The complete Spoiler List for Tempest, via The Dojo and Wotc's Duelist Formatted for ASCII legibility by dbd@panacea.phys.utk.edu Artifact Altar of Dementia Artifact 2 R Sacrifice a creature: Target player puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard. Booby Trap Artifact 6 R When ~ comes into play, name a card other than a basic land. / Whenever target opponent draws any cards, he or she reveals those cards to all players. If any of those cards is the named card, sacrifice ~ and it deals 10 damage to that player. Bottle Gnomes Artifact Creature 3 U 1/3 Sacrifice ~: Gain 3 life. Coiled Tinviper Artifact Creature 3 C 2/1 First strike Cold Storage Artifact 4 R 3: Put target creature you control on ~. / Sacrifice ~: Put all creature cards on ~ into play. Cursed Scroll Artifact 1 R 3,Tap: Name a card. Target opponent chooses a card at random from your hand. If he or she chooses the named card, ~ deals 2 damage to target creature or player. Echo Chamber Artifact 4 R 4,Tap: Target opponent chooses target creature he or she controls. Put a token creature into play and treat it as a copy of that creature. The token creature is unaffected by summoning sickness this turn. At end of turn, remove the token creature from the game. Play this ability as a sorcery. Emerald Medallion Artifact 2 R Your green spells cost 1 less to play. Emmessi Tome Artifact 4 R 5,Tap: Draw two cards, then choose and discard a card. Energizer Artifact Creature 4 R 2/2 2,Tap: Put a +1/+1 counter on ~. Essence Bottle Artifact 2 U 3,Tap: Put an elixir counter on ~. / Tap,Remove all elixir counters from ~: Gain 2 life for each elixir counter removed in this way. Excavator Artifact 2 U Tap,Sacrifice a basic land: Target creature gains that landwalk ability until end of turn. Flowstone Sculpture Artifact Creature 6 R 4/4 2,Choose and discard a card: ~ gains flying, first strike, or trample permanently, or put a +1/+1 counter on ~. Fool's Tome Artifact 4 R 2,Tap: Draw a card. Use this ability only if you have no cards in your hand. Grindstone Artifact 1 R 3,Tap: Put the top 2 cards of target player's library into that player's graveyard. If both cards share at least one color, repeat this process. Helm of Possession Artifact 4 R You may choose not to untap ~ during your untap phase. / 2,Tap,Sacrifice a creature: Gain control of target creature as long as you control ~ and ~ remains tapped. Jet Medallion Artifact 2 R Your black spells cost 1 less to play. Jinxed Idol Artifact 2 R During your upkeep, ~ deals 2 damage to you. / Sacrifice a creature: Target opponent gains control of ~ permanently. Lotus Petal Artifact 0 C Tap,Sacrifice ~: Add one mana of any color to your mana pool. Play this ability as a mana source. Magnetic Web Artifact 2 R If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that the attacking player controls attack if able. / If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that the defending player controls block that creature if able. / 1,Tap: Put a magnet counter on target creature. Manakin Artifact Creature 2 C 1/1 Tap: Add one colorless mana to your mana pool. Play this ability as a mana source. Metallic Sliver Artifact Creature 1 C 1/1 Counts as a sliver. Mogg Cannon Artifact 2 U Tap: Target creature you control gets +1/+0 and gains flying until end of turn. At end of turn, destroy that creature. Patchwork Gnomes Artifact Creature 3 U 2/1 Choose and discard a card: Regenerate ~. Pearl Medallion Artifact 2 R Your white spells cost 1 less to play. Phyrexian Grimoire Artifact 3 R 4,Tap: Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other into your hand. Phyrexian Hulk Artifact Creature 6 U 5/4 Phyrexian Splicer Artifact 2 U 2,Tap: Choose flying, first strike, trample or shadow. Target creature with that ability loses it until end of turn. Another target creature gains that ability until end of turn. Puppet Strings Artifact 3 U 2,Tap: Tap or untap target creature. Ruby Medallion Artifact 2 R Your red spells cost 1 less to play. Sapphire Medallion Artifact 2 R Your blue spells cost 1 less to play. Scalding Tongs Artifact 2 R During your upkeep, if you have three or fewer cards in your hand, ~ deals 1 damage to target opponent. Scroll Rack Artifact 2 R 1,Tap: Choose any number of cards in your hand and set those cards aside. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside in this way on top of your library in any order. Squee's Toy Artifact 1 C Tap: Prevent 1 damage to any creature. Static Orb Artifact 3 R Players cannot untap more than two permanents during their untap phases. Telethopter Artifact Creature 4 U 3/1 Tap a creature you control: ~ gains flying until end of turn. Thumbscrews Artifact 2 R During your upkeep, if you have five or more cards in your hand, ~ deals 1 damage to target opponent. Torture Chamber Artifact 3 R During your upkeep, put a pain counter on ~. / At the end of your turn, ~ deals 1 damage to you for each pain counter on it. / 1,Tap,Remove all pain counters from ~: ~ deals 1 damage for each pain counter on it to target creature. Watchdog Artifact Creature 3 U 1/2 ~ blocks if able. / As long as ~ is untapped, all creatures attacking you get -1/-0. Black Abandon Hope Sorcery X1B U Choose and discard X cards: Look at target opponent's hand and choose X of those cards. That player discards the chosen cards. Bellowing Fiend Summon Spirit 4B R 3/3 Flying Whenever ~ damages any creature, ~ deals 3 damage to that creature's controller and 3 damage to you. Blood Pet Summon Thrull B C 1/1 Sacrifice ~: Add B to your mana pool. Play this ability as a mana source. Bounty Hunter Summon Minion 2BB R 2/2 Tap: Put a bounty counter on target nonblack creature. / Tap: Destroy target creature with any bounty counters on it. Carrionette Summon Skeleton 1B R 1/1 2BB: Remove ~ and target creature from the game. That creature's controller may pay 2 to counter this ability. Use this ability only if ~ is in your graveyard. Clot Sliver Summon Sliver 1B C 1/1 Each Sliver gains "2: Regenerate this creature". Coercion Sorcery 2B C Look at target opponent's hand and choose one of those cards. That player discards that card. Coffin Queen Summon Wizard 2B R 1/1 You may choose not to untap ~ during your untap phase. / 2B,Tap: Put target creature card from any graveyard into play under your control. Remove that creature from the game if ~ becomes untapped or if you lose control of ~. Commander Greven il-Vec Summon Legend 3BBB R 7/5 When ~ comes into play, sacrifice a creature. / ~ cannot be blocked except by artifact creatures and black creatures. Corpse Dance Instant 2B R Buyback 2 Put the top creature card from your graveyard into play. That creature is unaffected by summoning sickness this turn. Remove the creature from the game at the end of turn. Dark Banishing Instant 2B C Destroy target nonblack creature. That creature cannot be regenerated this turn. Dark Ritual Mana Source B C Add BBB to your mana pool. Darkling Stalker Summon Spirit 3B C 1/1 B: Regenerate ~. / B: ~ gets +1/+1 until end of turn. Dauthi Embrace Enchantment 2B U BB: Target creature gains shadow until end of turn. Dauthi Ghoul Summon Zombie 1B U 1/1 Shadow Whenever any creature with shadow is put into any graveyard from play, put a +1/+1 counter on ~. Dauthi Horror Summon Beast 1B C 2/1 Shadow ~ cannot be blocked by white creatures. Dauthi Marauder Summon Minion 2B C 3/1 Shadow Dauthi Mercenary Summon Knight 2B U 2/1 Shadow 1B: ~ gets +1/+0 until end of turn. Dauthi Mindripper Summon Minion 3B U 2/1 Shadow Sacrifice ~: Defending player chooses and discards three cards. Use this ability only if ~ is attacking and unblocked. Dauthi Slayer Summon Soldier BB C 2/2 Shadow Each turn, ~ attacks if able. Death Pits of Rath Enchantment 3BB R Whenever any creature is dealt damage, destroy it. That creature cannot be regenerated this turn. Diabolic Edict Instant 1B C Target player sacrifices a creature. Disturbed Burial Sorcery 1B C Buyback 3 Return target creature card from your graveyard to your hand. Dread of Night Enchantment B U All white creatures get -1/-1. Dregs of Sorrow Sorcery X4B R Destroy X target nonblack creatures. Draw X cards. Endless Scream Enchant Creature XB C Enchanted creature gets +X/+0. Enfeeblement Enchant Creature BB C Enchanted creature gets -2/-2. Evincar's Justice Sorcery 2BB C Buyback 3 ~ deals 2 damage to each creature and player. Extinction Sorcery 4B R Destroy all creatures of any creature type of your choice. Fevered Convulsions Enchantment BB R 2BB: Put a -1/-1 counter on target creature. Gravedigger Summon Zombie 3B C 2/2 When ~ comes into play, you may return target creature card from your graveyard to your hand. Imps' Taunt Instant 1B U Buyback 3 Target creature attacks this turn if able. Kezzerdrix Summon Beast 2BB R 4/4 First strike During your upkeep, if your opponents control no creatures, ~ deals 4 damage to you. Knight of Dusk Summon Knight 1BB U 2/2 BB: Destroy target creature blocking ~. Leeching Licid Summon Licid 1B U 1/1 B,Tap: ~ loses this ability and becomes a creature enchantment that reads "During the upkeep of enchanted creature's controller, ~ deals 1 damage to that player" instead of a creature. Move ~ onto target creature. You may pay B to end this effect. Living Death Sorcery 3BB R Set aside all creature cards in all graveyards. Then, put each creature that is in play into its owner's graveyard. Then, put each creature card set aside in this way into play under its owner's control. Maddening Imp Summon Imp 2B R 1/1 Flying Tap: All non-Wall creatures target opponent controls attack this turn if able. At end of turn, destroy each of those creatures that did not attack. Use this ability only during target opponent's turn and only before combat. Marsh Lurker Summon Beast 3B C 3/2 Sacrifice a swamp: ~ cannot be blocked this turn except by artifact creatures and black creatures. Mindwhip Sliver Summon Sliver 2B U 2/2 Each Sliver gains "2, Sacrifice this creature: Target player discards a card at random. Play this ability as a sorcery." Minion of the Wastes Summon Minion 3BBB R */* Trample When you play ~, pay any amount of life. ~ has power and toughness each equal to that amount. Perish Sorcery 2B U Destroy all green creatures. Those creatures cannot be regenerated this turn. Pit Imp Summon Imp B C 0/1 Flying B: ~ gets +1/+0 until end of turn. You cannot spend more than BB in this way each turn. Rain of Tears Sorcery 1BB U Destroy target land. Rats of Rath Summon Rats 1B C 2/1 B: Destroy target artifact, creature, or land you control. Reanimate Sorcery B U Put target creature card from any graveyard into play under your control. Lose life equal to that creature's total casting cost. Reckless Spite Instant 1BB U Destroy two target nonblack creatures. Lose 5 life. Sadistic Glee Enchant Creature B C Whenever any creature is put into any graveyard from play, put a +1/+1 counter on enchanted creature. Sarcomancy Enchantment B R When ~ comes into play, put a Zombie token into play. Treat this token as a 2/2 black creature. / During your upkeep, if there are no Zombies in play, ~ deals 1 damage to you. Screeching Harpy Summon Beast 2BB U 2/2 Flying 1B: Regenerate ~. Servant of Volrath Summon Minion 2B C 3/3 If ~ leaves play, sacrifice a creature. Skyshroud Vampire Summon Vampire 3BB U 3/3 Flying Choose and discard a creature card: ~ gets +2/+2 until end of turn. Souldrinker Summon Spirit 3B U 2/2 Pay 3 life: Put a +1/+1 counter on ~. Spinal Graft Enchant Creature 1B C Enchanted creature gets +3/+3. If enchanted creature is the target of a spell or effect, destroy that creature. The creature cannot be regenerated this turn. Blue Benthic Behemoth Summon Serpent 5UUU R 7/6 Islandwalk Capsize Instant 1UU C Buyback 3 Return target permanent to owner's hand. Chill Enchantment 1U U Red spells cost an additional 2 to play. Counterspell Interrupt UU C Counter target spell. Dismiss Interrupt 2UU U Counter target spell. Draw a card. Dream Cache Sorcery 2U C Draw three cards. Choose two cards from your hand and put both on either the top or the bottom of your library. Duplicity Enchantment 3UU R When ~ comes into play, put the top five cards of your library face down on ~. / During your upkeep, you may exchange all the cards in your hand for the cards on ~. / At the end of your turn, choose and discard a card. / If you lose control of ~, put all cards on it into owner's graveyard. Ertai's Meddling Interrupt XU R When target spell is successfully cast, put X delay counters on it. X cannot be 0. / During each upkeep of that spell's caster, remove a delay counter from the spell. If the spell has no delay counters on it, it resolves. [It cannot resolve until then.] Escaped Shapeshifter Summon Shapeshifter 3UU R 3/4 As long as your opponent controls any creatures with flying, ~ gains flying. The same is true for first strike, trample, and protection from any color. Fighting Drake Summon Drake 2UU U 2/4 Flying Fylamarid Summon Beast 1UU U 1/3 Flying ~ cannot be blocked by blue creatures. U: Target creature is blue until end of turn. Gaseous Form Enchant Creature 2U C Enchanted creature neither deals nor receives combat damage. Giant Crab Summon Crab 4U C 3/3 U: Until end of turn, ~ cannot be the target of spells or abilities. Horned Turtle Summon Turtle 2U C 1/4 Insight Enchantment 2U U Whenever target opponent successfully casts a green spell, draw a card. Interdict Interrupt 1U U Counter target artifact, creature, enchantment, or land ability requiring an activation cost. Abilities of that permanent cannot be played again this turn. Draw a card. Intuition Instant 2U R Search your library for any three cards and reveal them to target opponent. He or she chooses one. Put that card into your hand and the rest into your graveyard. Shuffle your library afterwards. Legacy's Allure Enchantment UU U During your upkeep, you may put a treasure counter on ~. / Sacrifice ~: Permanently gain control of target creature with power no greater than the number of treasure counters on ~. Legerdemain Sorcery 2UU U Permanently exchange control of target artifact or creature for control of target permanent of the same type. Mana Severance Sorcery 1U R Search through your library for any number of land cards and remove them from the game. Shuffle your library afterwards. Manta Riders Summon Merfolk U C 1/1 U: ~ gains flying until end of turn. Mawcor Summon Beast 3UU R 3/3 Flying Tap: ~ deals 1 damage to target creature or player. Meditate Instant 2U R Skip your next turn: Draw 4 cards. Mnemonic Sliver Summon Sliver 2U U 2/2 Each Sliver gains "2, Sacrifice this creature : Draw a card." Power Sink Interrupt XU C Counter target spell unless its caster pays an additional X. If he or she does not, tap all mana-producing lands that player controls and remove all mana from his or her mana pool. Precognition Enchantment 4U R During your upkeep, you may look at the top card of target opponent's library. You may then put that card on the bottom of his or her library. Propaganda Enchantment 2U U Each turn, each creature cannot attack you unless its controller pays an additional 2 for that creature. Rootwater Diver Summon Merfolk U U 1/1 Tap,Sacrifice ~: Return target artifact card from your graveyard to your hand. Rootwater Hunter Summon Merfolk 2U C 1/1 Tap: ~ deals 1 damage to target creature or player. Rootwater Matriarch Summon Merfolk 2UU R 2/3 Tap: Gain control of target creature as long as that creature has any enchantments on it. Rootwater Shaman Summon Merfolk 2U R 2/2 You may play creature enchantments whenever you could play an instant. Sea Monster Summon Serpent 4UU C 6/6 ~ cannot attack unless defending player controls any islands. Shadow Rift Instant U C Target creature gains shadow until end of turn. Draw a card. Shimmering Wings Enchant Creature U C Enchanted creature gains flying. / U: Return ~ to owner's hand. Skyshroud Condor Summon Bird 1U U 2/2 Flying You cannot play ~ unless you have successfully cast another spell this turn. Spell Blast Interrupt XU C Counter target spell with total casting cost equal to X. Steal Enchantment Enchant Enchantment UU U Gain control of enchanted enchantment. Stinging Licid Summon Licid 1U U 1/1 1U,Tap: ~ loses this ability and becomes a creature enchantment that reads "Whenever enchanted creature becomes tapped, ~ deals 2 damage to that creature's controller" instead of a creature. Move ~ onto target creature. You may pay U to end this effect. Thalakos Dreamsower Summon Wizard 2U U 1/1 Shadow You may choose not to untap ~ during your untap phase. / If ~ damages any opponent, tap target creature. As long as ~ remains tapped, that creature does not untap during its controller's untap phase. Thalakos Mistfolk Summon Illusion 2U C 2/1 Shadow U: Put ~ on top of owner's library. Thalakos Seer Summon Wizard UU C 1/1 Shadow If ~ leaves play, draw a card. Thalakos Sentry Summon Soldier 1U C 1/2 Shadow Time Ebb Sorcery 2U C Put target creature on top of owner's library. Time Warp Sorcery 3UU R Target player takes another turn after this one. Tradewind Rider Summon Spirit 3U R 1/4 Flying Tap,Tap two creatures you control: Return target permanent to owner's hand. Twitch Instant 2U C Tap or untap target artifact, creature, or land. / Draw a card. Unstable Shapeshifter Summon Shapeshifter 3U R 0/1 Whenever any creature comes into play, ~ permanently becomes a copy of that creature and retains this ability. Volrath's Curse Enchant Creature 1U C Enchanted creature cannot attack, block or play any ability requiring an activation cost. That creature's controller may sacrifice a permanent to ignore this ability until end of turn. / 1U: Return ~ to owner's hand. Whim of Volrath Instant U R Buyback 2 Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. Whispers of the Muse Instant U U Buyback 5 Draw a card. Wind Dancer Summon Faerie 1U U 1/1 Flying Tap: Target creature gains flying until end of turn. Wind Drake Summon Drake 2U C 2/2 Flying Winged Sliver Summon Sliver 1U C 1/1 All slivers gain flying. Green Aluren Enchantment 2GG R Any player may play a creature card with total casting cost 3 or less whenever he or she could play an instant and without paying its casting cost. Apes of Rath Summon Apes 2GG U 5/4 If ~ attacks, it does not untap during your next untap phase. Bayou Dragonfly Summon Insect 1G C 1/1 Flying; swampwalk Broken Fall Enchantment 2G C Return ~ to owner's hand: Regenerate target creature. Canopy Spider Summon Spider 1G C 1/3 ~ can block creatures with flying. Charging Rhino Summon Rhino 3GG U 4/4 ~ cannot be blocked by more than one creature. Choke Enchantment 2G U Islands do not untap during their controllers' untap phases. Crazed Armodon Summon Elephant 2GG R 3/3 G: ~ gets +3/+0 and gains trample until end of turn. At end of turn, destroy ~. Use this ability only once each turn. Dirtcowl Wurm Summon Wurm 4G R 3/4 Whenever any opponent plays a land, put a +1/+1 counter on ~. Earthcraft Enchantment 1G R Tap an untapped creature you control: Untap target basic land. Eladamri's Vineyard Enchantment G R At the beginning of each player's main phase, add GG to that player's mana pool. Eladamri, Lord of Leaves Summon Legend GG R 2/2 All elves gain forestwalk. / Elves cannot be the target of spells or abilities. Elven Warhounds Summon Hounds 3G R 2/2 If ~ is blocked by any creature, put that creature on top of owner's library. Elvish Fury Instant G C Buyback 4 Target creature gets +2/+2 until end of turn. Flailing Drake Summon Drake 3G U 2/3 Flying If ~ blocks or is blocked by any creature, that creature gets +1/+1 until end of turn. Frog Tongue Enchant Creature G C When ~ comes into play, draw a card. Enchanted creature can block creatures with flying. Fugitive Druid Summon Druid 3G R 3/2 Whenever any player successfully casts an enchantment spell that targets ~, draw a card. Harrow Instant 2G U Sacrifice a land: Search your library for up to two basic land cards and put them into play. Shuffle your library afterwards. Heartwood Dryad Summon Dryad 1G C 2/1 ~ can block creatures with shadow. Heartwood Giant Summon Giant 3GG R 4/4 Tap,Sacrifice a forest: ~ deals 2 damage to target player. Heartwood Treefolk Summon Treefolk 2GG U 3/4 Forestwalk Horned Sliver Summon Sliver 2G U 2/2 All Slivers gain trample. Krakilin Summon Beast XGG U 0/0 ~ comes into play with X +1/+1 counters on it. / 1G: Regenerate ~. Mirri's Guile Enchantment G R During your upkeep, you may look at the top three cards of your library and put them back in any order. Mongrel Pack Summon Hounds 3G R 4/1 If ~ is put into any graveyard from play during combat, put four Hound tokens into play. Treat these tokens as 1/1 green creatures. Muscle Sliver Summon Sliver 1G C 1/1 All Slivers get +1/+1. Natural Spring Sorcery 3GG C Target player gains 8 life. Nature's Revolt Enchantment 3GG R All lands are 2/2 creatures. (These creatures still count as lands.) Needle Storm Sorcery 2G U ~ deals 4 damage to each creature with flying. Nurturing Licid Summon Licid 1G U 1/1 G,Tap: ~ loses this ability and becomes a creature enchantment that reads "G: Regenerate enchanted creature" instead of a creature. Move ~ onto target creature. You may pay G to end this effect. Overrun Sorcery 2GGG U All creatures you control get +3/+3 and gain trample until end of turn. Pincher Beetles Summon Insects 2G C 3/1 ~ cannot be the target of spells or abilities. Rampant Growth Sorcery 1G C Search your library for a basic land card and put it into play, tapped. Shuffle your library afterwards. Reality Anchor Instant 1G C Target creature loses shadow until end of turn. Draw a card. Reap Instant 1G U Return any number of target cards from your graveyard to your hand. You cannot choose more cards than the number of black permanents target opponent controls. Recycle Enchantment 4GG R Skip your draw phase. / Whenever you play a card, draw a card. / During your discard phase, choose and discard all but two cards. Respite Instant 1G C Creatures deal no combat damage this turn. Gain 1 life for each attacking creature. Root Maze Enchantment G R All artifacts and lands come into play tapped. Rootbreaker Wurm Summon Wurm 5GG C 6/6 Trample Rootwalla Summon Lizard 2G C 2/2 1G: ~ gets +2/+2 until end of turn. Use this ability only once each turn. Scragnoth Summon Beast 4G U 3/4 Protection from blue While ~ is being cast, it cannot be countered. Seeker of Skybreak Summon Elf 1G C 2/1 Tap: Untap target creature. Skyshroud Elf Summon Elf 1G C 1/1 Tap: Add G to your mana pool. Play this ability as a mana source. / 1: Add W or R to your mana pool. Play this ability as a mana source. Skyshroud Ranger Summon Elf G C 1/1 Tap: Choose a land card in your hand and put it into play. Play this ability as a sorcery. Skyshroud Troll Summon Giant 2GG C 3/3 1G: Regenerate ~. Spike Drone Summon Spike G C 0/0 ~ comes into play with one +1/+1 counter on it. / 2,Remove a +1/+1 counter from ~: Put a +1/+1 counter on target creature. Storm Front Enchantment G U GG: Tap target creature with flying. Trained Armodon Summon Elephant 1GG C 3/3 Tranquility Sorcery 2G C Destroy all enchantments. Trumpeting Armodon Summon Elephant 3G U 3/3 1G: Target creature blocks ~ this turn if able. Verdant Force Summon Elemental 5GGG R 7/7 During each player's upkeep, put a Saproling token into play. Treat this token as a 1/1 green creature. Verdigris Instant 2G U Destroy target artifact. Winter's Grasp Sorcery 1GG U Destroy target land. Red Aftershock Sorcery 2RR C Destroy target artifact, creature, or land. ~ deals 3 damage to you. Ancient Runes Enchantment 2R U During each player's upkeep, ~ deals 1 damage to that player for each artifact he or she controls. Apocalypse Sorcery 2RRR R Remove all permanents from the game. Discard your hand. Barbed Sliver Summon Sliver 2R U 2/2 Each sliver gains "2: This creature gets +1/+0 until end of turn." Blood Frenzy Instant 1R C Target attacking or blocking creature gets +4/+0 until end of turn. At end of turn, destroy that creature. Boil Instant 3R U Destroy all islands. Canyon Drake Summon Drake 2RR R 1/2 Flying 1,Discard a card at random: ~ gets +2/+0 until end of turn. Canyon Wildcat Summon Cat 1R C 2/1 Mountainwalk Chaotic Goo Summon Ooze 2RR R 0/0 ~ comes into play with three +1/+1 counters on it. / During your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to ~. Otherwise, remove a +1/+1 counter from it. Crown of Flames Enchant Creature R C R: Enchanted creature gets +1/+0 until end of turn. / R: Return ~ to owner's hand. Deadshot Sorcery 3R R Tap target creature. That creature deals damage equal to its power to another target creature. Enraging Licid Summon Licid 1R U 1/1 R,Tap: ~ loses this ability and becomes a creature enchantment that reads "Enchanted creature is unaffected by summoning sickness" instead of a creature. Move ~ onto target creature. You may pay R to end this effect. Firefly Summon Insect 3R U 1/1 Flying R: ~ gets +1/+0 until end of turn. Fireslinger Summon Wizard 1R C 1/1 Tap: ~ deals 1 damage to target creature or player and 1 damage to you. Flowstone Giant Summon Giant 2RR C 3/3 R: ~ gets +2/-2 until end of turn. Flowstone Salamander Summon Salamander 3RR U 3/4 R: ~ deals 1 damage to target creature blocking it. Flowstone Wyvern Summon Drake 3RR R 3/3 Flying R: ~ gets +2/-2 until end of turn. Furnace of Rath Enchantment 1RRR R Double all damage assigned to any creature or player. Giant Strength Enchant Creature RR C Enchanted creature gets +2/+2. Goblin Bombardment Enchantment 1R U Sacrifice a creature: ~ deals 1 damage to target creature or player. Hand to Hand Enchantment 2R R Instants and abilities requiring an activation cost cannot be played during combat. Havoc Enchantment 1R U Whenever target opponent successfully casts a white spell, he or she loses 2 life. Heart Sliver Summon Sliver 1R C 1/1 All Slivers are unaffected by summoning sickness. Jackal Pup Summon Hound R U 2/1 For each 1 damage dealt to ~, it deals 1 damage to you. Kindle Instant 1R C ~ deals to target creature or player an amount of damage equal to 2 plus the number of ~ cards in all graveyards. Lightning Blast Instant 3R C ~ deals 4 damage to target creature or player. Lightning Elemental Summon Elemental 3R C 4/1 ~ is unaffected by summoning sickness. Lowland Giant Summon Giant 2RR C 4/3 Magmasaur Summon Elemental 3RR R 0/0 ~ comes into play with five +1/+1 counters on it. / During your upkeep, remove a +1/+1 counter from ~, or sacrifice ~ and it deals 1 damage for each +1/+1 counter on it to each creature without flying and each player. Mogg Conscripts Summon Goblins R C 2/2 ~ cannot attack unless you have successfully cast a creature spell this turn. Mogg Fanatic Summon Goblin R C 1/1 Sacrifice ~: ~ deals 1 damage to target creature or player. Mogg Raider Summon Goblin R C 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Mogg Squad Summon Goblins 1R U 3/3 ~ gets -1/-1 for each other creature in play. No Quarter Enchantment 3R R Whenever any creature blocks or is blocked by a creature with lesser power, destroy the creature with the lesser power. Opportunist Summon Soldier 2R U 2/2 Tap: ~ deals 1 damage to target creature that was damaged this turn. Pallimud Summon Beast 2R R */3 ~ has power equal to the number of tapped lands target opponent controls. Rathi Dragon Summon Dragon 2RR R 5/5 Flying When ~ comes into play, sacrifice two mountains or sacrifice ~. Renegade Warlord Summon Soldier 4R U 3/3 If ~ attacks, each other attacking creature gets +1/+0 until end of turn. Rolling Thunder Sorcery XRR C ~ deals X damage divided any way you choose among any number of target creatures and/or players. Sandstone Warrior Summon Soldier 2RR C 1/3 First strike R: ~ gets +1/+0 until end of turn. Scorched Earth Sorcery XR R Choose and discard X land cards: Destroy X target lands. Searing Touch Instant R U Buyback 4 ~ deals 1 damage to target creature or player. Shadowstorm Sorcery R U ~ deals 2 damage to each creature with shadow. Shatter Instant 1R C Destroy target artifact. Shocker Summon Insect 1R R 1/1 If ~ damages any player, that player discards his or her hand, then draws a new hand of as many cards as he or she had before. Starke of Rath Summon Legend 1RR R 2/2 Tap: Destroy target artifact or creature. That permanent's controller gains control of ~ permanently. Stone Rain Sorcery 2R C Destroy target land. Stun Instant 1R C Target creature cannot block this turn. / Draw a card. Sudden Impact Instant 3R U ~ deals 1 damage to target player for each card in his or her hand. Tahngarth's Rage Enchant Creature R U If enchanted creature is attacking, it gets +3/+0. Otherwise, it gets -2/-1. Tooth and Claw Enchantment 3R R Sacrifice two creatures: Put a Carnivore token into play. Treat this token as a 3/1 red creature. Wall of Diffusion Summon Wall 1R C 0/5 ~ can block creatures with shadow. Wild Wurm Summon Wurm 3R U 5/4 When ~ comes into play, flip a coin. If you lose the flip, return ~ to owner's hand. White Advance Scout Summon Soldier 1W C 1/1 First strike W: Target creature gains first strike until end of turn. Angelic Protector Summon Angel 3W U 2/2 Flying If ~ is the target of a spell or ability, it gets +0/+3 until end of turn. Anoint Instant W C Buyback 3 Prevent up to 3 damage to any creature. Armor Sliver Summon Sliver 2W U 2/2 Each Sliver gains "2: This creature gets +0/+1 until end of turn." Armored Pegasus Summon Pegasus 1W C 1/2 Flying Auratog Summon Atog 1W R 1/2 Sacrifice an enchantment: ~ gets +2/+2 until end of turn. Avenging Angel Summon Angel 3WW R 3/3 Flying If ~ is put into any graveyard from play, you may put ~ on top of owner's library. Circle of Protection: Black Enchantment 1W C 1: Prevent all damage to you from a black source. Circle of Protection: Blue Enchantment 1W C 1: Prevent all damage to you from a blue source. Circle of Protection: Green Enchantment 1W C 1: Prevent all damage to you from a green source. Circle of Protection: Red Enchantment 1W C 1: Prevent all damage to you from a red source. Circle of Protection: Shadow Enchantment 1W C 1: Prevent all damage to you from a creature with shadow. Circle of Protection: White Enchantment 1W C 1: Prevent all damage to you from a white source. Clergy en-Vec Summon Cleric 1W C 1/1 Tap: Prevent 1 damage to any creature or player. Cloudchaser Eagle Summon Bird 3W C 2/2 Flying When ~ comes into play, destroy target enchantment. Disenchant Instant 1W C Destroy target artifact or enchantment. Elite Javelineer Summon Soldier 2W C 2/2 If ~ blocks, it deals 1 damage to target attacking creature. Field of Souls Enchantment 2WW R Whenever a nontoken creature is put into your graveyard from play, put an Essence token into play. Treat this token as a 1/1 white creature with flying. Flickering Ward Enchant Creature W U When you play ~, choose a color. / Enchanted creature gains protection from the chosen color. / W: Return ~ to owner's hand. Gallantry Instant 1W U Target blocking creature gets +4/+4 until end of turn. / Draw a card. Gerrard's Battle Cry Enchantment W R 2W: All creatures you control get +1/+1 until end of turn. Hanna's Custody Enchantment 2W R Artifacts cannot be the target of spells or abilities. Hero's Resolve Enchant Creature 1W C Enchanted creature gets +1/+5. Humility Enchantment 2WW R Each creature loses all abilities and is a 1/1 creature. Invulnerability Instant 1W U Buyback 3 Prevent all damage to you from one source. Knight of Dawn Summon Knight 1WW U 2/2 First strike WW: ~ gains protection from the color of your choice until end of turn. Light of Day Enchantment 3W U Black creatures cannot attack or block. Marble Titan Summon Giant 3W R 3/3 Creatures with power 3 or greater do not untap during their controller's untap phases. Master Decoy Summon Soldier 1W C 1/2 W, Tap: Tap target creature. Mounted Archers Summon Soldiers 3W C 2/3 ~ can block creatures with flying. / W: ~ can block an additional creature this turn. Oracle en-vec Summon Wizard 1W R 1/1 Tap: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and no other creatures can attack. At the end of that turn, destroy each of those creatures that did not attack. Use this ability only during your turn. Orim's Prayer Enchantment 1WW U If any creatures attack you, gain 1 life for each attacking creature. Orim, Samite Healer Summon Legend 1WW R 1/3 ~ counts as a Cleric. / Tap: Prevent up to 3 damage to any creature or player. Pacifism Enchant Creature 1W C Enchanted creature cannot attack or block. Pegasus Refuge Enchantment 3W R 2,Choose and discard a card: Put a Pegasus token into play. Treat this token as a 1/1 white creature with flying. Quickening Licid Summon Licid 1W U 1/1 1W,Tap: ~ loses this ability and becomes a creature enchantment that reads "Enchanted creature gains first strike" instead of a creature. Move ~ onto target creature. You may pay W to end this effect. Repentance Sorcery 2W U Target creature deals to itself damage equal to its power. Sacred Guide Summon Cleric W R 1/1 1W,Sacrifice ~: Reveal cards from your library until you reveal a white card. Put that card into your hand. Remove all other revealed cards from the game. Safeguard Enchantment 3WW R 2W: Target creature deals no combat damage this turn. Serene Offering Instant 1W U Destroy target enchantment. Gain life equal to that enchantment's total casting cost. Soltari Crusader Summon Knight 2W U 2/1 Shadow 1W: ~ gets +1/+0 until end of turn. Soltari Emissary Summon Soldier 1W R 2/1 W: ~ gains shadow until end of turn. Soltari Foot Soldier Summon Soldier W C 1/1 Shadow Soltari Lancer Summon Knight 2W C 2/2 Shadow First strike when attacking Soltari Monk Summon Cleric WW U 2/1 Protection from black; shadow Soltari Priest Summon Cleric WW U 2/1 Protection from red; shadow Soltari Trooper Summon Soldier 1W C 1/1 Shadow If ~ attacks, it gets +1/+1 until end of turn. Spirit Mirror Enchantment 2WW R During your upkeep, if there are no Reflection tokens in play, put a Reflection token into play. Treat this token as a 2/2 white creature. / 0: Destroy target Reflection. Staunch Defenders Summon Soldiers 3WW U 3/4 When ~ comes into play, gain 4 life. Talon Sliver Summon Sliver 1W C 1/1 All slivers gain first strike. Warmth Enchantment 1W U Whenever target opponent successfully casts a red spell, gain 2 life. Winds of Rath Sorcery 3WW R Destroy all creatures with no enchantments on them. Those creatures cannot be regenerated this turn. Worthy Cause Instant W U Buyback 2 Sacrifice a creature: Gain life equal to the sacrificed creature's toughness. Gold Dracoplasm Summon Shapeshifter UR R */* Flying When you play ~, sacrifice any number of creatures. ~ comes into play with power equal to the total power of the sacrificed creatures and toughness equal to the total toughness of those creatures. / R: ~ gets +1/+0 until end of turn. Lobotomy Sorcery 2UB U Look at target player's hand and choose any of those cards other than a basic land. Search that player's graveyard, hand, and library for all copies of the chosen card and remove them from the game. That player shuffles his or her library afterwards. Ranger en-Vec Summon Soldier 1WG U 2/2 First strike G: Regenerate ~. Segmented Wurm Summon Wurm 3RG U 5/5 Whenever ~ is the target of a spell or ability, put a -1/-1 counter on it. Selenia, Dark Angel Summon Legend 3WB R 3/3 Flying ~ counts as an Angel. / Pay 2 life: Return ~ to owner's hand. Sky Spirit Summon Spirit 1WU U 2/2 Flying, first strike Soltari Guerillas Summon Soldiers 2WR R 3/2 Shadow If ~ assigns combat damage to any opponent, you may redirect that damage to target creature. Spontaneous Combustion Instant 1BR U Sacrifice a creature: ~ deals 3 damage to each creature. Vhati il-Dal Summon Legend 2BG R 3/3 Tap: Target creature's power or toughness is 1 until end of turn. Wood Sage Summon Druid UG R 1/1 Tap: Name a creature card. Reveal the top four cards of your library to all players. If any of those cards are the named card, put them into your hand. Put the rest into your graveyard. Land Ancient Tomb Land U Tap: Add two colorless mana to your mana pool. ~ deals 2 damage to you. Caldera Lake Land R ~ comes into play tapped. / Tap: Add one colorless mana to your mana pool. / Tap: Add U or R to your mana pool. ~ deals 1 damage to you. Cinder Marsh Land U Tap: Add one colorless mana to your mana pool. / Tap: Add B or R to your mana pool. ~ does not untap during your next untap phase. Ghost Town Land U Tap: Add one colorless mana to your mana pool. / 0: Return ~ to owner's hand. Use this ability only during another player's turn. Maze of Shadows Land U Tap: Add one colorless mana to your mana pool. / Tap: Untap target attacking creature with shadow. That creature neither deals nor receives combat damage this turn. Mogg Hollows Land U Tap: Add one colorless mana to your mana pool. / Tap: Add R or G to your mana pool. ~ does not untap during your next untap phase. Pine Barrens Land R ~ comes into play tapped. / Tap: Add one colorless mana to your mana pool. / Tap: Add B or G to your mana pool. ~ deals 1 damage to you. Reflecting Pool Land R Tap: Add to your mana pool one mana of any type that any land you control can produce. Rootwater Depths Land U Tap: Add one colorless mana to your mana pool. / Tap: Add U or B to your mana pool. ~ does not untap during your next untap phase. Salt Flats Land R ~ comes into play tapped. / Tap: Add one colorless mana to your mana pool. / Tap: Add W or B to your mana pool. ~ deals 1 damage to you. Scabland Land R ~ comes into play tapped. / Tap: Add one colorless mana to your mana pool. / Tap: Add R or W to your mana pool. ~ deals 1 damage to you. Skyshroud Forest Land R ~ comes into play tapped. / Tap: Add one colorless mana to your mana pool. / Tap: Add U or G to your mana pool. ~ deals 1 damage to you. Stalking Stones Land U Tap: Add one colorless mana to your mana pool. / 6: ~ becomes a 3/3 artifact creature permanently. (This creature still counts as a land.) Thalakos Lowlands Land U Tap: Add one colorless mana to your mana pool. / Tap: Add W or U to your mana pool. ~ does not untap during your next untap phase. Vec Townships Land U Tap: Add one colorless mana to your mana pool. / Tap: Add G or W to your mana pool. ~ does not untap during your next untap phase. Wasteland Land U Tap: Add one colorless mana to your mana pool. / Tap,Sacrifice ~: Destroy target nonbasic land. Forest Land Tap: Add one G to your mana pool. Island Land Tap: Add one U to your mana pool. Mountain Land Tap: Add one R to your mana pool. Plains Land Tap: Add one W to your mana pool. Swamp Land Tap: Add one B to your mana pool. New terms introduced by Tempest: Shadow: Creatures with shadow can only block and be blocked by creatures with shadow. Buyback X: "You may pay an additional X when casting this spell. If you do, put it in your hand instead of your graveyard as part of the spell effect". [Tempest introduces the following new features. These add new flexibility to the way you play Magic, and are explained on the cards themselves. Buyback Instants, interrupts, and sorceries normally go to your graveyard after they resolve. Buyback is a new option that allows you to use these types of spells over and over again by returning them to your hand when they resolve. Each such spell has a "buyback cost" in addition to the casting cost. If you pay the buyback cost when you play the spell, then the spell is returned to your hand when it resolves, rather than going to your graveyard. You have to pay the buyback cost when you play the spell if you're going to pay it at all. Returning the card to your hand is part of the spell's effect, so it won't occur if the spell is countered or fizzles against all of its targets. Instead, the card is put into your graveyard. EXAMPLE: Sue plays Searing Touch, which has a casting cost of {R} and a buyback cost of {4}. The spell's effect reads, "Searing Touch deals 1 damage to target creature or player." If Sue only pays {R} when she plays it, then the spell simply deals 1 damage when it resolves. But if she pays a total of {4}{R} when she plays Searing Touch, then when the spell resolves, it both deals one damage and is returned to her hand. Suppose Bob uses Spell Blast to counter Searing Touch. In this case, Sue simply puts the spell into her graveyard, whether or not she paid its buyback cost, because it never resolves. Bob pays a total of {1}{B} for his Spell Blast, whether or not Sue paid to buy Searing Touch back, since the buyback cost is not part of the spell's casting cost. Note that if Bob responds to Sue's Searing Touch by removing the target of the effect, Searing Touch will be put into the graveyard. Returning the card to Sue's hand is part of the spell's effect, which fizzles because the target has disappeared. Licids Licids are a type of creature. Licids can become creature enchantments, reside on other creatures for a while, and then revert back to being creatures. A typical licid is represented below: {R}, {T}: Enraging Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature is unaffected by summoning sickness" instead of a creature. Move Enraging Licid onto target creature. You may pay {R} to end this effect. When a licid becomes a creature enchantment, is loses the licid ability and gains whatever ability is listed in the card text. It also stops being a creature and becomes a local enchantment instead. It retains all of its other characteristics, including its name, color, and so on. You still control the licid while it is an enchantment. Unlike many abilities that move an enchantment onto another permanent, the licid ability targets the creature to be enchanted. If it fizzles against that creature, it will not take effect, so the licid itself will be unchanged. Generally, the cost of using a licid's ability includes tapping it. This means that when it moves onto the creature, it will be a tapped local enchantment. the enchantment's ability will work normally, though, and the card will untap during your untap phase. Shadow Shadow is a new standard creature ability. It is both an evasion ability and a blocking restriction. Creatures with shadow cannot block creatures without that ability, but can't be blocked by those creatures either. In this respect they are like creatures that have flying but can't block creatures without flying.] --------- 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.