Revised, *hopefully* exact-text, spoilers list +5: Was removed for 4th Edition but reinserted into 5th Edition. Island Land Tap: add U to your mana pool. Mountain Land Tap: add R to your mana pool. Forest Land Tap: add G to your mana pool. Plains Land Tap: add W to your mana pool. Swamp Land Tap: add B to your mana pool. Tundra Land Counts as both islands and plains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either U or W to your mana pool. Savannah Land Counts as both plains and forest and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either W or G to your mana pool. Taiga Land Counts as both forest and mountains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either G or R to your mana pool. Badlands Land Counts as both mountains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either R or B to your mana pool. Volcanic Island Land Counts as both islands and mountains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either U or R to your mana pool. Tropical Island Land Counts as both forest and islands and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either G or U to your mana pool. Plateau Land Counts as both mountains and plains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either R or W to your mana pool. Underground Sea Land Counts as both swamp and islands and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either B or U to your mana pool. Bayou Land Counts as both swamp and forest and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either B or G to your mana pool. Scrubland Land Counts as both plains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected. Tap: add either W or B to your mana pool. Benalish Hero Summon Hero W 1/1 Bands Circle of Protection: Red Enchantment 1W 1: Prevents all damage against you from one red source. If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage. Death Ward Instant W Regenerates target creature. Circle of Protection: Black Enchantment 1W 1: Prevents all damage against you from one black source. If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage. Circle of Protection: Blue Enchantment 1W 1: Prevents all damage against you from one blue source. If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage. Guardian Angel Instant XW Prevents X damage from being dealt to any one target. Any further damage to the same target this turn can be canceled by spending 1 mana per point of damage to be canceled. Healing Salve Instant W Gain 3 life, or prevent up to 3 damage from being dealt to a single target. Animate Wall Enchant Wall W Target wall can now attack. Target wall's power and toughness are unchanged, even if its power is 0. Righteousness Instant W Target defending creature gains +7/+7 until end of turn. Northern Paladin Summon Paladin 2WW 3/3 WW,tap: Destroys a black card in play. Cannot be used to cancel a black spell as it is being cast. Crusade Enchantment WW All white creatures gain +1/+1. Savannah Lions Summon Lions W 2/1 Farmstead Enchant Land WWW Target land's controller gains 1 life if WW is spent during controller's upkeep. You cannot gain more than 1 life each turn through this enchantment. Balance Sorcery 1W Whichever player has more lands in play must discard enough lands of his or her choice to equalize the number of lands both players have in play. Next, equalize the cards in hand and then creatures in play the same way. Creatures lost in this manner are considered buried. Holy Armor Enchant Creature W Target creature gains +0/+2. W: +0/+1 Circle of Protection: White Enchantment 1W 1: Prevents all damage against you from one white source. If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage. Mesa Pegasus Summon Pegasus 1W 1/1 Flying, bands Pearled Unicorn Summon Unicorn 2W 2/2 Holy Strength Enchant Creature W Target creature gains +1/+2. Disenchant Instant 1W Target enchantment or artifact is destroyed. Samite Healer Summon Cleric 1W 1/1 Tap: prevent 1 damage to any target. Circle of Protection: Green Enchantment 1W 1: Prevents all damage against you from one green source. If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage. Black Ward Enchant Creature W Target creature gains protection from black. White Knight Summon Knight WW 2/2 Protection from black, first strike Castle Enchantment 3W Your untapped creatures gain +0/+2. Attacking creatures do not get this bonus. Swords to Plowshares Instant W Target creature is removed from game entirely. Creature's controller gains life points equal to creature's power. Conversion Enchantment 2WW All mountains are considered basic plains while ~ is in play. Pay WW during upkeep or ~ is discarded. White Ward Enchant Creature W Target creature gains protection from white. Serra Angel Summon Angel 3WW 4/4 Flying Attacking does not cause ~ to tap. Blue Ward Enchant Creature W Target creature gains protection from blue. Lance Enchant Creature W Target creature gains first strike. Red Ward Enchant Creature W Target creature gains protection from red. Resurrection Sorcery 2WW Take a creature from your graveyard and put it directly into play. Treat this creature as though it were just summoned. Wall of Swords Summon Wall 3W 3/5 Flying Karma Enchantment 2WW During a player's upkeep, ~ does 1 point of damage to that player for each swamp he or she has in play. Green Ward Enchant Creature W Target creature gains protection from green. Personal Incarnation Summon Avatar 3WWW 6/6 Caster can redirect any or all damage done to ~ to self instead. The source of the damage is unchanged. If ~ goes to the graveyard, caster loses half his or her remaining life points, rounding up the loss. Purelace Interrupt W Changes the color of one card either being played or already in play to white. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. Reverse Damage Instant 1WW All damage you have taken from any one source this turn is added to your life total instead of subtracted from it. Armageddon Sorcery 3W All lands in play are destroyed. Veteran Bodyguard Summon Bodyguard 3WW 2/5 Unless ~ is tapped, any damage done to you by unblocked creatures is done instead to ~. You may not take this damage yourself, though you can prevent it if possible. No more than one Bodyguard of your choice can take damage for you in this manner each turn. Wrath of God Sorcery 2WW All creatures in play are buried. Island Sanctuary Enchantment 1W You may decline to draw a card from your library during draw phase. In exchange, until start of your next turn the only creatures that may attack you are those that fly or have islandwalk. Blessing Enchant Creature WW W: +1/+1 [Blaze of Glory did not survive into RV] [Consecrate Land did not survive into RV] [Added from Arabian Nights:] Eye for an Eye Instant WW Can be cast only when a creature, spell, or effect does damage to you. ~ does an equal amount of damage to the controller of that creature, spell, or effect. If some spell or effect reduces the amount of damage you receive, it does not reduce the damage dealt by ~. [Added from Antiquities:] Reverse Polarity Instant WW All damage done to you by artifacts so far this turn is retroactively added to your life total instead of subtracted. Further damage this turn is treated normally. Ironroot Treefolk Summon Treefolk 4G 3/5 Llanowar Elves Summon Elves G 1/1 Tap: add G to your mana pool. This ability is played as an interrupt. Scryb Sprites Summon Faeries G 1/1 Flying Giant Growth Instant G Target creature gains +3/+3 until end of turn. War Mammoth Summon Mammoth 3G 3/3 Trample Wall of Wood Summon Wall G 0/3 Giant Spider Summon Spider 3G 2/4 Does not fly, but can block flying creatures. Fungusaur Summon Fungusaur 3G 2/2 At the end of any turn during which ~ was damaged but not destroyed, put a +1/+1 counter on it. Fog Instant G Creatures attack and block as normal, but none deal any damage or otherwise affect any creature as a result of an attack or block. All attacking creatures are still tapped. Play any time before attack damage is dealt. Craw Wurm Summon Wurm 4GG 6/4 Gaea's Liege Summon Gaea's Liege 3GGG */* Tap: Turn any one land into a basic forest. Mark changed lands with counters, removing the counters when ~ leaves play. ~ has power and toughness equal to the number of forests controller has in play; when it's attacking, they are equal to the number of forests defending player has in play. Force of Nature Summon Force 2GGGG 8/8 Trample You must pay GGGG during upkeep or ~ does 8 damage to you. You may still attack with ~ even if you failed to pay the upkeep. Timber Wolves Summon Wolves G 1/1 Bands Birds of Paradise Summon Mana Birds G 0/1 Flying Tap: add one mana of any color to your mana pool. This ability is played as an interrupt. Cockatrice Summon Cockatrice 3GG 2/4 Flying Any non-wall creature blocking ~ is destroyed, as is any creature blocked by ~. Creatures destroyed in this way deal their damage before dying. Lifelace Interrupt G Changes the color of one card either being played or already in play to green. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. Elvish Archers Summon Elves 1G 2/1 First strike Wild Growth Enchant Land G Whenever the usual mana is drawn from target land, ~ provides an extra G. Tranquility Sorcery 2G All enchantments in play must be discarded. Lure Enchant Creature 1GG All creatures able to block target creature must do so. If a creature has the ability to block more than one creature, ~ does not prevent this. If there is more than one attacking creature with ~, defender may choose which of them each defending creature blocks. Hurricane Sorcery XG All players and flying creatures suffer X damage. Tsunami Sorcery 3G All islands in play are destroyed. Instill Energy Enchant Creature G You may untap target creature one additional time during your turn. Target creature may also attack the turn it comes into play. Thicket Basilisk Summon Basilisk 3G 2/4 Any non-wall creature blocking ~ is destroyed, as is any creature blocked by ~. Creatures destroyed this way deal their damage before dying. Shanodin Dryads Summon Nymphs G 1/1 Forestwalk Regeneration Enchant Creature 1G G: Target creature regenerates. Stream of Life Sorcery XG Target player gains X life. Grizzly Bears Summon Bears 1G 2/2 Living Lands Enchantment 3G Treat all forests in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack. Wall of Brambles Summon Wall 2G 2/3 G: Regenerates Channel Sorcery 2G Until end of turn, you may add colorless mana to your mana pool at a cost of 1 life per point of mana. These additions are played with the speed of an interrupt. Effects that prevent or redirect damage may not be used to counter this loss of life. Lifeforce Enchantment GG GG: Counter a black spell as it is being cast. This use is played as an interrupt and does not affect black cards already in play. Wanderlust Enchant Creature 2G ~ does 1 damage to target creature's controller during his or her upkeep. Ley Druid Summon Cleric 2G 1/1 Tap: untap a land of your choice. This ability is played as an interrupt. Regrowth Sorcery 1G Bring any card from your graveyard to your hand. Wall of Ice Summon Wall 2G 0/7 Verduran Enchantress Summon Enchantress 1GG 0/2 While ~ is in play, you may immediately draw a card from your library each time you cast an enchantment. Living Artifact Enchant Artifact G Put a counter on target artifact for each life you lose. During upkeep you may trade in one counter for one life, but you can only trade in one counter during each of your upkeeps. Kudzu Enchant Land 1GG When target land is tapped, it is destroyed. Unless that was the last land in play, ~ is not discarded; instead, the player whose land it just destroyed may place it on any other land in play. Fastbond Enchantment G You may put as many lands into play as you want each turn. ~ does 1 damage to you for every land beyond the first that you play in a single turn. Web Enchant Creature G Target creature gains +0/+2 and can now block flying creatures, though it does not gain flying ability. Aspect of Wolf Enchant Creature 1G Target creature's power and toughness are increased by half the number of forests you have in play, rounding down for power and up for toughness. [Natural Selection did not survive into RV] [Berserk did not survive into RV] [Camouflage did not survive into RV] [Ice Storm did not survive into RV] [Added from Arabian Nights:] Desert Twister Sorcery 4GG Destroy any card in play. [Added from Antiquities:] Crumble Instant G Buries target artifact. Artifact's controller gains life points equal to the target artifact's casting cost. Titania's Song Enchantment 3G All non-creature artifacts in play lose all their usual abilities and become artifact creatures with toughness and power both equal to their casting costs. If ~ leaves play, artifacts return to normal just before the untap phase of the next turn. Magical Hack Interrupt U Change the text of any card being played or already in play by replacing one basic land type by another. For example, you can change "swampwalk" to "plainswalk". Sleight of Mind Interrupt U Change the text of any card being played or already in play by replacing one color word with another. For example, you can change "Counters red spells" to "Counters black spells". ~ cannot change mana symbols [or card names]. Creature Bond Enchant Creature 1U If target creature is placed in the graveyard, ~ does an amount of damage equal to creature's toughness to creature's controller. Jump Instant U Target creature is a flying creature until end of turn. Power Leak Enchant Enchantment 1U Target enchantment costs 2 extra mana during the upkeep phase of each of its controller's turns. If target enchantment's controller cannot or will not pay this extra cost, ~ does 1 damage to him or her for each unpaid mana. Prodigal Sorcerer Summon Wizard 2U 1/1 Tap: do 1 damage to any target. Power Sink Interrupt XU Target spell is countered unless its caster spends X more mana. Caster of target spell must draw and spend all available mana from lands and mana pool until X is spent; he or she may also spend mana from other sources if desired. If this is not enough mana, target spell will still be countered. Mana Short Instant 2U All opponent's lands are tapped, and opponent's mana pool is emptied. Opponent takes no damage from unspent mana. Vesuvan Doppleganger Summon Doppleganger 3UU */* Upon summoning, ~ acquires all characteristics except color of any one creature in play on either side; any creature enchantments on the original creature are not copied [~ cannot copy a creature that's only a creature due to some enchantment]. During controller's upkeep, ~ may take on the characteristics of a different creature in play instead. ~ may continue to copy a creature even after that creature leaves play, but if it switches it won't be able to switch back. [~ does not copy any counters on copied creature either when it switches, and loses all counters the old form could only place on itself.] Lord of Atlantis Summon Lord UU 2/2 All Merfolk in play gain islandwalk and +1/+1 while ~ is in play. Mahamoti Djinn Summon Djinn 4UU 5/6 Flying Volcanic Eruption Sorcery XUUU Destroys X mountains of your choice, and does 1 damage to each player and each creature in play for each mountain destroyed. Pirate Ship Summon Ship 4U 4/3 Tap: do one damage to any target. Cannot attack unless opponent has islands in play, though controller may still use special ability. ~ is destroyed if at any time controller has no islands in play. Spell Blast Interrupt XU Target spell is countered; X is casting cost of target spell. Merfolk of the Pearl Trident Summon Merfolk U 1/1 Flight Enchant Creature U Target creature is now a flying creature. Psychic Venom Enchant Land 1U Whenever target land becomes tapped, ~ does 2 damage to target land's controller. Unsummon Instant U Return target creature to owner's hand; enchantments on target creature are discarded. Sea Serpent Summon Serpent 5U 5/5 ~ cannot attack unless opponent has islands in play. ~ is buried immediately if at any time controller has no islands in play. Feedback Enchant Enchantment 2U ~ does 1 damage to controller of target enchantment during its controller's upkeep. Control Magic Enchant Creature 2UU You control target creature until enchantment is discarded or game ends. If target creature is already tapped it stays tapped until you can untap it. If [creature is] destroyed, target creature is put in its owner's graveyard. Lifetap Enchantment UU You gain 1 life each time any forest of opponent's becomes tapped. Counterspell Interrupt UU Counters target spell as it is being cast. Steal Artifact Enchant Artifact 2UU You control target artifact until enchantment is discarded or game ends. If target artifact was tapped when stolen, it stays tapped until you can untap it. If [artifact is] destroyed, target artifact is put in its owner's graveyard. Blue Elemental Blast Interrupt U Counters a red spell being cast or destroys a red card in play. Phantasmal Terrain Enchant Land UU Target land changes to any basic land type of caster's choice. Land type is set when cast and may not be further altered by this card. Animate Artifact Enchant Artifact 3U Target artifact is now an artifact creature with both power and toughness equal to casting cost; target retains all its original abilities as well. Has no effect on artifact creatures. Clone Summon Clone 3U */* Upon summoning, ~ acquires all normal characteristics, including color, of any one creature in play on either side; any enchantments on original creature are not copied [~ cannot copy a creature that's only a creature due to some enchantment]. ~ retains these characteristics even after original creature is destroyed. ~ cannot be played if there are no creatures in play. [~ does not copy any counters on copied creature either, unless it receives them when originally cast.] Air Elemental Summon Elemental 3UU 4/4 Flying Wall of Air Summon Wall 1UU 1/5 Flying Wall of Water Summon Wall 1UU 0/5 U: +1/+0 Water Elemental Summon Elemental 3UU 5/4 Siren's Call Instant U All of opponent's creatures that can attack must do so. Any non-wall creatures that cannot attack are destroyed at end of turn. Can be played only during opponent's turn, before opponent's attack. Creatures summoned this turn are unaffected by ~. Phantom Monster Summon Phantasm 3U 3/3 Flying Phantasmal Forces Summon Phantasm 3U 4/1 Flying Controller must spend U during upkeep or ~ are destroyed. Thoughtlace Interrupt U Changes the color of one card either being played or already in play to blue. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. Copy Artifact Enchantment 1U Select any artifact in play. This enchantment acts as a duplicate of that artifact; it is affected by cards that affect either enchantments or artifacts. The copy remains even if the original artifact is destroyed. Enchantments on the original artifact are not copied. [Neither are counters, unless the original gets them when cast.] Drain Power Sorcery UU Opponent must draw all mana from his or her available lands; this mana and all mana in opponent's mana pool drains into your mana pool. You can't take less than all your opponent's mana. Stasis Enchantment 1U Players do not get an untap phase. Pay U during upkeep or ~ is destroyed; cards still do not untap until the next untap phase. Braingeyser Sorcery XUU Target player must draw X cards. [Ancestral Recall did not survive into RV] [Invisibility did not survive into RV] [Twiddle did not survive into RV] [Psionic Blast did not survive into RV] [Time Walk did not survive into RV] [Timetwister did not survive into RV] [Added from Arabian Nights:] 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. Serendib Efreet Summon Efreet 2U 3/4 ~ does 1 damage to you during your upkeep. [All RV instances are misprinted: green border, Ifh-Biff Efreet's picture.] Unstable Mutation Enchant Creature U Target creature gains +3/+3. During the upkeep phase of each of its controller's turns, put a -1/-1 counter on the creature. These counters remain even if this enchantment is removed before the creature dies. [Added from Antiquities:] Energy Flux Enchant Artifact 2U All artifacts in play now require an upkeep cost of 2 in addition to any other upkeep costs they may have. If the upkeep cost for an artifact is not paid, the artifact must be discarded. Hurkyl's Recall Instant U All artifacts in play owned by target player are returned to target player's hand. Any enchantments on those artifacts are discarded. Reconstruction Sorcery U Bring one artifact from your graveyard to your hand. Stone Rain Sorcery 2R Destroys any one land. Gray Ogre Summon Ogre 2R 2/2 Orcish Oriflamme Enchantment 3R During your attack, all of your attacking creatures gain +1/+0. Stone Giant Summon Giant 2RR 3/4 Tap: make one of your own creatures a flying creature until end of turn. Target creature, which must have toughness less than ~'s power at the time it gains flying ability, is killed at end of turn. Burrowing Enchant Creature R Target creature gains mountainwalk. Keldon Warlord Summon Lord 2RR */* The *s below are the number of non-wall creatures on your side, including ~. Thus if you have two other non-wall creatures, ~ is 3/3. If one of those creatures is killed during the turn, ~ immediately becomes 2/2. Earth Elemental Summon Elemental 3RR 4/5 Wall of Stone Summon Wall 1RR 0/8 Flashfires Sorcery 3R All plains in play are destroyed. Orcish Artillery Summon Orcs 1RR 1/3 Tap: ~ does 2 damage to any target, but it also does 3 damage to you. Fire Elemental Summon Elemental 3RR 5/4 Wall of Fire Summon Wall 1RR 0/5 R: +1/+0 Tunnel Instant R Buries 1 wall. Uthden Troll Summon Troll 2R 2/2 R: Regenerates Dragon Whelp Summon Dragon 2RR 2/3 Flying R: +1/+0; if more than RRR is spent in this way during one turn, ~ is killed at end of turn. Goblin Balloon Brigade Summon Goblins R 1/1 R: Gains flying ability until end of turn. Shivan Dragon Summon Dragon 4RR 5/5 Flying R: +1/+0 Rock Hydra Summon Hydra XRR 0/0 Put X +1/+1 counters (heads) on ~. Each point of damage ~ suffers kills one head unless controller spends R per head. During controller's upkeep, new heads may be grown for RRR apiece. Power Surge Enchantment RR At the beginning of a player's turn, before the untap phase, the player must take a counter for each of his or her lands that is not tapped. During the player's upkeep, ~ does 1 damage to that player for each counter; the counters are then discarded. Wheel of Fortune Sorcery 2R All players must discard their hands and draw seven new cards. Goblin King Summon Lord 1RR 2/2 All Goblins in play gain mountainwalk and +1/+1 while ~ remains in play. Fork Interrupt RR Any sorcery or instant spell just cast is duplicated. Treat ~ as an exact copy of target spell except that ~ remains red. Caster of ~ chooses the copy's target. Earthquake Sorcery XR Does X damage to each player and each non-flying creature in play. Sedge Troll Summon Troll 2R 2/2 B: Regenerates. ~ gains +1/+1 if controller has any swamps in play. Lightning Bolt Instant R ~ does 3 damage to one target. Hill Giant Summon Giant 3R 3/3 Shatter Instant 1R Shatter destroys target artifact. Red Elemental Blast Interrupt R Counters a blue spell being cast or destroys a blue card in play. Fireball Sorcery XR ~ does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first. Mons's Goblin Raiders Summon Goblins R 1/1 Manabarbs Enchantment 3R Whenever mana is drawn from a land, ~ does 1 damage to the land's controller. Mana Flare Enchantment 2R Whenever either player taps a land for mana, it produces 1 extra mana of the appropriate type. Granite Gargoyle Summon Gargoyle 2R 2/2 Flying R: +0/+1 Chaoslace Interrupt R Changes the color of one card either being played or already in play to red. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. Roc of Kher Ridges Summon Roc 3R 3/3 Flying Smoke Enchantment RR Each player can only untap one creature during his or her untap phase. Dwarven Warriors Summon Dwarves 2R 1/1 Tap: make a creature of power no greater than 2 unblockable until end of turn. Other cards may later be used to increase target creature's power beyond 2. Firebreathing Enchant Creature R R: +1/+0 Disintegrate Sorcery XR ~ does X damage to one target. If target dies this turn, it is [instead] removed from game entirely. [Target cannot be regenerated [until after end of turn]. Hurloon Minotaur Summon Minotaur 1RR 2/3 Earthbind Enchant Creature R If cast on a flying creature, ~ removes flying ability and does 2 damage to target creature; this damage occurs only once, at the time ~ is cast. If another spell or effect later gives the target creature flying ability, ~ does not affect this. ~ has no effect on non-flying creatures. [Dwarven Demolition Team did not survive into RV] [Two-Headed Giant of Foriys did not survive into RV] [False Orders did not survive into RV] [Ironclaw Orcs did not survive into RV] [Raging River did not survive into RV] [Added from Arabian Nights: Kird Ape Summon Ape R 1/1 ~ gains +1/+2 if you have any forests in play. Magnetic Mountain Enchantment 1RR Blue creatures do not untap as normal. During their upkeep 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. 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. [Added from Antiquities:] Atog Summon Atog 1R 1/2 0: +2/+2. Each time you use this ability, you must sacrifice one of your artifacts in play. [+5] Dwarven Weaponsmith Summon Dwarves 1R 1/1 Tap: During your upkeep, add a permanent +1/+1 counter to any creature. Each time you use this ability, you must sacrifice one of your artifacts in play. Shatterstorm Sorcery 2RR All artifacts in play are buried. [+5] Raise Dead Sorcery B Bring one creature from your graveyard to your hand. Drain Life Sorcery 1B ~ does 1 damage to a single target for each B spent in addition to the casting cost. Caster gains 1 life for each damage inflicted. If you drain life from a creature, you cannot gain more life than the creature's toughness. Weakness Enchant Creature B Target creature loses -2/-1. Zombie Master Summon Lord 1BB 2/3 All zombies in play gain swampwalk and "B: Regenerates" for as long as ~ remains in play. Deathlace Interrupt B Changes the color of one card either being played or already in play to black. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. Terror Instant 1B Buries target creature. Cannot target black creatures or artifact creatures. Paralyze Enchant Creature B Target creature is not untapped as normal during untap phase. Creature's controller may spend 4 during his or her upkeep to untap it. Tap target creature when ~ is cast. Scathe Zombies Summon Zombies 2B 2/2 Nightmare Summon Nightmare 5B */* Flying ~'s power and toughness both equal the number of swamps its controller has in play. Bad Moon Enchantment 1B All black creatures in play gain +1/+1. Lord of the Pit Summon Demon 4BBB 7/7 Flying, trample You must sacrifice one of your own creatures during upkeep or ~ does 7 damage to you. You may still attack with ~ even if you failed to sacrifice a creature. ~ may not be sacrificed to itself. Contract from Below Sorcery B Discard your current hand and draw eight new cards, adding the first drawn to your ante. Remove this card from your deck before playing if you are not playing for ante. Warp Artifact Enchant Artifact BB ~ does 1 damage to target artifact's controller during his or her upkeep. Dark Ritual Interrupt B Add BBB to your mana pool. Plague Rats Summon Rats 2B */* The *s below are the number of ~s in play, counting both sides. Thus if there are 2 ~s in play, each has power and toughness 2/2. Drudge Skeletons Summon Skeletons 1B 1/1 B: Regenerates Unholy Strength Enchant Creature B Target creature gains +2/+1. Howl From Beyond Instant XB Target creature gains +X/+0 until end of turn. Frozen Shade Summon Shade 2B 0/1 B: +1/+1 Fear Enchant Creature BB Target creature cannot be blocked by any creatures except black creatures and artifact creatures. Mind Twist Sorcery XB Opponent must discard X cards at random from hand. If opponent doesn't have enough cards in hand, entire hand is discarded. Darkpact Sorcery BBB Swap top card of your library with either card of the ante; this swap is permanent. You must have a card in your library to cast this spell. Remove this card from your deck before playing if you are not playing for ante. Will-O-The-Wisp Summon Will-O'-The-Wisp B 0/1 Flying B: Regenerates Nether Shadow Summon Shadow BB 1/1 If ~ is in graveyard with any combination of cards above it that includes at least three creatures, it can be returned to play during your upkeep. ~ can attack on same turn summoned or returned to play. Demonic Attorney Sorcery 1BB If opponent doesn't concede the game immediately, each player must ante an additional card from his or her library. Remove this card from your deck before playing if you are not playing for ante. Demonic Hordes Summon Demons 3BBB 5/5 Tap: destroy 1 land. Pay BBB during upkeep or ~ become tapped and you lose a land of opponent's choice. Royal Assassin Summon Assassin 1BB 1/1 Tap: destroy any tapped creature. Sengir Vampire Summon Vampire 3BB 4/4 Flying ~ gets a +1/+1 counter each time a creature dies during a turn in which ~ damaged it. Simulacrum Instant 1B All damage done to you so far this turn is instead retroactively applied to one of your creatures in play. Even if there's more than enough damage to kill the creature, you don't suffer any of it. Further damage this turn is treated normally. Bog Wraith Summon Wraith 3B 3/3 Swampwalk Sacrifice Interrupt B Sacrifice one of your creatures to add to your mana pool a number of black mana equal to that creature's casting cost. Scavenging Ghoul Summon Ghoul 3B 2/2 At the end of each turn, put one counter on ~ for each other creature that was placed in the graveyard during the turn. If ~ takes lethal damage, you may use a counter to regenerate it; counters remain until used. Gloom Enchantment 2B White spells cost 3 more mana to case. White enchantments with activation costs require 3 more mana to use. Cursed Land Enchant Land 2BB ~ does 1 damage to target land's controller during his or her upkeep. Black Knight Summon Knight BB 2/2 Protection from white, first strike Hypnotic Specter Summon Specter 1BB 2/2 Flying An opponent damaged by ~ must discard a card at random from his or her hand. Ignore this effect if opponent has no cards left in hand. Demonic Tutor Sorcery 1B Search your library for one card and take it into your hand. Reshuffle your library afterwards. Nettling Imp Summon Imp 2B 1/1 Tap: force a particular one of opponent's non-wall creatures to attack. If target creature cannot attack, it is killed at end of turn. This ability can only be used during opponent's turn, before the attack. May not be used on creatures summoned this turn. Wall of Bone Summon Wall 2B 1/4 B: Regenerates Animate Dead Enchant Dead Creature 1B Any creature in any graveyard comes into play on your side with -1 to its original power. At end of game, or if this enchantment is discarded without removing target creature from play, target creature is returned to its owner's graveyard. Target creature may be killed as normal. Deathgrip Enchantment BB BB: Counter a green spell as it is being cast. This action is played as an interrupt and does not affect green cards already in play. Evil Presence Enchant Land B Target land is now a basic swamp. Pestilence Enchantment 2BB B: Do 1 damage to each creature and to both players. If there are no creatures in play at the end of any turn, ~ must be discarded. [Lich did not survive into RV] [Word of Command did not survive into RV] [Sinkhole did not survive into RV] [Added from Arabian Nights:] El-Hajjaj Summon El-Hajjaj 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. Sorceress Queen Summon Sorceress 1BB 1/1 Tap to 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 and enchantments on the creature are unaffected. [Added from Antiquities: none] Sunglasses of Urza Artifact 3 White mana in your mana pool can be used as either white or red mana. Disrupting Scepter Artifact 3 3,Tap: Opponent must discard one card of his or her choice. Can only be used during controller's turn. Sol Ring Artifact 1 Tap: Add 2 colorless mana to your mana pool. This ability is played as an interrupt. Soul Net Artifact 1 1: You gain 1 life every time a creature is placed in the graveyard. Can only give 1 life each time a creature is placed in the graveyard. Winter Orb Artifact 2 A player may not untap more than one land during the untap phase of each of his or her turns. Meekstone Artifact 1 Any creature with power greater than 2 may not be untapped as normal during the untap phase. The Hive Artifact 5 5,Tap: Creates one Giant Wasp, a 1/1 flying creature. Represent Wasps with tokens, making sure to indicate when each Wasp is tapped. Wasps can't attack during the turn created. Treat Wasps like artifact creatures in every way, except that they are removed from the game entirely if they ever leave play. If ~ is destroyed, the Wasps must still be killed individually. Ankh of Mishra Artifact 2 ~ does 2 damage to anyone who puts a new land into play. Basalt Monolith Artifact 3 Tap: add 3 colorless mana to your mana pool. Does not untap as normal during untap phase; you may spend 3 at any other time to untap. Drawing mana from this artifact is played as an interrupt. Jade Monolith Artifact 4 1: You may take damage done to any creature on yourself instead, but you must take all of it. Source of damage is unchanged. Crystal Rod Artifact 1 1: Any blue spell cast gives you 1 life. Can only give 1 life each time a blue spell is cast. Rod of Ruin Artifact 4 3,Tap: ~ does 1 damage to any target. Library of Leng Artifact 1 You must skip the discard phase of your turn. If a card forces you to discard, you may choose to discard to top of your library rather than to graveyard. If discard is random, you may look at card before deciding where to discard it. Throne of Bone Artifact 1 1: Any black spell cast gives you 1 life. Can only give 1 life each time a black spell is cast. Living Wall Artifact Creature 4 0/6 Counts as a wall. 1: Regenerates. Ivory Cup Artifact 1 1: Any white spell cast gives you 1 life. Can only give 1 life each time a white spell is cast. Iron Star Artifact 1 1: Any red spell cast gives you 1 life. Can only give 1 life each time a red spell is cast. Obsianus Golem Artifact Creature 6 4/6 Conservator Artifact 4 3,Tap: Prevent the loss of up to 2 life. Dingus Egg Artifact 4 Whenever anyone loses a land, ~ does 2 damage to that player for each land lost. Nevinyrral's Disk Artifact 4 1[,Tap]: Destroys all creatures, enchantments, and artifacts in play, including ~ itself. ~ begins tapped but can be untapped as usual. Jayemdae Tome Artifact 4 4,Tap: You may draw one extra card. Clockwork Beast Artifact Creature 6 0/4 Put seven +1/+0 counters on ~. After ~ attacks or blocks a creature, discard a counter [at end of attack]. During the upkeep phase, controller may buy back lost counters for 1 per counter; this taps ~. Kormus Bell Artifact 4 Treat all swamps in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack. Helm of Chatzuk Artifact 1 1,Tap: You may give one creature banding ability until end of turn. Glasses of Urza Artifact 1 Tap: You may look at opponent's hand. Wooden Sphere Artifact 1 1: Any green spell cast gives you 1 life. Can only give 1 life each time a green spell is cast. Celestial Prism Artifact 3 2,Tap: Provides 1 mana of any color. This use is played as an interrupt. Black Vise Artifact 1 If opponent has more than four cards in hand during his or her upkeep, ~ does 1 damage to opponent for each card in excess of four. Juggernaut Artifact Creature 4 5/3 Must attack each turn if possible. Can't be blocked by walls. Mana Vault Artifact 1 Tap: add 3 colorless mana to your mana pool. ~ doesn't untap normally during untap phase; to untap it, you must pay 4 mana during your upkeep. If ~ remains tapped during upkeep it does 1 damage to you. Drawing mana from ~ is played as an interrupt. Howling Mine Artifact 2 Each player must draw one extra card during the draw phase of each of his or her turns. [Chaos Orb did not survive into RV] [Black Lotus did not survive into RV] [Mox Sapphire did not survive into RV] [Mox Ruby did not survive into RV] [Cyclopean Tomb did not survive into RV] [Mox Pearl did not survive into RV] [Forcefield did not survive into RV] [Mox Emerald did not survive into RV] [Copper Tablet did not survive into RV] [Icy Manipulator did not survive into RV] [Time Vault did not survive into RV] [Jade Statue did not survive into RV] [Gauntlet of Might did not survive into RV] [Mox Jet did not survive into RV] [Illusionary Mask did not survive into RV] [Added from Arabian Nights:] Aladdin's Lamp Artifact 10 X,Tap: 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 Artifact 8 8,Tap: ~ does 4 damage to any target. Bottle of Suleiman Artifact 5 1: Flip a coin, with opponent calling head 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 [token] 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 [upkeep] phase to untap it. Dancing Scimitar Artifact Creature 4 1/5 Flying Ebony Horse Artifact 3 2,Tap: 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. Flying Carpet Artifact 4 2,Tap: Gives one creature flying ability until end of turn. If that creature is destroyed before end of turn, so is ~. Jandor's Ring Artifact 6 2,Tap: Discard a card you just drew from your library, and draw another card to replace it. Jandor's Saddlebags Artifact 2 3,Tap: Untap a creature. [Added from Antiquities:] Armageddon Clock Artifact 6 Put one counter on ~ during each of your upkeeps. At the end of your upkeep, each player takes damage equal to the number of counters on ~. Any player may spend 4 during any upkeep to remove a counter. Dragon Engine Artifact Creature 3 1/3 2: +1/+0 Ivory Tower Artifact 1 During your upkeep phase, gain 1 life for each card in your hand above four. Millstone Artifact 2 2,Tap: Take the top two cards from target player's library and put them in target player's graveyard. Mishra's War Machine Artifact Creature 7 5/5 Bands During your upkeep, discard one card of your choice from your hand, or ~ becomes tapped and does 3 points of damage to you. Onulet Artifact Creature 3 2/2 If ~ goes to the graveyard, its controller gains 2 life. Ornithopter Artifact Creature 0 0/2 Flying Primal Clay Artifact Creature 6 */* When you cast ~, you must choose whether to make it a 1/6 wall, a 3/3 creature, or a 2/2 flying creature. ~ then remains in this form until altered by another card or removed from play. The Rack Artifact 1 If opponent has fewer than three cards in hand during his or her upkeep, ~ does 1 damage to opponent for each card fewer than three. Rocket Launcher Artifact 4 2: Do 1 damage to any target. ~ may not be used until it begins a turn in play on your side. If it is used, ~ is destroyed at end of turn. ~: Name of card. 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. They have given permission to use the exact texts for nonprofit, non-commercial uses; you may not sell this list for profit or use it for non-educational purposes.