Magic: The Gathering -- Portal Second Age Spoiler Card List courtesy Wizards of the Coast, Inc. (Released June 24, 1998) Abyssal Nightstalker Creature - Nightstalker 3B U 2/2 If ~ attacks and isn't blocked, your opponent chooses and discards a card from his or her hand. (Ignore this effect if your opponent doesn't have any cards.) Air Elemental Creature - Elemental 3UU U 4/4 Flying Alaborn Cavalier Creature - Knight 2WW U 2/2 If ~ attacks, you may choose to tap any one creature. (Tapped creatures can't block.) Alaborn Grenadier Creature - Soldier WW C 2/2 Attacking doesn't cause ~ to tap. Alaborn Musketeer Creature - Soldier 1W C 2/1 ~ can block creatures with flying. Alaborn Trooper Creature - Soldier 2W C 2/3 Alaborn Veteran Creature - Knight 2W R 2/2 On your turn, before you attack, you may tap ~ to give any one creature +2S/+2D until the end of the turn. Alaborn Zealot Creature - Soldier W U 1/1 If ~ blocks, destroy both ~ and the creature it blocks. (Destroy both creatures before you deal damage.) Alluring Scent Sorcery 1GG R Choose any one creature. This turn, all creatures able to block it do so. Ancient Craving Sorcery 3B R Draw 3 cards. You lose 3 life. Angel of Fury Creature - Angel 4WW R 3/5 Flying If ~ is put into your graveyard from play, you may choose to shuffle ~ into your library. Angel of Mercy Creature - Angel 4W U 3/3 Flying When ~ comes into play from your hand, you gain 3 life. Angelic Blessing Sorcery 2W C Any one creature gets +3S/+3D and gains flying until the end of the turn. Angelic Wall Creature - Wall 1W C 0/4 Flying Walls can't attack. Apprentice Sorcerer Creature - Wizard 2U U 1/1 On your turn, before you attack, you may tap ~ to have it deal 1 damage to any one creature or player. Archangel Creature - Angel 5WW R 5/5 Flying Attacking does not cause ~ to tap. [Two versions: "does not"/"doesn't"?] Armageddon Sorcery 3W R Destroy all lands. (This includes your lands.) Armored Galleon Creature - Ship 4U U 5/4 ~ can't attack unless the defending player has an island in play. Armored Griffin Creature - Griffin 3W U 2/3 Flying Attacking doesn't cause ~ to tap. Barbtooth Wurm Creature - Wurm 5G C 6/4 Bargain Sorcery 2W U Your opponent draws a card and you gain 7 life. Bear Cub Creature - Bear 1G C 2/2 Bee Sting Sorcery 3G U ~ deals 2 damage to any one creature or player. Blaze Sorcery XR U ~ deals X damage to any one creature or player. Bloodcurdling Scream Sorcery XB U Any one creature gets +XS/+0D until the end of the turn. Breath of Life Sorcery 3W C Take any one creature from your graveyard and put that card into play. Treat it as though you just played it from your hand. Brimstone Dragon Creature - Dragon 6RR R 6/6 Flying ~ is unaffected by summoning sickness. Brutal Nightstalker Creature - Nightstalker 3BB U 3/2 When ~ comes into play from your hand, you may force your opponent to choose and discard a card from his or her hand. Chorus of Woe Sorcery B C All your creatures get +1S/+0D until the end of the turn. Coastal Wizard Creature - Wizard 2UU R 1/1 On your turn, before you attack, you may tap ~ to return it and any one other creature to their owners' hands. Coercion Sorcery 2B U Look at your opponent's hand and choose a card. Your opponent discards that card. Cruel Edict Sorcery 1B C Your opponent chooses one of his or her creatures. Destroy that creature. Cunning Giant Creature - Giant 5R R 4/4 If ~ attacks and isn't blocked, you may choose to have it deal its damage to any one of your opponent's creatures instead of to him or her. Dakmor Bat Creature - Bat 1B C 1/1 Flying Dakmor Plague Sorcery 3BB U ~ deals 3 damage to each creature and player. (This includes your creatures and you.) Dakmor Scorpion Creature - Scorpion 1B C 2/1 Dakmor Sorceress Creature - Wizard 5B R */4 ~ has power equal to the number of swamp cards in play. (This includes both tapped and untapped swamp cards.) Dark Offering Sorcery 4BB U Destroy any one creature that isn't black. You gain 3 life. Deathcoil Wurm Creature - Wurm 6GG R 7/6 If ~ attacks and is blocked, you may choose to have it deal its damage to the defending player instead of to the creatures blocking it. Deep Wood Sorcery 1G U Play ~ only after you're attacked, before you declare blockers. / This turn, all damage dealt to you by attacking creatures is reduced to 0. Deja Vu Sorcery 2U C Return any one sorcery card from your graveyard to your hand. Denizen of the Deep Creature - Serpent 6UU R 11/11 When ~ comes into play from your hand, return all your other creatures from play to your hand. Earthquake Sorcery XR R ~ deals X damage to each player and each creature without flying. (This includes you and your creatures without flying.) Exhaustion Sorcery 2U R At the beginning of your opponent's next turn, he or she skips untapping his or her creatures and lands. Extinguish Sorcery 1U C Play ~ only in response to another player playing a sorcery. / That sorcery has no effect, and that player puts it into his or her graveyard. Eye Spy Sorcery U U Look at the top card of any player's library. You may choose to put that card back on top of that library or into that player's graveyard. False Summoning Sorcery 1U C Play ~ only in response to another player playing a creature. That creature card has no effect, and that player puts it into his or her graveyard. Festival of Trokin Sorcery W C For each creature you have in play, you gain 2 life. Forest Land L [Three versions.] Foul Spirit Creature - Spirit 2B U 3/2 Flying When ~ comes into play from your hand, destroy one of your lands. Goblin Cavaliers Creature - Goblins 2R C 3/2 Goblin Firestarter Creature - Goblin R U 1/1 On your turn, before you attack, you may destroy ~ to have it deal 1 damage to any one creature or player. Goblin General Creature - Goblin 1RR R 1/1 When ~ attacks, all your Goblins get +1S/+1D until the end of the turn. Goblin Glider Creature - Goblin 1R C 1/1 Flying ~ can't block. Goblin Lore Sorcery 1R U Draw four cards and put them into your hand. Then discard three cards at random from your hand. Goblin Matron Creature - Goblin 2R U 1/1 When ~ comes into play from your hand, search your library for a Goblin card and put that card into your hand. Shuffle your library afterwards. Goblin Mountaineer Creature - Goblin R C 1/1 Mountainwalk (If defending player has any mountains in play, ~ can't be blocked.) Goblin Piker Creature - Goblin 1R C 2/1 Goblin Raider Creature - Goblin 1R C 2/2 ~ can't block. Goblin War Cry Sorcery 2R U Your opponent chooses one of his or her creatures. Only that creature can block this turn. Goblin War Strike Sorcery R C ~ deals to your opponent damage equal to the number of Goblin cards you have in play. (This includes both tapped and untapped Goblin cards.) Golden Bear Creature - Bear 3G C 4/3 Hand of Death Sorcery 2B C Destroy any one creature that isn't black. Harmony of Nature Sorcery 2G U Tap any number of your creatures. You gain 4 life for each creature tapped in this way. (Tapped creatures can't block.) Hidden Horror Creature - Horror 1BB R 4/4 When ~ comes into play from your hand, choose and discard a creature card from your hand or destroy ~. Hurricane Sorcery XG R ~ deals X damage to each player and each creature with flying. (This includes you and your creatures with flying.) Ironhoof Ox Creature - Ox 3GG U 4/4 ~ can't be blocked by more than one creature. Island Land L [Three versions.] Jagged Lightning Sorcery 3RR U Choose any two creatures. / ~ deals 3 damage to each of them. (You can't play ~ unless you can choose two creatures to damage.) Just Fate Sorcery 2W R Play ~ only after you're attacked, before you declare blockers. / Destroy any one attacking creature. Kiss of Death Sorcery 4BB U ~ deals 4 damage to your opponent. You gain 4 life. Lava Axe Sorcery 4R C ~ deals 5 damage to your opponent. Lone Wolf Creature - Wolf 2G U 2/2 If ~ attacks and is blocked, you may choose to have it deal its damage to the defending player instead of to the creatures blocking it. Lurking Nightstalker Creature - Nightstalker BB C 1/1 If ~ attacks, it gets +2S/+0D until the end of the turn. Lynx Creature - Cat 1G C 2/1 Forestwalk (If defending player has any forests in play, ~ can't be blocked.) Magma Giant Creature - Giant 5RR R 5/5 When ~ comes into play from your hand, it deals 2 damage to each creature and player. (This includes you and your creatures, including ~.) Mind Rot Sorcery 2B C Your opponent chooses and discards two cards from his or her hand. (If your opponent has only one card, he or she discards it.) Moaning Spirit Creature - Spirit 2B C 2/1 Flying Monstrous Growth Sorcery 1G C Any one creature gets +4S/+4D until the end of the turn. Mountain Land L [Three versions] Muck Rats Creature - Rats B C 1/1 Mystic Denial Sorcery 1UU U Play ~ only in response to another player playing a creature or a sorcery. That card has no effect, and that player puts it into his or her graveyard. Natural Spring Sorcery 3GG C You gain 8 life. Nature's Lore Sorcery 1G C Search your library for a forest card and put it into play. Shuffle your library afterwards. Nightstalker Engine Creature - Nightstalker 4B R */3 ~ has power equal to the number of creature cards in your graveyard. Norwood Archers Creature - Elves 3G C 3/3 ~ can block creatures with flying. Norwood Priestess Creature - Elf 2GG R 1/1 On your turn, before you attack, you may tap ~ to put any green creature from your hand into play without paying for it. Norwood Ranger Creature - Elf G C 1/2 Norwood Riders Creature - Elves 3G C 3/3 ~ can't be blocked by more than one creature. Norwood Warrior Creature - Elf 2G C 2/2 If ~ attacks and is blocked, it gets +1S/+1D until the end of the turn. Obsidian Giant Creature - Giant 4R U 4/4 Ogre Arsonist Creature - Ogre 4R U 3/3 When ~ comes into play from your hand, destroy any one land. (If you're the only one with lands, destroy one of them.) Ogre Berserker Summon Ogre 4R C 4/2 ~ is unaffected by summoning sickness. Ogre Taskmaster Creature - Ogre 3R U 4/3 ~ can't block. Ogre Warrior Creature - Ogre 3R C 3/3 Path of Peace Sorcery 3W C Destroy any one creature. That creature's owner gains 4 life. Piracy Sorcery UU R This turn, you may tap your opponent's lands to help pay for your spells. Plains Land L [three versions] Plated Wurm Creature - Wurm 4G C 4/5 Predatory Nightstalker Creature - Nightstalker 3BB U 3/2 When ~ comes into play from your hand, you may force your opponent to destroy any one of his or her creatures. (Your opponent chooses the creature.) Prowling Nightstalker Creature - Nightstalker 3B C 2/2 ~ can't be blocked except by other black creatures. Raging Goblin Creature - Goblin R C 1/1 ~ is unaffected by summoning sickness. Raiding Nightstalker Creature - Nightstalker 2B C 2/2 Swampwalk (If defending player has any swamps in play, ~ can't be blocked.) Rain of Daggers Sorcery 4BB R Destroy all your opponent's creatures. For each creature destroyed this way, you lose 2 life. Raise Dead Sorcery B C Return any one creature from your graveyard to your hand. Rally the Troops Sorcery W U Play ~ only after you're attacked, before you declare blockers. / Untap all your creatures. Ravenous Rats Creature - Rats 1B C 1/1 When ~ comes into play from your hand, your opponent chooses and discards a card from his or her hand. (Ignore this effect if your opponent doesn't have any cards.) Razorclaw Bear Creature - Bear 2GG R 3/3 If ~ attacks and is blocked, it gets +2S/+2D until the end of the turn. Relentless Assault Sorcery 2RR R Untap all your creatures that attacked this turn. You may declare an additional attack this turn. Remove Sorcery U U Play ~ only after you're attacked, before you declare blockers. / Return any one attacking creature to its owner's hand. Renewing Touch Sorcery G U Choose any number of creature cards in your graveyard. Shuffle those cards into your library. Return of the Nightstalkers Sorcery 5BB R Return all the Nightstalker cards from your graveyard to play. Then destroy all your swamps. (Treat these Nightstalkers as though they just came into play from your hand.) Righteous Charge Sorcery 1WW C All your creatures get +2S/+2D until the end of the turn. Righteous Fury Sorcery 4WW R Destroy all tapped creatures. For each creature destroyed this way, you gain 2 life. (This includes your creatures.) River Bear Creature - Bear 3G U 3/3 Islandwalk (If defending player has any islands in play, ~ can't be blocked.) Salvage Sorcery G C Take any one card from your graveyard and put that card on the top of your library. Screeching Drake Creature - Drake 3U C 2/2 Flying When ~ comes into play from your hand, draw a card, then choose and discard a card from your hand. Sea Drake Creature - Drake 2U U 4/3 Flying When ~ comes into play from your hand, return any two of your lands from play to your hand. Sleight of Hand Sorcery U C Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. Spitting Earth Sorcery 1R C ~ deals to any one creature damage equal to the number of mountains you have in play. (This includes both tapped and untapped mountains.) Steam Catapult Creature - Soldiers 3WW R 2/3 On your turn, before you attack, you may tap ~ to destroy any one tapped creature. Steam Frigate Creature - Ship 2U C 3/3 ~ can't attack unless the defending player has an island in play. Stone Rain Sorcery 2R C Destroy any one land. Swamp Land L [three versions] Swarm of Rats Creature - Rats 1B C */1 ~ has power equal to the number of Rat cards you have in play. (This includes both tapped and untapped Rat cards.) Sylvan Basilisk Creature - Basilisk 3GG R 2/4 If ~ attacks and is blocked, destroy all creatures blocking it. (Destroy the creatures before they deal damage. The Basilisk doesn't damage your opponent.) Sylvan Yeti Creature - Beast 2GG R */4 ~ has power equal to the number of cards you have in your hand. Talas Researcher Creature - Wizard 4U R 1/1 On your turn, before you attack, you may tap ~ to draw a card. Talas Air Ship Creature - Ship 3U C 3/2 Flying Talas Explorer Creature - Merchant 1U C 1/1 Flying When ~ comes into play from your hand, look at your opponent's hand. Talas Merchant Creature - Merchant 1U C 1/3 Talas Scout Creature - Pirate 1U C 1/2 Flying Talas Warrior Creature - Pirate 1UU R 2/2 ~ can't be blocked. Temple Acolyte Creature - Cleric 1W C 1/3 When ~ comes into play from your hand, you gain 3 life. Temple Elder Creature - Cleric 2W U 1/2 On your turn, before you attack, you may tap ~ to gain 1 life. Temporal Manipulation Sorcery 3UU R You take an extra turn after this one. Theft of Dreams Sorcery 2U U For each tapped creature your opponent has in play, you draw a card. Tidal Surge Sorcery 1U C Tap any one, two, or three creatures without flying. (Tapped creatures can't block.) Time Ebb Sorcery 2U C Return any one creature from play to the top of its owner's library. Touch of Brilliance Sorcery 3U C Draw two cards. Town Sentry Creature - Soldier 2W C 2/2 If ~ blocks, it gets +0S/+2D until the end of the turn. Tree Monkey Creature - Monkey G C 1/1 ~ can block creatures with flying. Tremor Sorcery R C ~ deals 1 damage to each creature without flying. (This includes your creatures without flying.) Trokin High Guard Creature - Knight 3W C 3/3 Undo Sorcery 1UU U Return any two creatures from play to their owner's hand. (You can't play ~ unless you can choose two creatures to return.) Untamed Wilds Sorcery 2G U Search your library for a plains, island, swamp, mountain, or forest card and put that land into play. Shuffle your library afterwards. Vampiric Spirit Creature - Spirit 2BB R 4/3 Flying When ~ comes into play from your hand, you lose 4 life. (The person who plays ~ loses the life.) Vengeance Sorcery 3W U Destroy any one tapped creature. Volcanic Hammer Sorcery 1R C ~ deals 3 damage to any one creature or player. Volunteer Militia Creature - Soldier W C 1/2 [Two versions?] Warrior's Stand Sorcery 1W U Play ~ only after you're attacked, before you declare blockers. / All your creatures get +2S/+2D until the end of the turn. Wild Griffin Creature - Griffin 2W C 2/2 Flying Wild Ox Creature - Ox 3G U 3/3 Swampwalk (If defending player has any swamps in play, ~ can't be blocked.) Wildfire Sorcery 4RR R You destroy four of your lands and your opponent destroys four of his or her lands. Then ~ deals 4 damage to each creature. (This includes your creatures.) Wind Sail Sorcery 1U C Any one or two creatures gain flying until the end of the turn. Wizards of the Coast, Magic: The Gathering, Portal and Portal Second Age are trademarks of Wizards of the Coast, Inc. (C)1998 Wizards of the Coast, Inc.