Complete MIRAGE Spoiler List with a personal value of all the cards made by me. Not perfect valutations for sure....:) RATINGS *=the worst **=mediocre ***=good ****=excellent *****=The Best! Artifacts Acidic Dagger 4 ** Rare Artifact 4,T: Destroy any non-Wall creature receiving combat damage from target creature this turn. If targeted creature leaves play, bury Acidic Dagger. Use this ability only before defense is chosen. Amber Prison 4 ** Rare Artifact You may choose not to untap Amber prison during your uncap phase. 4,T: Tap target artifact,creature or land. As long as Amber Prison remains tapped, that permanent does not untap during its controller’s untap phase. Amulet of Unmaking 5 ** Rare Artifact 5,T: remove Amulet of Unmaking from the game: Remove target artifact, creature or land from the game. Play this ability as a sorcery. Basalt Golem 5 ** Uncommon Creature Artifact 2/4 Basalt Golem cannot be blocked by artifact creatures. Whenever Golem is blocked by any creature, bury that creature at end of combat and put a Stone token into play under control of the creature’s controller. Treat this token as a 0/2 artifact creature. Bone Mask 4 *** Rare Artifact 2,T: Prevent all damage to you from any one source. For each 1 damage prevented in this way, remove the top card of your library from the game. Charcoal Diamond 2 *** Uncommon Artifact Charcoal Diamond comes into play tapped. T,Add B to your mana pool. Play this ability as a mana source. Chariot of the Sun 3 *** Uncommon Artifact 2,T: Target creature you control gains flying and has its toughness reduced to 1 until end of turn. Crystal Golem 4 * Uncommon Artifact Creature 3/3 At the end of your turn Crystal Golem phases out. Cursed Totem 2 *** Rare Artifact Players cannot play any creature abilities requiring an activation cost. Elixir of Vitality 4 ** Uncommon Artifact Elixir of Vitality comes into play tapped. T:Sacrifice Elixir of Vitality: Gain 4 life. 8,T: Sacrifice Elixir of Vitality: Gain 8 life. Ersatz Gnomes 3 **** Uncommon Artifact Creature 1/1 T; Target spell is colorless. Play this ability as an interrupt. T: Target permanent is colorless until end of turn. Fire Diamond 2 *** Uncommon Artifact Fire Diamond comes into play tapped. T: Add R to your mana pool. Play this ability as a mana source. Grinning Totem 4 ***** Rare Artifact 2,T: Search target opponent’s library for any card and put it face-up in front of you. That player shuffles his library afterwards. You may play the card as though it were in your hand. If you do not play the card by the beginning of your next upkeep, put it into owner's graveyard. Horrible Hordes 3 ** Uncommon Artifact Creature 2/2 Rampage 1. Igneous Golem 5 ** Uncommon Artifact Creature 3/4 2: Trample until end of turn. Lead Golem 5 ** Uncommon Artifact Creature 3/5 If Lead Golem attacks, it does not untap during your next untap phase. Lion’s Eye Diamond 0 * Rare Artifact Sacrifice Lion’s Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability as a mana source. Mana Prism 3 *** Uncommon Artifact T; Add one colorless mana to your mana pool. Play this ability as a mana source. 1,T: Add one mana of any color to your mana pool. Play this ability as a mana source. Mangara’s Tome 5 *** Rare Artifact When Mangara’s Tome comes into play, search your library and choose any five cards. Shuffle these cards and put them face down under Mangara’s Tome. Shuffle your library afterwards. If you lose control of Mangara’s Tome, remove all cards under it from the game. 2: Instead of drawing a card, put the top card from under Mangara's Tome into your hand. Marble Diamond 2 *** Uncommon Artifact Marble Diamond comes into play tapped. T: Add W to your mana pool. Play this ability as a mana source. Miser’s Cage 3 ** Rare Artifact At end of target opponent’s upkeep, if that opponent has 5 or 7 cards in hand, Miser’s Cage deals 2 damage to them. Moss Diamond 2 *** Uncommon Artifact Moss Diamond comes into play tapped. T: Add G to your mana pool. Play this ability as a mana source. Patagia Golem 4 ** Uncommon Artifact Creature 2/3 3: Flying until end of turn. Paupers’ Cage 3 *** Rare Artifact At the end of target opponent’s upkeep, if that player has two or fewer cards in hand, Paupers’ Cage deals 2 damage to him or her. Phyrexian Dreadnought 1 *** Rare Artifact Creature 12/12 Trample. When Phyrexian Dreadnought comes into play, sacrifice any number of creatures with total power 12 or more, or bury Phyrexian Dreadnought. Phyrexian Vault 3 **** Uncommon Artifact 2,T: Sacrifice a creature to draw a card. Razor Pendulum 4 ** Rare Artifact If any player has 5 or less life at the end of his turn, Razor Pendulum deals 2 damage to him. Sand Golem 5 ** Uncommon Artifact Creature 3/3 If a spell or effect controlled by an opponent causes you to discard Sand Golem, put Sand Golem from your graveyard into play at end of turn with a +1/+1 counter on it. Sky Diamond 2 *** Uncommon Artifact Sky Diamond comes into play tapped. T: Add U to your mana pool. Play this ability as a mana source. Teeka’s Dragon 9 *** Rare Artifact Creature 5/5 Flying, trample; rampage 4. Teeka’s Dragon counts as a Dragon Telim’Tor’s Darts 2 ** Uncommon Artifact 2,T: Telim’Tor’s Darts deals 1 damage to target player. Unerring Sling 3 *** Uncommon Artifact 3,T: Tap an untapped creature you control: Unerring Sling deals an amount of damage equal to that creature’s power to target attacking or blocking creature with flying. Ventifact Bottle 3 ** Rare Artifact 1X,T; Put X charge counters on Ventifact Bottle. Play this ability as a sorcery. At the beginning of your main phase, if Ventifact Bottle has any charge counters on it, tap Ventifact Bottle and remove all charge counters from it to add to your mana pool an amount of colorless mana equal to the number of charge counters removed. Black Cards Abyssal Hunter B3 ** Rare Summon Hunter 1/1. B,T: Tap target creature. Abyssal Hunter deals to that creature an amount of damage equal to Abyssal Hunter’s power. Ashen Powder BB2 * Rare Sorcery Put target creature card from an opponent’s graveyard into play under your control. Barbed-Back Wurm B4 ** Uncommon Summon Wurm 4/3 B: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. Binding Agony B1 **** Common Enchant Creature For each 1 damage dealt to enchanted creature, Binding Agony deals 1 damage to that creature’s controller. Blighted Shaman B1 *** Uncommon Summon Cleric 1/1 T, Sacrifice a creature; Target creature gets +2/+2 until end of turn. T, Sacrifice a swamp: Target creature gets +1/+1 until end of turn. Bone Harvest B2 *** Common Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card at the beginning of the next turn’s upkeep. Breathstealer B2 ** Common Summon Night Stalker 2/2 B: +1/-2 until end of turn. Cadaverous Knight B2 **** Common Summon Knight 2/2 Flanking. BB1: Regenerate. Carrion BB1 **** Rare Instant Sacrifice a creature: Put into play a number of Maggot tokens equal to the sacrificed creature’s power. Treat these tokens as 0/1 black creatures. Catacomb Dragon BB4 **** Rare Summon Dragon 4/4 Flying. Whenever Catacomb Dragon is blocked by any non-artifact, non-Dragon creature, that creature’s power is halved, rounded up, until end of turn. Choking Sands BB1 **** Common Sorcery Destroy target non-swamp land. If that land is a non-basic land, Choking Sands deals 2 damage to the land’s controller. Crypt Cobra B3 ** Uncommon Summon Cobra 3/3 If Crypt Cobra attacks and is not blocked, defending player gets a poison counter. If any player has ten or more poison counters, he or she loses the game. Dark Banishing B2 **** Common Instant Bury target non-black creature. Dark Ritual B ***** Common Mana Source Add BBB to your mana pool. Dirtwater Wraith B3 *** Common Summon Wraith 1/3 Swampwalk. B: +1/+0 until end of turn. Drain Life B1 **** Common Sorcery Choose a target creature or player. .For each B you spend in addition to the casting cost, do 1 damage to that creature or player and gain 1 life. You cannot gain more life than the creature’s toughness or the player’s life total. Dread Specter B3 *** Uncommon Summon Specter 2/2 Whenever Dread Specter blocks or is blocked by a non-black creature, destroy that creature at end of combat. Ebony Charm B ***** Common Instant Choose one — Target opponent loses 1 life and you gain 1 life; or remove from the game up to three cards in any player’s graveyard; or target creature cannot be blocked this turn except by artifact or black creatures. Enfeeblement BB *** Common Enchant Creature Enchanted creature gets -2/-2. Feral Shadow B2 ** Common Summon Night Stalker 2/1 Flying. Fetid Horror B3 *** Common Summon Shade 1/2 B: +1/+1 until end of turn. Forbidden Crypt BB3 *** Rare Enchantment For each card you would draw, instead choose target card in your graveyard and put it into your hand. If you cannot, you lose the game. Whenever a card is put into your graveyard, remove that card from the game. Forsaken Wastes B2 *** Rare Enchant World Players cannot gain life. During each player’s upkeep, that player loses 1 life. If Forsaken wastes is the target of a successfully cast spell, that spell’s caster loses 5 life. Grave Servitude **** Common Enchant Creature B1 You may choose to play Grave Servitude as an instant; if you do, bury it at end of turn. Enchanted creature gets +3/-1 and is black. Gravebane Zombie B3 * Common Summon Zombie 3/2 If Gravebane Zombie is put into the graveyard from play, put Gravebane Zombie on top of owner’s library. Harbinger of Night BB2 *** Rare Summon Spirit 2/3 During your upkeep, put a -1/-1 counter on each creature. Infernal Contract BBB *** Rare Sorcery Pay half your life, rounded up: Draw four cards. Kaervek’s Hex B3 *** Uncommon Sorcery Kaervek’s Hex deals 1 damage to each non-black creature and an additional 1 damage to each green creature. Mire Shade B1 ** Uncommon Summon Shade 1/1 B, Sacrifice a swamp: Put a +1/+1 counter on Mire Shade. Play this ability as a sorcery. Nocturnal Raid BB2 * Uncommon Instant All black creatures get +2/+0 until end of turn. Painful Memories B1 ** Uncommon Sorcery Look at target opponent’s hand. Choose one of those cards and put it on top of his or her library. Phyrexian Tribute B2 * Rare Sorcery Sacrifice two creatures: Destroy target artifact. Purraj of Urborg BB3 **** Rare Summon Legend 2/3 First strike when attacking. B: Put a +1/+1 counter on Purraj of Urborg. Use this ability only when a black spell is successfully cast and only one for each spell. Ravenous Vampire BB3 ** Uncommon Summon Vampire 3/3 Flying. During your upkeep, sacrifice a non-artifact creature and put a +1/+1 counter on Ravenous Vampire, or tap Ravenous Vampire. Reign of Terror BB3 ** Uncommon Sorcery Bury all white or green creatures. Lose 2 life for each creature put in graveyard. Restless Dead B1 ** Common Summon Skeletons 1/1 B: Regenerate. Sewer Rats B *** Common Summon Rats 1/1 B, Pay 1 life: +1/+0 until end of turn. You cannot spend more than BBB in this way each turn. Shadow Guildmage B *** Common Summon Wizard 1/1 U,T: Put target creature you control on top of owner’s library. R,T: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you. Shallow Grave B1 **** Rare Instant Put the top creature card from you graveyard into play as though it were just played. That creature is unaffected by summoning sickness. Remove the creature from the game at the end of any turn. Shauku Endbringer BB5 *** Rare Summon Legend 5/5. Flying. Shauku, Endbringer cannot attack if there is another creature in play. During your upkeep, lose 3 life. T; Remove target creature from the game and put a +1/+1 counter on Shauku. Skulking Ghost B1 * Common Summon Ghost 2/1. Flying. If Skulking Ghost is the target of a spell or effect, bury Skulking Ghost. Soul Rend B1 ** Uncommon Instant Bury target creature if it is white. Draw a card at the beginning of the next turn’s upkeep. Soulshriek B **** Common Instant Target creature you control gets +*/+0 until end of turn, where * is equal to the number of creature cards in your graveyard. Bury that creature at end of turn. Spirit of the Night BBB6 ***** Rare Summon Legend 6/5 Flying, trample, protection from black. First strike when attacking. Spirit of the Night is unaffected by summoning sickness. Stupor B2 **** Uncommon Sorcery Target opponent discards a card at random, then chooses and discards a card. Tainted Specter B3 *** Rare Summon Specter 2/2 Flying. BB1, T: Target player chooses a card from his or her hand and then chooses either to discard that card or put it on top of his or her library. If the card is discarded, Tainted Specter deals 1 damage to each creature and player. Play this ability as a sorcery. Tombstone Stairwell BB2 **** Rare Enchant World Cumulative Upkeep B1. During each upkeep, each player puts into play a Tombspawn token for each summon card in his or her graveyard. Treat these tokens as 2/2 black creatures that are unaffected by summoning sickness and count as Zombies. At the end of any turn or if Tombstone Stairwell leaves play, bury all of these tokens. Urborg Panther B2 *** Common Summon Night Stalker 2/2 B, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther. Sacrifice Feral Shadow, Breathstealer, and Urborg Panther: Search your library for Spirit of the Night and put it into play as though it were just played. Shuffle your library afterwards. Wall of Corpses B1 ** Common Summon Wall 0/2 B, Sacrifice Wall of Corpses: Destroy target creature blocked by Wall of Corpses. Withering Boon B1 ** Uncommon Interrupt Pay 3 life: Counter target summon spell. Zombie Mob BB2 **** Uncommon Summon Zombies 2/0 Zombie Mob comes into play with one +1/+1 counter for each summon card in your graveyard. Remove all of those summon cards from the game. Blue Cards Ancestral Memories UUU2 *** Rare Sorcery Look at the top seven cards of your library. Put two of those cards into your hand and the rest into your graveyard. Azimaet Drake U2 ** Common Summon Drake 1/3 Flying. U: +1/+0 until end of turn. You cannot spend more than U in this way each turn. Bay Falcon U1 ** Common Summon Falcon 1/1 Flying. Attacking does not cause Bay Falcon to tap. Bazaar of Wonders UU3 *** Rare Enchant World 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 any graveyard. Boomerang UU **** Common Instant Return target permanent to its owner’s hand. Cerulean Wyvern U4 *** Uncommon Summon Wyvern 3/3 Flying, protection from green. Cloak of Invisibility U **** Common Enchant Creature Enchanted creature gains phasing and cannot be blocked except by Walls Coral Fighters U1 *** Uncommon Summon Merfolk 1/1 If Coral Fighters attacks and is not blocked, look at the top card of defending player’s library. You may choose to put that card on the bottom of that player’s library. Daring Apprentice UU1 * Rare Summon Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Dissipate UU1 *** Uncommon Interrupt Counter target spell. Remove that card from the game. Dream Cache U2 ***** Common Sorcery Draw 3 cards. Choose two cards from your hand and put both on either the top or the bottom of your library. Dream Fighter U2 *** Common Summon Soldier 1/1 Whenever Dream Fighter blocks or is blocked by a creature, Dream Fighter and that creature phase out. Energy Vortex UU3 ** Rare Enchantment When you play Energy Vortex, choose target opponent. At the beginning of your upkeep, remove all energy counters from Energy Vortex. During chosen opponent’s upkeep, he pays 1 for each energy counter on Energy Vortex, or it deals 3 damage to him. X: Put X energy counters on Energy Vortex. Use this ability only during your upkeep. Ether Well U3 ** Uncommon Instant Put target creature on top of owner’s library. If that creature is red, you may choose to put it on the bottom of owner’s library instead. Flash U1 ** Rare Instant Choose a creature card from your hand and put it into play as though it were just played. Pay the creature’s casting cost reduced by up to 2. If you cannot, bury the creature. Floodgate U3 ** Uncommon Summon Wall 0/5 If Floodgate gains flying, bury it. If Floodgate leaves play, it deals to each non-blue creature without flying 1 damage for each two islands you control. Hakim Loreweaver UU3 *** Rare Summon Legend 2/4 Flying. UU: Put target creature enchantment card from your graveyard on Hakim Loreweaver. Treat that enchantment as though it were just played. Use this ability only during your upkeep and only if there are no enchantments on Hakim. UU,T: Destroy all enchantments on Hakim. Harmattan Efreet UU2 ** Uncommon Summon Efreet 2/2 Flying. UU1: Target creature gains flying until end of turn. Jolt U2 * Common Instant Tap or untap target artifact, creature or land. Draw a card at the beginning of the next turn’s upkeep. Kukemssa Pirates U3 *** Rare Summon Pirates 2/2 If Kukemssa Pirates attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do, gain control of target artifact that player controls. Kukemssa Serpent U3 *** Common Summon Serpent 4/3 Islandhome. U, Sacrifice an island: Target land an opponent controls is an island until end of turn. Meddle U1 **** Uncommon Interrupt Target spell, which targets a single creature, targets another creature of your choice instead. The new target must be legal. Memory Lapse U1 *** Common Interrupt Counter target spell. Return that spell to the top of caster’s library. Merfolk Raiders U1 ** Common Summon Merfolk 2/3 Phasing; islandwalk. Merfolk Seer U2 ** Common Summon Merfolk 2/2 U1: Draw a card. Use this ability only when Merfolk Seer is put into the graveyard from play and only once. Mind Bend U **** Uncommon Instant Change the text of target permanent by replacing all instances of one color word or basic land type with another. Mind Harness U *** Uncommon Enchant Creature Play only on a red or green creature. Cumulative upkeep 1. Gain control of enchanted creature. Mist Dragon UU4 ***** Rare Summon Dragon 4/4 0: Flying. 0: Loses Flying. UU3: Phases out. Mystical Tutor U **** Uncommon Instant Search your library for an instant, interrupt, mana source, or sorcery card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. Political Trickery U2 *** Rare Sorcery Choose target land you control and target land an opponent controls. Exchange control of these lands. Polymorph U3 ** Rare Sorcery Bury target creature. That creature’s controller reveals cards from the top of his or her library until a creature card is revealed and then puts that creature into play under his or her control as though it were just played. The player shuffles all other revealed cards into his or her library. Power Sink UX ***** Common Interrupt Target spell is countered unless its caster spends an additional X. Caster must tap all lands and draw all mana to pay for the cost. Prismatic Lace U *** Rare Instant Target permanent becomes the color(s) of your choice. Costs to tap, maintain, or use an ability of that permanent remain unchanged. Psychic Transfer U4 *** Rare Sorcery Compare your life total with target player’s life total. If the difference is 5 or less and you have at least 1 life, exchange life totals with that player. Ray of Command U3 ***** Common Instant Gain control of target creature until end of turn. Creature returns to original controller tapped. Reality Ripple U1 *** Common Instant Target artifact, creature, or land phases out. Sandbar Crocodile U4 *** Common Summon Crocodile 6/5 Phasing. Sapphire Charm U **** Common Instant Choose one Target player draws a card at the beginning of the next turn’s upkeep; or target creature an opponent controls phases out ; or target creature gains flying until end of turn. Sea Scryer U1 ** Common Summon Merfolk 1/1 T: Add one colorless mana to your mana pool. Play this ability as a mana source. 1,T: Add U to your mana pool. Play this ability as a mana source. Shaper Guildmage U **** Common Summon Wizard 1/1 W,T: Target creature gains first strike until end of turn. B,T: Target creature gets +1/+0 until end of turn. Shimmer UU2 **** Rare Enchantment When you play Shimmer, choose a land type. All lands of the chosen type gain phasing. Soar U1 *** Common Enchant Creature You may choose to play Soar an an instant; if you do, bury it at the end of turn. Enchanted creature gets +0/+1 and gains flying. Suq’Ata Firewalker UU1 *** Uncommon Summon Wizard 0/1 Suq-Ata Firewalker cannot be the target of red spells or effects. T: Suq’Ata Firewalker deals 1 damage to target creature or player. Taniwha UU3 ** Rare Summon Legend 7/7 Phasing, Trample. At the beginning of your upkeep, all lands you control phase out. Teferi’s Curse U1 *** Common Enchant Permanent Play only on an artifact or creature. Enchanted permanent gains phasing. Teferi’s Drake U2 ** Common Summon Drake 3/2 Flying, phasing. Teferi’s Imp U2 ** Rare Summon Imp 1/1 Flying, Phasing. When Teferi's Imp phases out, choose and discard a card. When Teferi’s Imp phases in, draw a card. Thirst U2 *** Common Enchant Creature When Thirst comes into play, tap enchanted creature. During your upkeep, pay U or bury Thirst. Enchanted creature does not untap during its controller’s untap phase. Tidal Wave U2 *** Uncommon Instant Put a Wave token into play. Treat this token as a 5/5 blue creature that counts as a Wall. Bury the token at end of any turn. Vaporous Djinn UU2 *** Uncommon Summon Djinn 3/4 Flying. During your upkeep, pay UU or Vaporous Djinn phases out. Wave Elemental UU2 ** Uncommon Summon Elemental 2/3 U,T: Sacrifice Wave Elemental: Tap up to three target creatures without flying. Gold Cards Asmira, Holy Avenger GW2 **** Rare Summon Legend 2/3 Summon Legend. At the end of each turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play that turn. Benthic Djinn BU2 *** Rare Summon Djinn 5/3 Islandwalk. During your upkeep, lose 2 life. Cadaverous Bloom BG3 ** Rare Enchantment Choose a card in your hand and remove it from the game: Add BB or GG to your mana pool. Play this ability as a mana source. Circle of Despair BW1 ***** Rare Enchantment 1, Sacrifice a creature; Prevent all damage to any creature or player from any one source. Delirium BR1 **** Uncommon Instant Play only on target opponent’s turn. Tap target creature that player controls. That creature deals to the player an amount of damage equal to its power. The creature neither deals nor receives combat damage this turn. Discordant Spirit BR2 *** Rare Summon Spirit 2/2 At end of target opponent’s turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn. At the end of you turn, remove all these counters from Discordant Spirit. Emberwilde Caliph UR2 **** Rare Summon Djinn 4/4 Flying, Trample. Emberwilde Caliph attacks each turn if able. For each damage Emberwilde Caliph successfully deals, lose 1 life. Energy Bolt RWX *** Rare Sorcery Energy Bolt deals X damage to target player, or target player gains X life. Frenetic Efreet UR1 * Rare Summon Efreet 2/1 Flying. 0: Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Frenetic Efreet phases out. Otherwise, bury Frenetic Efreet. Grim Feast BG1 **** Rare Enchantment At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into target opponent’s graveyard from play, gain an amount of life equal to that creature’s toughness. Harbor Guardian UW2 * Uncommon Summon Guardian 3/4 Harbor Guardian can block creatures with flying, If Harbor Guardian attacks, defending player may draw a card. Haunting Apparition BU1 *** Uncommon Summon Ghost 1+*/2 Flying. Haunting Apparition has power equal to 1 plus the number of green creature cards in target opponent’s graveyard. Hazerider Drake UW2 *** Uncommon Summon Drake 2/3 Flying, protection from red. Jungle Troll GR1 *** Uncommon Summon Troll 2/1 R: Regenerate. G: Regenerate. Kaervek’s Plague BRX *** Uncommon Sorcery Destroy target creature with casting cost equal to X. If that creature is put into the graveyard in this way, Kaervek’s Purge deals to the creature’s controller an amount of damage equal to the creature’s power. Leering Gargoyle UW1 ** Rare Summon Gargoyle 2/2 Flying. T: Leering Gargoyle gets -2/+2 and loses flying until end of turn. Malignant Growth UG3 **** Rare Enchantment Cumulative upkeep 1. During your upkeep, put a growth counter on Malignant Growth. During target opponent’s draw phase, he or she draws an additional card for each growth counter on Malignant Growth. For each card that opponent draws in this way, Malignan Growth deals 1 damage to him or her. Phyrexian Purge BR2 * Rare Sorcery Pay 3 life per target: Destroy any number of target creatures. Prismatic Boon UWX *** Uncommon Instant X target creatures gain protection from a single color of your choice until end of the turn. Purgatory BW2 *** Rare Enchantment Whenever a summon card is put into your graveyard from play, put that card face up under Purgatory. During your upkeep, you may pay 4 and 2 life to put any card under Purgatory into play as though it were just played. If Purgatory leaves play, remove all cards under it from the game. Radiant Essence GW1 **** Uncommon Summon Spirit 2/3 As long as target opponent controls any black permanents. Radiant Essence gets +1/+2. Reflect Damage RW3 ** Rare Instant Redirect all damage dealt by any one source to that source’s controller. Reparations UW1 *** Rare Enchantment Whenever target opponent successfully casts a spell that targets you or a creature you control, you may draw a card. Rock Basilisk GR4 **** Rare Summon Basilisk 4/5 Whenever Rock Basilisk blocks or is blocked by a non-wall creature, destroy that creature at end of combat. Savage Twister GRX ***** Uncommon Sorcery Savage Twister deals X damage to each creature. Sawback Manticore GR3 *** Rare Summon Manticore 2/4 4: Flying until end of turn. 1: Sawback Manticore deals 2 damage to target attacking or blocking creature. use this ability only once each turn and only if Sawback Manticore is attacking or blocking. Sealed Fate BUX **** Uncommon Sorcery Look at the top X cards of target opponent’s library. Remove one of those cards from the game and put the rest back on top of that player’s library in any order. Shauku’s Minion BR1 *** Uncommon Summon Minion 2/2 BR,T: Shauku’s Minion deals 2 damage to target white creature. Spatial Binding BU ** Uncommon Enchantment Pay 1 life: Target permanent cannot phase out until the beginning of your next upkeep. Unfulfilled Desires BU1 ***** Rare Enchantment 1, Pay 1 life: Draw a card, then choose and discard a card. Vitalizing Cascade GWX ** Uncommon Instant Gain X+3 life. Warping Wurm UG2 * Rare Summon Wurm 1/1 Phasing. During your upkeep, pay UG2 or Warping Wurm phases out. When Warping Wurm phases in, put a +1/+1 counter on it. Wellspring GW1 ** Rare Enchant Land When Wellspring comes into play, gain control of enchanted land. At the end of each of your turns, lose control of enchanted land. At the beginning of each of your turn, gain control of enchanted land. Windreaper Falcon RG1 ** Uncommon Summon Falcon 1/1 Flying, protection from blue. Zebra Unicorn GW2 *** Uncommon Summon Unicorn 2/2 For each 1 damage Zebra Unicorn deals, gain 1 life. Green Cards Afiya Grove G1 *** Rare Enchantment Afiya Grove comes into play with three +1/+1 counters on it. During your upkeep, put one of these counters on target creature. If Afiya Give has non of these counters on it, bury it. Armor of Thorns G1 **** Common Enchant Creature You may choose to play Armor of Thorns as an instant; if you do, bury it at end of turn. Play only on a non-black creature. Enchanted creature gets +2/+2. Barbed Foliage GG2 *** Uncommon Enchantment Whenever a creature attacks you, it loses flanking until end of turn. Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it. Brushwagg GG1 ** Rare Summon Brushwagg 3/2 If Brushwagg blocks or is blocked, it gets -2/+2 until end of turn. Canopy Dragon GG4 **** Rare Summon Dragon 4/4 Trample. G1: Flying and loses trample until end of turn. Crash of Rhinos GG6 *** Common Summon Rhinos 8/4 Trample. Cycle of Life GG1 ** Rare Enchantment Return Cycle of Life to owner’s hand: Target creature you summoned this turn is 0/1 until the beginning of your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. Decomposition G1 *** Uncommon Enchant Creature Play only on a black creature. Enchanted creature gains “Cumulative upkeep - 1 life.If enchanted creature is put into the graveyard, its controller loses 2 life. Early Harvest GG1 ***** Rare Instant Target player untaps all basic lands he or she controls. Fallow Earth G2 ** Uncommon Sorcery Put target land on top of owner’s library. Femeref Archers G2 **** Uncommon Summon Archers 2/2 T: Femeref Archers deals 4 damage to target attacking creature with flying. Fog G *** Common Instant No creatures deal damage during combat. Foratog G2 *** Uncommon Summon Atog 1/2 G, Sacrifice a forest: +2/+2 until end of turn. Giant Mantis G3 ** Common Summon Mantis 2/4 Giant Mantis can block creatures with flying. Gibbering Hyenas G2 * Common Summon Hyenas 3/2 Gibbering Hyenas cannot block black creatures. Granger Guildmage G **** Common Summon Wizard 1/1 W,T; Target creature gains first strike until end of turn. R,T: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you. Hall of Gemstone GG1 **** Rare Enchant World During each player’s upkeep, that player chooses a color. Until end of turn, each mana-producing land produces mana of the chosen color instead of its normal color. Jolrael’s Centaur GG1 **** Common Summon Centaur 2/2 Flanking. Jolrael’s Centaur cannot be the target of spells or effects. Jungle Patrol G3 ** Rare Summon Soldiers 3/2 1G,T: Put a Wood token into play. Treat this token as a 0/1 green creature that counts as a Wall. Sacrifice a Wood token: Add R to your mana pool. Play this ability as a mana source. Jungle Wurm GG3 *** Common Summon Wurm 5/5 For each creature assigned to block it beyond the first, Jungle Wurm gets -1/-1 until end of turn. Karoo Meerkat G1 * Uncommon Summon Meerkat 2/1 Protection from blue. Locust Swarm G3 ** Uncommon Summon Swarm 1/1 Flying. G: Regenerate. G: Untap Locust Swarm. Use this ability only once each turn. Lure of Prey GG2 **** Rare Instant Play only if an opponent successfully cast a summon spell this turn. Put a green summon card from your hand into play as though it were just played. Maro GG2 *** Rare Summon Nature Spirit */* Maro has power and toughness each equal to the number of cards in your hand. Mindbender Spores G2 ** Rare Summon Wall 0/1 Flying. Whenever Mindbender Spores blocks any creature, put four fungus counters on that creature. During its controller’s untap phase, remove a fungus counter from the creature. As long as the creature has any fungus counters on it, it does not untap during untap phase. Mtenda Lion G *** Common Summon Lion 2/1 If Mtenda Lion attacks, defending player may pay U to have it deal no combat damage this turn. Natural Balance GG2 ***** Rare Sorcery Each player controlling six or more lands sacrifices enough lands to reduce his or her land total to five. Each player controlling four or fewer lands may search his or her library for enough basic land to bring his or her land total to five and put those lands into play. Those players shuffle their libraries afterwards. Nettletooth Djinn G3 **** Uncommon Summon Djinn 4/4 During your upkeep, Nettletooth Djinn deals 1 damage to you. Preferred Selection GG2 * Rare Enchantment At the beginning of your draw phase, look at the top two cards of your library and choose one. Put that card on the bottom of your library, or sacrifice Preferred Selection and pay 2GG to draw the card. Quirion Elves G1 **** Common Summon Elves 1/1 When you play Quirion Elves, choose a color. T: Add one mana of the chosen color to your mana pool. Play this ability as a mana source. T: Add G to your mana pool. Play this ability as a mana source. Rampant Growth G1 * Common Sorcery Search your library for a basic land card and put it into play, tapped. Shuffle your library afterwards. Regeneration G1 **** Common Enchant Creature G: Regenerate creature Regeneration enchants. Roots of Life GG1 **** Uncommon Enchantment When you play Roots of Life, choose islands or swamps. Whenever a land of the chosen type that target opponent controls becomes tapped, gain 1 life. Sabertooth Cobra G2 *** Common Summon Cobra 2/2 If Sabertooth Cobra damages a player, he or she gets a poison counter. During that player’s next upkeep, he or she gets another poison counter unless he or she pays 2 before then to prevent this effect. If any player has ten or more poison counters, he or she lose the game. Sandstorm G *** Common Instant Do 1 damage to all attacking creatures. Seedling Charm G **** Common Instant Choose one — Return target creature enchantment to owner’s hand; or regenerate target green creature; or target creature gains trample until end of turn. Seeds of Innocence GG1 *** Rare Sorcery Bury all artifacts. Each artifact’s controller gains an amount of life equal to that artifact’s casting cost. Serene Heart G1 **** Common Instant Destroy a local enchantments. Stalking Tiger G3 *** Common Summon Tiger 3/3 Stalking Tiger cannot be blocked by more than one creature. Superior Numbers GG ** Uncommon Sorcery Superior Numbers deals to target creature 1 damage for each creature you control in excess of the number of creatures target opponent controls. Tranquil Domain G1 **** Common Instant Destroy all global enchantments. Tropical Storm GX *** Uncommon Sorcery Tropical Storm deals X damage to each creature with flying and 1 damage to each blue creature. Uktabi Faerie G1 * Common Summon Faerie 1/1 Flying. 3G, Sacrifice Uktabi Faerie: Destroy target artifact. Uktabi Wildcats G4 ***** Rare Summon Wildcats */* Uktabi Wildcats has power and toughness each equal to the number of forests you control. G, Sacrifice a forest: Regenerate. Unseen Walker G1 *** Uncommon Summon Dryad 1/1 Forestwalk. GG1: Target creature gains forestwalk until end of turn. Unyaro Bee Sting G3 * Uncommon Sorcery Unyaro Bee Sting deals 2 damage to target creature or player. Village Elder G *** Common Summon Druid 1/1 G,T: Sacrifice a forest: Regenerate target creature. Waiting in the Woods GG1 **** Rare Sorcery For each untapped forest he or she controls, each player puts a Cat token into play under his or her control. Treat these tokens as 1/1 green creatures. Wall of Roots G1 ** Common Summon Wall 0/5 Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability as a mana source. Use this ability only once each turn. Wild Elephant G3 *** Common Summon Elephant 3/3 Trample. Worldly Tutor G **** Uncommon Instant Search your library for a creature card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. Lands Bad River * Uncommon Land Bad River comes into play tapped. T: Sacrifice Bad River: Search your library for an island or swamp card. Put that land into play. Shuffle your library afterwards. Crystal Vein ** Uncommon Land T: Add one colorless mana to your mana pool. T: Sacrifice Crystal Vein: Add two colorless mana to your mana pool. Flood Plain * Uncommon Land Flood Plain comes into play tapped. T: Sacrifice Flood Plain: Search your library for a plains or island card. Put that land into play. Shuffle your library afterwards. Grasslands * Uncommon Land Grasslands comes into play tapped. T, Sacrifice Grasslands: Search your library for a forest or plains card. Put that land into play. Shuffle your library afterwards. Mountain Valley * Uncommon Land Mountain Valley comes into play tapped. T: Sacrifice Mountain Valley to search your library for a Mountain or Forest. Put that land into play and shuffle your library. Rocky Tar Pit * Uncommon Land Comes into play tapped. T: Sacrifice Rocky Tar Pit to search your library for a swamp or mountain. Put that land into play. Shuffle your library afterwards. Teferi’s Isle *** Rare Legendary Land Phasing. Comes into play tapped. T: Add UU to your mana pool. Red Cards Agility R1 *** Common Enchant Creature Enchanted creature gets +1/+1 and gains flanking. Aleatory R1 * Uncommon Instant Play only after defense is chosen. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn’s upkeep. Armorer Guildmage R *** Common Summon Wizard 1/1 B,T: Target creature gets +1/+0 until end of turn. G,T: Target creature gets +0/+1 until end of turn. Barreling Attack RR2 *** Rare Instant Target creature gains trample until end of turn. That creature gets +1/+1 until end of turn for each creature that blocks it. Blind Fury RR2 *** Uncommon Instant All creatures lose trample until end of turn. Double all combat damage assigned to creatures this turn. Blistering Barrier R2 *** Common Summon Wall 5/2 Builder’s Bane RXX *** Common Sorcery Destroy X target artifacts. For each artifact put into the graveyard in this way, Builder’s Bane deals 1 damage to that artifact’s controller. Burning Palm Efreet RR2 ** Uncommon Summon Efreet 2/2 RR1: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. Burning Shield Askari R2 **** Common Summon Knight 2/2 Flanking. RR: First strike until end of turn. Chaos Charm R ***** Common Instant Choose one — Target creature is unaffected by summoning sickness this turn; or Chaos Charm deals 1 damage to target creature; or destroy target wall. Chaosphere R2 ***** Rare Enchant World Creatures with flying cannot block creatures without flying. Creatures without flying can block creatures with flying. Cinder Cloud RR3 ** Uncommon Instant Destroy target creature. If a white creature is put into the graveyard in this way, Cinder Cloud deals to that creature’s controller an amount of damage equal to the creature’s power. Consuming Ferocity R1 * Uncommon Enchant Creature Play only on a non-Wall creature. Enchanted creature gets +1/+0. During your upkeep, put a +1/+0 counter on enchanted creature. At the end of any upkeep, if that creature has three of these counters on it, bury the creature and it deals to its controller an amount of damage equal to it's power. Crimson Hellkite RRR6 ***** Rare Summon Dragon 6/6 Flying. X,T: Crimson Hellkite deals X damage to target creature. Spend only red mana in this way. Crimson Roc R4 ** Uncommon Summon Roc 2/2 Flying. If Crimson Roc blocks any creature without flying, Crimson Rock gets +1/+0 and gains first strike until end of turn. Dwarven Miner R1 *** Uncommon Summon Dwarf 1/2 2R,T: Destroy target nonbasic land. Dwarven Nomad R2 **** Common Summon Dwarf 1/1 T: Target creature with power 2 or less is unblockable this turn. Ekundu Cyclops R3 *** Common Summon Cyclops 3/4 If any creature you control attacks, Ekundu Cyclops also attacks if able. Emberwilde Djinn RR2 *** Rare Summon Djinn 5/4 Flying. During each player’s upkeep, he or she may pay RR or 2 life to gain control of Emberwilde Djinn. Final Fortune RR **** Rare Instant Take another turn after this one. You lose the game at the end of that turn. Firebreathing R **** Common Enchant Creature R:+1/+0 Flame Elemental RR2 *** Uncommon Summon Elemental 3/2 R,T; Sacrifice Flame Elemental: Flame Elemental deals an amount of damage equal to its power to target creature. Flare R2 * Common Instant Flare does one damage to any target.Draw a card at the beginning of the next turn. Goblin Elite Infantry R1 * Common Summon Goblins 2/2 If Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn. Goblin Scouts RR3 **** Uncommon Sorcery Put three Goblin Scout tokens into play. Treat these tokens as 1/1 red creatures with mountainwalk that count as Goblins. Goblin Soothsayer R *** Uncommon Summon Goblin 1/1 R,T: Sacrifice a Goblin: All red creatures get +1/+1 until end of turn. Goblin Tinkerer R1 ** Common Summon Goblin 1/2 R,T: Destroy target artifact. That artifact deals an amount of damage equal to its casting cost to Goblin Tinkerer. Hammer of Bogarden RR1 * Rare Sorcery Hammer of Bogarden deals 3 damage to target creature or player. RRR2: Return Hammer of Bogarden to your hand. Use this ability only during your upkeep, and only if Hammer is in your graveyard. Hivis of the Scale RR3 *** Rare Summon Legend 3/4 You may choose not to untap Hivis of the Scale during your untap phase. T: Gain control of target Dragon. if Hivis becomes untapped or you lose control of Hivis, lose control of that Dragon. Illicit Auction RR3 *** Rare Sorcery Choose target creature. Each player may bid life for control of that creature. You begin the bidding with a high bid of 0. Proceeding in turn order, each player may top the high bid. The auction ends when the high bud stands. The high bidder loses an amount of life equal to the high bid and gains control of the creature. Incinerate R1 ***** Common Instant Do 3 Damage to any target.Creatures damaged by incinerate cannot regenerate. Kaervek’s Torch RX **** Common Sorcery Interrupts that target Kaervek’s Torch each cost an additional 2 to play. Kaervek’s Torch deals X damage to target creature or player. Lightning Reflexes R1 *** Common Enchant Creature You may choose to play Lightning Reflexes as an instant; if you do, bury it at end of turn. Enchanted creature gets +1/+0 and gains first strike. Pyric Salamander R1 *** Common Summon Salamander 1/1 R: +1/+0 until end of turn. Bury Pyric Salamander at end of turn. Raging Spirit R3 *** Common Summon Spirit 3/3 2: Raging Spirit is colorless until end of turn. Reckless Embermage R3 ** Rare Summon Wizard 2/2 R1: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Reign of Chaos RR2 *** Uncommon Sorcery Destroy target plains and target white creature, or destroy target island and target blue creature. Searing Spear Askari R2 **** Common Summon Knight 2/2 Flanking. R1: Searing Spear Askari cannot be blocked by only one creature this turn. Sirocco R1 ***** Uncommon Instant Target player reveals his or her hand to all players. For each blue interrupt card that player holds, he or she pays 4 life or discards that card. Splitting Earth R1 **** Common Sorcery Spitting Earth deals to target creature an amount of damage equal to the number of mountains you control. Stone Rain R2 *** Common Sorcery Destroy anyone land. Subterranean Spirit RR3 *** Rare Summon Elemental 3/3 Protection from red. T: Subterranean Spirit deals 1 damage to each creature with flying. Talruum Minotaur RR2 **** Common Summon Minotaur 3/3 Talruum Minotaur is unaffected by summoning sickness. Telim’Tor R4 *** Rare Summon Legend 2/2 Flanking. If Telim‘Tor attacks, all attacking creatures with Flanking get +1/+1 until end of turn. Telim’Tor’s Edict R * Rare Instant Remove from the game target permanent you own or control. Draw a card at the beginning of the next turn’s upkeep. Torrent of Lava RRX ** Rare Sorcery Torrent of Lava deals X damage to each creature without flying. Each creature gains “T: Prevent 1 damage to this creature from Torrent of Lava.” Viashino Warrior R3 * Common Summon Viashino 4/2. Volcanic Dragon RR4 ***** Rare Summon Dragon 4/4 Flying. Volcanic Dragon is unaffected by summoning sickness. Volcanic Geyser RRX ** Uncommon Instant Volcanic Geyser deals X damage to target creature or player. Wildfire Emissary R3 *** Uncommon Summon Efreet 2/4 Protection from white. R: +1/+0 until end of turn. Zirilan of the Claw RR3 **** Rare Summon Legend 3/4 RR1,T: Search your library for a Dragon card and put it into play as though it were just played. Shuffle your library afterwards. That creature is unaffected by summoning sickness. Remove the creature from the game at the end of any turn. White Cards Afterlife W2 ** Uncommon Instant Bury target creature and put an Essence Token into play under control of that creature’s controller. Treat this token as a 1/1 white creature with flying. Alarum W1 *** Common Instant Untap target non-attacking creature. That creature gets +1/+3 until end of turn. Auspicious Ancestor W3 **** Rare Summon Ancestor 2/3 If Auspicious Ancestor is put into the graveyard from play, gain 3 life. 1: Gain 1 life. Use this ability only when a white spell is successfully cast and only once for each such spell. Benevolent Unicorn W1 **** Common Summon Unicorn 1/2 Whenever a spell assigns damage to a creature or player, that damage is reduced by 1. Blinding Light W2 ***** Uncommon Sorcery Tap all non-white creatures. Celestial Dawn WW1 ** Rare Enchantment All non-land cards you own that are not in play are white. All non-land permanents you control are white. All lands you control are plains. All colored mana symbols in all costs on all of these cards and permanents are W. Civic Guildmage W *** Common Summon Wizard 1/1 G,T: Target creatures gets +0/+1 until end of turn. U,T: Put target creature you control on top of owner’s library. Dazzling Beauty W2 *** Common Instant Play only when defense is chosen. Target unblocked creature is considered blocked. Draw a card at the beginning of the next turn’s upkeep. Disempower W1 ** Common Instant Put target artifact or enchantment on top of owner’s library. Disenchant W1 ***** Common Instant Destroy target enchantment or artifacy. Divine Offering W1 ** Common Instant Destroy target artifact,gaining life equal to casting cost of artifact. Divine Retribution W1 *** Rare Instant For each attacking creature Divine Retribution deals 1 damage to target attacking creature. Ektundu Griffin W3 *** Common Summon Griffin 2/2 Flying, first strike. Enlightened Tutor W *** Uncommon Instant Search your library for an artifact or enchantment card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it. Ethereal Champion WWW2 ** Rare Summon Avatar 3/4 Pay 1 life: Prevent 1 damage to Ethereal Champion. Favorable Destiny W1 **** Uncommon Enchant Creature As long as enchanted creature’s controller controls at least one other creature, enchanted creature cannot be the target of spells or effects. As long as enchanted creature is white, it gets +1/+2. Femeref Healer W1 *** Common Summon Cleric 1/1 T: Prevent 1 damage to any creature or player. Femeref Knight W2 *** Common Summon Knight 2/2 Flanking. W: Attacking does not cause Femeref Knight to tap this turn. Femeref Scouts W2 ** Common Summon Scouts 1/4 Healing Salve W ** Common Instant Gain 3 life or prevent up yo 3 damage dealt to a target. Illumination WW * Uncommon Interrupt Counter target artifact or enchantment spell. That spell’s caster gains an amount of life equal to the spell’s casting cost. Iron Tusk Elephant W4 ** Uncommon Summon Elephant 3/3 Trample. Ivory Charm W **** Common Instant Choose one — all creature get -2/-0 until end of turn; or prevent one damage to any creature or player; or tap target creature. Jabari’s Influence WW3 *** Rare Instant Play only after combat. Gain control of target non-artifact creature that attacked you this turn and put a -0/-1 counter on it. Mangara’s Blessing W2 **** Uncommon Instant Gain 5 life. If a spell or effect by an opponent causes you to discard Mangara’s Blessing, gain 2 life and return Mangara’s Blessing from your graveyard to your hand at end of turn. Mangara’s Equity WW1 **** Uncommon Enchantment When you play Mangara’s Equity, choose black or red. During your upkeep, pay 1W or bury Mangara’s Equity. For each 1 damage a creature of the chosen color deals to you or a white creature you control, Mangara’s Equity deals 1 damage to that creature. Melesse Spirit WW3 **** Uncommon Summon Angel 3/3 Flying. Protection from black. Mtenda Griffin W3 *** Uncommon Summon Griffin 2/2 Flying. W,T: Return Mtenda Griffin to owner’s hand and return target Griffin card in your graveyard to your hand. Use this ability only during your upkeep. Mtenda Herder W *** Common Summon Scout 1/1 Flanking. Noble Elephant W3 ** Common Summon Elephant 2/2 Banding, Trample. Null Chamber W3 ***** Rare Enchant World You and target opponent each name any card except a basic land. Those cards cannot be played. Pacifism W1 *** Common Enchant Creature Enchanted creature cannot attack or block. Pearl Dragon WW4 ***** Rare Summon Dragon 4/4 Flying. W: +0/+1. Prismatic Circle W2 **** Common Enchantment Cumulative Upkeep 1. When you play Prismatic Circle, choose a color. 1: Prevent all damage to you from a source of the chosen color. Treat further damage from that source normally. Rashida Scalebane WW3 *** Rare Summon Legend 3/4 T: Bury target attacking or blocking Dragon. Gain an amount of life equal to that Dragon’s power. Ritual of Steel W2 ** Common Enchant Creature Draw a card at the beginning of the upkeep of the turn after Ritual of Steel comes into play. Enchanted creature gets +0/+2 Sacred Mesa W2 **** Rare Enchantment During your upkeep, sacrifice a Pegasus or bury Sacred Mesa. W1: Put a Wild Pegasus token into play. Treat this token as a 1/1 white creature with flying that counts as a Pegasus. Shadowbane W1 *** Uncommon Instant Prevent all damage to you or a creature you control from any one source. If that source is black, gain 1 life for each 1 damage prevented in this way. Sidar Jabari W3 *** Rare Summon Legend 2/2 Flanking, If Sidar Jabari attacks, tap target creature defending player controls. Soul Echo WWX ***** Rare Enchantment When you play Soul Echo, put X echo counters on it. At the beginning of your upkeep if there are no echo counters on Soul Echo bury it.Otherwise, target opponent may choose that for each 1 damage dealt to you until your next upkeep, you instead remove 1 echo counter from Soul Echo. You do not lose the game as a result of having less than 1 life. Spectral Guardian WW2 **** Rare Summon Guardian 2/3 As long as spectral Guardian is untapped, non creature artifacts cannot be the target of spells or effects. Sunweb W3 *** Rare Summon Wall 5/6 Flying. Sunweb cannot block creatures with power 2 or less. Teremko Griffin W3 *** Common Summon Griffin 2/2 Banding, Flying. Unyaro Griffin W3 *** Uncommon Summon Griffin 2/2 Flying. Sacrifice Unyaro Griffin: Counter target red spell that assigns damage to you or a creature you control. Play this ability as an interrupt. Vigilant Martyr W **** Uncommon Summon Martyr 1/1 Sacrifice Vigilant Martyr: Regenerate target creature. WW,T, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment in play. Play this ability as an interrupt. Wall of Resistance W1 ** Common Summon Wall 0/3 Flying. At the end of any turn in which Wall of Resistance is dealt damage, put a +0/+1 counter on it. Ward of Lights WW *** Common Enchant Creature You may choose to play Ward of Lights as an instant; if you do, bury it at end of turn. Enchanted creature gains protection from a color of your choice. The protection granted by Ward of Lights does not bury Ward of Lights. Yare W2 **** Rare Instant Target creature defending player controls gets +3/+0 until end of turn. That creature may be assigned to block up to three creatures this turn, all blocks must be legal. Zhalfirin Commander W2 **** Uncommon Summon Knight 2/2 Flanking. WW1: Target Knight gets +1/+1 until end of turn. Zhalfirin Knight W2 **** Common Summon Knight 2/2 Flanking. WW: First Strike until end of turn. Zuberi,Golden Feather W4 *** Rare SummonLegend 3/3 Flying. Zuberi,Golden Feather counts as a Griffin. All other Griffins get +1/+1. This list was compiled by Neutral Ground and InQuest Magazine. For more information,please call Neutral Ground at(800)344-GAME or email glen@nground.com.