Here's Fallen Empires. Hope to get The Dark done tonight also. Waiting for VI/WE and HL/AL to come back from you (your uuencoded files didn't contain any of the four). While going over the for-release Mirage version, and the Ice Age version, noticed a few more things - noted below. (I've made changes in my versions of the protoOracle for MI and IA corresponding to each of these: tell me which you want _not_ to do & I'll change them back, or just send the whole file if you want.) - Dave [Changes: (Floodgate, Wave Elemental, Crimson Roc, Chaosphere, Subterranean Spirit, Torrent of Lava, Barbed Foliage in Mirage: We changed stuff in Ice Age to "nonflying" - do these too. Yes, this is in an entirely-different released-already set... We _probably_ want to put together a set of "Template these this way??" notes based on our experience here. But after we're done...) (Soul Rend/MI: "A creature destroyed this way can't be regenerated".) (Hall of Gemstone/MI: "Until end of turn, ..." -> "... when tapped for mana this turn.") (Delirium/MI: "opponents' " -> "opponent's".) (Call to Arms/IA: "Calls to Arms" -> "Call to Arms".) (Brainstorm/IA: "from your hand" -> "chosen from your hand".) (Krovikan Sorcerer/IA: Add one more "choose and".) (Balduvian Conjurer/IA: -> "that's still a snow-covered land".) (Magus of the Unseen/IA: "You control" -> "Gain control of". (My bad.)) (Howl from Beyond/IA: There seems to be an extra "+X/+0" line just before the card title. Delete it.) (Dread Wight/IA: "That creature does" -> "Each of those creatures does". "on it. It gains" -> "on it and gains".) (Chaos Lord/IA: No no no! "Target opponent gains". If it's -your- upkeep, and the number of permanents is even, you _lose_ control of it. And this is only done during -controller's- upkeep, not during -everyone's- upkeep. (There appears to be a Bug in the Oracle translation of this ability... check the card wording. I bet someone was looking at Chaos _Moon's_ wording and just decided to apply it to Chaos _Lord_ as well...)) (Forgotten Lore/IA needs "As many times as you like, you may...") (Thoughtleech/IA _really really_ needs that "As ~ comes into play, choose an opponent" clause...) (Snow-Covered Island/IA: "a Island" -> "an Island".) Icatian Infantry x2, Icatian Scout, Order of Leitbur, Tidal Flats, River Merfolk, Vodalian Knights, Order of the Ebon Hand, Orcish Veteran, Goblin Kites: "has" -> "gains". Homarid Warrior: "phase" -> "step" Basal Thrull, Tourach's Gate, Orcish Spy: capitalized "ocT". Farrel's Zealot, Farrel's Mantle: Switched order so damage-prevention is a consequence. Icatian Skirmishers: "are" -> "is". Farrel's Mantle: Rewrote so the enchantment gives the ability to the creature. [So that its controller, rather than FM's controller, uses it/is 'you'/etc.] High Tide: -> "Whenever a player taps an island for mana this turn, it produces one additional blue mana." Svyelunite Priest: Added "Play this ability only during your upkeep". Vodalian War Machine: Rewrote last ability a bit to clarify "either ability" & exactly what can't regenerate. (Don't know _why_ they can't regenerate - the original card _doesn't_ say "bury"...) Seasinger, Thrull Champion: Deleted 'a'. Homarid Warrior, Deep Spawn: "your next untap" -> "its controller's next untap" Mindstab Thrull, Dwarven Armorer: Added 'chooses and'. Tourach's Gate: Added "can enchant only a land you control". Made the "if there are no time counters" into a separate triggered ability. Soul Exchange: Added "target". Brassclaw Orcs: "Can't be assigned to block" -> "Brassclaw Orcs can't block". Dwarven Catapult: "an opponent's" -> "target opponent's". Goblin Flotilla: Reworded so that it affects GF, not "creatures"... so that it can affect creatures not currently in play/not currently creatures when it resolves. Orcish Captain: Deleted 'Choose target Orc.'; changed first "that Orc" to "target Orc". Raiding Party: -> "controls. Each player chooses zero, one, or two plains for each white creature that player tapped this way." Elvish Scout: "and remove it from combat" -> "Prevent all combat damage that would be dealt to or dealt by that creature this turn" Thelon's Curse: Deleted "All". Changed second ability to an upkeep-triggered ability. (Original card enforces once-per-turn...) Thelonite Druid: "They still count as lands" -> "that are still lands". Delif's Cone: Made it optional ["may"]; rewrote to get rid of 'deals no damage in combat' and to instead 'prevent all combat damage that...'. Made it back into a delayed ability - use the ability _before_ blockers are declared. Delif's Cube: Rewrote "deals no damage in combat" -> "prevent all combat damage". Rainbow Vale: Rearranged to make a _bit_ clearer that target opponent isn't chosen until end of turn... Icatian Store, Sand Silos, Hollow Trees, Bottomless Vault, Dwarven Hold: Rewrote the "you may choose not to untap" and "put a storage counter" two abilities into one replacement ability for untapping it during untap step. To restore the idea of "put the storage counter on _instead_". Yes, this makes it not get one if it can't untap for some other reason... but look at original wording...] Icatian Infantry W Creature - Soldier White 1/1 o1: Icatian Infantry gains banding until end of turn. o1: Icatian Infantry gains first strike until end of turn. Icatian Scout W Creature - Soldier White 1/1 o1, ocT: Target creature gains first strike until end of turn. Combat Medic 2W Creature - Soldier White 0/2 o1oW: Prevent the next 1 damage that would be dealt this turn to target creature or player. Order of Leitbur WW Creature - Cleric White 2/1 Protection from black oWoW: Order of Leitbur gets +1/+0 until end of turn. oW: Order of Leitbur gains first strike until end of turn. Icatian Moneychanger W Creature - Townsfolk White 0/2 Icatian Moneychanger comes into play with three credit counters on it. / When Icatian Moneychanger comes into play, it deals 3 damage to you. / At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. / Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep. Farrel's Zealot 1WW Creature - Townsfolk White 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, prevent all combat damage that would be dealt by Farrel's Zealot this turn. Icatian Javelineers W Creature - Soldier White 1/1 Icatian Javelineers comes into play with one javelin counter on it. / ocT, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Priest W Creature - Cleric White 1/1 o1oWoW: Target creature gets +1/+1 until end of turn. Icatian Town 5W Sorcery White Put four 1/1 white Citizen creature tokens into play. Icatian Phalanx 4W Creature - Soldier White 2/4 Banding Icatian Skirmishers 3W Creature - Soldier White 1/1 Banding, first strike When Icatian Skirmishers is declared as an attacker, all creatures banded with it gain first strike until end of turn. Farrelite Priest 1WW Creature - Cleric White 1/3 o1: Add one white mana to your mana pool. If more than o3 is spent this way during one turn, sacrifice Farrelite Priest at end of turn. Icatian Lieutenant WW Creature - Soldier White 1/2 o1oW: Target Soldier gets +1/+0 until end of turn. Hand of Justice 5W Creature - Avatar White 2/6 ocT, Tap three untapped white creatures you control: Destroy target creature. Heroism 2W Enchantment White Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by that creature this turn unless the attacking player pays o2oR. Farrel's Mantle 2W Enchant Creature White Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X+2 damage to target creature, where X is this creature's power. If you do, prevent all combat damage that would be dealt this turn by this creature.". Merseine 2UU Enchant Creature Blue Merseine comes into play with three net counters on it. / Enchanted creature doesn't untap during its controller's untap step as long as there are any net counters on Merseine. / Pay enchanted creature's converted mana cost: Remove a net counter. Only enchanted creature's controller may play this ability. Homarid 2U Creature - Homarid Blue 2/2 Homarid comes into play with a tide counter on it. / At the beginning of your upkeep, put a tide counter on Homarid. / As long as there is exactly one tide counter on Homarid, it gets -1/-1. / As long as there are exactly three tide counters on Homarid, it gets +1/+1. / Whenever there are four tide counters on Homarid, remove all tide counters on it. / High Tide U Instant Blue Whenever a player taps an island for mana this turn, it produces one additional blue mana. Homarid Warrior 4U Creature - Homarid Blue 3/3 oU: Homarid Warrior can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Homarid Warrior. Tidal Flats U Enchantment Blue oUoU: For each creature you control which is blocking a creature without flying, that creature gains first strike until end of turn unless the attacking player pays o1. Vodalian Mage 2U Creature - Merfolk Blue 1/1 oU, ocT: Counter target spell unless that spell's controller pays o1. Vodalian Soldiers 1U Creature - Merfolk Blue 1/2 Svyelunite Priest 1U Creature - Merfolk Blue 1/1 oUoU, ocT: Target creature can't be the target of spells or abilities this turn. Play this ability only during your upkeep. Vodalian War Machine 1UU Creature - Wall Blue 0/4 #(Walls can't attack.)# Tap an untapped Merfolk you control: Vodalian War Machine may attack this turn as though it weren't a Wall. / Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn. / When Vodalian War Machine is put into a graveyard, destroy all Merfolk tapped this turn to pay the activation cost of an ability of Vodalian War Machine. Merfolk destroyed this way can't regenerate. River Merfolk UU Creature - Merfolk Blue 2/1 oU: River Merfolk gains mountainwalk until end of turn. #(This creature is unblockable as long as defending player controls a mountain.)# Seasinger 1UU Creature - Merfolk Blue 0/1 When you control no islands, sacrifice Seasinger. / ocT: Gain control of target creature whose controller controls an island as long as you control Seasinger and Seasinger is tapped. / You may choose not to untap Seasinger during your untap step. Deep Spawn 5UUU Creature - Homarid Blue 6/6 Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard. / oU: Deep Spawn can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn. Vodalian Knights 1UU Creature - Merfolk Blue 2/2 First strike, islandhome #(This creature can't attack unless defending player controls an island. When you control no island, sacrifce this creature.)# oU: Vodalian Knights gains flying until end of turn. Homarid Shaman 2UU Creature - Homarid Blue 2/1 oU: Tap target green creature. Tidal Influe