Unlimited exact-text spoilers list [++]: Was re-included into 4th Edition mix. [!]: Was included in Ice Age. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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 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 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 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 and tap: Destroys a black card in play. Cannot be used to cancel a black spell as it is being cast. Blaze of Glory Instant W Target defending creature can and must block all attacking creatures it can legally block. For example, a normal non-flying target defender can and must block all normal non-flying attackers at once, but it cannot block any flying attackers. Controller of target may distribute damage among attackers as desired. Play before defense is chosen. 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 each upkeep if WW is spent. Target land still generates mana as usual. Balance Sorcery 1W Whichever player has more lands in play must bury(^$) enough lands of his or her choice to equalize the number of lands both players have in play. Cards in hand and creatures in play must be equalized the same way. Holy Armor Enchant Creature W Target creature gains +0/+2. W: Target creature gets extra +0/+1 until end of turn. 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 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 must be discarded. 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 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 lose this bonus. Swords to Plowshares Instant W Target creature is removed from game entirely; return to owner's deck only when game is over. Creature's controller gains life points equal to creature's power. Conversion Enchantment 2WW All mountains are considered 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 Does not tap when attacking. Consecrate Land Enchant Land W All enchantments on target land are destroyed. Land cannot be destroyed or further enchanted until ~ has been destroyed. 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. You can't tap it until your next turn. Wall of Swords Summon Wall 3W 3/5 Flying Karma Enchantment 2WW For each swamp in play, ~ does 1 damage to the swamp owner during the swamp owner's upkeep. 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 ~ is destroyed, 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. 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: Target creature gains +1/+1 until end of turn. Ironroot Treefolk Summon Treefolk 4G 3/5 Llanowar Elves Summon Elves G 1/1 Tap: add 1 green mana to your mana pool. This tap can be 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 Each time ~ is 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. 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 */* When defending, ~ has power and toughness equal to the number of forests you have in play; when it's attacking, they are equal to the number of forests opponent has in play. Tap: turn any one land into a forest until ~ leaves play. Mark changed lands with counters, removing the counters when ~ leaves 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 tap may be played as an interrupt. Natural Selection Instant G Look at top three cards of any player's library. You may opt to rearrange those three cards or shuffle the entire library. 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 When tapped, target land provides 1 green mana in addition to the mana it normally provides. 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 both during your untap phase and 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. Berserk Instant G Until end of turn, target creature's current power doubles and it gains trample ability. If it attacks, target creature is destroyed at end of turn. This spell cannot be cast after current turn's attack is completed. 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. The living lands have no color; they are not considered green cards. 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 each. These additions are played with the speed of an interrupt. Effects that prevent damage may not be used to counter this loss of life. Camouflage Instant G You may rearrange your attacking creatures and place them face down, revealing which is which only after defense is chosen. If this results in impossible blocks, such as non-flying creatures blocking flying creatures, illegal blockers cannot block this turn. Lifeforce Enchantment GG GG: Destroy a black spell as it is being cast. This use may be 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 upkeep. Ley Druid Summon Cleric 2G 1/1 Tap: untap a land of your choice. This action can be played as an interrupt. Regrowth Sorcery 1G Return any card from your graveyard to your hand. Ice Storm Sorcery 2G Destroys any one land. 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 each turn. 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 another land of his or her choice. 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 the power to fly. 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. 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". Ancestral Recall Instant U Draw 3 cards or force opponent to draw 3 cards. 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 destroyed, ~ does an amount of damage equal to creature's toughness to creature's controller. Invisibility Enchant Creature UU Target creature can be blocked only by walls. Jump Instant U Target creature is a flying creature until end of turn. Power Leak Enchant Enchantment 1U Target enchantment costs 2 extra mana each turn during upkeep. 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. Twiddle Instant U Caster may tap or untap any one land, creature, or artifact in play. No effects are generated by the target card. [++] Power Sink Interrupt XU Target spell is countered unless its caster spends X more mana; caster of target spell can't choose to let it be countered. If caster of target spell doesn't have enough mana, all available mana from lands and mana pool must be paid but 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 normal characteristics (except color) of any one creature in play on either side; any 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 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.] Lord of Atlantis Summon Lord of Atlantis 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 X damage to each player and each creature in play. 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 tap. ~ is destroyed immediately if at any time controller has no islands in play. Spell Blast Interrupt XU Target spell is countered; X is 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 is tapped, ~ does 2 damage to target land's controller. Unsummon Instant U Return creature to owner's hand; enchantments on creature are discarded. Unsummon cannot be played during the damage-dealing phase of an attack. Sea Serpent Summon Serpent 5U 5/5 ~ cannot attack unless opponent has islands in play. ~ is destroyed immediately if at any time controller has no islands in play. Feedback Enchant Enchantment 2U ~ does 1 damage to controller of target enchantment during each upkeep. Control Magic Enchant Creature 2UU You control target creature until enchantment is discarded or game ends. You can't tap target creature this turn, but if it was already tapped it stays tapped until you can untap it. If 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 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 enchantment. Animate Artifact Enchant Non-Creature Artifact 3U Target artifact is now a creature artifact with both power and toughness equal to casting cost; target retains all its original abilities as well. This will destroy artifacts with 0 casting cost. 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.] 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 until end of turn. 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. Play during opponent's turn, before opponent's attack. Creatures summoned this turn are unaffected by ~. Phantom Monster Summon Phantasm 3U 3/3 Flying Psionic Blast Instant 2U ~ does 4 damage to any target, but it does 2 damage to you as well. Phantasmal Forces Summon Phantasm 3U 4/1 Flying Controller must spend U during upkeep to maintain 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; enchantment copy is affected by cards that affect either enchantments or artifacts. Enchantment copy remains even if original artifact is destroyed. Drain Power Sorcery UU Tap all opponent's lands, taking all this mana and all mana in opponent's mana pool into your mana pool. You can't tap fewer than all opponent's lands. Time Walk Sorcery 1U Take an extra turn after this one. Stasis Enchantment 1U Players do not get an untap phase. Pay U during upkeep or ~ is destroyed. Braingeyser Sorcery XUU Draw X cards or force opponent to draw X cards. Timetwister Sorcery 2U Set ~ aside in a new graveyard pile. Shuffle your hand, library, and graveyard together into a new library and draw a new hand of seven cards, leaving all cards in play where they are; opponent must do the same. Stone Rain Sorcery 2R Destroys any one land. Gray Ogre Summon Ogre 2R 2/2 Orcish Oriflamme Enchantment 3R When attacking, 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, is destroyed at end of turn. Burrowing Enchant Creature R Target creature gains mountainwalk. Keldon Warlord Summon Lord 2RR X/X The Xs below are the number of non-wall creatures on your side, including ~. Thus if you have 2 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: do 2 damage to any target, but you suffer 3 damage as well. Fire Elemental Summon Elemental 3RR 5/4 Wall of Fire Summon Wall 1RR 0/5 R: +1/+0 until end of turn. 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 until end of turn; if more than RRR is spent in this way, ~ is destroyed at end of turn. Dwarven Demolition Team Summon Dwarves 2R 1/1 Tap: destroy a wall. Goblin Balloon Brigade Summon Goblins R 1/1 R: ~ gain flying ability until end of turn. Controller may not choose to make ~ fly after they have been blocked. Two-Headed Giant of Foriys Summon Giant 4R 4/4 Trample May block two attacking creatures; divide damage between them however controller likes. Shivan Dragon Summon Dragon 4RR 5/5 Flying R: +1/+0 until end of turn. Rock Hydra Summon Hydra XRR 0/0 Put X +1/+1 counters (heads) on ~. Each point of damage ~ suffers destroys one head unless R is spent. During upkeep, new heads may be grown for RRR apiece. Power Surge Enchantment RR Before untapping lands at the start of a turn, each player takes 1 damage for each land he or she controls but did not tap during the previous turn. Wheel of Fortune Sorcery 2R Both players must discard their hands and draw seven new cards. Goblin King Summon Goblin King 1RR 2/2 Goblins in play gain mountainwalk and +1/+1 while ~ remains in play. Fork Interrupt RR Any sorcery or instant spell just cast is doubled. Treat ~ as an exact copy of target spell except that ~ remains red. Copy and original may have different targets. 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 swamps in play. Lightning Bolt Instant R ~ does 3 damage to one target. Hill Giant Summon Giant 3R 3/3 Shatter Instant 1R ~ destroys target artifact. False Orders Instant R You decide whether and how one defending creature blocks, though you can't make a choice the defender couldn't legally make. Play after defender has chosen defense but before damage is dealt. Red Elemental Blast Interrupt R Counters a blue spell being cast or destroys a blue card in play. Ironclaw Orcs Summon Orcs 1R 2/2 Cannot be used to block any creature of power more than 1. [++] 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 any land is tapped, ~ does 1 damage to the land's controller. Raging River Enchantment RR When you attack, non-flying defending creatures must be divided as opponent wishes between the left and right sides of the ~. You then choose on which side of the ~ to place each attacking creature, and attacking creatures can only be blocked by flying creatures or those on the same side of the ~. Mana Flare Enchantment 2R Whenever either player taps land for mana, each land produces 1 extra mana of the appropriate type. Granite Gargoyle Summon Gargoyle 2R 2/2 Flying R: +0/+1 until end of turn. 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 be used to increase target creature's power beyond 2 after defense is chosen. Firebreathing Enchant Creature R R: +1/+0 Disintegrate Sorcery XR ~ does X damage to one target. If target dies this turn, it is removed from game entirely and cannot be regenerated [until after end of turn]. Return target to its owner's deck only when game is over. Hurloon Minotaur Summon Minotaur 1RR 2/3 Earthbind Enchant Flying Creature R ~ does 2 damage to target flying creature, which also loses flying ability. Raise Dead Sorcery B Return 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; if this drops the creature's toughness below 1, it is dead. Zombie Master Summon Lord 1BB 2/3 All zombies in play gain swampwalk and "B: Regenerates" for as long as this card remains in play. Lich Enchantment BBBB You lose all life. If you gain life later in the game, instead draw one card from your library for each life. For each point of damage you suffer, you must bury(^$) one of your cards in play. You lose if this enchantment is destroyed or if you suffer a point of damage without sending a card to the graveyard. 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. Does not affect black creatures and artifact creatures. Paralyze Enchant Creature B Target creature is not untapped as normal during untap phase unless 4 mana are spent. 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. 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. Word of Command Instant BB You may look at opponent's hand and choose any card opponent can legally play using mana from his or her mana pool or lands. Opponent must play this card immediately; you make all the decisions it calls for. This spell may not be countered after you have looked at opponent's hand. Warp Artifact Enchant Artifact BB ~ does 1 damage to target artifact's controller at start of each turn. Dark Ritual Interrupt B Add 3 black mana to your mana pool. Plague Rats Summon Rats 2B X/X The Xs 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. Sinkhole Sorcery BB Destroys any one land. Frozen Shade Summon Shade 2B 0/1 B: +1/+1 Fear Enchant Creature BB Target creature cannot be blocked by any creatures other than artifact creatures and black 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 Without looking at it first, swap the 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 upkeep for its normal casting cost. ~ 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 the top of 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, unless the dead creature is regenerated. Simulacrum Instant 1B All damage done to you so far this turn is instead retroactively applied to one of your creatures in play. If this damage kills the creature it can be regenerated; 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 Bury(^$) one of your creatures, and add to your mana pool a number of black mana equal to creature's casting cost. Scavenging Ghoul Summon Ghoul 3B At the end of each turn, put one counter on ~ for each other creature that was destroyed without regenerating during the turn. If ~ dies you may use a counter to regenerate it; counters remain until used. Gloom Enchantment 2B White spells cost 3 more mana to case. Circles of Protection cost 3 more mana to use. Cursed Land Enchant Land 2BB ~ does 1 damage to target land's controller during each 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 You may 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 destroyed at end of turn. This tap should be played 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 either player's graveyard comes into play on your side with -1 to its original power. If this enchantment is removed, or at end of game, target creature is returned to its owner's graveyard. Target creature may be killed as normal. Deathgrip Enchantment BB BB: Destroy a green spell as it is being cast. This action may be played as an interrupt, and does not affect green cards already in play. Evil Presence Enchant Land B Target land is now a swamp. Pestilence Enchantment 2BB B: Do 1 damage to each creature and to both players. ~ must be discarded at end of any turn in which there are no creatures in play at end of turn. Sunglasses of Urza Continuous Artifact 3 White mana in your mana pool can be used as either white or red mana. Chaos Orb Mono Artifact 2 1: Flip ~ onto the playing area from a height of at least one foot. ~ must turn over completely at least once, or it is discarded with no effect. When ~ lands, any cards in play that it touches are destroyed, as is ~. Black Lotus Mono Artifact 0 Adds 3 mana of any single color of your choice to your mana pool, then is discarded. Tapping this artifact can be played as an interrupt. Mox Sapphire Mono Artifact 0 Add 1 blue mana to your mana pool. Tapping this artifact can be played as an interrupt. Mox Ruby Mono Artifact 0 Add 1 red mana to your mana pool. Tapping this artifact can be played as an interrupt. Disrupting Scepter Mono Artifact 3 3: Opponent must discard one card of his or her choice. Can only be used during your turn. Sol Ring Mono Artifact 1 Add 2 colorless mana to your mana pool. Tapping this artifact can be played as an interrupt. Soul Net Poly Artifact 1 1: You gain 1 life every time a creature is destroyed, unless it is then regenerated. Winter Orb Continuous Artifact 2 Players can untap only one land each during untap phase. Creatures and artifacts are untapped as normal. Cyclopean Tomb Mono Artifact 4 2: Turn any one non-swamp land into swamp during upkeep. Mark the changed lands with tokens. If ~ is destroyed, remove one token of your choice each upkeep, returning that land to its original nature. Mox Pearl Mono Artifact 0 Add 1 white mana to your mana pool. Tapping this artifact can be played as an interrupt. Meekstone Continuous Artifact 1 Any creature with power greater than 2 may not be untapped as normal during the untap phase. Forcefield Poly Artifact 3 1: Lose only 1 life to an unblocked creature. The Hive Mono Artifact 5 5: Create 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 Continuous Artifact 2 ~ does 2 damage to anyone who puts a new land into play. Basalt Monolith Mono Artifact 3 Tap: add 3 colorless mana to your mana pool. Does not untap as normal during untap phase; spend 3 to untap. Tapping this artifact can be played as an interrupt. Jade Monolith Poly 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. Mox Emerald Mono Artifact 0 Add 1 green mana to your mana pool. Tapping this artifact can be played as an interrupt. Crystal Rod Poly Artifact 1 1: Any blue spell cast by any player gives you 1 life. Rod of Ruin Mono Artifact 4 3: ~ does 1 damage to any target. Library of Leng Continuous Artifact 1 There is no limit to size of your hand. 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 Poly Artifact 1 1: Any black spell cast by any player gives you 1 life. Living Wall Artifact Creature 4 0/6 Counts as a wall. 1: Regenerates. Ivory Cup Poly Artifact 1 1: Any white spell cast by any player gives you 1 life. Iron Star Poly Artifact 1 1: Any red spell cast by any player gives you 1 life. Copper Tablet Continuous Artifact 2 ~ does 1 damage to each player during his or her upkeep. Obsianus Golem Artifact Creature 6 4/6 Icy Manipulator Mono Artifact 4 1: You may tap any land, creature, or artifact in play on either side. No effects are generated by the target card. [!] Conservator Mono Artifact 4 3: Prevent the loss of up to 2 life. Dingus Egg Continuous Artifact 4 Whenever anyone loses a land, ~ does 2 damage to that player for each land lost. Time Vault Mono Artifact 2 Tap: gain an additional turn after the current one. ~ doesn't untap normally during untap phase; to untap it, you must skip a turn. ~ begins tapped. Nevinyrral's Disk Mono Artifact 4 1: Destroys all creatures, enchantments, and artifacts in play. ~ begins tapped but can be untapped as usual. ~ destroys itself when used. Jayemdae Tome Mono Artifact 4 4: 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. During the untap phase, controller may buy back lost counters for 1 mana per counter instead of untapping ~; this taps ~ if it wasn't tapped already. Kormus Bell Continuous 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. Swamps have no color; they are not considered black cards. Helm of Chatzuk Mono Artifact 1 1: You may give one creature the ability to band until end of turn. Glasses of Urza Mono Artifact 1 You may look at opponent's hand. Jade Statue Artifact 4 3/6 2: ~ becomes a creature for the duration of the current attack exchange. Can be a creature only during an attack or defense. Wooden Sphere Poly Artifact 1 1: Any green spell cast by any player gives you 1 life. Celestial Prism Mono Artifact 3 2: Provides 1 mana of any color. This use can be played as an interrupt. Black Vise Continuous Artifact 1 If opponent has more than four cards in hand during 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. Gauntlet of Might Continuous Artifact 4 All red creatures gain +1/+1 and all mountains provide an extra red mana when tapped. Mana Vault Mono 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. If ~ remains tapped during upkeep it does 1 damage to you. Tapping ~ can be played as an interrupt. Mox Jet Mono Artifact 0 Add 1 black mana to your mana pool. Tapping this artifact can be played as an interrupt. Illusionary Mask Poly Artifact 2 X: You can summon a creature face down so opponent doesn't know what it is. The X cost can be any amount of mana, even 0; it serves to hide the true casting cost of the creature, which you still have to spend. As soon as a face-down creature receives damage, deals damage, or is tapped, you must turn it face up. Howling Mine Continuous Artifact 2 Each player draws one extra card each turn during his or her draw phase. ^$: Buried permanents are destroyed; buried creatures may not regenerate. ~: 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.