Resources

Magic: The Gathering Oracle Changes

Time Spiral to Planar Chaos

General changes

Old card (Time Spiral) New card (Planar Chaos)

AEthermage's Touch

{2}{W}{U}

Instant

Reveal the top four cards of your library. You may put a creature card from among them into play with "At the end of your turn, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.

AEthermage's Touch

{2}{W}{U}

Instant

Reveal the top four cards of your library. You may put a creature card from among them into play. It has "At the end of your turn, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.

All Hallow's Eve

{2}{B}{B}

Enchantment

All Hallow's Eve comes into play with two time counters on it.

At the beginning of your upkeep, if there is a time counter on All Hallow's Eve, remove a time counter from it. If there are no more time counters on it, each player returns all creature cards from his or her graveyard to play.

All Hallow's Eve

{2}{B}{B}

Sorcery

Remove All Hallow's Eve from the game with two scream counters on it.

At the beginning of your upkeep, if All Hallow's Eve is removed from the game with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from his or her graveyard to play.

Assault // Battery

{R}

Sorcery

Assault deals 2 damage to target creature or player. // Battery

{3}{G}

Sorcery

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

Assault // Battery

{R} // {3}{G}

Sorcery // Sorcery

Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play.

Aura Graft

{1}{U}

Instant

Gain control of target Aura. Attach it to another permanent it can enchant.

Aura Graft

{1}{U}

Instant

Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.

Battery

{R}

Sorcery

Battery

{3}{G}

Sorcery

Put a 3/3 green Elephant creature token into play. [This is half of the split card Assault // Battery.]

Battery

{3}{G}

Sorcery

Put a 3/3 green Elephant creature token into play. [This is half of the split card Assault // Battery.]

Bazaar of Wonders

{3}{U}{U}

World Enchantment

When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game.

Whenever a spell is played, counter it if a card with the same name is in play or in a graveyard.

Bazaar of Wonders

{3}{U}{U}

World Enchantment

When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game.

Whenever a spell is played, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is in play.

Coffin Queen

{2}{B}

Creature — Wizard

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

{2}{B}, {T}: Put target creature card from a graveyard into play under your control.

Whenever Coffin Queen becomes untapped, remove all creatures put into play with it from the game.

Whenever you lose control of Coffin Queen, remove all creatures put into play with it from the game.

1/1

Coffin Queen

{2}{B}

Creature — Wizard

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

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

1/1

Dream Halls

{3}{U}{U}

Enchantment

Rather than pay the mana cost for a nonartifact spell, its controller may discard a card that shares a color with that spell.

Dream Halls

{3}{U}{U}

Enchantment

Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.

Drop of Honey

{G}

Enchantment

At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one.

When there are no creatures in play, sacrifice Drop of Honey.

Drop of Honey

{G}

Enchantment

At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.

When there are no creatures in play, sacrifice Drop of Honey.

Dual Nature

{4}{G}{G}

Enchantment

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

Whenever a creature card 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 created with it from the game.

Elephant Grass

{G}

Enchantment

Cumulative upkeep {1}

Black creatures can't attack you.

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

Elephant Grass

{G}

Enchantment

Cumulative upkeep {1}

Black creatures can't attack you.

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

Elvish Spirit Guide

{2}{G}

Creature — Spirit

Remove Elvish Spirit Guide from the game: Add {G} to your mana pool. Play this ability only if Elvish Spirit Guide is in your hand.

2/2

Elvish Spirit Guide

{2}{G}

Creature — Spirit

Remove Elvish Spirit Guide in your hand from the game: Add {G} to your mana pool.

2/2

Forgotten Lore

{G}

Sorcery

An opponent chooses a card in your graveyard. You may pay {G}. If you do, that opponent chooses a card not already chosen for Forgotten Lore. You may repeat this process any number of times. Put the last chosen card in your hand.

Forgotten Lore

{G}

Sorcery

Target opponent chooses a card in your graveyard. You may pay {G}. If you do, repeat this process except that opponent can't choose a card already chosen for Forgotten Lore. Then put the last chosen card into your hand.

Game of Chaos

{R}{R}{R}

Sorcery

Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life. If you lose the flip, you lose 1 life and that opponent gains 1 life. The winner of each flip decides whether to flip again. Double the life stakes with each flip.

Game of Chaos

{R}{R}{R}

Sorcery

Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.

Glarecaster

{4}{W}{W}

Creature — Bird Cleric

Flying

{5}{W}: The next time damage would be dealt to Glarecaster or you this turn, that damage is dealt to target creature or player instead.

3/3

Glarecaster

{4}{W}{W}

Creature — Bird Cleric

Flying

{5}{W}: The next time damage would be dealt to Glarecaster and/or you this turn, that damage is dealt to target creature or player instead.

3/3

Imprison

{B}

Enchantment — Aura

Enchant creature

Whenever a player plays an activated ability of enchanted creature with {T} in its activation cost that doesn't produce mana, you may pay {1}. If you do, counter that ability. If you don't, sacrifice Imprison.

Whenever enchanted creature attacks or blocks, you may pay {1}. If you do, tap the creature and remove it from combat. If it blocked and a creature it blocked now has no blockers, that creature is considered unblocked. If you don't pay {1}, sacrifice Imprison.

Imprison

{B}

Enchantment — Aura

Enchant creature

Whenever a player plays an activated ability of enchanted creature with {T} in its cost that isn't a mana ability, you may pay {1}. If you do, counter that ability. If you don't, sacrifice Imprison.

Whenever enchanted creature attacks or blocks, you may pay {1}. If you do, tap the creature and remove it from combat. Creatures it blocked that no other creatures blocked this combat become unblocked. If you don't pay {1}, sacrifice Imprison.

Island Sanctuary

{1}{W}

Enchantment

If you would draw a card during your draw step, instead you may skip that draw. If you do, until the beginning of your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

Island Sanctuary

{1}{W}

Enchantment

If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

Kor Chant

{2}{W}

Instant

All damage that would be dealt this turn to target creature you control from a source of your choice is dealt to another target creature instead.

Kor Chant

{2}{W}

Instant

All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.

Library of Alexandria

Land

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

{T}: Draw a card. Play this ability only if you have exactly seven cards in your hand.

Library of Alexandria

Land

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

{T}: Draw a card. Play this ability only if you have exactly seven cards in hand.

Mist of Stagnation

{3}{U}{U}

Enchantment

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

At the beginning of each player's upkeep, that player untaps a permanent for each card in his or her graveyard.

Mist of Stagnation

{3}{U}{U}

Enchantment

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

At the beginning of each player's upkeep, that player chooses a permanent for each card in his or her graveyard, then untaps those permanents.

Necropotence

{B}{B}{B}

Enchantment

Skip your draw step.

If you would discard a card, remove that card from the game instead.

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

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.

North Star

{4}

Artifact

{4}, {T}: For one spell this turn, you may pay colorless mana equal to its converted mana cost rather than pay that spell's mana cost. (Additional costs are still paid.)

North Star

{4}

Artifact

{4}, {T}: For one spell this turn, you may spend mana as though it were mana of any color to pay that spell's mana cost. (Additional costs are still paid normally.)

Ogre Enforcer

{3}{R}{R}

Creature — Ogre

If Ogre Enforcer would be dealt nonlethal damage from a single source, prevent that damage.

4/4

Ogre Enforcer

{3}{R}{R}

Creature — Ogre

If Ogre Enforcer would be dealt nonlethal damage by a single source, prevent that damage.

4/4

Penumbra Spider

{2}{G}{G}

Creature — Spider

Penumbra Spider can block as though it had flying.

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

2/4

Penumbra Spider

{2}{G}{G}

Creature — Spider

Penumbra Spider can block as though it had flying.

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

2/4

Quicken

{U}

Instant

The next sorcery spell you play this turn can be played as though it had flash.

Draw a card.

Quicken

{U}

Instant

The next sorcery card you play this turn can be played as though it had flash.

Draw a card.

Stangg

{4}{R}{G}

Legendary Creature

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Stangg-Twin creature token into play.

When Stangg leaves play, remove the Stangg-Twin created with it from the game.

When the Stangg-Twin created with Stangg leaves play, sacrifice Stangg.

3/4

Stangg

{4}{R}{G}

Legendary Creature

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Stangg-Twin creature token into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg.

3/4

Venomous Fangs

{2}{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to a creature, destroy that creature.

Venomous Fangs

{2}{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to a creature, destroy the other creature.

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 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 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

Winds of Change

{R}

Sorcery

Each player shuffles his or her hand into his or her library, then draws a new hand of as many cards as he or she had before.

Winds of Change

{R}

Sorcery

Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.

Changes involving the "normal" type of mana

Old card (Time Spiral) New card (Planar Chaos)

Chaos Moon

{3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.

Chaos Moon

{3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of any other type.

Contamination

{2}{B}

Enchantment

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

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

Contamination

{2}{B}

Enchantment

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

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

Deep Water

{U}{U}

Enchantment

{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of its normal type and amount.

Deep Water

{U}{U}

Enchantment

{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type and amount.

Hall of Gemstone

{1}{G}{G}

World Enchantment

At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of their normal color.

Hall of Gemstone

{1}{G}{G}

World Enchantment

At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.

Harvest Mage

{G}

Creature — Spellshaper

{G}, {T}, Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of any color instead of its normal type and amount.

1/1

Harvest Mage

{G}

Creature — Spellshaper

{G}, {T}, Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount.

1/1

Infernal Darkness

{2}{B}{B}

Enchantment

Cumulative upkeep—Pay B and 1 life.

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

Infernal Darkness

{2}{B}{B}

Enchantment

Cumulative upkeep—Pay B and 1 life.

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

Naked Singularity

{5}

Artifact

Cumulative upkeep {3}

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

Naked Singularity

{5}

Artifact

Cumulative upkeep {3}

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

Pale Moon

{1}{U}

Instant

Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of its normal type.

Pale Moon

{1}{U}

Instant

Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of any other type.

Pulse of Llanowar

{3}{G}

Enchantment

If a basic land you control is tapped for mana, it produces mana of any one color instead of its normal type.

Pulse of Llanowar

{3}{G}

Enchantment

If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type.

Quarum Trench Gnomes

{3}{R}

Creature — Gnome

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

1/1

Reality Twist

{U}{U}{U}

Enchantment

Cumulative upkeep {1}{U}{U}

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

Reality Twist

{U}{U}{U}

Enchantment

Cumulative upkeep {1}{U}{U}

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

Ritual of Subdual

{4}{G}{G}

Enchantment

Cumulative upkeep {2}

If tapped for mana, lands produce colorless mana instead of their normal type.

Ritual of Subdual

{4}{G}{G}

Enchantment

Cumulative upkeep {2}

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

Changes to reminder text for costs to attack or block

Old card (Time Spiral) New card (Planar Chaos)

Awesome Presence

{U}

Enchantment — Aura

Enchant creature

Enchanted creature can't be blocked unless defending player pays {3} for each creature that blocks it. (This cost is paid as blockers are declared.)

Awesome Presence

{U}

Enchantment — Aura

Enchant creature

Enchanted creature can't be blocked unless defending player pays {3} for each creature he or she controls that's blocking it.

Brainwash

{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack unless its controller pays {3}. (This cost is paid as attackers are declared.)

Brainwash

{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack unless its controller pays {3}.

Collective Restraint

{3}{U}

Enchantment

Creatures can't attack you unless their controller pays {X} for each creature attacking you, where X is the number of basic land types among lands you control. (This cost is paid as attackers are declared.)

Collective Restraint

{3}{U}

Enchantment

Creatures can't attack you unless their controller pays {X} for each creature he or she controls that's attacking you, where X is the number of basic land types among lands you control.

Cowed by Wisdom

{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block unless its controller pays {1} for each card in your hand. (This cost is paid as attackers or blockers are declared.)

Cowed by Wisdom

{W}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block unless its controller pays {1} for each card in your hand.

Exalted Dragon

{4}{W}{W}

Creature — Dragon

Flying

Each turn, Exalted Dragon can't attack unless you sacrifice a land. (This cost is paid as you declare attackers.)

5/5

Exalted Dragon

{4}{W}{W}

Creature — Dragon

Flying

Exalted Dragon can't attack unless you sacrifice a land.

5/5

Flooded Woodlands

{2}{U}{B}

Enchantment

Green creatures have "This creature can't attack unless you sacrifice a land." (This cost is paid as attackers are declared.)

Flooded Woodlands

{2}{U}{B}

Enchantment

Green creatures have "This creature can't attack unless you sacrifice a land."

Ghostly Prison

{2}{W}

Enchantment

Creatures can't attack you unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.)

Ghostly Prison

{2}{W}

Enchantment

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

Hipparion

{1}{W}

Creature — Hipparion

Hipparion can't block creatures with power 3 or greater unless you pay {1}. (This cost is paid as blockers are declared.)

1/3

Hipparion

{1}{W}

Creature — Hipparion

Hipparion can't block creatures with power 3 or greater unless you pay {1}.

1/3

Hollow Warrior

{4}

Artifact Creature — Golem

Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn. (This cost is paid as attackers or blockers are declared.)

4/4

Hollow Warrior

{4}

Artifact Creature — Golem

Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn.

4/4

Koskun Falls

{2}{B}{B}

World Enchantment

At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control.

Each creature can't attack you unless its controller pays an additional {2}. (This cost is paid as attackers are declared.)

Koskun Falls

{2}{B}{B}

World Enchantment

At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control.

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

Myr Prototype

{5}

Artifact Creature — Myr

At the beginning of your upkeep, put a +1/+1 counter on Myr Prototype.

Myr Prototype can't attack or block unless you pay {1} for each +1/+1 counter on it. (This cost is paid as attackers or blockers are declared.)

2/2

Myr Prototype

{5}

Artifact Creature — Myr

At the beginning of your upkeep, put a +1/+1 counter on Myr Prototype.

Myr Prototype can't attack or block unless you pay {1} for each +1/+1 counter on it.

2/2

Propaganda

{2}{U}

Enchantment

Creatures can't attack you unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.)

Propaganda

{2}{U}

Enchantment

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

Reclamation

{2}{G}{W}

Enchantment

Black creatures have "This creature can't attack unless you sacrifice a land." (This cost is paid as attackers are declared.)

Reclamation

{2}{G}{W}

Enchantment

Black creatures have "This creature can't attack unless you sacrifice a land."

War Cadence

{2}{R}

Enchantment

{X}{R}: Creatures can't block this turn unless their controller pays {X} for each blocking creature he or she controls. (This cost is paid as blockers are declared.)

War Cadence

{2}{R}

Enchantment

{X}{R}: Creatures can't block this turn unless their controller pays {X} for each blocking creature he or she controls.

War Tax

{2}{U}

Enchantment

{X}{U}: Creatures can't attack this turn unless their controller pays {X} for each attacking creature. (This cost is paid as attackers are declared.)

War Tax

{2}{U}

Enchantment

{X}{U}: Creatures can't attack this turn unless their controller pays {X} for each attacking creature he or she controls.

Whipgrass Entangler

{2}{W}

Creature — Cleric

{1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric in play. (This cost is paid as attackers or blockers are declared.)"

1/3

Whipgrass Entangler

{2}{W}

Creature — Cleric

{1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric in play."

1/3

Windborn Muse

{3}{W}

Creature — Spirit

Flying

Creatures can't attack you unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.)

2/3

Windborn Muse

{3}{W}

Creature — Spirit

Flying

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

2/3

New cards

Old card (Time Spiral) New card (Planar Chaos)

AEther Membrane

{1}{R}{R}

Creature — Wall

Defender

AEther Membrane can block as though it had flying.

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

0/5

Aeon Chronicler

{3}{U}{U}

Creature — Avatar

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

Suspend X-{X}{3}{U}. X can't be 0.

Whenever a time counter is removed from Aeon Chronicler while it's removed from the game, draw a card.

*/*

Akroma, Angel of Fury

{5}{R}{R}{R}

Legendary Creature — Angel

Akroma, Angel of Fury can't be countered.

Flying, trample, protection from white, protection from blue

{R}: Akroma, Angel of Fury gets +1/+0 until end of turn.

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

6/6

Ana Battlemage

{2}{G}

Creature — Human Wizard

Kicker {2}{U} and/or {1}{B}

When Ana Battlemage comes into play, if the {2}{U} kicker cost was paid, target player discards three cards.

When Ana Battlemage comes into play, if the {1}{B} kicker cost was paid, tap target untapped creature and that creature deals damage equal to its power to its controller.

2/2

Aquamorph Entity

{2}{U}{U}

Creature — Shapeshifter

As Aquamorph Entity comes into play or is turned face up, it becomes your choice of 5/1 or 1/5.

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

*/*

Auramancer's Guise

{2}{U}{U}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.

Aven Riftwatcher

{2}{W}

Creature — Bird Rebel Soldier

Flying

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

When Aven Riftwatcher comes into play or leaves play, you gain 2 life.

2/3

Battering Sliver

{5}{R}

Creature — Sliver

All Slivers have trample.

4/4

Benalish Commander

{3}{W}

Creature — Human Soldier Lord

Benalish Commander's power and toughness are each equal to the number of Soldiers you control.

Suspend X-{X}{W}{W}. X can't be 0.

Whenever a time counter is removed from Benalish Commander while it's removed from the game, put a 1/1 white Soldier creature token into play.

*/*

Big Game Hunter

{1}{B}{B}

Creature — Human Rebel Assassin

When Big Game Hunter comes into play, destroy target creature with power 4 or greater. It can't be regenerated.

Madness {B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

1/1

Blightspeaker

{1}{B}

Creature — Human Rebel Cleric

{T}: Target player loses 1 life.

{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library.

1/1

Blood Knight

{R}{R}

Creature — Human Knight

First strike, protection from white

2/2

Body Double

{4}{U}

Creature — Shapeshifter

As Body Double comes into play, you may choose a creature card in a graveyard. If you do, Body Double comes into play as a copy of that card.

0/0

Bog Serpent

{5}{B}

Creature — Serpent

Bog Serpent can't attack unless defending player controls a Swamp.

When you control no Swamps, sacrifice Bog Serpent.

5/5

Boom

{1}{R}

Sorcery

Destroy target land you control and target land you don't control. [This is half of the split card Boom // Bust.]

Boom // Bust

{1}{R} // {5}{R}

Sorcery // Sorcery

Destroy target land you control and target land you don't control. // Destroy all lands.

Braids, Conjurer Adept

{2}{U}{U}

Legendary Creature — Human Wizard

At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from his or her hand into play.

2/2

Brain Gorgers

{3}{B}

Creature — Zombie

When you play Brain Gorgers, any player may sacrifice a creature. If a player does, counter Brain Gorgers.

Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

4/2

Brute Force

{R}

Instant

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

Bust

{5}{R}

Sorcery

Destroy all lands. [This is half of the split card Boom // Bust.]

Calciderm

{2}{W}{W}

Creature — Beast

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

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

5/5

Cautery Sliver

{R}{W}

Creature — Sliver

All Slivers have "{1}, Sacrifice this creature: This creature deals 1 damage to target creature or player."

All Slivers have "{1}, Sacrifice this creature: Prevent the next 1 damage that would be dealt to target Sliver or player this turn."

2/2

Chronozoa

{3}{U}

Creature — Illusion

Flying

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

When Chronozoa is put into a graveyard from play, if it had no time counters on it, put two tokens into play that are copies of it.

3/3

Circle of Affliction

{1}{B}

Enchantment

As Circle of Affliction comes into play, choose a color.

Whenever a source of the chosen color deals damage to you, you may pay {1}. If you do, target player loses 1 life and you gain 1 life.

Citanul Woodreaders

{2}{G}

Creature — Human Druid

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

When Citanul Woodreaders comes into play, if the kicker cost was paid, draw two cards.

1/4

Cradle to Grave

{1}{B}

Instant

Destroy target nonblack creature that came into play this turn.

Crovax, Ascendant Hero

{4}{W}{W}

Legendary Creature — Human Lord

Other white creatures get +1/+1.

Nonwhite creatures get -1/-1.

Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand.

4/4

Damnation

{2}{B}{B}

Sorcery

Destroy all creatures. They can't be regenerated.

Darkheart Sliver

{B}{G}

Creature — Sliver

All Slivers have "Sacrifice this creature: You gain 3 life."

2/2

Dash Hopes

{B}{B}

Instant

When you play Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes.

Counter target spell.

Dawn Charm

{1}{W}

Instant

Choose one — Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you.

Dead

{R}

Instant

Dead deals 2 damage to target creature.

[This is half of the split card Dead // Gone.]

Dead // Gone

{R} // {2}{R}

Instant // Instant

Dead deals 2 damage to target creature.

//

Return target creature you don't control to its owner's hand.

Deadly Grub

{2}{B}

Creature — Insect

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

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

3/1

Deadwood Treefolk

{5}{G}

Creature — Treefolk

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

When Deadwood Treefolk comes into play or leaves play, return another target creature card from your graveyard to your hand.

3/6

Detritivore

{2}{R}{R}

Creature — Lhurgoyf

Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards.

Suspend X-{X}{3}{R}. X can't be 0.

Whenever a time counter is removed from Detritivore while it's removed from the game, destroy target nonbasic land.

*/*

Dichotomancy

{7}{U}{U}

Sorcery

For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent and put it into play under your control. Then that player shuffles his or her library.

Suspend 3—{1}{U}{U}

Dismal Failure

{2}{U}{U}

Instant

Counter target spell. Its controller discards a card.

Dormant Sliver

{2}{G}{U}

Creature — Sliver

All Slivers have defender and "When this creature comes into play, draw a card."

2/2

Dreamscape Artist

{1}{U}

Creature — Human Spellshaper

{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them into play. Then shuffle your library.

1/1

Dunerider Outlaw

{B}{B}

Creature — Human Rebel Rogue

Protection from green

At end of turn, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

Dust Corona

{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0 and can't be blocked by creatures with flying.

Dust Elemental

{2}{W}{W}

Creature — Elemental

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

Flying, fear

When Dust Elemental comes into play, return three creatures you control to their owner's hand.

6/6

Enslave

{4}{B}{B}

Enchantment — Aura

Enchant creature

You control enchanted creature.

At the beginning of your upkeep, enchanted creature deals 1 damage to its owner.

Erratic Mutation

{2}{U}

Instant

Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's converted mana cost. Put all cards revealed this way on the bottom of your library in any order.

Essence Warden

{G}

Creature — Elf Shaman

Whenever another creature comes into play, you gain 1 life.

1/1

Evolution Charm

{1}{G}

Instant

Choose one — Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn.

Extirpate

{B}

Instant

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

Choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.

Fa'adiyah Seer

{1}{G}

Creature — Human Shaman

{T}: Draw a card and reveal it. If it isn't a land card, discard it.

1/1

Fatal Frenzy

{2}{R}

Instant

Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at end of turn.

Firefright Mage

{R}

Creature — Goblin Spellshaper

{1}{R}, {T}, Discard a card: Target creature can't be blocked this turn except by artifact creatures and/or red creatures.

1/1

Frenetic Sliver

{1}{U}{R}

Creature — Sliver

All Slivers have "{0}: If this creature is in play, flip a coin. If you win the flip, remove this creature from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it."

2/2

Frozen AEther

{3}{U}

Enchantment

Artifacts, creatures, and lands your opponents control come into play tapped.

Fungal Behemoth

{3}{G}

Creature — Fungus

Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control.

Suspend X-{X}{G}{G}. X can't be 0.

Whenever a time counter is removed from Fungal Behemoth while it's removed from the game, you may put a +1/+1 counter on target creature.

*/*

Fury Charm

{1}{R}

Instant

Choose one — Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card.

Gaea's Anthem

{1}{G}{G}

Enchantment

Creatures you control get +1/+1.

Ghost Tactician

{4}{W}

Creature — Spirit Spellshaper

{W}, {T}, Discard a card: Creatures you control get +1/+0 until end of turn.

2/5

Giant Dustwasp

{3}{G}{G}

Creature — Insect

Flying

Suspend 4—{1}{G} (Rather than play this card from your hand, you may pay {1}{G} and remove it from the game with four 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.)

3/3

Gone

{2}{R}

Instant

/ Return target creature you don't control to its owner's hand. [This is half of the split card Dead // Gone.]

Gossamer Phantasm

{1}{U}

Creature — Illusion

Flying

When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it.

2/1

Groundbreaker

{G}{G}{G}

Creature — Elemental

Trample, haste

At end of turn, sacrifice Groundbreaker.

6/1

Hammerheim Deadeye

{3}{R}

Creature — Giant Warrior

Echo {5}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Hammerheim Deadeye comes into play, destroy target creature with flying.

3/3

Harmonize

{2}{G}{G}

Sorcery

Draw three cards.

Healing Leaves

{G}

Instant

Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.

Hedge Troll

{2}{G}

Creature — Troll Cleric

Hedge Troll gets +1/+1 as long as you control a Plains.

{W}: Regenerate Hedge Troll.

2/2

Heroes Remembered

{6}{W}{W}{W}

Sorcery

You gain 20 life.

Suspend 10—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with ten 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.)

Hunting Wilds

{3}{G}

Sorcery

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

Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library.

If the kicker cost was paid, untap all Forests put into play this way. They become 3/3 green creatures with haste that are still lands.

Imp's Mischief

{1}{B}

Instant

Change the target of target spell with a single target. You lose life equal to that spell's converted mana cost.

Intet, the Dreamer

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

Legendary Creature — Dragon

Flying

Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play.

6/6

Jedit Ojanen of Efrava

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

Legendary Creature — Cat Warrior Lord

Forestwalk

Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play.

5/5

Jodah's Avenger

{5}{U}

Creature — Shapeshifter

{0}: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)

4/4

Kavu Predator

{1}{G}

Creature — Kavu

Trample

Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator.

2/2

Keen Sense

{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.

Keldon Marauders

{1}{R}

Creature — Human Warrior

Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player.

3/3

Kor Dirge

{2}{B}

Instant

All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.

Lavacore Elemental

{2}{R}

Creature — Elemental

Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Whenever a creature you control deals combat damage to a player, put a time counter on Lavacore Elemental.

5/3

Life and Limb

{3}{G}

Enchantment

All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types.

Magus of the Arena

{4}{R}{R}

Creature — Human Wizard

{3}, {T}: Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other.

5/5

Magus of the Bazaar

{1}{U}

Creature — Human Wizard

{T}: Draw two cards, then discard three cards.

0/1

Magus of the Coffers

{4}{B}

Creature — Human Wizard

{2}, {T}: Add {B} to your mana pool for each Swamp you control.

4/4

Magus of the Library

{G}{G}

Creature — Human Wizard

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

{T}: Draw a card. Play this ability only if you have exactly seven cards in hand.

1/1

Magus of the Tabernacle

{3}{W}

Creature — Human Wizard

All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay {1}."

2/6

Malach of the Dawn

{2}{W}{W}

Creature — Angel

Flying

{W}{W}{W}: Regenerate Malach of the Dawn.

2/4

Mana Tithe

{W}

Instant

Counter target spell unless its controller pays {1}.

Mantle of Leadership

{1}{W}

Enchantment — Aura

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

Enchant creature

Whenever a creature comes into play, enchanted creature gets +2/+2 until end of turn.

Melancholy

{2}{B}

Enchantment — Aura

Enchant creature

When Melancholy comes into play, tap enchanted creature.

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

At the beginning of your upkeep, sacrifice Melancholy unless you pay {B}.

Merfolk Thaumaturgist

{2}{U}

Creature — Merfolk Wizard

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

1/2

Mesa Enchantress

{1}{W}{W}

Creature — Human Druid

Whenever you play an enchantment spell, you may draw a card.

0/2

Midnight Charm

{B}

Instant

Choose one — Midnight Charm deals 1 damage to target creature and you gain 1 life; or target creature gains first strike until end of turn; or tap target creature.

Mire Boa

{1}{G}

Creature — Snake

Swampwalk

{G}: Regenerate Mire Boa.

2/1

Mirri the Cursed

{2}{B}{B}

Legendary Creature — Vampire Cat

Flying, first strike, haste

Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1 counter on Mirri the Cursed.

3/2

Molten Firebird

{4}{R}

Creature — Phoenix

Flying

When Molten Firebird is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step.

{4}{R}: Remove Molten Firebird from the game.

2/2

Muck Drubb

{3}{B}{B}

Creature — Beast

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

When Muck Drubb comes into play, change the target of target spell that targets only a single creature to Muck Drubb.

Madness {2}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

3/3

Mycologist

{1}{W}

Creature — Human Druid

At the beginning of your upkeep, put a spore counter on Mycologist.

Remove three spore counters from Mycologist: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: You gain 2 life.

0/2

Necrotic Sliver

{1}{W}{B}

Creature — Sliver

All Slivers have "{3}, Sacrifice this creature: Destroy target permanent."

2/2

Needlepeak Spider

{3}{R}

Creature — Spider

Needlepeak Spider can block as though it had flying.

4/2

Null Profusion

{4}{B}{B}

Enchantment

Skip your draw step.

Whenever you play a card, draw a card.

Your maximum hand size is two.

Numot, the Devastator

{3}{R}{W}{U}

Legendary Creature — Dragon

Flying

Whenever Numot, the Devastator deals combat damage to a player, you may pay {2}{R}. If you do, destroy up to two target lands.

6/6

Oros, the Avenger

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

Legendary Creature — Dragon

Flying

Whenever Oros, the Avenger deals combat damage to a player, you may pay {2}{W}. If you do, Oros deals 3 damage to each nonwhite creature.

6/6

Ovinize

{1}{U}

Instant

Target creature loses all abilities and becomes 0/1 until end of turn.

Pallid Mycoderm

{3}{W}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Pallid Mycoderm.

Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Each Fungus and each Saproling you control gets +1/+1 until end of turn.

2/4

Phantasmagorian

{5}{B}{B}

Creature — Horror

When you play Phantasmagorian, any player may discard three cards. If a player does, counter Phantasmagorian.

Discard three cards: Return Phantasmagorian from your graveyard to your hand.

6/6

Piracy Charm

{U}

Instant

Choose one — Target creature gains islandwalk until end of turn; or target creature gets +2/-1 until end of turn; or target player discards a card.

Pongify

{U}

Instant

Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token into play.

Porphyry Nodes

{W}

Enchantment

At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.

When there are no creatures in play, sacrifice Porphyry Nodes.

Poultice Sliver

{2}{W}

Creature — Sliver

All Slivers have "{2}, {T}: Regenerate target Sliver."

2/2

Pouncing Wurm

{3}{G}

Creature — Wurm

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

If the kicker cost was paid, Pouncing Wurm comes into play with three +1/+1 counters on it and with haste.

3/3

Primal Plasma

{3}{U}

Creature — Elemental Shapeshifter

As Primal Plasma comes into play, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.

*/*

Prodigal Pyromancer

{2}{R}

Creature — Human Wizard

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

1/1

Psychotrope Thallid

{2}{G}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Psychotrope Thallid.

Remove three spore counters from Psychotrope Thallid: Put a 1/1 green Saproling creature token into play.

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

1/1

Pyrohemia

{2}{R}{R}

Enchantment

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

{R}: Pyrohemia deals 1 damage to each creature and each player.

Radha, Heir to Keld

{R}{G}

Legendary Creature — Elf Warrior

Whenever Radha, Heir to Keld attacks, you may add {R}{R} to your mana pool.

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

2/2

Rathi Trapper

{1}{B}

Creature — Human Rebel Rogue

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

1/2

Reality Acid

{2}{U}

Enchantment — Aura

Enchant permanent

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

When Reality Acid leaves play, enchanted permanent's controller sacrifices it.

Rebuff the Wicked

{W}

Instant

Counter target spell that targets a permanent you control.

Reckless Wurm

{3}{R}{R}

Creature — Wurm

Trample

Madness {2}{R} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

4/4

Reflex Sliver

{3}{G}

Creature — Sliver

All Slivers have haste.

2/2

Retether

{3}{W}

Sorcery

Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.)

Revered Dead

{1}{W}

Creature — Spirit Soldier

{W}: Regenerate Revered Dead.

1/1

Ridged Kusite

{B}

Creature — Horror Spellshaper

{1}{B}, {T}, Discard a card: Target creature gets +1/+0 and gains first strike until end of turn.

1/1

Riftmarked Knight

{1}{W}{W}

Creature — Human Rebel Knight

Flanking, protection from black

Suspend 3—{1}{W}{W}

When the last time counter is removed from Riftmarked Knight while it's removed from the game, put a 2/2 black Knight creature token with flanking, protection from white, and haste into play.

2/2

Riptide Pilferer

{1}{U}

Creature — Merfolk Rogue

Whenever Riptide Pilferer deals combat damage to a player, that player discards a card.

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

1/1

Roiling Horror

{3}{B}{B}

Creature — Horror

Roiling Horror's power and toughness are each equal to your life total minus the life total of an opponent with the most life.

Suspend X-{X}{B}{B}{B}. X can't be 0.

Whenever a time counter is removed from Roiling Horror while it's removed from the game, target player loses 1 life and you gain 1 life.

*/*

Rough

{1}{R}

Sorcery

Rough deals 2 damage to each creature without flying. [This is half of the split card Rough // Tumble.]

Rough // Tumble

{1}{R} // {5}{R}

Sorcery // Sorcery

Rough deals 2 damage to each creature without flying. // Tumble deals 6 damage to each creature with flying.

Saltblast

{3}{W}{W}

Sorcery

Destroy target nonwhite permanent.

Saltfield Recluse

{2}{W}

Creature — Human Rebel Cleric

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

1/2

Seal of Primordium

{1}{G}

Enchantment

Sacrifice Seal of Primordium: Destroy target artifact or enchantment.

Serendib Sorcerer

{1}{U}{U}

Creature — Human Wizard

{T}: Target creature other than Serendib Sorcerer becomes 0/2 until end of turn.

1/1

Serra Sphinx

{3}{U}{U}

Creature — Sphinx

Flying, vigilance

4/4

Serra's Boon

{2}{W}

Enchantment — Aura

Enchant creature

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

Shade of Trokair

{3}{W}

Creature — Shade

{W}: Shade of Trokair gets +1/+1 until end of turn.

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

1/2

Shaper Parasite

{1}{U}{U}

Creature — Illusion

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

When Shaper Parasite is turned face up, target creature gets +2/-2 or -2/+2 until end of turn.

2/3

Shivan Meteor

{3}{R}{R}

Sorcery

Shivan Meteor deals 13 damage to target creature.

Suspend 2—{1}{R}{R} (Rather than play this card from your hand, you may pay {1}{R}{R} 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.)

Shivan Wumpus

{3}{R}

Creature — Beast

Trample

When Shivan Wumpus comes into play, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library.

6/6

Shrouded Lore

{B}

Sorcery

Target opponent chooses a card in your graveyard. You may pay {B}. If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand.

Simian Spirit Guide

{2}{R}

Creature — Ape Spirit

Remove Simian Spirit Guide in your hand from the game: Add {R} to your mana pool.

2/2

Sinew Sliver

{1}{W}

Creature — Sliver

All Slivers get +1/+1.

1/1

Skirk Shaman

{1}{R}{R}

Creature — Goblin Shaman

Skirk Shaman can't be blocked except by artifact creatures and/or red creatures.

2/2

Sophic Centaur

{3}{G}

Creature — Centaur Spellshaper

{2}{G}{G}, {T}, Discard a card: You gain 2 life for each card in your hand.

1/1

Spellshift

{3}{U}

Instant

Counter target instant or sorcery spell. Its controller reveals cards from the top of his or her library until he or she reveals an instant or sorcery card. That player may play that card without paying its mana cost. Then he or she shuffles his or her library.

Spitting Sliver

{4}{B}

Creature — Sliver

All Slivers have first strike.

3/3

Stingscourger

{1}{R}

Creature — Goblin Warrior

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

When Stingscourger comes into play, return target creature an opponent controls to its owner's hand.

2/2

Stonecloaker

{2}{W}

Creature — Gargoyle

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

Flying

When Stonecloaker comes into play, return a creature you control to its owner's hand.

When Stonecloaker comes into play, remove target card in a graveyard from the game.

3/2

Stormfront Riders

{4}{W}

Creature — Human Soldier

Flying

When Stormfront Riders comes into play, return two creatures you control to their owner's hand.

Whenever Stormfront Riders or another creature is returned to your hand from play, put a 1/1 white Soldier creature token into play.

4/3

Sulfur Elemental

{2}{R}

Creature — Elemental

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

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

White creatures get +1/-1.

3/2

Sunlance

{W}

Sorcery

Sunlance deals 3 damage to target nonwhite creature.

Synchronous Sliver

{4}{U}

Creature — Sliver

All Slivers have vigilance.

3/3

Temporal Extortion

{B}{B}{B}{B}

Sorcery

When you play Temporal Extortion, any player may pay half his or her life, rounded up. If a player does, counter Temporal Extortion.

Take an extra turn after this one.

Teneb, the Harvester

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

Legendary Creature — Dragon

Flying

Whenever Teneb, the Harvester deals combat damage to a player, you may pay {2}{B}. If you do, put target creature card in a graveyard into play under your control.

6/6

Tidewalker

{2}{U}

Creature — Elemental

Tidewalker comes into play with a time counter on it for each Island you control.

Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)

Tidewalker's power and toughness are each equal to the number of time counters on it.

*/*

Timbermare

{3}{G}

Creature — Elemental

Haste

Echo {5}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Timbermare comes into play, tap all other creatures.

5/5

Timebender

{U}

Creature — Human Wizard

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

When Timebender is turned face up, choose one — Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card.

1/1

Timecrafting

{X}{R}

Instant

Choose one — Remove X time counters from target permanent or suspended card; or put X time counters on target permanent with a time counter on it or suspended card.

Torchling

{3}{R}{R}

Creature — Shapeshifter

{R}: Untap Torchling.

{R}: Target creature blocks Torchling this turn if able.

{R}: Change the target of target spell that targets only Torchling.

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

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

3/3

Treacherous Urge

{4}{B}

Instant

Target opponent reveals his or her hand. You may put a creature card from it into play under your control. That creature has haste. Sacrifice it at end of turn.

Tumble

{5}{R}

Sorcery

Tumble deals 6 damage to each creature with flying. [This is half of the split card Rough // Tumble.]

Uktabi Drake

{G}

Creature — Drake

Flying, haste

Echo {1}{G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

2/1

Urborg, Tomb of Yawgmoth

Legendary Land

Each land is a Swamp in addition to its other land types.

Utopia Vow

{1}{G}

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

Enchanted creature has "{T}: Add one mana of any color to your mana pool."

Vampiric Link

{B}

Enchantment — Aura

Enchant creature

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

Veiling Oddity

{3}{U}

Creature — Illusion

Suspend 4—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with four 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.)

When the last time counter is removed from Veiling Oddity while it's removed from the game, creatures are unblockable this turn.

2/3

Venarian Glimmer

{X}{U}

Instant

Target player reveals his or her hand. Choose a nonland card with converted mana cost X or less from it. That player discards that card.

Vitaspore Thallid

{1}{G}

Creature — Fungus

At the beginning of your upkeep, put a spore counter on Vitaspore Thallid.

Remove three spore counters from Vitaspore Thallid: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Target creature gains haste until end of turn.

1/1

Voidstone Gargoyle

{3}{W}{W}

Creature — Gargoyle

Flying

As Voidstone Gargoyle comes into play, name a nonland card. The named card can't be played.

Activated abilities of permanents with that name can't be played.

Activated abilities of cards with that name that aren't in play can't be played.

3/3

Volcano Hellion

{2}{R}{R}

Creature — Hellion

Volcano Hellion has echo {X}, where X is your life total.

When Volcano Hellion comes into play, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented.

6/5

Vorosh, the Hunter

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

Legendary Creature — Dragon

Flying

Whenever Vorosh, the Hunter deals combat damage to a player, you may pay {2}{G}. If you do, put six +1/+1 counters on Vorosh.

6/6

Waning Wurm

{3}{B}

Creature — Zombie Wurm

Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

7/6

Whitemane Lion

{1}{W}

Creature — Cat

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

When Whitemane Lion comes into play, return a creature you control to its owner's hand.

2/2

Wild Pair

{4}{G}{G}

Enchantment

Whenever a creature comes into play, if you played it from your hand, you may search your library for a creature card with the same total power and toughness and put it into play. If you do, shuffle your library.

Wistful Thinking

{2}{U}

Sorcery

Target player draws two cards, then discards four cards.