Portal Spoiler Card List Wizards of the Coast, Inc. (Released May 1st, 1997) [O]/Off. - Offense [D]/Def. - Defense 221 Cards Total (40 White, 40 Black, 39 Blue, 41 Green, 41 Red, 20 Land) Alabaster Dragon Summon Creature 4WW R 4/4 Flying If ~ is put into your discard pile from play, shuffle ~ back into your deck. Alluring Scent Sorcery 1GG R Choose any one creature. This turn, all creatures able to intercept that creature do so. Anaconda (Version 1) Summon Creature 3G S 3/3 Swampwalk [*] Anaconda (Version 2) Summon Creature 3G U 3/3 Swampwalk Ancestral Memories Sorcery 2UUU R Look at the top seven cards of your deck. Put two of them into your hand and the rest into your discard pile. Angelic Blessing Sorcery 2W C Any one creature gets +3[O]/+3[D] and gains flying until the end of the turn. Archangel Summon Creature 5WW R 5/5 Flying Attacking doesn't cause ~ to tap. Ardent Militia Summon Creature 4W U 2/5 Attacking doesn't cause ~ to tap. Armageddon Sorcery 3W R Destroy all lands. (This includes your lands.) Armored Pegasus Summon Creature 1W C 1/2 Flying Arrogant Vampire Summon Creature 3BB U 4/3 Flying Assassin's Blade Sorcery 1B U Play ~ only after you're attacked, before you declare interceptors. Destroy any one attacking creature that isn't black. Balance of Power Sorcery 3UU R If you have fewer cards in your hand than your opponent does, draw until you have the same number. (When you play ~, it doesn't count as in your hand.) Baleful Stare Sorcery 2U U Look at your opponent's hand. For each mountain and red card there, you draw a card. (You draw from your deck.) Bee Sting Sorcery 3G U ~ deals 2 damage to any one creature or player. Blaze (Version 1) Sorcery XR S ~ deals X damage to any one creature or player. Blaze (Version 2) Sorcery XR U ~ deals X damage to any one creature or player. (For example, if you tap a mountain plus four other lands when you play ~, it deals 4 damage.) Blessed Reversal Sorcery 1W R Play ~ only after you're attacked, before you declare interceptors. For each attacking creature, you gain 3 life. Blinding Light Sorcery 2W R Tap all creatures except for white creatures. (This includes your creatures.) Bog Imp Summon Creature 1B C 1/1 Flying Bog Raiders Summon Creature 2B C 2/2 Swampwalk [*] Bog Wraith Summon Creature 3B U 3/3 Swampwalk Boiling Seas Sorcery 3R U Destroy all islands. (This includes your islands.) Border Guard Summon Creature 2W C 1/4 Breath of Life Sorcery 3W C Take any one summon creature from your discard pile and put that card into play. Treat it as though you just played it from your hand. Bull Hippo Summon Creature 3G U 3/3 Islandwalk [*] Burning Cloak Sorcery R C Any one creature gets +2[O]/+0[D] until the end of the turn. ~ deals 2 damage to that creature. Capricious Sorcerer Summon Creature 2U R 1/1 On your turn, before you attack, you may tap ~ to have it deal 1 damage to any one creature or player. Charging Bandits Summon Creature 4B U 3/3 If ~ attacks, it gets +2[O]/+0[D] until the end of the turn. Charging Paladin Summon Creature 2W U 2/2 If ~ attacks, it gets +0[O]/+3[D] until the end of the turn. Charging Rhino Summon Creature 3GG R 4/4 ~ can't be intercepted by more than one creature. Cloak of Feathers Sorcery U C Any one creature gains flying until the end of the turn. You draw a card. Cloud Dragon Summon Creature 5U R 5/4 Flying ~ can intercept only creatures with flying. Cloud Pirates Summon Creature U C 1/1 Flying ~ can intercept only creatures with flying. Cloud Spirit Summon Creature 2U U 3/1 Flying ~ can intercept only creatures with flying. Command of Unsummoning Sorcery 2U U Play ~ only after you're attacked, before you declare interceptors. Return any one or two attacking creatures to their Owner's hand. Coral Eel Summon Creature 1U C 2/1 Craven Giant Summon Creature 2R C 4/1 ~ can't intercept. Craven Knight Summon Creature 1B C 2/2 ~ can't intercept. Cruel Bargain Sorcery BBB R Draw four cards. You lose half your life, rounded up. (For example, if you have 11 life, you lose 6 life.) Cruel Fate Sorcery 4U R Look at the top five cards of your opponent's deck. Put one of them into your opponent's discard pile and the rest on top of his or her deck in any order. Cruel Tutor Sorcery 2B R Search your deck for any card. Shuffle your deck and put that card on top of it. You lose 2 life. Deep Wood Sorcery 1G U Play ~ only after you're attacked, before you declare interceptors. This turn, all damage dealt to you by attacking creatures is reduced to 0. Deep-Sea Serpent Summon Creature 4UU U 5/5 ~ can attack only if the defending player has an island in play. Defiant Stand Sorcery 1W U Play ~ only after you're attacked, before you declare interceptors. Any one creature gets +1[O]/+3[D] until the end of the turn. If that creature is tapped, untap it. Deja Vu Sorcery 2U C Return any one sorcery card from your discard pile to your hand. Desert Drake Summon Creature 3R U 2/2 Flying Devastation Sorcery 5RR R Destroy all creatures and lands. (This includes your creatures and lands.) Devoted Hero Summon Creature W C 1/2 Djinn of the Lamp Summon Creature 5UU R 5/6 Flying Dread Charge Sorcery 3B R This turn, your black creatures can be intercepted only by other black creatures. Dread Reaper Summon Creature 3BBB R 6/5 Flying When ~ comes into play from your hand, you lose 5 life. (The person who plays ~ loses the life.) Dry Spell Sorcery 1B U ~ deals 1 damage to each creature and player. (This includes your creatures and you.) Earthquake Sorcery XR R ~ deals X damage to each player and each creature without flying. (This includes you and your creatures without flying.) Ebon Dragon Summon Creature 5BB R 5/4 Flying When ~ comes into play from your hand, you may force your opponent to choose and discard a card from his or her hand. Elite Cat Warrior (Version 1) Summon Creature 2G S 2/3 Forestwalk [*] Elite Cat Warrior (Version 2) Summon Creature 2G C 2/3 Forestwalk [*] Elven Cache Sorcery 2GG C Return any one card from your discard pile to your hand. Elvish Ranger Summon Creature 2G C 4/1 Endless Cockroaches Summon Creature 1BB R 1/1 If ~ is put into your discard pile from play, return ~ to your hand. Exhaustion Sorcery 2U R At the beginning of your opponent's next turn, he or she skips untapping his or her creatures and lands. False Peace Sorcery W C Choose any one player. That player can't attack on his or her next turn. Feral Shadow Summon Creature 2B C 2/1 Flying Final Strike Sorcery 2BB R Choose one of your creatures. ~ deals to your opponent damage equal to that creature's offense. Then, put the creature in your discard pile. Fire Dragon Summon Creature 6RRR R 6/6 Flying When ~ comes into play from your hand, it deals to any one creature damage equal to the number of mountains you have in play. Fire Imp Summon Creature 2R U 2/1 When ~ comes into play from your hand, it deals 2 damage to any one creature. (If you're the only player with creatures, ~ deals 2 damage to one of your creatures.) Fire Snake Summon Creature 4R C 3/1 If ~ is put into your discard pile from play, destroy any one land. Fire Tempest Sorcery 5RR R ~ deals 6 damage to each creature and player. (This includes your creatures and you. If all players drop to 0 life or less, the game is a draw.) Flashfires Sorcery 3R U Destroy all plains. (This includes your plains.) Fleet-Footed Monk Summon Creature 1W C 1/1 ~ can't be intercepted by any creature with offense 2 or greater. Flux Sorcery 2U U Each player chooses and discards from his or her hand any number of cards and then draws that many cards. You then draw a card. (You choose first.) Foot Soldiers Summon Creature 3W C 2/4 Forest (Version 1) Land S G Forest (Version 2) Land G Forest (Version 3) Land G Forked Lightning Sorcery 3R R ~ deals 4 damage divided any way you choose among any one, two, or three creatures. Fruition Sorcery G C For each forest you and your opponent have in play, you gain 1 life. Giant Octopus Summon Creature 3U C 3/3 Giant Spider Summon Creature 3G C 2/4 ~ can intercept as though it had flying. Gift of Estates Sorcery 1W R If your opponent has more lands in play than you do, search your deck for up to three plains and put them into your hand. Shuffle your deck afterwards. Goblin Bully Summon Creature 1R C 2/1 Gorilla Warrior Summon Creature 2G C 3/2 Gravedigger Summon Creature 3B U 2/2 When ~ comes into play from your hand, you may choose to return a summon creature from your discard pile to your hand. Grizzly Bears Summon Creature 1G C 2/2 Hand of Death (Version 1) Sorcery 2B C Destroy any one creature that isn't black. (A creature is black if it has B in its cost.) Hand of Death (Version 2) Sorcery 2B C Destroy any one creature that isn't black. Harsh Justice Sorcery 2W R Play ~ only after you're attacked, before you declare interceptors. This turn, each attacking creature that damages you also deals equal damage to the attacking player. Highland Giant Summon Creature 2RR C 3/4 Hill Giant Summon Creature 3R C 3/3 Horned Turtle Summon Creature 2U C 1/4 Howling Fury Sorcery 2B C Any one creature gets +4[O]/+0[D] until the end of the turn. Hulking Cyclops (Version 1) Summon Creature 3RR U 5/5 ~ can't intercept. Hulking Goblin Summon Creature 1R C 2/2 ~ can't intercept. Hurricane Sorcery XG R ~ deals X damage to each player and each creature with flying. (This includes you and your creatures with flying.) Ingenious Thief Summon Creature 1U U 1/1 Flying When ~ comes into play from your hand, look at your opponent's hand. Island (Version 1) Land S U Island (Version 2) Land U Island (Version 3) Land U Island (Version 4) Land U Jungle Lion Summon Creature G C 2/1 ~ can't intercept. Keen-Eyed Archers Summon Creature 2W C 2/2 ~ can intercept as though it had flying. King's Assassin Summon Creature 1BB R 1/1 On your turn, before you attack, you may tap ~ to destroy any one tapped creature. Knight Errant Summon Creature 1W C 2/2 Last Chance Sorcery RR R Take another turn after this one. You lose the game at the end of that turn. (You don't lose if you've already won.) Lava Axe Sorcery 4R C ~ deals 5 damage to your opponent. Lava Flow Sorcery 3RR U Destroy any one creature or land. Lizard Warrior Summon Creature 3R C 4/2 Man-o'-War Summon Creature 2U U 2/2 When ~ comes into play from your hand, return any one creature to its Owner's hand. (If you're the only one with creatures, return one of them to your hand.) Mercenary Knight Summon Creature 2B R 4/4 When ~ comes into play from your hand, choose and discard a summon creature from your hand or destroy ~. Merfolk of the Pearl Trident Summon Creature U C 1/1 Mind Knives Sorcery 1B C Your opponent discards a card at random from his or her hand. 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.) Minotaur Warrior Summon Creature 2R C 2/3 Mobilize Sorcery G C Untap all your creatures. Monstrous Growth (Version 1) Sorcery 1G C Any one creature gets +4[O]/+4[D] until the end of the turn. Monstrous Growth (Version 2) Sorcery 1G C Any one creature gets +4S/+4D until the end of the turn. (For example, a 6[O]/3[D] creature would become 10[O]/7[D].) Moon Sprite Summon Creature 1G U 1/1 Flying Mountain (Version 1) Land S R Mountain (Version 2) Land R Mountain (Version 3) Land R Mountain (Version 4) Land R Mountain Goat Summon Creature R U 1/1 Mountainwalk [*] Muck Rats Summon Creature B C 1/1 Mystic Denial Sorcery 1UU U Play ~ only in response to another player playing a summon creature or a sorcery. That card has no effect, and that player puts it into his or her discard pile. Natural Order Sorcery 2GG R Search your deck for a green summon creature and put that card into play. Treat it as though you just played it from your hand. Then put one of your green creatures into your discard pile. Shuffle your deck afterwards. Natural Spring Sorcery 3GG U You gain 8 life. Nature's Cloak Sorcery 2G R All your green creatures gain forestwalk until the end of the turn. [*] Nature's Lore Sorcery 1G C Search your deck for a forest and put that card into play. Shuffle your deck afterwards. Nature's Ruin Sorcery 2B U Destroy all green creatures. (This includes your green creatures.) Needle Storm Sorcery 2G U ~ deals 4 damage to each creature with flying. (This includes your creatures with flying.) Noxious Toad Summon Creature 2B U 1/1 If ~ is put into your discard pile from play, your opponent chooses and discards a card from his or her hand. Omen Sorcery 1U C Look at the top three cards of your deck and return them in any order. You may choose to shuffle your deck. Then draw a card. Owl Familiar Summon Creature 1U C 1/1 Flying When ~ comes into play from your hand, draw a card, then choose and discard a card from your hand. Panther Warriors Summon Creature 4G C 6/3 Path of Peace Sorcery 3W C Destroy any one creature. That creature's owner gains 4 life. Personal Tutor Sorcery U U Search your deck for a sorcery and reveal that card to all players. Shuffle your deck and put the revealed card on top of it. Phantom Warrior Summon Creature 1UU R 2/2 ~ can't be intercepted. Pillaging Horde Summon Creature 2RR R 5/5 When ~ comes into play from your hand, discard a card at random from your hand or destroy ~. Plains (Version 1) Land S W Plains (Version 2) Land W Plains (Version 3) Land W Plains (Version 4) Land W Plant Elemental Summon Creature 1G U 3/4 When ~ comes into play from your hand, destroy one of your forests or destroy ~. Primeval Force Summon Creature 2GGG R 8/8 When ~ comes into play from your hand, destroy three of your forests or destroy ~. Prosperity Sorcery XU R Each player draws X cards. Pyroclasm Sorcery 1R R ~ deals 2 damage to each creature. (This includes your creatures.) Python Summon Creature 1BB C 3/2 Raging Cougar Summon Creature 2R C 2/2 ~ is unaffected by summoning sickness. Raging Goblin (Version 1) Summon Creature R S 1/1 ~ is unaffected by summoning sickness. (It can attack the turn you play it, unless another card prevents this.) Raging Goblin (Version 2) Summon Creature R C 1/1 ~ is unaffected by summoning sickness. Raging Minotaur Summon Creature 2RR C 3/3 ~ is unaffected by summoning sickness. Rain of Salt (Version 1) Sorcery 4RR U Destroy any two lands. Rain of Tears Sorcery 1BB U Destroy any one land. Raise Dead Sorcery B C Return any one summon creature from your discard pile to your hand. Redwood Treefolk Summon Creature 4G C 3/6 Regal Unicorn Summon Creature 2W C 2/3 Renewing Dawn Sorcery 1W U For each mountain your opponent has in play, you gain 2 life. Rowan Treefolk Summon Creature 3G C 3/4 Sacred Knight Summon Creature 3W C 3/2 ~ can't be intercepted by black or red creatures. Sacred Nectar Sorcery 1W C You gain 4 life. Scorching Spear Sorcery R C ~ deals 1 damage to any one creature or player. Scorching Winds Sorcery R U Play ~ only after you're attacked, before you declare interceptors. ~ deals 1 damage to each attacking creature. Seasoned Marshal Summon Creature 2WW U 2/2 If ~ attacks, you may choose to tap any one creature. (Tapped creatures can't intercept.) Serpent Assassin Summon Creature 3BB R 2/2 When ~ comes into play from your hand, you may choose to destroy any one creature that isn't black. Serpent Warrior Summon Creature 2B C 3/3 When ~ comes into play from your hand, you lose 3 life. (The person who plays ~ loses the life.) Skeletal Crocodile Summon Creature 3B C 5/1 Skeletal Snake Summon Creature 1B C 2/1 Snapping Drake Summon Creature 3U C 3/2 Flying Sorcerous Sight Sorcery U C Look at your opponent's hand. You draw a card. (Draw the card from your deck.) Soul Shred Sorcery 3BB C ~ deals 3 damage to any one creature that isn't black. You gain 3 life. Spined Wurm Summon Creature 4G C 5/4 Spiritual Guardian Summon Creature 3WW R 3/4 When ~ comes into play from your hand, you gain 4 life. 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.) Spotted Griffin Summon Creature 3W C 2/3 Flying Stalking Tiger Summon Creature 3G C 3/3 ~ can't be intercepted by more than one creature. Starlight Sorcery 1W U For each black creature your opponent has in play, you gain 3 life. Starlit Angel Summon Creature 3WW U 3/4 Flying Steadfastness Sorcery 1W C All your creatures get +0[O]/+3[D] until the end of the turn. Stern Marshal Summon Creature 2W R 2/2 On your turn, before you attack, you may tap ~ to give any one creature +2[O]/+2[D] until the end of the turn. Stone Rain Sorcery 2R C Destroy any one land. Storm Crow Summon Creature 1U C 1/2 Flying Summer Bloom Sorcery 1G R Take up to three lands from your hand and put them into play. Swamp (Version 1) Land S B Swamp (Version 2) Land B Swamp (Version 3) Land B Swamp (Version 4) Land B Sylvan Tutor Sorcery G R Search your deck for a summon creature and reveal that card to all players. Then shuffle your deck and put the revealed card on top of it. Symbol of Unsummoning Sorcery 2U C Return any one creature to its owner's hand. You draw a card. Taunt Sorcery U R Choose any one player. On that player's next turn, all his or her creatures that can attack you must do so. Temporary Truce Sorcery 1W R Each player may draw up to two cards. For each card less than two any player draws, that player gains 2 life. (You choose whether to draw first.) Theft of Dreams Sorcery 2U U For each tapped creature your opponent has in play, you draw a card. Thing from the Deep Summon Creature 6UUU R 9/9 If ~ attacks, destroy one of your islands or destroy ~. Thundering Wurm Summon Creature 2G R 4/4 When ~ comes into play from your hand, discard a land from your hand or destroy ~. Thundermare Summon Creature 5R R 5/5 ~ is unaffected by summoning sickness. When ~ comes into play from your hand, tap all other creatures. (This includes your creatures.) Tidal Surge Sorcery 1U C Tap any one, two, or three creatures without flying. (Tapped creatures can't intercept.) Time Ebb Sorcery 2U C Return any one creature to the top of its owner's deck. Touch of Brilliance Sorcery 3U C Draw two cards. Treetop Defense Sorcery 1G R Play ~ only after you're attacked, before you declare interceptors. This turn, all your creatures can intercept as though they had flying. Undying Beast Summon Creature 3B C 3/2 If ~ is put into your discard pile from play, put ~ on top of your deck. Untamed Wilds Sorcery 2G U Search your deck for a plains, island, swamp, mountain, or forest and put that card into play. Shuffle your deck afterwards. Valorous Charge Sorcery 1WW U All white creatures get +2[O]/+0[D] until the end of the turn. (This includes other players' white creatures.) Vampiric Feast Sorcery 5BB U ~ deals 4 damage to any one creature or player. You gain 4 life. Vampiric Touch Sorcery 2B C ~ deals 2 damage to your opponent. You gain 2 life. Venerable Monk Summon Creature 2W U 2/2 When ~ comes into play from your hand, you gain 2 life. Vengeance Sorcery 3W U Destroy any one tapped creature. Virtue's Ruin Sorcery 2B U Destroy all white creatures. (This includes your white creatures.) Volcanic Dragon Summon Creature 4RR R 4/4 Flying ~ is unaffected by summoning sickness. Volcanic Hammer Sorcery 1R C ~ deals 3 damage to any one creature or player. Wall of Granite Summon Creature 2R U 0/7 Wall of Granite can't attack. Wall of Swords Summon Creature 3W U 3/5 Flying ~ can't attack. Warrior's Charge (Version 1) Sorcery 2W S All your creatures get +1[O]/+1[D] until the end of the turn. (For example, a 1S/2D creature would become 2[O]/3[D].) Warrior's Charge (Version 2) Sorcery 2W C All your creatures get +1[O]/+1[D] until the end of the turn. Whiptail Wurm Summon Creature 6G U 8/5 Wicked Pact Sorcery 1BB R Destroy any two creatures that aren't black. You lose 5 life. (You can't play ~ unless you can choose two creatures to destroy.) Willow Dryad Summon Creature G C 1/1 Forestwalk [*] Wind Drake Summon Creature 2U C 2/2 Flying Winds of Change Sorcery R R Each player counts the cards in his or her hand, shuffles those cards into his or her deck, and then draws that many cards. (When you play ~, it doesn't count as a card in your hand.) Winter's Grasp Sorcery 1GG U Destroy any one land. Withering Gaze Sorcery 2U U Look at your opponent's hand. For each forest and green card there, you draw a card. (You draw from your deck.) Wood Elves Summon Creature 2G R 1/1 When ~ comes into play from your hand, search your deck for a forest and put that card into play. Shuffle your deck afterwards. Wrath of God Sorcery 2WW R Put all creatures into their Owners' discard piles. (This includes your creatures.) ----- [*] Starter walk text: (If defending player has any s in play, ~ can't be intercepted. s are in play regardless of whether they're tapped or untapped.) [*] Booster walk text: (If defending player has any s in play, ~ can't be intercepted.)