4}

Artifact

{4}, {T}: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before before blockers are declared.

Alaborn Veteran

{2}{W}

Creature — Human Knight

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

2/2

Alaborn Veteran

{2}{W}

Creature — Human Knight

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before attackers are declared.

2/2

An-Havva Inn

{1}{G}{G}

Sorcery

Gain X+1 life, where X is the number of green creatures in play.

An-Havva Inn

{1}{G}{G}

Sorcery

Gain X plus 1 life, where X is the number of green creatures in play.

Animate Artifact

{3}{U}

Enchantment — Aura

Enchant artifact

Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact.

Animate Artifact

{3}{U}

Enchantment — Aura

Enchant artifact

As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost.

Apprentice Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Apprentice Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

1/1

Balduvian Conjurer

{1}{U}

Creature — Human Wizard

{T}: Until end of turn, target snow land becomes a 2/2 creature that's still a land.

0/2

Balduvian Conjurer

{1}{U}

Creature — Human Wizard

{T}: Target snow land becomes a 2/2 creature until end of turn. It's still a land.

0/2

Brainstorm

{U}

Instant

Draw three cards, then put two cards from your hand on top of your library.

Brainstorm

{U}

Instant

Draw three cards, then put two cards from your hand on top of your library in any order.

Broken Visage

{4}{B}

Instant

Destroy target attacking nonartifact creature. It can't be regenerated. Put a black Spirit creature token into play with power and toughness equal to the power and toughness of that creature. Sacrifice the Spirit token at end of turn.

Broken Visage

{4}{B}

Instant

Destroy target nonartifact attacking creature. It can't be regenerated. Put a black Spirit creature token into play with that creature's power and toughness. Sacrifice the token at end of turn.

Burnout

{1}{R}

Instant

Counter target instant spell if it is blue.

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

Burnout

{1}{R}

Instant

Counter target instant spell if it's blue.

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

Cao Cao, Lord of Wei

{3}{B}{B}

Legendary Creature — Human Soldier

{T}: Target opponent discards two cards. Play this ability only during your turn, before the combat phase.

3/3

Cao Cao, Lord of Wei

{3}{B}{B}

Legendary Creature — Human Soldier

{T}: Target opponent discards two cards. Play this ability only during your turn, before attackers are declared.

3/3

Capricious Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Capricious Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

1/1

Cloak of Confusion

{1}{B}

Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random.

Cloak of Confusion

{1}{B}

Enchantment — Aura

Enchant creature you control

Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random.

Clockwork Avian

{5}

Artifact Creature — Bird

Flying

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

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

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

0/4

Clockwork Avian

{5}

Artifact Creature — Bird

Flying

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

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

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

0/4

Clockwork Beast

{6}

Artifact Creature — Beast

Clockwork Beast comes into play with seven +1/+0 counters on it.

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

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

0/4

Clockwork Beast

{6}

Artifact Creature — Beast

Clockwork Beast comes into play with seven +1/+0 counters on it.

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

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

0/4

Clockwork Steed

{4}

Artifact Creature — Horse

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

Clockwork Steed can't be blocked by artifact creatures.

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

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

0/3

Clockwork Steed

{4}

Artifact Creature — Horse

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

Clockwork Steed can't be blocked by artifact creatures.

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

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

0/3

Clockwork Swarm

{4}

Artifact Creature — Insect

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

Clockwork Swarm can't be blocked by Walls.

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

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

0/3

Clockwork Swarm

{4}

Artifact Creature — Insect

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

Clockwork Swarm can't be blocked by Walls.

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

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

0/3

Coastal Wizard

{2}{U}{U}

Creature — Human Wizard

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

1/1

Coastal Wizard

{2}{U}{U}

Creature — Human Wizard

{T}: Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before attackers are declared.

1/1

Cunning Advisor

{3}{B}

Creature — Human Advisor

{T}: Target opponent discards a card. Play this ability only during your turn, before the combat phase.

1/1

Cunning Advisor

{3}{B}

Creature — Human Advisor

{T}: Target opponent discards a card. Play this ability only during your turn, before attackers are declared.

1/1

Cunning Giant

{5}{R}

Creature — Giant

If Cunning Giant is unblocked, you may have it deal its combat damage to any creature the defending player controls.

4/4

Cunning Giant

{5}{R}

Creature — Giant

If Cunning Giant is unblocked, you may have it assign its combat damage to a creature defending player controls.

4/4

Cyclopean Tomb

{4}

Artifact

{2}, {T}: Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep.

When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters.

Cyclopean Tomb

{4}

Artifact

{2}, {T}: Put a mire counter on target non-Swamp land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep.

When Cyclopean Tomb is put into a graveyard from play, at the beginning of each of your upkeeps until the end of the game, remove a mire counter from a land that a mire counter was put onto with Cyclopean Tomb.

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

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 your next untap step. Tap Deep Spawn. (A permanent with shroud can't be the target of spells or abilities.)

6/6

Diabolic Vision

{U}{B}

Sorcery

Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library.

Diabolic Vision

{U}{B}

Sorcery

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

Diaochan, Artful Beauty

{3}{R}

Legendary Creature — Human Advisor

{T}: Destroy target creature of your choice, then destroy target creature of an opponent's choice. Play this ability only during your turn, before the combat phase.

1/1

Diaochan, Artful Beauty

{3}{R}

Legendary Creature — Human Advisor

{T}: Destroy target creature of your choice, then destroy target creature of an opponent's choice. Play this ability only during your turn, before attackers are declared.

1/1

Disharmony

{2}{R}

Instant

Play Disharmony only during combat before the declare blockers step.

Untap target attacking creature. Gain control of that creature until end of turn.

Disharmony

{2}{R}

Instant

Play Disharmony only during combat before blockers are declared.

Untap target attacking creature. Gain control of that creature until end of turn.

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."

Dream Tides

{2}{U}{U}

Enchantment

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

At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures he or she controls and pay {2} for each creature chosen this way. If the player does, untap those creatures.

Drought

{2}{W}{W}

Enchantment

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

As an additional cost to play spells with {B} in their mana costs and activated abilities with {B} in their activation costs, that spell or ability's controller sacrifices a Swamp for each {B} in that cost.

Drought

{2}{W}{W}

Enchantment

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

Spells cost an additional "Sacrifice a Swamp" to play for each black mana symbol in their mana costs.

Activated abilities cost an additional "Sacrifice a Swamp" to play for each black mana symbol in their activation costs.

Dual Nature

{4}{G}{G}

Enchantment

Whenever a nontoken creature comes into play, its controller puts a token into play as a copy of that creature.

Whenever a nontoken creature leaves play, remove all tokens with the same name as that creature from the game.

When Dual Nature leaves play, remove all tokens created with it from the game.

Dual Nature

{4}{G}{G}

Enchantment

Whenever a nontoken creature comes into play, its controller puts a token into play as a copy of that creature.

Whenever a nontoken creature leaves play, remove all tokens with the same name as that creature from the game.

When Dual Nature leaves play, remove all tokens put into play with Dual Nature from the game.

Ebon Praetor

{4}{B}{B}

Creature — Avatar

Trample, first strike

At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor unless you sacrifice a creature. If you sacrifice a Thrull this way, put a +1/+0 counter on Ebon Praetor.

5/5

Ebon Praetor

{4}{B}{B}

Creature — Avatar

First strike, trample

At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor.

Sacrifice a creature: Remove a -2/-2 counter from Ebon Praetor. If the sacrificed creature was a Thrull, put a +1/+0 counter on Ebon Praetor. Play this ability only during your upkeep and only once each turn.

5/5

Elemental Augury

{U}{B}{R}

Enchantment

{3}: Look at the top three cards of target player's library and put them back on top of that player's library in any order.

Elemental Augury

{U}{B}{R}

Enchantment

{3}: Look at the top three cards of target player's library, then put them back in any order.

Elkin Bottle

{3}

Artifact

{3}, {T}: Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played the card, put it into your graveyard.

Elkin Bottle

{3}

Artifact

{3}, {T}: Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card.

Essence Filter

{1}{G}{G}

Sorcery

Choose one — Destroy all enchantments; or destroy all nonwhite enchantments.

Essence Filter

{1}{G}{G}

Sorcery

Destroy all enchantments or all nonwhite enchantments.

Farrel's Mantle

{2}{W}

Enchantment — Aura

Enchant creature

Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X plus 2 damage to target creature, where X is this creature's power. If you do, this creature deals no combat damage this turn."

Farrel's Mantle

{2}{W}

Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to target creature. If that player does, the attacking creature deals no combat damage this turn.

Feint

{R}

Instant

Tap all creatures blocking target attacking creature. Prevent all combat damage this turn that would be dealt by that creature and all creatures blocking it.

Feint

{R}

Instant

Tap all creatures blocking target attacking creature. Prevent all combat damage that would be dealt this turn by that creature and each creature blocking it.

Fire Bowman

{R}

Creature — Human Soldier Archer

Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Fire Bowman

{R}

Creature — Human Soldier Archer

Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

1/1

Forbidden Lore

{2}{G}

Enchantment — Aura

Enchant land you control

Enchanted land has "{T}: Target creature gets +2/+1 until end of turn."

Forbidden Lore

{2}{G}

Enchantment — Aura

Enchant land

Enchanted land has "{T}: Target creature gets +2/+1 until end of turn."

Forethought Amulet

{5}

Artifact

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

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

Forethought Amulet

{5}

Artifact

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

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

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.

Genju of the Fields

{W}

Enchantment — Aura

Enchant Plains

{2}: Enchanted Plains becomes a 2/5 white Spirit creature with lifelink until end of turn. 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.

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.

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.)

When Glacial Chasm comes into play, sacrifice a land.

Creatures you control can't attack.

Prevent all damage that would be dealt to you.

Goblin Firestarter

{R}

Creature — Goblin

Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Goblin Firestarter

{R}

Creature — Goblin

Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

1/1

Goblin Ski Patrol

{1}{R}

Creature — Goblin

{1}{R}: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow Mountain.

1/1

Goblin Ski Patrol

{1}{R}

Creature — Goblin

{1}{R}: Goblin Ski Patrol gets +2/+0 and gains flying. Its controller sacrifices it at end of turn. Play this ability only once and only if you control a snow Mountain.

1/1

Gorilla War Cry

{1}{R}

Instant

Play Gorilla War Cry only during combat before the declare blockers step.

Attacking creatures can't be blocked this turn except by two or more creatures.

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

Gorilla War Cry

{1}{R}

Instant

Play Gorilla War Cry only during combat before blockers are declared.

Attacking creatures can't be blocked this turn except by two or more creatures.

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

Guiding Spirit

{1}{W}{U}

Creature — Angel Spirit

Flying

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

1/2

Guiding Spirit

{1}{W}{U}

Creature — Angel Spirit

Flying

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

1/2

Gustha's Scepter

{0}

Artifact

When Gustha's Scepter leaves play, put all cards removed from the game with Gustha's Scepter into their owner's graveyard.

{T}: Remove a card in your hand from the game face down. You may look at it at any time.

{T}: Return a card you own removed from the game with Gustha's Scepter to your hand.

Gustha's Scepter

{0}

Artifact

{T}: Remove a card in your hand from the game face down. You may look at it as long as it remains removed from the game.

{T}: Return a card you own removed from the game with Gustha's Scepter to your hand.

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

Hatred

{3}{B}{B}

Instant

As an additional cost to play Hatred, pay any amount of life.

Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way.

Hatred

{3}{B}{B}

Instant

As an additional cost to play Hatred, pay X life.

Target creature gets +X/+0 until end of turn.

Honorable Passage

{1}{W}

Instant

The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller.

Honorable Passage

{1}{W}

Instant

The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.

Hua Tuo, Honored Physician

{1}{G}{G}

Legendary Creature — Human

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

1/2

Hua Tuo, Honored Physician

{1}{G}{G}

Legendary Creature — Human

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

1/2

Ice Cauldron

{4}

Artifact

{X}, {T}: Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. As long as that card remains removed from the game, you may play it. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron.

{T}, Remove a charge counter from Ice Cauldron: Add to your mana pool mana of the type and amount last used to put a charge counter on Ice Cauldron. Spend this mana only to play the last card removed from the game with Ice Cauldron.

Ice Cauldron

{4}

Artifact

{X}, {T}: Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. As long as that card remains removed from the game, you may play it. Note the type and amount of mana spent to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron.

{T}, Remove a charge counter from Ice Cauldron: Add mana of Ice Cauldron's last noted type and amount to your mana pool. Spend this mana only to play the last card removed from the game with Ice Cauldron.

Imperial Recruiter

{2}{R}

Creature — Human Advisor

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

1/1

Imperial Recruiter

{2}{R}

Creature — Human Advisor

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

1/1

Jester's Mask

{5}

Artifact

Jester's Mask comes into play tapped.

{1}, {T}, Sacrifice Jester's Mask: Target opponent puts his or her hand on top of his or her library. Search that library for as many cards as he or she put on top of it this way. That player puts those cards into his or her hand, then shuffles his or her library.

Jester's Mask

{5}

Artifact

Jester's Mask comes into play tapped.

{1}, {T}, Sacrifice Jester's Mask: Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. That player puts those cards into his or her hand, then shuffles his or her library.

Jeweled Amulet

{0}

Artifact

{1}, {T}: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet.

{T}, Remove all charge counters from Jeweled Amulet: Add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability only if there are one or more charge counters on Jeweled Amulet.

Jeweled Amulet

{0}

Artifact

{1}, {T}: Put a charge counter on Jeweled Amulet. Note the type of mana spent to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet.

{T}, Remove a charge counter from Jeweled Amulet: Add one mana of Jeweled Amulet's last noted type to your mana pool.

King's Assassin

{1}{B}{B}

Creature — Human Assassin

{T}: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.

1/1

King's Assassin

{1}{B}{B}

Creature — Human Assassin

{T}: Destroy target tapped creature. Play this ability only during your turn, before attackers are declared.

1/1

Kjeldoran Home Guard

{3}{W}

Creature — Human Soldier

Whenever Kjeldoran Home Guard attacks or blocks, put a -0/-1 counter on it at end of combat. If you do, put a 0/1 white Deserter creature token into play.

1/6

Kjeldoran Home Guard

{3}{W}

Creature — Human Soldier

At end of combat, if Kjeldoran Home Guard attacked or blocked this combat, put a -0/-1 counter on Kjeldoran Home Guard and put a 0/1 white Deserter creature token into play.

1/6

Kjeldoran Pride

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2.

{2}{U}: Attach Kjeldoran Pride to target creature.

Kjeldoran Pride

{1}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2.

{2}{U}: Attach Kjeldoran Pride to target creature other than enchanted creature.

Krovikan Sorcerer

{2}{U}

Creature — Human Wizard

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

{T}, Discard a black card: Draw two cards, then discard one of them.

1/1

Krovikan Sorcerer

{2}{U}

Creature — Human Wizard

{T}, Discard a nonblack card: Draw a card.

{T}, Discard a black card: Draw two cards, then discard one of them.

1/1

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

At end of turn, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card into play under your control. Sacrifice the creature when you lose control of Krovikan Vampire.

3/3

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

At end of turn, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card into play under your control. Sacrifice it when you lose control of Krovikan Vampire.

3/3

Lady Sun

{1}{U}{U}

Legendary Creature — Human Advisor

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

1/1

Lady Sun

{1}{U}{U}

Legendary Creature — Human Advisor

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

1/1

Lava Storm

{3}{R}{R}

Instant

Choose one — Lava Storm deals 2 damage to each attacking creature; or Lava Storm deals 2 damage to each blocking creature.

Lava Storm

{3}{R}{R}

Instant

Lava Storm deals 2 damage to each attacking creature or Lava Storm deals 2 damage to each blocking creature.

Liberate

{1}{W}

Instant

Remove target creature you control from the game. At end of turn, return that card to play under its owner's control.

Liberate

{1}{W}

Instant

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

Loyal Retainers

{2}{W}

Creature — Human Advisor

Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before the combat phase.

1/1

Loyal Retainers

{2}{W}

Creature — Human Advisor

Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before attackers are declared.

1/1

Lu Su, Wu Advisor

{3}{U}{U}

Legendary Creature — Human Advisor

{T}: Draw a card. Play this ability only during your turn, before the combat phase.

1/2

Lu Su, Wu Advisor

{3}{U}{U}

Legendary Creature — Human Advisor

{T}: Draw a card. Play this ability only during your turn, before attackers are declared.

1/2

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."

Magnetic Mountain

{1}{R}{R}

Enchantment

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

At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures he or she controls and pay {4} for each creature chosen this way. If the player does, untap those creatures.

Magus of the Unseen

{1}{U}

Creature — Human Wizard

{1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it.

1/1

Magus of the Unseen

{1}{U}

Creature — Human Wizard

{1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. It gains haste until end of turn. When you lose control of the artifact, tap it.

1/1

Melee

{4}{R}

Instant

Play Melee only during your combat phase before the declare blockers step.

Instead of defending player, you choose how each creature blocks this turn.

Whenever a creature attacks and isn't blocked this turn, untap it and remove it from combat.

Melee

{4}{R}

Instant

Play Melee only during your combat phase before blockers are declared.

Instead of defending player, you choose how each creature blocks this turn.

Whenever a creature attacks and isn't blocked this turn, untap it and remove it from combat.

Meteor Shower

{X}{X}{R}

Sorcery

Meteor Shower deals X+1 damage divided as you choose among any number of target creatures and/or players.

Meteor Shower

{X}{X}{R}

Sorcery

Meteor Shower deals X plus 1 damage divided as you choose among any number of target creatures and/or players.

Minion of Leshrac

{4}{B}{B}{B}

Creature — Demon Minion

Protection from black

At the beginning of your upkeep, sacrifice a creature other than Minion of Leshrac. If you can't, tap Minion of Leshrac and it deals 5 damage to you.

{T}: Destroy target creature or land.

5/5

Minion of Leshrac

{4}{B}{B}{B}

Creature — Demon Minion

Protection from black

At the beginning of your upkeep, Minion of Leshrac deals 5 damage to you unless you sacrifice a creature other than Minion of Leshrac. If Minion of Leshrac deals damage to you this way, tap it.

{T}: Destroy target creature or land.

5/5

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."

Mudslide

{2}{R}

Enchantment

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

At the beginning of each player's upkeep, that player may choose any number of tapped creatures without flying he or she controls and pay {2} for each creature chosen this way. If the player does, untap those creatures.

Musician

{2}{U}

Creature — Human Wizard

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

Musician

{2}{U}

Creature — Human Wizard

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}: Put a music counter on target creature. If it doesn't have "At the beginning of your upkeep, destroy this creature unless you pay {1} for each music counter on it," it gains that ability.

1/3

Nature's Blessing

{2}{G}{W}

Enchantment

{G}{W}, Discard a card: Target creature gets a +1/+1 counter or gains banding, first strike, or trample. (This effect doesn't end at end of turn.)

Nature's Blessing

{2}{G}{W}

Enchantment

{G}{W}: Discard a card: Put a +1/+1 counter on target creature or that creature gains banding, first strike, or trample. (This effect doesn't end at end of turn.)

Necropotence

{B}{B}{B}

Enchantment

Skip your draw step.

If you would discard a card, discard it, but remove it from the game instead of putting it into your graveyard.

Pay 1 life: Remove the top card of your library from the game face down. Put that card into your hand at the end of your turn.

Necropotence

{B}{B}{B}

Enchantment

Skip your draw step.

Whenever you discard a card, remove that card in your graveyard from the game.

Pay 1 life: Remove the top card of your library from the game face down. Put that card into your hand at the end of your turn.

Norwood Priestess

{2}{G}{G}

Creature — Elf Druid

{T}: You may put a green creature card from your hand into play. Play this ability only during your turn, before the combat phase.

1/1

Norwood Priestess

{2}{G}{G}

Creature — Elf Druid

{T}: You may put a green creature card from your hand into play. Play this ability only during your turn, before attackers are declared.

1/1

Pang Tong, "Young Phoenix"

{1}{W}{W}

Legendary Creature — Human Advisor

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

1/2

Pang Tong, "Young Phoenix"

{1}{W}{W}

Legendary Creature — Human Advisor

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

1/2

Panic

{R}

Instant

Play Panic only during combat before the declare blockers step.

Target creature can't block this turn.

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

Panic

{R}

Instant

Play Panic only during combat before blockers are declared.

Target creature can't block this turn.

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

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.

Phosphorescent Feast

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

Sorcery

Chroma — Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.

Phyrexian Portal

{3}

Artifact

{3}: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Search one of those piles for a card and put it into your hand. Remove the other pile from the game, then shuffle your library. Play this ability only if your library has ten or more cards in it.

Phyrexian Portal

{3}

Artifact

{3}: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Remove one of those piles from the game. Search the other pile for a card and put it into your hand, then shuffle your library. Play this ability only if your library has ten or more cards in it.

Piracy

{U}{U}

Sorcery

Until end of turn, you may play mana abilities of lands you don't control, putting the mana they generate into your mana pool. Use mana produced this way only to play spells.

Piracy

{U}{U}

Sorcery

Until end of turn, you may tap lands you don't control for mana. Spend this mana only to play spells.

Planar Void

{B}

Enchantment

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

Planar Void

{B}

Enchantment

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

Purraj of Urborg

{3}{B}{B}

Legendary Creature — Cat Warrior

Whenever Purraj of Urborg attacks, it gains first strike until end of combat.

Whenever a player plays a black spell, you may pay {B}. If you do, put a +1/+1 counter on Purraj of Urborg.

2/3

Purraj of Urborg

{3}{B}{B}

Legendary Creature — Cat Warrior

Purraj of Urborg has first strike as long as it's attacking.

Whenever a player plays a black spell, you may pay {B}. If you do, put a +1/+1 counter on Purraj of Urborg.

2/3

Quarum Trench Gnomes

{3}{R}

Creature — Gnome

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

1/1

Quarum Trench Gnomes

{3}{R}

Creature — Gnome

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

1/1

Rapid Fire

{3}{W}

Instant

Play Rapid Fire only before the declare blockers step.

Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

Rapid Fire

{3}{W}

Instant

Play Rapid Fire only before blockers are declared.

Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

Ray of Command

{3}{U}

Instant

Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn.

When you lose control of the creature, tap it.

Ray of Command

{3}{U}

Instant

Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it.

Rhystic Cave

Land

{T}: Choose a color. Add one mana of that color to your mana pool unless any player pays {1}. You can't play this ability as another spell or ability is being played.

Rhystic Cave

Land

{T}: Choose a color. Add one mana of that color to your mana pool unless any player pays {1}. Play this ability only any time you could play an instant.

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.

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 a land is tapped for mana, it produces colorless mana instead of any other type.

Rogue Skycaptain

{2}{R}

Creature — Human Rogue Mercenary

Flying

At the beginning of your upkeep, put a wage counter on Rogue Skycaptain, then you may pay {2} for each wage counter on it. If you don't pay, remove all wage counters from Rogue Skycaptain and an opponent gains control of it.

3/4

Rogue Skycaptain

{2}{R}

Creature — Human Rogue Mercenary

Flying

At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. You may pay {2} for each wage counter on it. If you don't, remove all wage counters from Rogue Skycaptain and an opponent gains control of it.

3/4

Rootrunner

{2}{G}{G}

Creature — Spirit

{G}{G}, Sacrifice Rootrunner: Put target land on the top of its owner's library.

Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

3/3

Rootrunner

{2}{G}{G}

Creature — Spirit

{G}{G}, Sacrifice Rootrunner: Put target land on top of its owner's library.

Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

3/3

Samite Ministration

{1}{W}

Instant

Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage.

Samite Ministration

{1}{W}

Instant

Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.

Scars of the Veteran

{4}{W}

Instant

You may remove a white card in your hand from the game rather than pay Scars of the Veteran's mana cost.

Prevent the next 7 damage that would be dealt to target creature or player this turn. For each 1 damage to a creature prevented this way, put a +0/+1 counter on that creature at end of turn.

Scars of the Veteran

{4}{W}

Instant

You may remove a white card in your hand from the game rather than pay Scars of the Veteran's mana cost.

Prevent the next 7 damage that would be dealt to target creature or player this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way.

Search for Survivors

{2}{R}

Sorcery

Remove your graveyard from the game. An opponent chooses a card at random from among those cards. If it's a creature card, put it into play. Otherwise, it remains removed from the game. Then return the rest of those cards to your graveyard and shuffle them.

Search for Survivors

{2}{R}

Sorcery

An opponent chooses a card at random from your graveyard. If it's a creature card, put it into play. Otherwise, remove it from the game. Then reorder your graveyard at random.

Sewers of Estark

{2}{B}{B}

Instant

Choose one — Target attacking creature is unblockable this turn; or prevent all combat damage that would be dealt by target blocking creature and all creatures it's blocking this turn.

Sewers of Estark

{2}{B}{B}

Instant

Choose target creature. If it's attacking, it's unblockable this turn. If it's blocking, prevent all combat damage that would be dealt this turn by it and each creature it's blocking.

Shadowbane

{1}{W}

Instant

The next time a source of your choice would deal damage to you or a creature you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain life equal to the damage prevented this way.

Shadowbane

{1}{W}

Instant

The next time a source of your choice would deal damage to you or a creature you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain that much life.

Shared Fate

{4}{U}

Enchantment

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

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

Shared Fate

{4}{U}

Enchantment

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

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

Shu Farmer

{1}{W}

Creature — Human

{T}: You gain 1 life. Play this ability only during your turn, before the combat phase.

1/1

Shu Farmer

{1}{W}

Creature — Human

{T}: You gain 1 life. Play this ability only during your turn, before attackers are declared.

1/1

Spirit of the Night

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

Legendary Creature — Demon Spirit

Flying, trample, haste, protection from black

Whenever Spirit of the Night attacks, it gains first strike until end of combat.

6/5

Spirit of the Night

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

Legendary Creature — Demon Spirit

Flying, trample, haste, protection from black

Spirit of the Night has first strike as long as it's attacking.

6/5

Spoils of War

{X}{B}

Sorcery

X can't be more than the number of artifact and/or creature cards in an opponent's graveyard as you play Spoils of War.

Distribute X +1/+1 counters among any number of target creatures.

Spoils of War

{X}{B}

Sorcery

X is the number of artifact and/or creature cards in an opponent's graveyard as you play Spoils of War.

Distribute X +1/+1 counters among any number of target creatures.

Steam Catapult

{3}{W}{W}

Creature — Human Soldier

{T}: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.

2/3

Steam Catapult

{3}{W}{W}

Creature — Human Soldier

{T}: Destroy target tapped creature. Play this ability only during your turn, before attackers are declared.

2/3

Stern Marshal

{2}{W}

Creature — Human Soldier

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

2/2

Stern Marshal

{2}{W}

Creature — Human Soldier

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before attackers are declared.

2/2

Stone Catapult

{4}{B}

Creature — Human Soldier

{T}: Destroy target tapped nonblack creature. Play this ability only during your turn, before the combat phase.

1/2

Stone Catapult

{4}{B}

Creature — Human Soldier

{T}: Destroy target tapped nonblack creature. Play this ability only during your turn, before attackers are declared.

1/2

Suffocation

{1}{U}

Instant

Suffocation deals 4 damage to target player who played a red instant or sorcery spell that dealt damage to you this turn.

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

Suffocation

{1}{U}

Instant

Play Suffocation only if you were dealt damage this turn by a red instant or sorcery spell.

Suffocation deals 4 damage to the controller of the last red instant or sorcery spell that dealt damage to you this turn.

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

Superior Numbers

{G}{G}

Sorcery

Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures that creature's controller controls.

Superior Numbers

{G}{G}

Sorcery

Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures target opponent controls.

Talas Researcher

{4}{U}

Creature — Human Pirate Wizard

{T}: Draw a card. Play this ability only during your turn, before the combat phase.

1/1

Talas Researcher

{4}{U}

Creature — Human Pirate Wizard

{T}: Draw a card. Play this ability only during your turn, before attackers are declared.

1/1

Teleport

{U}{U}{U}

Instant

Play Teleport only during combat before the declare blockers step.

Target creature is unblockable this turn.

Teleport

{U}{U}{U}

Instant

Play Teleport only after attackers are declared and before blockers are declared.

Target creature is unblockable this turn.

Temple Elder

{2}{W}

Creature — Human Cleric

{T}: You gain 1 life. Play this ability only during your turn, before the combat phase.

1/2

Temple Elder

{2}{W}

Creature — Human Cleric

{T}: You gain 1 life. Play this ability only during your turn, before attackers are declared.

1/2

Tetravus

{6}

Artifact Creature — Construct

Flying

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

At the beginning of your upkeep, you may remove any number of Tetravites created with Tetravus from the game. For each Tetravite removed this way, put a +1/+1 counter on Tetravus. Then you may remove any number of +1/+1 counters from Tetravus. For each +1/+1 counter removed this way, put into play a 1/1 Tetravite artifact creature token with flying and with "Tetravite can't be enchanted."

1/1

Tetravus

{6}

Artifact Creature — Construct

Flying

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

At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put into play that many 1/1 Tetravite artifact creature tokens with flying and "Tetravite can't be enchanted."

At the beginning of your upkeep, you may remove any number of tokens put into play with Tetravus from the game. If you do, put that many +1/+1 counters on Tetravus.

1/1

Thelon's Curse

{G}{G}

Enchantment

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

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

Thelon's Curse

{G}{G}

Enchantment

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

At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures he or she controls and pay {U} for each creature chosen this way. If the player does, untap those creatures.

Thelonite Druid

{2}{G}

Creature — Human Cleric Druid

{1}{G}, {T}, Sacrifice a creature: Until end of turn, all Forests you control become 2/3 creatures that are still lands.

1/1

Thelonite Druid

{2}{G}

Creature — Human Cleric Druid

{1}{G}, {T}, Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They're still lands.

1/1

Tombstone Stairwell

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B}

At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in his or her graveyard.

At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated.

Tombstone Stairwell

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B}

At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in his or her graveyard.

At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with Tombstone Stairwell. They can't be regenerated.

Torrent of Lava

{X}{R}{R}

Sorcery

Each player may tap any number of untapped creatures he or she controls. Torrent of Lava deals X damage to each creature without flying not tapped this way. Torrent of Lava deals X-1 damage to each creature without flying tapped this way.

Torrent of Lava

{X}{R}{R}

Sorcery

Torrent of Lava deals X damage to each creature without flying.

As long as Torrent of Lava is on the stack, each creature has "T: Prevent the next 1 damage that would be dealt to this creature by Torrent of Lava this turn."

Uba Mask

{4}

Artifact

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

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

Uba Mask

{4}

Artifact

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

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

Vitalizing Cascade

{X}{G}{W}

Instant

You gain X+3 life.

Vitalizing Cascade

{X}{G}{W}

Instant

You gain X plus 3 life.

Void Maw

{4}{B}{B}

Creature — Horror

Trample

If another creature would be put into a graveyard from play, remove it from the game with a corpse counter on it instead.

Put a card removed from the game with a corpse counter on it into its owner's graveyard: Void Maw gets +2/+2 until end of turn.

4/5

Void Maw

{4}{B}{B}

Creature — Horror

Trample

If another creature would be put into a graveyard from play, remove it from the game instead.

Put a card removed from the game with Void Maw it into its owner's graveyard: Void Maw gets +2/+2 until end of turn.

4/5

Weakstone

{4}

Artifact

Whenever a creature attacks, it gets -1/-0 until end of combat.

Weakstone

{4}

Artifact

Attacking creatures get -1/-0.

Winter's Chill

{X}{U}

Instant

Play Winter's Chill only during combat before the declare blockers step.

X can't be greater than the number of snow lands you control.

Destroy X target attacking creatures at end of combat. For each attacking creature, its controller may pay {1} or {2} to prevent this effect. If that player pays only {1} for that creature, prevent all combat damage that would be dealt to and dealt by that creature this turn.

Winter's Chill

{X}{U}

Instant

Play Winter's Chill only during combat before blockers are declared.

X can't be greater than the number of snow lands you control.

Destroy X target attacking creatures at end of combat. For each attacking creature, its controller may pay {1} or {2} to prevent this effect. If that player pays only {1} for that creature, prevent all combat damage that would be dealt to and dealt by that creature this turn.

Withering Wisps

{1}{B}{B}

Enchantment

At end of turn, if no creatures are in play, sacrifice Withering Wisps.

{B}: Withering Wisps deals 1 damage to each creature and each player. Spend no more {B} this way each turn than the number of snow Swamps you control.

Withering Wisps

{1}{B}{B}

Enchantment

At end of turn, if no creatures are in play, sacrifice Withering Wisps.

{B}: Withering Wisps deals 1 damage to each creature and each player. Play this ability no more times each turn than the number of snow Swamps you control.

Worms of the Earth

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

Enchantment

Players can't play lands.

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

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

Worms of the Earth

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

Enchantment

Players can't play lands.

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

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

Wu Longbowman

{2}{U}

Creature — Human Soldier Archer

{T}: Wu Longbowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Wu Longbowman

{2}{U}

Creature — Human Soldier Archer

{T}: Wu Longbowman deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

1/1

Xiahou Dun, the One-Eyed

{2}{B}{B}

Legendary Creature — Human Soldier

Horsemanship

Sacrifice Xiahou Dun, the One-Eyed: Return target black card from your graveyard to your hand. Play this ability only during your turn, before the combat phase.

3/2

Xiahou Dun, the One-Eyed

{2}{B}{B}

Legendary Creature — Human Soldier

Horsemanship

Sacrifice Xiahou Dun, the One-Eyed: Return target black card from your graveyard to your hand. Play this ability only during your turn, before attackers are declared.

3/2

Xun Yu, Wei Advisor

{1}{B}{B}

Legendary Creature — Human Advisor

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

1/1

Xun Yu, Wei Advisor

{1}{B}{B}

Legendary Creature — Human Advisor

{T}: Target creature you control gets +2/+0 until end of turn. Play this ability only during your turn, before attackers are declared.

1/1

Zhuge Jin, Wu Strategist

{1}{U}{U}

Legendary Creature — Human Advisor

{T}: Target creature is unblockable this turn. Play this ability only during your turn, before the combat phase.

1/1

Zhuge Jin, Wu Strategist

{1}{U}{U}

Legendary Creature — Human Advisor

{T}: Target creature is unblockable this turn. Play this ability only during your turn, before attackers are declared.

1/1

Changes to reminder text only

Old card (Shadowmoor) New card (Eventide)

Aven Flock

{4}{W}

Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying.)

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

2/3

Aven Flock

{4}{W}

Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying or reach.)

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

2/3

Azure Drake

{3}{U}

Creature — Drake

Flying (This creature can't be blocked except by creatures with flying.)

2/4

Azure Drake

{3}{U}

Creature — Drake

Flying (This creature can't be blocked except by creatures with flying or reach.)

2/4

Blinding Angel

{3}{W}{W}

Creature — Angel

Flying (This creature can't be blocked except by creatures with flying.)

Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.

2/4

Blinding Angel

{3}{W}{W}

Creature — Angel

Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.

2/4

Bog Imp

{1}{B}

Creature — Imp

Flying (This creature can't be blocked except by creatures with flying.)

1/1

Bog Imp

{1}{B}

Creature — Imp

Flying (This creature can't be blocked except by creatures with flying or reach.)

1/1

Dancing Scimitar

{4}

Artifact Creature — Spirit

Flying (This creature can't be blocked except by creatures with flying.)

1/5

Dancing Scimitar

{4}

Artifact Creature — Spirit

Flying (This creature can't be blocked except by creatures with flying or reach.)

1/5

Fleeting Image

{2}{U}

Creature — Illusion

Flying (This creature can't be blocked except by creatures with flying.)

{1}{U}: Return Fleeting Image to its owner's hand.

2/1

Fleeting Image

{2}{U}

Creature — Illusion

Flying (This creature can't be blocked except by creatures with flying or reach.)

{1}{U}: Return Fleeting Image to its owner's hand.

2/1

Flight

{U}

Enchantment — Aura

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

Enchanted creature has flying. (It can't be blocked except by creatures with flying.)

Flight

{U}

Enchantment — Aura

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

Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.)

Foul Imp

{B}{B}

Creature — Imp

Flying (This creature can't be blocked except by creatures with flying.)

When Foul Imp comes into play, you lose 2 life.

2/2

Foul Imp

{B}{B}

Creature — Imp

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Foul Imp comes into play, you lose 2 life.

2/2

Goblin Balloon Brigade

{R}

Creature — Goblin Warrior

{R}: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.)

1/1

Goblin Balloon Brigade

{R}

Creature — Goblin Warrior

{R}: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

1/1

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

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 the last is removed, play it without paying its mana cost. It has haste.)

3/1

Leonin Skyhunter

{W}{W}

Creature — Cat Knight

Flying (This creature can't be blocked except by creatures with flying.)

2/2

Leonin Skyhunter

{W}{W}

Creature — Cat Knight

Flying (This creature can't be blocked except by creatures with flying or reach.)

2/2

Levitation

{2}{U}{U}

Enchantment

Creatures you control have flying. (They can't be blocked except by creatures with flying.)

Levitation

{2}{U}{U}

Enchantment

Creatures you control have flying. (They can't be blocked except by creatures with flying or reach.)

Pegasus Charger

{2}{W}

Creature — Pegasus

Flying (This creature can't be blocked except by creatures with flying.)

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

2/1

Pegasus Charger

{2}{W}

Creature — Pegasus

Flying (This creature can't be blocked except by creatures with flying or reach.)

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

2/1

Rathi Dragon

{2}{R}{R}

Creature — Dragon

Flying (This creature can't be blocked except by creatures with flying.)

When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains.

5/5

Rathi Dragon

{2}{R}{R}

Creature — Dragon

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains.

5/5

Sage Aven

{3}{U}

Creature — Bird Wizard

Flying (This creature can't be blocked except by creatures with flying.)

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

1/3

Sage Aven

{3}{U}

Creature — Bird Wizard

Flying (This creature can't be blocked except by creatures with flying or reach.)

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

1/3

Shard Phoenix

{4}{R}

Creature — Phoenix

Flying (This creature can't be blocked except by creatures with flying.)

Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying.

{R}{R}{R}: Return Shard Phoenix from your graveyard to your hand. Play this ability only during your upkeep.

2/2

Shard Phoenix

{4}{R}

Creature — Phoenix

Flying (This creature can't be blocked except by creatures with flying or reach.)

Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying.

{R}{R}{R}: Return Shard Phoenix from your graveyard to your hand. Play this ability only during your upkeep.

2/2

Storm Crow

{1}{U}

Creature — Bird

Flying (This creature can't be blocked except by creatures with flying.)

1/2

Storm Crow

{1}{U}

Creature — Bird

Flying (This creature can't be blocked except by creatures with flying or reach.)

1/2

Will-o'-the-Wisp

{B}

Creature — Spirit

Flying (This creature can't be blocked except by creatures with flying.)

{B}: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

0/1

Will-o'-the-Wisp

{B}

Creature — Spirit

Flying (This creature can't be blocked except by creatures with flying or reach.)

{B}: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

0/1

Wind Drake

{2}{U}

Creature — Drake

Flying (This creature can't be blocked except by creatures with flying.)

2/2

Wind Drake

{2}{U}

Creature — Drake

Flying (This creature can't be blocked except by creatures with flying or reach.)

2/2

Yawgmoth Demon

{4}{B}{B}

Creature — Demon

Flying (This creature can't be blocked except by creatures with flying.)

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

At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap Yawgmoth Demon and it deals 2 damage to you.

6/6

Yawgmoth Demon

{4}{B}{B}

Creature — Demon

Flying (This creature can't be blocked except by creatures with flying or reach.)

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

At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap Yawgmoth Demon and it deals 2 damage to you.

6/6

New cards

Old card (Shadowmoor) New card (Eventide)

Aerie Ouphes

{4}{G}

Creature — Ouphe

Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.

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

3/3

Altar Golem

{7}

Artifact Creature — Golem

Trample

Altar Golem's power and toughness are each equal to the number of creatures in play.

Altar Golem doesn't untap during your untap step.

Tap five untapped creatures you control: Untap Altar Golem.

*/*

Antler Skulkin

{5}

Artifact Creature — Scarecrow

{2}: Target white creature gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

3/3

Archon of Justice

{3}{W}{W}

Creature — Archon

Flying

When Archon of Justice is put into a graveyard from play, remove target permanent from the game.

4/4

Ashling, the Extinguisher

{2}{B}{B}

Legendary Creature — Elemental Shaman

Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature.

4/4

Balefire Liege

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

Creature — Spirit Horror

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

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

Whenever you play a red spell, Balefire Liege deals 3 damage to target player.

Whenever you play a white spell, you gain 3 life.

2/4

Ballynock Trapper

{3}{W}

Creature — Kithkin Soldier

{T}: Tap target creature.

Whenever you play a white spell, you may untap Ballynock Trapper.

2/2

Banishing Knack

{U}

Instant

Until end of turn, target creature gains "{T}: Return target nonland permanent to its owner's hand."

Battlegate Mimic

{1}{r/w}

Creature — Shapeshifter

Whenever you play a spell that's both red and white, Battlegate Mimic becomes 4/2 and gains first strike until end of turn.

2/1

Batwing Brume

{1}{w/b}

Instant

Prevent all combat damage that would be dealt this turn if {W} was spent to play Batwing Brume. Each player loses 1 life for each attacking creature he or she controls if {B} was spent to play Batwing Brume. (Do both if {W}{B} was spent.)

Beckon Apparition

{w/b}

Instant

Remove target card in a graveyard from the game. Put a 1/1 white and black Spirit creature token with flying into play.

Belligerent Hatchling

{3}{r/w}

Creature — Elemental

First strike

Belligerent Hatchling comes into play with four -1/-1 counters on it.

Whenever you play a red spell, remove a -1/-1 counter from Belligerent Hatchling.

Whenever you play a white spell, remove a -1/-1 counter from Belligerent Hatchling.

6/6

Bloodied Ghost

{1}{w/b}{w/b}

Creature — Spirit

Flying

Bloodied Ghost comes into play with a -1/-1 counter on it.

3/3

Bloom Tender

{1}{G}

Creature — Elf Druid

{T}: For each color among permanents you control, add one mana of that color to your mana pool.

1/1

Cache Raiders

{3}{U}{U}

Creature — Merfolk Rogue

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

4/4

Call the Skybreaker

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

Sorcery

Put a 5/5 blue and red Elemental creature token with flying into play.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Canker Abomination

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

Creature — Treefolk Horror

As Canker Abomination comes into play, choose an opponent. Canker Abomination comes into play with a -1/-1 counter on it for each creature that player controls.

6/6

Cankerous Thirst

{3}{b/g}

Instant

If {B} was spent to play Cankerous Thirst, you may have target creature get -3/-3 until end of turn. If {G} was spent to play Cankerous Thirst, you may have target creature get +3/+3 until end of turn. (Do both if {B}{G} was spent.)

Cascade Bluffs

Land

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

{u/r}, {T}: Add {U}{U}, {U}{R}, or {R}{R} to your mana pool.

Cauldron Haze

{1}{w/b}

Instant

Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Cenn's Enlistment

{3}{W}

Sorcery

Put two 1/1 white Kithkin Soldier creature tokens into play.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Chaotic Backlash

{4}{R}

Instant

Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls.

Cinder Pyromancer

{2}{R}

Creature — Elemental Shaman

{T}: Cinder Pyromancer deals 1 damage to target player.

Whenever you play a red spell, you may untap Cinder Pyromancer.

0/1

Clout of the Dominus

{u/r}

Enchantment — Aura

Enchant creature

As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)

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

Cold-Eyed Selkie

{1}{g/u}{g/u}

Creature — Merfolk Rogue

Islandwalk

Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

1/1

Crackleburr

{1}{u/r}{u/r}

Creature — Elemental

{u/r}{u/r}, {T}, Tap two untapped red creatures you control: Crackleburr deals 3 damage to target creature or player.

{u/r}{u/r}, {Q}, Untap two tapped blue creatures you control: Return target creature to its owner's hand. ({Q} is the untap symbol.)

2/2

Crag Puca

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

Creature — Shapeshifter

{u/r}: Switch Crag Puca's power and toughness until end of turn.

2/4

Creakwood Ghoul

{4}{B}

Creature — Plant Zombie

{b/g}{b/g}: Remove target card in a graveyard from the game. You gain 1 life.

3/3

Creakwood Liege

{1}{b/g}{b/g}{b/g}

Creature — Horror

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

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

At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token into play.

2/2

Crumbling Ashes

{1}{B}

Enchantment

At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.

Deathbringer Liege

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

Creature — Horror

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

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

Whenever you play a white spell, you may tap target creature.

Whenever you play a black spell, you may destroy target creature if it's tapped.

3/4

Deity of Scars

{b/g}{b/g}{b/g}{b/g}{b/g}

Creature — Spirit Avatar

Trample

Deity of Scars comes into play with two -1/-1 counters on it.

{b/g}, Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.

7/7

Desecrator Hag

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

Creature — Hag

When Desecrator Hag comes into play, return to your hand the creature card in your graveyard with the highest power. If two or more cards are tied for highest power, you choose one of them.

2/2

Divinity of Pride

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

Creature — Spirit Avatar

Flying, lifelink

Divinity of Pride gets +4/+4 as long as you have 25 or more life.

4/4

Dominus of Fealty

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

Creature — Spirit Avatar

Flying

At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.

4/4

Doomgape

{4}{b/g}{b/g}{b/g}

Creature — Elemental

Trample

At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.

10/10

Double Cleave

{1}{r/w}

Instant

Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

Drain the Well

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

Sorcery

Destroy target land. You gain 2 life.

Dream Fracture

{1}{U}{U}

Instant

Counter target spell. Its controller draws a card.

Draw a card.

Dream Thief

{2}{U}

Creature — Faerie Rogue

Flying

When Dream Thief comes into play, draw a card if you played another blue spell this turn.

2/1

Duergar Assailant

{r/w}

Creature — Dwarf Soldier

Sacrifice Duergar Assailant: Duergar Assailant deals 1 damage to target attacking or blocking creature.

1/1

Duergar Cave-Guard

{3}{R}

Creature — Dwarf Warrior

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

{r/w}: Duergar Cave-Guard gets +1/+0 until end of turn.

1/3

Duergar Hedge-Mage

{2}{r/w}

Creature — Dwarf Shaman

When Duergar Hedge-Mage comes into play, if you control two or more Mountains, you may destroy target artifact.

When Duergar Hedge-Mage comes into play, if you control two or more Plains, you may destroy target enchantment.

2/2

Duergar Mine-Captain

{2}{r/w}

Creature — Dwarf Soldier

{1}{r/w}, {Q}: Attacking creatures get +1/+0 until end of turn. ({Q} is the untap symbol.)

2/1

Duskdale Wurm

{5}{G}{G}

Creature — Wurm

Trample

7/7

Edge of the Divinity

{w/b}

Enchantment — Aura

Enchant creature

As long as enchanted creature is white, it gets +1/+2.

As long as enchanted creature is black, it gets +2/+1.

Endless Horizons

{3}{W}

Enchantment

When Endless Horizons comes into play, search your library for any number of Plains cards and remove them from the game. Then shuffle your library.

At the beginning of your upkeep, you may put a card you own removed from the game with Endless Horizons into your hand.

Endure

{3}{W}{W}

Instant

Prevent all damage that would be dealt to you and permanents you control this turn.

Evershrike

{3}{w/b}{w/b}

Creature — Elemental Spirit

Flying

Evershrike gets +2/+2 for each Aura attached to it.

{X}{w/b}{w/b}: Return Evershrike from your graveyard to play. You may put an Aura card with converted mana cost X or less from your hand into play attached to it. If you don't, remove Evershrike from the game.

2/2

Fable of Wolf and Owl

{3}{g/u}{g/u}{g/u}

Enchantment

Whenever you play a green spell, you may put a 2/2 green Wolf creature token into play.

Whenever you play a blue spell, you may put a 1/1 blue Bird creature token with flying into play.

Fang Skulkin

{2}

Artifact Creature — Scarecrow

{2}: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)

2/1

Favor of the Overbeing

{1}{g/u}

Enchantment — Aura

Enchant creature

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

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

Fetid Heath

Land

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

{w/b}, {T}: Add {W}{W}, {W}{B}, or {B}{B} to your mana pool.

Fiery Bombardment

{1}{R}

Enchantment

Chroma — {2}, Sacrifice a creature: Fiery Bombardment deals damage to target creature or player equal to the number of red mana symbols in the sacrificed creature's mana cost.

Figure of Destiny

{r/w}

Creature — Kithkin

{r/w}: Figure of Destiny becomes a 2/2 Kithkin Spirit.

{r/w}{r/w}{r/w}: If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin Spirit Warrior.

{r/w}{r/w}{r/w}{r/w}{r/w}{r/w}: If Figure of Destiny is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike.

1/1

Fire at Will

{r/w}{r/w}{r/w}

Instant

Fire at Will deals 3 damage divided as you choose among any number of target attacking or blocking creatures.

Flame Jab

{R}

Sorcery

Flame Jab deals 1 damage to target creature or player.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Flickerwisp

{1}{W}{W}

Creature — Elemental

Flying

When Flickerwisp comes into play, remove another target permanent from the game. Return that card to play under its owner's control at end of turn.

3/1

Flooded Grove

Land

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

{g/u}, {T}: Add {G}{G}, {G}{U}, or {U}{U} to your mana pool.

Gift of the Deity

{4}{b/g}

Enchantment — Aura

Enchant creature

As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Whenever it deals damage to a creature, destroy that creature.)

As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so.

Gilder Bairn

{1}{g/u}{g/u}

Creature — Ouphe

{2}{g/u}, {Q}: For each counter on target permanent, put another of those counters on that permanent. ({Q} is the untap symbol.)

1/3

Glamerdye

{1}{U}

Instant

Change the text of target spell or permanent by replacing all instances of one color word with another.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Glen Elendra Archmage

{3}{U}

Creature — Faerie Wizard

Flying

{U}, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.

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

2/2

Grazing Kelpie

{3}{g/u}

Creature — Beast

{g/u}, Sacrifice Grazing Kelpie: Put target card in a graveyard on the bottom of its owner's library.

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

2/3

Groundling Pouncer

{1}{g/u}

Creature — Faerie

{g/u}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Play this ability only once each turn and only if an opponent controls a creature with flying.

2/1

Gwyllion Hedge-Mage

{2}{w/b}

Creature — Hag Wizard

When Gwyllion Hedge-Mage comes into play, if you control two or more Plains, you may put a 1/1 white Kithkin Soldier creature token into play.

When Gwyllion Hedge-Mage comes into play, if you control two or more Swamps, you may put a -1/-1 counter on target creature.

2/2

Hag Hedge-Mage

{2}{b/g}

Creature — Hag Shaman

When Hag Hedge-Mage comes into play, if you control two or more Swamps, you may have target player discard a card.

When Hag Hedge-Mage comes into play, if you control two or more Forests, you may put target card in your graveyard on top of your library.

2/2

Hallowed Burial

{3}{W}{W}

Sorcery

Put all creatures on the bottom of their owners' libraries.

Harvest Gwyllion

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

Creature — Hag

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

2/4

Hatchet Bully

{3}{R}

Creature — Goblin Warrior

{2}{R}, {T}, Put a -1/-1 counter on a creature you control: Hatchet Bully deals 2 damage to target creature or player.

3/3

Hateflayer

{5}{R}{R}

Creature — Elemental

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

{2}{R}, {Q}: Hateflayer deals damage equal to its power to target creature or player. ({Q} is the untap symbol.)

5/5

Hearthfire Hobgoblin

{r/w}{r/w}{r/w}

Creature — Goblin Soldier

Double strike

2/2

Heartlash Cinder

{1}{R}

Creature — Elemental Warrior

Haste

Chroma — When Heartlash Cinder comes into play, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.

1/1

Helix Pinnacle

{G}

Enchantment

Shroud

{X}: Put X tower counters on Helix Pinnacle.

At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.

Hobgoblin Dragoon

{2}{r/w}

Creature — Goblin Knight

Flying, first strike

1/2

Hoof Skulkin

{3}

Artifact Creature — Scarecrow

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

2/2

Hotheaded Giant

{3}{R}

Creature — Giant Warrior

Haste

Hotheaded Giant comes into play with two -1/-1 counters on it unless you played another red spell this turn.

4/4

Idle Thoughts

{3}{U}

Enchantment

{2}: Draw a card if you have no cards in hand.

Impelled Giant

{4}{R}{R}

Creature — Giant Warrior

Trample

Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way.

3/3

Indigo Faerie

{1}{U}

Creature — Faerie Wizard

Flying

{U}: Target permanent becomes blue in addition to its other colors until end of turn.

1/1

Inside Out

{1}{u/r}

Instant

Switch target creature's power and toughness until end of turn.

Draw a card.

Inundate

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

Sorcery

Return all nonblue creatures to their owners' hands.

Invert the Skies

{3}{g/u}

Instant

Creatures your opponents control lose flying until end of turn if {G} was spent to play Invert the Skies, and creatures you control gain flying until end of turn if {U} was spent to play it. (Do both if {G}{U} was spent.)

Jawbone Skulkin

{1}

Artifact Creature — Scarecrow

{2}: Target red creature gains haste until end of turn.

1/1

Kithkin Spellduster

{4}{W}

Creature — Kithkin Wizard

Flying

{1}{W}, Sacrifice Kithkin Spellduster: Destroy target enchantment.

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

2/3

Kithkin Zealot

{1}{W}

Creature — Kithkin Cleric

When Kithkin Zealot comes into play, you gain 1 life for each black and/or red permanent target opponent controls.

1/3

Leering Emblem

{2}

Artifact — Equipment

Whenever you play a spell, equipped creature gets +2/+2 until end of turn.

Equip {2}

Light from Within

{2}{W}{W}

Enchantment

Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.

Lingering Tormentor

{3}{B}

Creature — Spirit

Fear

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

2/2

Loyal Gyrfalcon

{3}{W}

Creature — Bird

Defender, flying

Whenever you play a white spell, Loyal Gyrfalcon loses defender until end of turn.

3/3

Marshdrinker Giant

{3}{G}{G}

Creature — Giant Warrior

When Marshdrinker Giant comes into play, destroy target Island or Swamp an opponent controls.

4/3

Merrow Bonegnawer

{B}

Creature — Merfolk Rogue

{T}: Target player removes a card in his or her graveyard from the game.

Whenever you play a black spell, you may untap Merrow Bonegnawer.

1/1

Merrow Levitator

{3}{U}

Creature — Merfolk Wizard

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

Whenever you play a blue spell, you may untap Merrow Levitator.

2/3

Mindwrack Liege

{3}{u/r}{u/r}{u/r}

Creature — Horror

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

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

{u/r}{u/r}{u/r}{u/r}: You may put a blue or red creature card from your hand into play.

4/4

Mirror Sheen

{1}{u/r}{u/r}

Enchantment

{1}{u/r}{u/r}: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.

Monstrify

{3}{G}

Sorcery

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

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Moonhold

{2}{r/w}

Instant

Target player can't play land cards this turn if {R} was spent to play Moonhold and can't play creature cards this turn if {W} was spent to play it. (Do both if {R}{W} was spent.)

Murkfiend Liege

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

Creature — Horror

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

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

Untap all green and/or blue creatures you control during each other player's untap step.

4/4

Necroskitter

{1}{B}{B}

Creature — Elemental

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

Whenever a creature an opponent controls with a -1/-1 counter on it is put into a graveyard, you may return that card to play under your control.

1/4

Needle Specter

{1}{B}{B}

Creature — Specter

Flying

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

Whenever Needle Specter deals combat damage to a player, that player discards that many cards.

1/1

Nettle Sentinel

{G}

Creature — Elf Warrior

Nettle Sentinel doesn't untap during your untap step.

Whenever you play a green spell, you may untap Nettle Sentinel.

2/2

Nightmare Incursion

{5}{B}

Sorcery

Search target player's library for up to X cards, where X is the number of Swamps you control, and remove them from the game. Then that player shuffles his or her library.

Nightsky Mimic

{1}{w/b}

Creature — Shapeshifter

Whenever you play a spell that's both white and black, Nightsky Mimic becomes 4/4 and gains flying until end of turn.

2/1

Nip Gwyllion

{w/b}

Creature — Hag

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

1/1

Nobilis of War

{r/w}{r/w}{r/w}{r/w}{r/w}

Creature — Spirit Avatar

Flying

Attacking creatures you control get +2/+0.

3/4

Noggle Bandit

{1}{u/r}{u/r}

Creature — Noggle Rogue

Noggle Bandit can't be blocked except by creatures with defender.

2/2

Noggle Bridgebreaker

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

Creature — Noggle Rogue

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

4/3

Noggle Hedge-Mage

{2}{u/r}

Creature — Noggle Wizard

When Noggle Hedge-Mage comes into play, if you control two or more Islands, you may tap two target permanents.

When Noggle Hedge-Mage comes into play, if you control two or more Mountains, you may have Noggle Hedge-Mage deal 2 damage to target player.

2/2

Noggle Ransacker

{2}{u/r}

Creature — Noggle Rogue

When Noggle Ransacker comes into play, each player draws two cards, then discards a card at random.

2/1

Noxious Hatchling

{3}{b/g}

Creature — Elemental

Noxious Hatchling comes into play with four -1/-1 counters on it.

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

Whenever you play a black spell, remove a -1/-1 counter from Noxious Hatchling.

Whenever you play a green spell, remove a -1/-1 counter from Noxious Hatchling.

6/6

Nucklavee

{4}{u/r}{u/r}

Creature — Beast

When Nucklavee comes into play, you may return target red sorcery card from your graveyard to your hand.

When Nucklavee comes into play, you may return target blue instant card from your graveyard to your hand.

4/4

Odious Trow

{b/g}

Creature — Troll

{1}{b/g}: Regenerate Odious Trow.

1/1

Oona's Grace

{2}{U}

Instant

Target player draws a card.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Outrage Shaman

{3}{R}{R}

Creature — Goblin Shaman

Chroma — When Outrage Shaman comes into play, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control.

2/2

Overbeing of Myth

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

Creature — Spirit Avatar

Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.

At the beginning of your draw step, draw a card.

*/*

Patrol Signaler

{1}{W}

Creature — Kithkin Soldier

{1}{W}, {Q}: Put a 1/1 white Kithkin Soldier creature token into play. ({Q} is the untap symbol.)

1/1

Primalcrux

{G}{G}{G}{G}{G}{G}

Creature — Elemental

Trample

Chroma — Primalcrux's power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.

*/*

Puncture Blast

{2}{R}

Instant

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

Puncture Blast deals 3 damage to target creature or player.

Pyrrhic Revival

{3}{w/b}{w/b}{w/b}

Sorcery

Each player returns each creature card in his or her graveyard to play with an additional -1/-1 counter on it.

Quillspike

{2}{b/g}

Creature — Beast

{b/g}, Remove a -1/-1 counter from a creature you control: Quillspike gets +3/+3 until end of turn.

1/1

Raven's Crime

{B}

Sorcery

Target player discards a card.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Razorfin Abolisher

{2}{U}

Creature — Merfolk Wizard

{1}{U}, {T}: Return target creature with a counter on it to its owner's hand.

2/2

Recumbent Bliss

{2}{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

At the beginning of your upkeep, you may gain 1 life.

Regal Force

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

Creature — Elemental

When Regal Force comes into play, draw a card for each green creature you control.

5/5

Rekindled Flame

{2}{R}{R}

Sorcery

Rekindled Flame deals 4 damage to target creature or player.

At the beginning of your upkeep, if an opponent has no cards in hand, you may return Rekindled Flame from your graveyard to your hand.

Rendclaw Trow

{2}{b/g}

Creature — Troll

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

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

2/2

Restless Apparition

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

Creature — Spirit

{w/b}{w/b}{w/b}: Restless Apparition gets +3/+3 until end of turn.

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

2/2

Rise of the Hobgoblins

{r/w}{r/w}

Enchantment

When Rise of the Hobgoblins comes into play, you may pay {X}. If you do, put X 1/1 red and white Goblin Soldier creature tokens into play.

{r/w}: Red creatures and white creatures you control gain first strike until end of turn.

Riverfall Mimic

{1}{u/r}

Creature — Shapeshifter

Whenever you play a spell that's both blue and red, Riverfall Mimic becomes 3/3 and is unblockable until end of turn.

2/1

Rugged Prairie

Land

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

{r/w}, {T}: Add {R}{R}, {R}{W}, or {W}{W} to your mana pool.

Sanity Grinding

{U}{U}{U}

Sorcery

Chroma — Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent puts the top card of his or her library into his or her graveyard. Then put the cards you revealed this way on the bottom of your library in any order.

Sapling of Colfenor

{3}{b/g}{b/g}

Legendary Creature — Treefolk Shaman

Sapling of Colfenor is indestructible.

Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.

2/5

Savage Conception

{3}{G}{G}

Sorcery

Put a 3/3 green Beast creature token into play.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Scarecrone

{3}

Artifact Creature — Scarecrow

{1}, Sacrifice a Scarecrow: Draw a card.

{4}, {T}: Return target artifact creature card from your graveyard to play.

1/2

Scourge of the Nobilis

{2}{r/w}

Enchantment — Aura

Enchant creature

As long as enchanted creature is red, it gets +1/+1 and has "{r/w}: This creature gets +1/+0 until end of turn."

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

Selkie Hedge-Mage

{2}{g/u}

Creature — Merfolk Wizard

When Selkie Hedge-Mage comes into play, if you control two or more Forests, you may gain 3 life.

When Selkie Hedge-Mage comes into play, if you control two or more Islands, you may return target tapped creature to its owner's hand.

2/2

Shell Skulkin

{4}

Artifact Creature — Scarecrow

{3}: Target blue creature gains shroud until end of turn.

3/2

Shorecrasher Mimic

{1}{g/u}

Creature — Shapeshifter

Whenever you play a spell that's both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn.

2/1

Shrewd Hatchling

{3}{u/r}

Creature — Elemental

Shrewd Hatchling comes into play with four -1/-1 counters on it.

{u/r}: Target creature can't block Shrewd Hatchling this turn.

Whenever you play a blue spell, remove a -1/-1 counter from Shrewd Hatchling.

Whenever you play a red spell, remove a -1/-1 counter from Shrewd Hatchling.

6/6

Slippery Bogle

{g/u}

Creature — Beast

Slippery Bogle can't be the target of spells or abilities your opponents control.

1/1

Smoldering Butcher

{3}{B}

Creature — Elemental Warrior

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

4/2

Snakeform

{2}{g/u}

Instant

Target creature loses all abilities and becomes a 1/1 green Snake until end of turn.

Draw a card.

Soot Imp

{1}{B}{B}

Creature — Imp

Flying

Whenever a player plays a nonblack spell, that player loses 1 life.

1/2

Soul Reap

{1}{B}

Sorcery

Destroy target nongreen creature. Its controller loses 3 life if you played another black spell this turn.

Soul Snuffers

{2}{B}{B}

Creature — Elemental Shaman

When Soul Snuffers comes into play, put a -1/-1 counter on each creature.

3/3

Spirit of the Hearth

{4}{W}{W}

Creature — Cat Spirit

Flying

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

4/5

Spitemare

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

Creature — Elemental

Whenever Spitemare is dealt damage, it deals that much damage to target creature or player.

3/3

Spitting Image

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

Sorcery

Put a token into play that's a copy of target creature.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Springjack Pasture

Land

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

{4}, {T}: Put a 0/1 white Goat creature token into play.

{T}, Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life.

Springjack Shepherd

{3}{W}

Creature — Kithkin Wizard

Chroma — When Springjack Shepherd comes into play, put a 0/1 white Goat creature token into play for each white mana symbol in the mana costs of permanents you control.

1/2

Stalker Hag

{b/g}{b/g}{b/g}

Creature — Hag

Swampwalk, forestwalk

3/2

Stigma Lasher

{R}{R}

Creature — Elemental Shaman

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

Whenever Stigma Lasher deals damage to a player, that player can't gain life for the rest of the game.

2/2

Stillmoon Cavalier

{1}{w/b}{w/b}

Creature — Zombie Knight

Protection from white and from black

{w/b}: Stillmoon Cavalier gains flying until end of turn.

{w/b}: Stillmoon Cavalier gains first strike until end of turn.

{w/b}{w/b}: Stillmoon Cavalier gets +1/+0 until end of turn.

2/1

Stream Hopper

{u/r}

Creature — Goblin

{u/r}: Stream Hopper gains flying until end of turn.

1/1

Sturdy Hatchling

{3}{g/u}

Creature — Elemental

Sturdy Hatchling comes into play with four -1/-1 counters on it.

{g/u}: Sturdy Hatchling gains shroud until end of turn.

Whenever you play a green spell, remove a -1/-1 counter from Sturdy Hatchling.

Whenever you play a blue spell, remove a -1/-1 counter from Sturdy Hatchling.

6/6

Suture Spirit

{1}{W}

Creature — Spirit

Flying

{w/b}{w/b}{w/b}: Regenerate target creature.

1/1

Swirling Spriggan

{2}{G}{G}

Creature — Goblin Shaman

{g/u}{g/u}: Target creature you control becomes the color or colors of your choice until end of turn.

3/3

Syphon Life

{1}{B}{B}

Sorcery

Target player loses 2 life and you gain 2 life.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Talara's Bane

{1}{B}

Sorcery

Target opponent reveals his or her hand. Choose a green or white creature card from it. You gain life equal that creature card's toughness, then that player discards that card.

Talara's Battalion

{1}{G}

Creature — Elf Warrior

Trample

Play Talara's Battalion only if you played another green spell this turn.

4/3

Talonrend

{4}{U}

Creature — Elemental

Flying

{u/r}: Talonrend gets +1/-1 until end of turn.

0/5

Thunderblust

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

Creature — Elemental

Haste

Thunderblust has trample as long as it has a -1/-1 counter on it.

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

7/2

Tilling Treefolk

{2}{G}

Creature — Treefolk Druid

When Tilling Treefolk comes into play, you may return up to two target land cards from your graveyard to your hand.

1/3

Trapjaw Kelpie

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

Creature — Beast

Flash

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

3/3

Twilight Mire

Land

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

{b/g}, {T}: Add {B}{B}, {B}{G}, or {G}{G} to your mana pool.

Twinblade Slasher

{G}

Creature — Elf Warrior

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

{1}{G}: Twinblade Slasher gets +2/+2 until end of turn. Play this ability only once each turn.

1/1

Umbra Stalker

{4}{B}{B}{B}

Creature — Elemental

Chroma — Umbra Stalker's power and toughness are each equal to the number of black mana symbols in the mana costs of cards in your graveyard.

*/*

Unmake

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

Instant

Remove target creature from the game.

Unnerving Assault

{2}{u/r}

Instant

Creatures your opponents control get -1/-0 until end of turn if {U} was spent to play Unnerving Assault, and creatures you control get +1/+0 until end of turn if {R} was spent to play it. (Do both if {U}{R} was spent.)

Unwilling Recruit

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

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.

Voracious Hatchling

{3}{w/b}

Creature — Elemental

Lifelink

Voracious Hatchling comes into play with four -1/-1 counters on it.

Whenever you play a white spell, remove a -1/-1 counter from Voracious Hatchling.

Whenever you play a black spell, remove a -1/-1 counter from Voracious Hatchling.

6/6

Wake Thrasher

{2}{U}

Creature — Merfolk Soldier

Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn.

1/1

Ward of Bones

{6}

Artifact

Each opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments, and lands.

Waves of Aggression

{3}{r/w}{r/w}

Sorcery

Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Wickerbough Elder

{3}{G}

Creature — Treefolk Shaman

Wickerbough Elder comes into play with a -1/-1 counter on it.

{G}, Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.

4/4

Wilderness Hypnotist

{2}{U}{U}

Creature — Merfolk Wizard

{T}: Target red or green creature gets -2/-0 until end of turn.

1/3

Wistful Selkie

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

Creature — Merfolk Wizard

When Wistful Selkie comes into play, draw a card.

2/2

Woodlurker Mimic

{1}{b/g}

Creature — Shapeshifter

Whenever you play a spell that's both black and green, Woodlurker Mimic becomes 4/5 and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)

2/1

Worm Harvest

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

Sorcery

Put a 1/1 black and green Worm creature token into play for each land card in your graveyard.

Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)