Dave's Fallen Empires list, with descriptions and rarity info +5: Included into 5th Edition "Rares" are U1, uncommons are U2 (land) or U3 (colored cards). There is one common artifact (Delif's Cone); all other commons are C3 or C4 - except that the C3s have three different pictures, and the C4s have 4 different pictures, so that counting by pictures the commons are *all* C1. There are eleven lands, eleven artifacts, four "rares" for each color, five uncommons for each color, and four C3s and three C4s for each color; 187 different pictures, but only 102 actual different cards. The various Commons with flavor text have different flavor text for each different picture; varieties of Commons are listed by picture features and artist's initials. The expansion's symbol is a three-pointed crown. Rainbow Vale Land (U1) Tap: Add 1 mana of any color to your mana pool. Control of ~ passes to opponent at end of turn. Bottomless Vault Land (U1) Comes into play tapped. You may choose not to untap ~ during your untap phase and instead put a storage counter on it. Tap: Remove any number of storage counters from ~. For each storage counter removed, add B to your mana pool. [+5] Dwarven Hold Land (U1) Comes into play tapped. You may choose not to untap ~ during your untap phase and instead put a storage counter on it. Tap: Remove any number of storage counters from ~. For each storage counter removed, add R to your mana pool. [+5] Hollow Trees Land (U1) Comes into play tapped. You may choose not to untap ~ during your untap phase and instead put a storage counter on it. Tap: Remove any number of storage counters from ~. For each storage counter removed, add G to your mana pool. [+5] Icatian Store Land (U1) Comes into play tapped. You may choose not to untap ~ during your untap phase and instead put a storage counter on it. Tap: Remove any number of storage counters from ~. For each storage counter removed, add W to your mana pool. [+5] Sand Silos Land (U1) Comes into play tapped. You may choose not to untap ~ during your untap phase and instead put a storage counter on it. Tap: Remove any number of storage counters from ~. For each storage counter removed, add U to your mana pool. [+5] Dwarven Ruins Land (U2) Comes into play tapped. Tap: Add R to your mana pool. Tap: Sacrifice ~ to add RR to your mana pool. [+5] Ebon Stronghold Land (U2) Comes into play tapped. Tap: Add B to your mana pool. Tap: Sacrifice ~ to add BB to your mana pool. [+5] Havenwood Battleground Land (U2) Comes into play tapped. Tap: Add G to your mana pool. Tap: Sacrifice ~ to add GG to your mana pool. [+5] Ruins of Trokair Land (U2) Comes into play tapped. Tap: Add W to your mana pool. Tap: Sacrifice ~ to add WW to your mana pool. [+5] Svyelunite Temple Land (U2) Comes into play tapped. Tap: Add U to your mana pool. Tap: Sacrifice ~ to add UU to your mana pool. [+5] Aeolipile Artifact (U1) 2 1,Tap: Sacrifice ~ to have it deal 2 damage to any target. Balm of Restoration Artifact (U1) 2 1,Tap: Sacrifice ~ to gain 2 life or prevent up to 2 damage to any player or creature. Conch Horn Artifact (U1) 2 1,Tap: Sacrifice ~. Draw two cards, then put any one card from your hand back on top of your library. Delif's Cube Artifact (U1) 1 2,Tap: If target creature you control attacks and is not blocked, it deals no damage to opponent. Instead, put a cube counter on ~. 2: Remove a cube counter to regenerate a target creature. Draconian Cylix Artifact (U1) 3 2,Tap: Discard a card at random from your hand to regenerate a target creature. Elven Lyre Artifact (U1) 2 1,Tap: Sacrifice ~ to give a target creature +2/+2 until end of turn. Implements of Sacrifice Artifact (U1) 2 1,Tap: Sacrifice ~ to add 2 mana of any one color to your mana pool. Play this ability as an interrupt. Ring of Renewal Artifact (U1) 5 5,Tap: Discard a card at random from your hand and draw two cards. Spirit Shield Artifact (U1) 3 2,Tap: Target creature gets +0/+2 as long as ~ remains tapped. You may choose not to untap ~ as normal during your untap phase. Zelyon Sword Artifact (U1) 3 3,Tap: Target creature gets +2/+0 as long as ~ remains tapped. You may choose not to untap ~ as normal during your untap phase. Delif's Cone Artifact (C1) 0 Tap: Sacrifice ~. If target creature you control attacks and is not blocked, you may choose to gain its power in life. If you do so, it deals no damage to opponent this turn. Derelor Summon Thrull (U1) 3B 4/4 Your black spells cost an additional B to cast. [+5] Ebon Praetor Summon Avatar (U1) 4BB 5/5 Trample, first strike During your upkeep, put a -2/-2 counter on ~. You may sacrifice a creature during your upkeep to remove a -2/-2 counter from ~. If the creature sacrificed was a Thrull, also put a +1/+0 counter on ~. Only one creature may be sacrificed in this manner each turn. Thrull Champion Summon Thrull (U1) 4B 2/2 All Thrulls get +1/+1. Tap: Take control of a target Thrull. You lose control of target Thrull if ~ leaves play or you lose control of ~. Tourach's Gate Enchant Land (U1) 1BB Can only be played on a target land you control. Sacrifice a Thrull to put three time counters on ~. During your upkeep, remove a time counter from ~. If there are no time counters on ~, bury it. 0: Tap land ~ enchants. All attacking creatures you control get +2/-1 until end of turn. Breeding Pit Enchantment (U3) 3B During your upkeep, pay BB or bury ~. At the end of your turn, put a Thrull token into play. Treat this token as a 0/1 black creature. [+5] Soul Exchange Sorcery (U3) BB Sacrifice a creature, but remove it from the game instead of putting it in your graveyard. Take a creature from your graveyard and put it directly into play as though it were just summoned. Put a +2/+2 counter on this creature if the creature sacrificed was a Thrull. Thrull Retainer Enchant Creature (U3) B Target creature gets +1/+1. Sacrifice ~ to regenerate the creature it enchants. [+5] Thrull Wizard Summon Thrull (U3) 2B 1/1 1B: Counters a target black spell if caster of target spell does not pay an additional B or 3. Play this ability as an interrupt. Tourach's Chant Enchantment (U3) 1BB During your upkeep, pay B or bury ~. Whenever a player puts a forest into play, ~ deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls. Armor Thrull Summon Thrull (C4) 2B 1/3 Tap: Sacrifice ~ to put a +1/+2 counter on a target creature. [Cowering Thrull/sword: PV, leaping spiky Thrull: RS, tan Thrull-armor: SK, prone Thrull/sewers: JAM] Basal Thrull Summon Thrull (C4) BB 1/2 Tap: Sacrifice ~ to add BB to your mana pool. Play this ability as an interrupt. [Convoluted pink Thrull: KF, slavering blue-violet Thrull: CR, bound & hung Thrulls: PF, ray of sunlight: RK-F] Hymn to Tourach Sorcery (C4) BB Target player discards two cards at random from his or her hand. If target player does not have enough cards, his or her entire hand is discarded. [4 people in circle: LD, wizard/red fire: QH, table: SK, wolf: SVC] Initiates of the Ebon Hand Summon Clerics (C3) B 1/1 1: Add B to your mana pool. Play this ability as an interrupt. If more than 3 is spent in this way during one turn, bury ~ at end of turn. [+5] [Crowd of green acolytes: LD, orange/black priestess: KF, eye on chest: HH] Mindstab Thrull Summon Thrull (C3) 1BB 2/2 If ~ attacks and is not blocked, you may sacrifice it to force the player it attacked to discard three cards. If you do so, it deals no damage during combat this turn. If that player does not have enough cards, his or her entire hand is discarded. [+5] [4-armed no-legged Thrull: MT, running through market: HH, orange/city: RK-F] Necrite Summon Thrull (C3) 1BB 2/2 If ~ attacks and is not blocked, you may sacrifice it to bury a target creature controlled by the player ~ attacked this turn. If you do so, ~ deals no damage during combat this turn. [+5] [Watercolor: DT, licking sword: RS, green/claws/antennae: CR] Order of the Ebon Hand Summon Clerics (C3) BB 2/1 Protection from white BB: +1/+0 until end of turn / B: First strike until end of turn [Chain-shield/cleaver: RS, centaur: MB, greenfire sword: CR] Homarid Shaman Summon Homarid (U1) 2UU 2/1 U: Tap a target green creature. River Merfolk Summon Merfolk (U1) UU 2/1 U: Mountainwalk until end of turn Vodalian Knights Summon Merfolk (U1) 1UU 2/2 First strike U: Flying until end of turn / ~ may not attack unless opponent controls at least one island. Bury ~ if you control no islands. Vodalian War Machine Summon Wall (U1) 1UU 0/4 0: Tap target Merfolk you control to allow ~ to attack this turn or to give ~ +2/+1 until end of turn. If ~ is put in the graveyard, all Merfolk tapped in this manner this turn are destroyed. Deep Spawn Summon Homarid (U3) 5UUU 6/6 Trample During your upkeep, take two cards from the top of your library and put them in your graveyard, or destroy ~. / U: ~ may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If ~ is untapped, tap it. Homarid Spawning Bed Enchantment (U3) UU 1UU: Sacrifice a blue creature to put X Camarid tokens into play, where X is the casting cost of the sacrificed creature. Treat these tokens as 1/1 blue creatures. Seasinger Summon Merfolk (U3) 1UU 0/1 Bury ~ if you control no islands. Tap: Gain control of a target creature if its controller controls at least one island. You lose control of target creature if ~ leaves play, if you lose control of ~, or if ~ becomes untapped. You may choose not to untap ~ as normal during your untap phase. [+5] Svyelunite Priest Summon Merfolk (U3) 1U 1/1 UU,Tap: Target creature may not be the target of spells or effects until end of turn. Use this ability only during your upkeep. Tidal Influence Enchantment (U3) 2U Put a tide counter on ~ when it is brought into play and during your upkeep. If there is one tide counter on ~, all blue creatures get -2/-0. If there are three, all blue creatures get +2/+0. When there are four tide counters on ~, remove them all [the counters, not the enchantment]. You may not cast ~ if there is another ~ in play. High Tide Instant (C3) U Until end of turn, all islands produce an additional U when tapped for mana. [Crowd of sea creatures: AW, watercolor surfer: DT, Merfolk/3 moons: AM] Homarid Summon Homarid (C4) 2U 2/2 Put a tide counter on ~ when it is brought into play and during your upkeep. If there is one tide counter on ~, it gets -1/-1. If there are three tide counters on ~, it gets +1/+1. When there are four tide counters on ~, remove them all. [The counters, not the card.] [Angry head-on lobster: QH, 2 lobsters/seashore: MT, spread-eagled lobster/ rocks: BW, two lobsters/spear: HH] Homarid Warrior Summon Homarid (C3) 4U 3/3 U: ~ may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If ~ is untapped, tap it. [+5] [Lobster/spear/snail shell: DG, green lobster/orange eel: RA-F, tan lobster/club and shield: DS] Merseine Enchant Creature (C4) 2UU Put three net counters on ~ when it is brought into play. Target creature ~ enchants does not untap as normal during its controller's untap phase as long as any net counters remain. As a fast effect, target creature's controller may pay creature's casting cost to remove a net counter. [Merfolk holding tan net: HH, watercolor/orange net: DT, merfolk behind black net: PV, white merfolk in white net: MO-K] Tidal Flats Enchantment (C3) U UU: All your creatures that are blocking any non-flying creatures gain first strike until end of turn. The attacking player may pay 1 for each attacking creature to prevent ~ from giving that creature's blockers first strike. [Brown w/cracks: SE, wet/sky/cloudy sun: RA, wet/creature stuck in mid-picture: RA] Vodalian Mage Summon Merfolk (C3) 2U 1/1 U,Tap: Counters a target spell if caster of target spell does not pay an additional 1. Play this ability as an interrupt. [Merfolk holding sphere: QH, gesturing man/fish: SVC, blue half-submerged mage/ tiny brown being: MP] Vodalian Soldiers Summon Merfolk (C4) 1U 1/2 [+5] Elvish Farmer Summon Elf (U1) 1G 0/2 During your upkeep, put a spore counter on ~. 0: Remove three spore counters from ~ to put a Saproling token into play. Treat this token as a 1/1 green creature. 0: Sacrifice a Saproling to gain 2 life. Fungal Bloom Enchantment (U1) GG GG: Put a spore counter on a target Fungus. Thelon's Curse Enchantment (U1) GG Blue creatures do not untap as normal during their controller's untap phase. During his or her upkeep, a blue creature's controller may pay an additional U to untap it. Each creature may be untapped in this way only once per turn. Thelonite Monk Summon Cleric (U1) 2GG 1/2 Tap: Sacrifice a target green creature to turn a target land into a basic forest. Mark changed land with a counter. Feral Thallid Summon Fungus (U3) 3GGG 6/3 During your upkeep, put a spore counter on ~. 0: Remove three spore counters from ~ to regenerate it. Spore Flower Summon Fungus (U3) GG 0/1 During your upkeep, put a spore counter on ~. 0: Remove three spore counters from ~. No creatures deal damage in combat this turn. Thallid Devourer Summon Fungus (U3) 1GG 2/2 During your upkeep, put a spore counter on ~. 0: Remove three spore counters from ~ to put a Saproling token into play. Treat the token as a 1/1 green creature. 0: Sacrifice a Saproling to give ~ +1/+2 until end of turn. Thelon's Chant Enchantment (U3) 1GG During your upkeep, pay G or bury ~. Whenever a player puts a swamp into play, ~ deals 3 damage to him or her unless that player puts a -1/-1 counter on a target creature he or she controls. Thelonite Druid Summon Cleric (U3) 2G 1/1 1G,Tap: Sacrifice a creature to turn all your forests into 2/3 creatures until end of turn. The forests still count as lands but may not be tapped for mana if they were brought into play this turn. Elven Fortress Enchantment (C4) G 1G: Target blocking creature gets +0/+1 until end of turn. [2 trees/arch: RA-F, 2 stone walls/gate: TW, towers behind hill: MP, wood buildings around trees: PV] Elvish Hunter Summon Elf (C3) 1G 1/1 1G,Tap: Target creature does not untap as normal during its controller's next untap phase. [Green/bow/arrow pointing right: MP, bow'n'arrow pointing left/large elf face: SVC, moose antlers/string/red warpaint: AM] Elvish Scout Summon Elf (C3) G 1/1 G,Tap: Untap a target attacking creature you control. That creature neither receives nor deals damage during combat this turn. [Female elf in tree facing left: CR, green/blue elf: MP, male elf on branch facing right/minotaur: PV] Night Soil Enchantment (C3) GG 1: Remove two creatures in any graveyard from the game to put a Saproling token into play. Treat this token as a 1/1 green creature. [Watercolor: DT, emerging green/orange-spots critter/rake: HH, green worms w/ crescents: SE] Spore Cloud Instant (C3) 1GG Tap all blocking creatures. No creatures deal damage in combat this turn. Neither attacking nor blocking creatures untap as normal during their controllers' next untap phase. [Man being gassed: SVC, green bush/cloud: JM, 5 floating spiky spores: AW] Thallid Summon Fungus (C4) G 1/1 During your upkeep, put a spore counter on ~. 0: Remove three spore counters from ~ to put a Saproling token into play. Treat this token as a 1/1 green creature. [Pink/orange/staff: DG, blue-green moss-hair: EBJr., 2 short Thallids/mushrooms: JM, tentacle-head/hands: RS] Thorn Thallid Summon Fungus (C4) 1GG 2/2 During your upkeep, put a spore counter on ~. 0: Remove three spore counters from ~ to have it deal 1 damage to any target. [Purple/blue spikes: DG, watercolor/gray: JM, blue/yellow tetrapus: MT, brown/ gray armadillo: HH] Dwarven Armorer Summon Dwarf (U1) R 0/2 R,Tap: Discard a card from your hand to put either a +0/+1 or a +1/+0 counter on a target creature. Goblin Flotilla Summon Goblins (U1) 2R 2/2 Islandwalk At the beginning of the attack, pay R or any creatures blocking or being blocked by ~ gain first strike until end of turn. Goblin Warrens Enchantment (U1) 2R 2R: Sacrifice two Goblins to put three Goblin tokens into play. Treat these tokens as 1/1 red creatures. [+5] Orgg Summon Orgg (U1) 3RR 6/6 Trample ~ may not attack if opponent controls an untapped creature of power greater than 2. ~ cannot be assigned to block any creature of power greater than 2. [+5] Dwarven Catapult Instant (U3) XR ~ does X damage, divided evenly among all of opponent's creatures (round down). [+5] Dwarven Lieutenant Summon Dwarf (U3) RR 1/2 1R: Target Dwarf gets +1/+0 until end of turn. Goblin Kites Enchantment (U3) 1R R: A target creature you control, which cannot have a toughness greater than 2, gains flying until end of turn. Other effects may later be used to increase the creature's toughness. At end of turn, flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, bury that creature. Orcish Captain Summon Orc (U3) R 1/1 1: Choose a target Orc. Flip a coin; opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, that Orc gets +2/+0 until end of turn. Otherwise, that Orc gets -0/-2 until end of turn. [+5] Raiding Party Enchantment (U3) 2R ~ may not be the target of white spells or effects. 0: Sacrifice an Orc to destroy all plains. A player may tap a white creature to prevent up to two plains from being destroyed. Any number of creatures may be tapped in this manner. Brassclaw Orcs Summon Orcs (C4) 2R 3/2 Cannot be assigned to block any creature of power greater than 1. [+5] [Winged helmet: RA, spear/blue sky: RA, three orcs/one pointing left: DF, claws and shields: HH] Dwarven Soldier Summon Dwarf (C3) 1R 2/1 If ~ blocks or is blocked by Orcs, it gets +0/+2 until end of turn. [+5] [Braided beard/dragon: RA-F, two dwarves/axes: DS, brown dwarf/brown background: RA] Goblin Chirurgeon Summon Goblin (C3) R 0/2 0: Sacrifice a Goblin to regenerate a target creature. [Tiger body/elf head: PF, sawing off leg: DF, threading needle/barrel: DG] Goblin Grenade Sorcery (C3) R Sacrifice a Goblin to have ~ deal 5 damage to one target. [Gobbo/fireworks/fuses: CR, gobbo/dwarf/grenade: DF, leaping spiky/spear: RS] Goblin War Drums Enchantment (C4) 2R Each attacking creature you control that opponent chooses to block may not be blocked with fewer than two creatures. [+5] [2 gobbos carrying drum: HH, skull-bongos: JAM, orange/bongos'n'drumsticks: DF, orange/3 tall drums: RK-F] Orcish Spy Summon Orc (C3) R 1/1 Tap: Look at the top three cards of target player's library and return them in the same order. [Wood telescope: DG, carried scroll: SVC, battle-plans/torch: PV] Orcish Veteran Summon Orc (C4) 2R 2/2 Cannot be assigned to block any white creature of power greater than 1. R: First strike until end of turn [Orc/spear: DF, green orcs/spears: DS, orc examining axe: QH, orc looking over shoulder at us/axe: MB] Hand of Justice Summon Avatar (U1) 5W 2/6 Tap: Tap three target white creatures you control to destroy any target creature. Icatian Lieutenant Summon Soldier (U1) WW 1/2 1W: Target Soldier gets +1/+0 until end of turn. Icatian Skirmishers Summon Soldiers (U1) 3W 1/1 Bands, first strike All creatures that band with ~ to attack gain first strike until end of turn. Icatian Town Sorcery (U1) 5W Put 4 Citizen tokens into play. Treat these tokens as 1/1 white creatures. [+5] Farrel's Mantle Enchant Creature (U3) 2W If target creature attacks and is not blocked, it may deal X+2 damage to any other target creature, where X is the power of the creature ~ enchants. If it does so, it deals no damage to opponent this turn. Farrelite Priest Summon Cleric (U3) 1WW 1/3 1: Add W to your mana pool. Play this ability as an interrupt. If more than 3 is spent in this way during one turn, bury ~ at end of turn. Heroism Enchantment (U3) 2W 0: Sacrifice a white creature to have attacking red creatures deal no damage during combat this turn. The attacking player may pay 2R for an attacking creature to have it deal damage as normal. Icatian Phalanx Summon Soldiers (U3) 4W 2/4 Bands [+5] Icatian Priest Summon Cleric (U3) W 1/1 1WW: Target creature gets +1/+1 until end of turn. Combat Medic Summon Soldier (C4) 2W 0/2 1W: Prevent 1 damage to any player or creature. [Floating purple mage: EBJr., Princess Leia/white circle: LD, Red Triskelion Beast: AM, Floating Replicant Head: SVC] Farrel's Zealot Summon Townsfolk (C3) 1WW 2/2 If ~ attacks and is not blocked, you may choose to have it deal 3 damage to a target creature. If you do so, it deals no damage to opponent this turn. [Diagonal old guy: RK-F, skulls on spikes: EBJr., knife bandoliers: MB] Icatian Infantry Summon Soldiers (C4) W 1/1 1: Bands until end of turn / 1: First strike until end of turn [Plate armor/orage sky: EBJr., Axe/shield/blue sky: CR, 3 flags/watercolor: DT, 3 tan soldiers/2 spears: DS] Icatian Javelineers Summon Soldiers (C3) W 1/1 When ~ is brought into play, put a javelin counter on it. Tap: Remove the javelin counter to have ~ deal 1 damage to any target. [Blue sky/spear pointed right: EBJr., white sky/spear pointed left: MB, green sky/orange people: SK] Icatian Moneychanger Summon Townsfolk (C3) W 0/2 ~ deals 3 damage to you when summoned; put three credit counters on ~ at that time. During your upkeep, put one credit counter on ~. 0: Sacrifice ~ to gain 1 life for each credit counter on it. Use this ability only during your upkeep. [Watercolor: DT, scales/book/coin stacks: EBJr., fat guy/blue doublet/green cape/chest: MB] Icatian Scout Summon Soldier (C4) W 1/1 1,Tap: Target creature gains first strike until end of turn. [+5] [Night/bat: PF; The Thinker: RA, wheatfield: DS, forest/stone wall: RK-F] Order of Leitbur Summon Clerics (C3) WW 2/1 Protection from black WW: +1/+0 until end of turn / W: First strike until end of turn [Maiden/flag: BW, red-sun shield: BW, knights w/lances: RA-F] ~: Name of card. 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