Arabian Nights expansion exact-text card list [+]: Was included into the Revised Edition [++]: Was included into or appeared in the 4th Edition [!]: Was included in Chronicles [+5]: Included into 5th Edition but not 4th Abu Ja'far Summon Leper W 0/1 If ~ dies without regenerating while participating in an attack or defense, all creatures ~ is blocking or being blocked by are also buried(^$). [!] Aladdin Summon Aladdin 2RR 1/1 1RR,Tap: Take control of an artifact from an opponent. Artifact is returned when ~ is removed from play or when game ends. [!] Aladdin's Lamp Mono Artifact 5 5 [10 wouldn't fit in circle] X: Instead of drawing a card from the top of your library, draw X cards but choose only one to put in your hand. You must shuffle the leftover cards and put them at the bottom of your library. [+,++] Aladdin's Ring Mono Artifact 8 8: Do 4 damage to any target. [+,++] Ali Baba Summon Ali Baba R 1/1 R: Tap a wall. [++] Ali from Cairo Summon Ali from Cairo 2RR 0/1 While ~ is in play, damage that would reduce you to less than 1 life lowers you to 1 life. All further damage is prevented. Army of Allah Instant 1WW All attacking creatures gain +2/+0 until end of turn. Bazaar of Baghdad Land Tap: take two cards from your library, after which you must immediately discard three from your hand to the graveyard. If you don't have three or more cards in your hand, discard your whole hand. No spells may be cast between drawing and discarding cards. Bird Maiden Summon Bird Maiden 2R 1/2 Flying [++] Bottle of Suleiman Mono Artifact 4 1: Flip a coin, with opponent calling heads or tails while coin is in the air. If the flip ends up in opponent's favor, ~ does 5 damage to you. Otherwise, a 5/5 flying Djinn immediately comes into play on your side. Use a counter to represent Djinn. Djinn is treated exactly like a normal artifact creature except that if it leaves play it is removed from the game entirely. No matter how the flip turns out, ~ is discarded after use. [+,++] Brass Man Artifact Creature 1 1/3 ~ does not untap as normal; you must pay 1 during your untap phase to untap it. [+,++] Camel Summon Camel W 0/1 Bands All creatures attacking in a band with ~ are immune to damage done by Deserts. City in a Bottle Continuous Artifact 2 All cards from Arabian Nights must be discarded from play, except for ~. While ~ is in play, no further cards from Arabian Nights can be played. City of Brass Land Tap: add 1 mana of any color to your mana pool. You suffer 1 damage whenever ~ becomes tapped. [!,+5] Cuombajj Witches Summon Witches BB 1/3 Tap: do 1 damage to any target; opponent may also do 1 damage to any target. You choose your target before opponent does, but damage is inflicted simultaneously. [!] Cyclone Enchantment 2GG Put one chip on ~ each round during your upkeep, then pay G for each chip or discard ~. If not discarded, ~ immediately does 1 damage per chip to each player and each creature in play. [!] Dancing Scimitar Artifact Creature 4 1/5 Flying [+,++] Dandan Summon Dand\^an UU 4/1 ~ cannot attack unless opponent has islands in play. ~ is destroyed immediately if at any time you have no islands in play. [!,+5] Desert Land Tap: add 1 colorless mana to your mana pool. Tap: do 1 damage to an attacking creature after it deals its damage. Desert Nomads Summon Nomads 2R 2/2 Desertwalk ~ are immune to damage done by Deserts. Desert Twister Sorcery GG Destroy any card in play. [+,++] Diamond Valley Land Tap: sacrifice one of your creatures in exchange for a number of life points equal to its toughness. Note that this ability may be used after blocking has been declared. Drop of Honey Enchantment G During your upkeep, the creature in play with the lowest power is buried(^$). If there is a tie, you choose which to destroy. ~ must be discarded if there are no creatures in play. Ebony Horse Mono Artifact 3 2: Remove one of your attacking creatures from combat. Treat this as if the creature never attacked, except that defenders assigned to block it cannot choose to block another creature. [+,++] Elephant Graveyard Land Tap: add 1 colorless mana to your mana pool. Tap: regenerate an Elephant or Mammoth. El-Hajjaj Summon El-Hajj\^aj 1BB 1/1 You gain 1 life for every point of damage ~ inflicts. [+,++] Erg Raiders Summon Raiders 1B 2/3 If you do not attack with ~, they do 2 damage to you at end of turn. ~ do no damage to you during the turn in which they are summoned. [+,++] Ernham Djinn Summon Djinn 3G 4/5 During your upkeep, you must choose one of opponent's non-wall creatures in play. Until your next upkeep, that creature gains the forestwalk ability. If opponent has no creatures, ignore this effect. [!] Eye for an Eye Instant WW Can be cast only when a creature or spell does damage to you. ~ does an equal amount of damage to the controller of that creature or spell. If some spell or effect reduces the amount of damage you receive, it does not reduce the damage dealt by ~. [+,++] Fishliver Oil Enchant Creature 1U Target creature gains islandwalk ability. [!] Flying Carpet Mono Artifact 4 2: Gives one creature flying ability until end of turn. If that creature is destroyed before end of turn, so is ~. [+,++] Flying Men Summon Flying Men U 1/1 Flying Ghazban Ogre Summon Ogre G 2/2 During its current controller's upkeep, the player with the highest life total takes control of ~. [!,+5] Giant Tortoise Summon Tortoise 1U 1/1 ~ gains +0/+3 while untapped. [++] Guardian Beast Summon Guardian 3B 2/4 As long as ~ is untapped, your non-creature artifacts cannot be further enchanted, destroyed, or taken under someone else's control. If something occurs that would destroy the ~ and artifacts simultaneously, the ~ is destroyed but your artifacts are not. If an artifact is enchanted or stolen while ~ is tapped, it remains so when ~ becomes untapped. Hasran Ogress Summon Ogre BB 3/2 Unless you pay 2 each time ~ attacks, ~ does 3 damage to you. [!] Hurr Jackal Summon Jackal R 1/1 Tap: prevent a target creature from regenerating for the remainder of the turn. [++] Ifh-Biff Efreet Summon Efreet 2GG 3/3 Flying While ~ is in play, any player can pay G to have ~ do 1 damage to each player and each flying creature in play. This ability does not tap the ~, and can be used as soon as it is successfully summoned. Island Fish Jasconius Summon Island Fish 4UUU 6/8 You must pay UUU during your untap phase to untap ~. ~ cannot attack unless opponent has islands in play. ~ is destroyed immediately if at any time you have no islands in play. [+,++] Island of Wak-Wak Land Tap: Reduce target flying creature's power to 0. Jandor's Ring Mono Artifact 6 2: Discard a card you just drew from your library, and draw another card to replace it. [+] Jandor's Saddlebags Mono Artifact 2 3: Untap a creature. [+,++] Jeweled Bird Mono Artifact 1 Draw a card, and exchange ~ for your contribution to the ante. Your former contribution goes to the graveyard. Remove this card from your deck before playing if you are not playing for ante. [!] Jihad Enchantment WWW Choose a color. As long as opponent has cards of this color in play, all white creatures gain +2/+1. ~ must be discarded immediately if at any time opponent has no cards of this color in play. Junun Efreet Summon Efreet 1BB 3/3 Flying You must pay BB during your upkeep or ~ is buried(^$). [++] Juzam Djinn Summon Djinn 2BB 5/5 ~ does 1 damage to you during your upkeep. Khabal Ghoul Summon Ghoul 2B 1/1 At the end of each turn, put a +1/+1 counter on ~ for each other creature that died during the turn and was not regenerated. King Suleiman Summon King 1W 1/1 Tap: destroy an Efreet or Djinn. Kird Ape Summon Ape R 1/1 ~ gains +1/+2 if you have any forests in play. [+] Library of Alexandria Land Tap: add 1 colorless mana to your mana pool. Tap: draw a card from your library; you may use the card-drawing ability only if you have exactly seven cards in your hand. Magnetic Mountain Enchantment 1RR Blue creatures do not untap as normal. During their untap phases, players must spend 4 for each blue creature they wish to untap. This cost must be paid in addition to any other untap cost a given blue creature may already require. [+,++] Merchant Ship Summon Ship U 0/2 If ~ attacks and is not blocked, you gain 2 life. ~ cannot attack unless opponent has islands in play. ~ is destroyed immediately if at any time you have no islands in play. Metamorphosis Sorcery G Sacrifice(^*) a creature of yours in play for an amount of mana equal to its casting cost plus 1. This mana can be of any one color, and can only be used to summon creatures. [!] Mijae Djinn Summon Djinn RRR 6/3 If you choose to attack with ~, flip a coin immediately after attack is announced; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, ~ is tapped but does not attack. [+] Moorish Cavalry Summon Cavalry 2WW 3/3 Trample Mountain Land Tap: add R to your mana pool. Nafs Asp Summon Asp G 1/1 If ~ inflicts any damage on your opponent, your opponent must spend 1 before the draw phase of his or her next turn or lose an additional 1 life. [++] Oasis Land Tap: prevent 1 damage to any creature. [++] Old Man of the Sea Summon Marid 1UU 2/3 Tap: gain control of a creature with power no greater than ~'s power. If ~ becomes untapped, you lose control of this creature; you may choose not to untap ~ as normal. You also lose control of the creature if ~ dies or if the creature's power becomes greater than ~'s. Oubliette Enchantment 1BB Select a creature in play when ~ is cast. That creature is considered out of play as long as ~ is in play. Hence the creature cannot be the target of spells and cannot receive damage, use special powers, attack, or defend. All counters and enchantments on the creature remain but are also out of play. If ~ is removed, creature returns to play tapped. Piety Instant 2W All defending creatures gain +0/+3 until end of turn. [++] Pyramids Poly Artifact 6 2: Prevents a land from being destroyed, or removes an enchantment from any land. Repentant Blacksmith Summon Smith 1W 1/2 Protection from red [!,+5] Ring of Ma'Ruf Mono Artifact 5 5: Instead of drawing a card from the top of your library, select one of your cards from _outside the game_. This card can be any card you have that you're not using in your deck or that for some reason has left the game. ~ is removed from the game entirely after use. Rukh Egg Summon Egg 3R 0/3 If ~ goes to the graveyard [from play], a Rukh - a 4/4 red flying creature - comes into play on your side at the end of that turn. Use a counter to represent Rukh. Rukh is treated exactly like a normal creature except that if it leaves play it is removed from the game entirely. Sandals of Abdallah Mono Artifact 4 2: Gives one creature islandwalk ability until end of turn. If that creature is destroyed before end of turn, so are ~. Sandstorm Instant G All attacking creatures suffer 1 damage. [++] Serendib Djinn Summon Djinn 2UU 5/6 Flying During your upkeep, you must choose one of your own lands and destroy it. If you destroy an island in this manner, ~ does 3 damage to you. ~ is destroyed immediately if at any time you have no land in play. Serendib Efreet Summon Efreet 2U 3/4 Flying ~ does 1 damage to you during your upkeep. [+] Shahrazad Sorcery WW Players must leave game in progress as it is and use the cards left in their libraries as decks with which to play a subgame of _Magic_. When subgame is over, players shuffle these cards, return them to libraries, and resume game in progress, with any loser of subgame halving his or her remaining life points, rounding down. Effects that prevent damage may not be used to counter this loss of life. The subgame has no ante; using less than forty cards may be necessary. Sindbad Summon Sindbad 1U 1/1 Tap: draw a card from your library, but discard that card if it is not a land. [++] Singing Tree Summon Singing Tree 3G 0/3 Tap: reduce an attacking creature's power to 0. Sorceress Queen Summon Sorceress 1BB 1/1 Tap: make another creature 0/2 until end of turn. Treat this exactly as if the numbers in the lower right of the target card were 0/2. All special characteristics [of] and enchantments on the creature are unaffected. [+,++] Stone-Throwing Devils Summon Devils B 1/1 First strike Unstable Mutation Enchant Creature U Target creature gains +3/+3. Each round, put a -1/-1 counter on the creature during its controller's upkeep. These counters remain even if this enchantment is removed before the creature dies. [+,++] War Elephant Summon Elephant 3W 2/2 Trample, bands [!] Wyluli Wolf Summon Wolf 1G 1/1 Tap: give any creature in play +1/+1 until end of turn. [+5] Ydwen Efreet Summon Efreet RRR 3/6 If you choose to block with ~, flip a coin immediately after defense is announced; opponent calls heads or tails while it is in the air. If the flip ends up in opponent's favor, ~ cannot block this turn. Wizards of the Coast owns the copyright and trademarks to Magic, and nothing in here should be construed as challenging that; all card texts included here are copyright WotC, and several of the gaming terms are its trademarks. 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