Unglued exact-text spoiler list, with Rules Notes By Dave Ashnod's Coupon Artifact 0 Rare Tap,Sacrifice ~: Target player gets you target drink. / Errata: You pay any costs for the drink. [In fine print: Limited time offer. Void where prohibited. Limit one per purchase. Valid only in participating duels. This coupon is nontransferable and invalid if shattered, crumbled, detonated, pillaged, or otherwise disenchanted. Cash value less than 1/20 of a cent. Offer not valid in Quebec, Rhode Island, or where prohibited by law or the DCI.] [Dave's Rules Notes: The target drink must be one that target player can _also_ legally target, as the fine print notes. / Drinks of a sexual nature are targettable only in _extremely_ friendly game.] Blacker Lotus Artifact o Rare Tap: Tear ~ into pieces. Add four mana of any one color to your mana pool. Play this ability as a mana source. Remove the pieces from the game afterwards. [RN: Ripped-up cards aren't marked in this Arena season, so Ring of Ma'Ruf can get them back. Use sleeves. / Tearing the Lotus is part of the effect, but it's a mana source ability so there's no way to stop it once you start. / Technically you could tear this into one "piece" as long as you tear it. Also see Chaos Confetti and Landfill.] Bronze Calendar Artifact 4 Uncommon Your spells cost 1 less to play as long as you speak in a voice other than your normal voice. / If you speak in your normal voice, sacrifice ~. [RN: Getting someone else to speak for you does count, though you have to figure out a way to communicate to them what you want them to say. / Speaking in sign language does not involve a voice, so doesn't count. / Reduces the cost-to-play - total up the casting cost and other costs, add any cost increases, and then subtract 1 if there is any generic mana in this play cost. / Can reduce a spell's cost all the way to 0 [but only for artifacts or spells that started off costing 0].] Chaos Confetti Artifact 4 Common 4,Tap: Tear ~ into pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card in play that a piece touches. Remove the pieces from the game afterwards. [Flavor text: And you thought that was just an urban legend.] [Real cool art.] [RN: Ring of Ma'Ruf can get the pieces back into your hand... / In friendly play, you may proxy another Magic card for Chaos Confetti and mutilate it instead ... but I'm gonna say it needs to be either Uncommon or better, or from an older expansion [which at present they all are, but this will get more important as time goes on], or both. / Tearing it into pieces is part of the effect, not a cost - if it's Interdicted it doesn't get torn. / You may use a Deflection card to bat at the pieces while they're in the air, but no other interference with them while flying is permitted. / Technically you can tear it into one piece, but check with your local Judge first. / Does not destroy tokens it lands on; counters on a card can prevent a piece from touching the card; does not touch cards _under_ a card it's touching unless it's actually touching the under-card also; etc. [Think Chaos Orb...] / Also like Chaos Orb, you cannot regenerate from this destruction, because you have no idea what _will be_ destroyed at the time you need to play the regeneration; ditto for Landfill. / Paper airplanes are quite possibly the best delivery system for this... / Once Chaos Confetti enters play, players may not adjust the positions of their cards in play other than to tap or untap them, until it leaves play again or this ability has fully resolved.] Clay Pigeon Artifact Creature 3 Uncommon 1/1 Flying 1,Throw ~ into the air at least two feet above your head while seated,Attempt to catch it with one hand: If you catch ~, prevent all damage to you from any one source and return ~ to play, tapped. Otherwise, sacrifice it. [RN: Yes, that's all part of the cost. / This is an artifact creature, so it can use the ability whether or not it's already tapped. / The card does not need to flip over or around a particular axis, though if you manage to have it not do so it'll be fairly miraculous. / Only prevents damage done to you, not to your creatures. [Including itself.] / It doesn't need to be caught at any particular height, but it does have to still be in the air. (If it bounces you can catch it on the bounce) Letting it land and then "catching" it off the table Doesn't Count. / You only have to be seated while you throw it, as the card says - not while trying to catch it. But be careful you don't annoy the other player any more than this card normally would. / The hand that you attempt to catch it with need not be your own...] Giant Fan Artifact 4 Rare 2,Tap: Move target counter from one card to another. If the second card's rules text refers to any type of counters, the moved counter becomes one of those counters. Otherwise, it becomes a +1/+1 counter. [RN: It doesn't say anything about who controls either card. / If the second card's text refers to more than one type of counter, you get to choose which one it becomes. (I'm going to say that you can also turn the counter into any counter that happens to _be_ on the card already - so that you could blow a vitality counter onto an artifact, or a corrosion counter, etc.) / Can only blow counters onto cards in play, or cards that already have counters on them; you can't put counters on cards in your graveyard that don't have any, for instance. (You can put more meddling counters on a spell, even though technically the counters are on the _spell_, not the spell _card_, because such persnicketiness isn't necessary...) / Yes, Cumulative Upkeep is kept track of by counters, and yes, technically the text of a card with CU "refers to" its CU counters via the Rulings... / Poison counters are never on a card at all, so cannot be targetted. / Tokens are _not_ counters; moving a counter onto a Bottle of Suleiman doesn't turn it into a token Djinn, for instance. / The counter has to move from and to a card; counters on tokens cannot be moved by the Fan's ability. / +1/+1 counters on cards that are not currently creatures don't do anything right now [and can't be stolen by Spike Rogue, for instance] but have their normal effect if the card becomes a creature somehow later.] Jack-in-the-Mox Artifact 0 Rare Tap: Roll a six-sided die for ~. On a 1, sacrifice ~ and lose 5 life. Otherwise, ~ has one of the following effects. Treat this ability as a mana source. 2 -- Add W to your mana pool. 3 -- Add U to your mana pool. 4 -- Add B to your mana pool. 5 -- Add R to your mana pool. 6 -- Add G to your mana pool. [RN: Must hum "du doo du doo du doo-doo-doo-doo,..." [gCCDDEGEC,gCCDDEC, gCCDDEGEC,A,DFEC] while using this ability. You get the mana on the "A".] Jester's Sombrero Artifact 2 Rare 2,Tap,Sacrifice ~: Look through target player's sideboard and remove any three of those cards from it for the remainder of the match. [RN: If there are fewer than three cards in the sideboard, remove all that are there. / Cards return to the sideboard at the start of the next match. / If target player has no sideboard, there is no effect.] Mirror Mirror Artifact tcafitrA 7 Rare ~ comes into play tapped. / 7,Tap,Sacrifice ~: At end of turn, exchange life totals with target player and exchange all cards in play that you control, and all cards in your hand, library, and graveyard, with that player until end of game. [RN: This is a delayed effect, happening at end of turn; if end of turn never arrives, no effect. / Life totals < 0 --> 0 as usual. / Best way to handle this in most situations is simply to exchange seats. Be careful not to let go of your hand until you get the other one if Deadheads are around; other cards may also cause difficulty [Charm School, etc.]. / Proposed Errata: Cards out of the game, phased out, in ante, and spells in Limbo are also exchanged. / This exchanges control of the cards in play. This _also_ exchanges _ownership_ of all these cards, until end of game. This is the first _temporary_ ownership exchange, so does not need to say "only if playing for ante". / If the effect happens again, you go back to the original state, like Transmutation.] Paper Tiger Artifact Creature 4 Common 4/3 Rock Lobsters cannot attack or block. [RN: If all three types are in play, none of them can attack or block. / Doesn't matter who controls the Rock Lobster/etc.] Rock Lobster Artifact Creature 4 Common 4/3 Scissors Lizards cannot attack or block. Scissors Lizard Artifact Creature 4 Common 4/3 Paper Tigers cannot attack or block. Spatula of the Ages Artifact 4 Uncommon 4,Tap,Sacrifice ~: Put into play from your hand any card from an _Unglued_ supplement. [RN: Cannot put sorcery, instant, interrupt, or mana source cards into play. / I'm gonna say that until we hear otherwise, it -does- allow you to -play- those spells, though - paying "4,Tap,Sacrifice ~" instead of the regular cost. If a spell played in this manner has an X in the casting cost, treat that X as zero. Y and Z in the casting cost can be whatever numbers you like.] Urza's Contact Lenses Artifact 0 Uncommon ~ comes into play tapped and does not untap during its controller's untap phase. / All players play with their hands face up. / Clap your hands twice: Tap or untap ~. [RN: The first ability works while the artifact is tapped, because it's keeping it from untapping. The third ability works while it's tapped, because it can untap the artifact. The second ability turns off while the Lenses are tapped. / Clapping someone else's hands doesn't activate this, thank goodness.] Urza's Science Fair Project Artifact Creature 6 Uncommon 4/4 2: Roll a six-sided die for ~. 1 -- it gets -2/-2 until end of turn. 2 -- It deals no combat damage this turn. 3 -- Attacking does not cause it to tap this turn. 4 -- It gains first strike until end of turn. 5 -- It gains flying until end of turn. 6 -- It gets +2/+2 until end of turn. [RN: Does not tap for this ability - you can keep trying until you've used all your mana or rolled two more 1s than 6s... / If you roll a 3 after it's already tapped to attack, tough - it's still attacking and tapped.] B.F.M. (Big Furry Monster) Summon The Biggest, Baddest, Nastiest, Scariest Creature You'll Ever See BBBBBBBBBBBBBBB Rare 99/99 You must play both B.F.M. cards to put ~ into play. If either B.F.M. card leaves play, sacrifice the other. / ~ can be blocked only by three or more creatures. [This card is two black Rare cards, half the picture and text on each.] [RN: No Errata for "Furry". / B.F.M. _cannot come into play_ by any means other than being played. No exceptions. Can't Living Death them both in at once, can't Incoming! them, nada. The card says you must _play_ them both, which means to cast them as a spell. / The two cards must both be in your hand to cast them. They are cast as one spell; they are one creature while in play, not two, and count as one creature card there. Neither half is a creature card on its own, anywhere else - you can Demonic Tutor for one of them, because it is a -card-, but cannot Worldly Tutor for either half.] Deadhead Summon Zombie 3B Common 3/3 Put ~ into play. Use this ability only if any opponent loses contact with his or her hand of cards and only if ~ is in your graveyard. [RN: A hand of cards that is empty is still its controller's hand ... but they are not in contact with it. / This ability is not activated and has no cost; it's hard to stop Deadheads from wandering across the playing field...] Double Cross Sorcery 3BB Common Choose another player. Look at that player's hand and choose one of those cards other than a basic land. He or she discards that card. At the beginning of the next game with the player, look at the player's hand and choose one of those cards other than a basic land. He or she discards that card. [RN: Limerick order appears to be WGRUB. / All five Doubles need to say "the next game of Magic" instead of "the next game". / The next game can be a duel or a multiplayer game. / Several of these can happen at the start of a particular game, to various people involved; the beginning of the game has to be after hands are drawn and play/draw is chosen [because Double Cross makes you look at a hand], so it's plausible that the player taking the first turn chooses the order of all stuff happening at beginning of game ... but I just _like_ "resolve them in the time order the spells actually resolved in", a la Time Walk, better. [The same pair of players can't have had more than one spell resolving at once, so this won't cause two to try to happen at the same time for the same player ... and if two different pairs of players have to do this at the same time, well, that's Okay.] / You must choose a player in the same game you are currently playing, and cannot choose yourself. / For Double Cross specifically, if that player has no cards in hand that aren't basic lands, no discard happens that time.] Handcuffs Enchantment 3BB Uncommon Target player keeps both hands in contact with each other. If he or she does not, sacrifice ~ and that player sacrifices three cards in play. [RN: Can target one-handed players, but goes off immediately. / If the player doesn't _have_ three cards in play, he or she sacrifices what cards he or she has. / Does not affect tokens in play at all. / Doesn't matter which portion of which hand contacts which portion of the other - the player can slide them along each other, but must keep the actual hands in contact, not [as shown in the picture] the wrists. / It refers to the player's actual hands, not to their hand of cards, because it would be fairly pointless otherwise and only a minor annoyance.] Infernal Spawn of Evil Summon Demon[crossed out in red crayon with "Beast" written in] 6BBB Rare 7/7 Flying, first strike 1B,Reveal ~ from your hand,Say "It's coming!": ~ deals 1 damage to target opponent. Use this ability only during your upkeep and only once each upkeep. [RN: The language you say "It's coming!" in probably doesn't matter. / Once you've done the ability, the card remains in your hand. / The ability can only be done while it's in your hand, since you cannot pay the cost otherwise.] Jumbo Imp Summon Imp 2B Uncommon 0/0 Flying When you play ~, roll a six-sided die. ~ comes into play with a number of +1/+1 counters on it equal to the die roll. / During your upkeep, roll a six-sided die and put on ~ a number of +1/+1 counters equal to the die roll. / At the end of your turn, roll a six-sided die and remove from ~ a number of +1/+1 counters equal to the die roll. [RN: If Jumbo Imp comes into play without being cast, roll the die just before it comes into play to see how many counters it gets. / The second ability is an upkeep ability, so you do it only once each upkeep.] Organ Harvest Sorcery B Common You and your teammates may sacrifice any number of creatures. For each creature sacrificed in this way, add BB to your mana pool. [RN: Only you, the caster, get the mana. / This is a sorcery that produces mana, yes. / If you have no teammates, only you get to sac creatures. / You and your teammates need not sacrifice the same "any number" of creatures.] Ow Enchantment B Rare Whenever any creature damages a player, for each ~ card in play, that player says "Ow" once or ~ deals one damage to him or her. [RN: Each Ow in play deals one damage per "Ow" not said for that Ow's ability. / Technically if there are N Ows in play you must say "Ow" N^2 times, not just N, since each Ow has a separate instance of the ability. / Only triggers off damage from creatures. In particular, Ow damage cannot trigger it. Neither can Sorry damage, Censorship damage, Justice damage, etc. / "Ow, quit it" is legal. Filling your deck with Sage Ows is probably cheesy. / Saying "Ow" at other times carries no penalty from this card.] Poultrygeist Summon Chicken 2B Common 1/1 Flying Whenever a creature is put into any graveyard from play, you may roll a six-sided die. On a 1, sacrifice ~. Otherwise, put a +1/+1 counter on ~. [RN: the die roll is an optional triggered ability. If your chicken is as big as you need it to be, or if you're feeling unlucky, you may choose not to.] Temp of the Damned Summon Zombie 2B Common 3/3 When you play ~, roll a six-sided die. ~ comes into play with a number of funk counters on it equal to the die roll. / During your upkeep, remove a funk counter from ~ or sacrifice ~. [RN: The second ability is an upkeep ability, so you may do it only once per upkeep. / Combos: Giant Fan.] Volrath's Motion Sensor Enchant Player B Uncommon When ~ comes into play, choose target hand controlled by an opponent. Enchanted player balances ~ on the back of that hand. / If ~ falls off the hand, sacrifice ~ and that player loses 3 life. [RN: "Enchant Player" cards are local enchantments, and, of course, are placed on the player. They continuously target the player. They _are_ in play and under caster's control while on the player. / The hand may be a hand of fingers or a hand of cards, but must be controlled by that opponent. / Someone else's hand only counts if they keep control of it the entire time VMS is on it; usually only girlfriends or boyfriends will stand still for this, so this should not come up much. / Enchanted player cannot touch VMS with any part of their body other than that hand's back. / Licking your cards may be considered Odd and may mark them. / If VMS is balanced on a hand of cards, it will automatically fall off whenever there are no cards in that hand.] Bureaucracy Enchantment 3UU Rare Pursuant to section 3.1(4) of Richard's Rules of Order, during the upkeep of each participant in this game of the _Magic: the Gathering^R trading card game (hereafter known as "PLAYER") that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a PLAYER can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER. / If any PLAYER does not perform all the prescribed actions in the correct order, sacrifice ~ and said PLAYER discards his or her complement of cards in hand (hereafter known as "HAND"). [RN: The participant is known as "THE PLAYER", not the trading card game. / The player must add a new action to the ACTION QUEUE, but does not have to perform that action at that time; the next player does. / This is a mutant form of Cumulative Upkeep. / There is a "then" in the middle of this, at which time the usual cast of suspects is legal. / Addendum: Each other player in the game must assent that they are capable of performing the action to be added to the ACTION QUEUE at the time it is added, or the PLAYER must choose a different action. / Duplicate actions are perfectly legal. / Performing one or more of these actions at another time carries no additional penalty. / Looks like you can add an action onto -either- end of the ACTION QUEUE.] Censorship Enchantment U Uncommon When ~ comes into play, choose a XXXXXXX word. / Whenever any XXXXXXX player says the chosen XXXXXXX word, ~ deals 2 XXXXXXXXX damage to him or her. [The XXXXXXXXXs are black horizontal bars, which also cover the artist's name and are profusely sprinkled on the picture. Flavor text: "Editor's note: There were no suitable flavor text submissions for this card." The artist's name is blacked out.] [RN: This affects you too, so be careful. / It probably doesn't matter what language the word is said in, but you'll have to convince the judge that "I'm done" is High Martian for your chosen word - good luck. / Choosing "the" is probably an Idea... / Good combos: Ow, Sorry, I'm Rubber,_You're Glue... / "I can't tell you that" is an acceptable answer for Squirrel Farm's ability for this card.] Checks and Balances Enchantment 2U Uncommon Whenever any spell is played, counter that spell if each player, other than the caster and his or her teammates, agrees to choose and discard a card. Those players must discard those cards after agreeing. / ~ may be played only in a game with three or more players. [RN: This and others like it can stay in play if the game goes down to two players; the restriction is only on announcing it in the first place. / In fact, if one player leaves the game in response, leaving two, it resolves perfectly normally. (If we can say that about -anything- from this expansion.) / Since the players are choosing and discarding a card, any player that has no cards in hand can't choose one. However, since choosing a card in hand is based on hidden information, it's done while the ability resolves... so this doesn't affect whether the ability can be played, and won't affect whether the spell is countered. The players with no cards in hand _do_ have to _agree_ to choose and discard, even though their hand is empty, for the ability to work when it resolves... Yes, it's a bit Broken. Deal with it. / This is a triggered ability, and will go off and counter the spell before any interrupts to the spell are allowed. / Affects -all- spells cast, not just those cast by opponents of the controller, so watch it.] Chicken \`a la King Summon Chicken 1UU Rare 2/2 Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Chicken in play. (You may roll dice only when a card instructs you to.) / Tap a Chicken you control: Roll a six-sided die. [RN: Checks any die that anyone in this game is rolling, not just yours. / Puts counters on all chickens in play, not just yours. / Will put counters on a creature enchanted with Fowl Play, or that otherwise "counts as a Chicken". / _Will_ put a counter on the Giant Chicken made by a Chicken Egg, because the Egg must roll a 6 to make the Chicken, and makes the Chicken at the same time the Egg disappears, before triggered abilities from any of this happen.] Clam Session Summon Clamfolk 1UU Common 2/5 When ~ comes into play, choose a word. / During your upkeep, sing at least six words of a song, one of which must be the chosen word, or sacrifice ~. You cannot repeat a song. [RN: You may repeat a song for a different Clam Session. / You need not reveal the word; careful choosing may make it not obvious for some time. / The second ability is an upkeep cost, so you can only do it once an upkeep, and the other players get to slap you if you try to do it more times.] Clambassadors Summon Clamfolk 3U Common 4/4 If ~ damages any player, choose an artifact, creature, or land you control. That player gains control of that artifact, creature, or land. [RN: The control gain is "permanent" - it does not wear off, but can be overridden normally by subsequent gain-control or lose-control effects. / This ability is triggered, so there's no time for instants between the damage and giving the permanent away. / The ability does not target the permanent you're giving away, or the player you're giving it to.] Clam-I-Am Summon Clamfolk 2U Common 2/2 Whenever you roll a 3 on a six-sided die, you may reroll that die. [RN: The reroll is optional, not mandatory. See Goblin Bookie for reroll/ reflip timing.] Common Courtesy Enchantment 2UU Uncommon Counter any spell unless its caster asks your permission to play that spell. If you refuse permission, sacrifice ~ and counter the spell. [Flavor text: "You didn't say the _Magic_ word."] [RN: If they don't ask permission, the spell is countered and Common Courtesy remains in play. If they do ask and you give permission, Common Courtesy remains in play and the spell proceeds as normal. Only if they ask and you say no does Common Courtesy go away, and even then that last spell gets countered [as a triggered ability]. / _All_ spells cast while this is in play are affected. Yes, even yours; you must ask yourself permission to cast your own spells, and hope you're not feeling particularly cranky today. So watch it. / If more than one is in play, each spell's caster must ask permission of each Common Courtesy's controller... / The caster of the spell does -not- have to include any of the words 'please', 'may', or 'can' in their request for permission (though foul language, as usual, may draw the attention of a Judge), so this isn't that good a combo with Censorship, actually. / Yes, Common Courtesy is Uncommon these days.] Denied! Interrupt U Common Play ~ only as any opponent casts target spell. Name a card, then look at all cards in that player's hand. If the named card is in the player's hand, counter target spell. [RN: The spell they are casting, which Denied! targets, is -not- in their hand at that point. If you name it, Denied! only counters it if another copy of the spell is in their hand. (B.F.M. casts both cards at once, so neither one will still be in their hand.) / Cannot be redirected to a spell you are casting - illegal target.] Double Take Instant 3UU Common Choose another player. Draw two cards now and draw an additional two cards at the beginning of the next game with that player. [RN: See Double Cross.] Fowl Play Enchant Creature 2U Common Enchanted creature loses all abilities and is a 1/1 creature that counts as a Chicken. [RN: It keeps its color, casting cost, name, former creature type, and any former "counts as" text. It is also still an artifact, enchantment, or land if it was one formerly.] Free-for-All Enchantment 3U Rare When ~ comes into play, set aside all creatures in play, face down. / During each player's upkeep, that player chooses a creature card at random from those set aside in this way and puts that creature into play under his or her control. / If Free-for-All leaves play, put each creature still set aside this way into its owner's graveyard. [RN: P.Errata - last ability should have "each creature" -> "each creature card", and second ability should have "a creature card" -> "a card", because some of the cards may not _be_ creature cards. / A B.F.M. set aside this way can't ever come back. / Set-aside cards are in the out-of-game zone. / Will set both cards and tokens aside, but only cards can come back. / Only sets the creatures aside once, when it comes into play; does not keep setting creatures aside after that.] Psychic Network Enchantment U Rare Each player reveals the top card of his or her library to all other players by continuously holding it against his or her forehead. This does not allow a player to look at his or her own card. (That card still counts as the top card of your library. Whenever you draw a cad, draw that one and replace it with the next card of your library.) [RN: If you shuffle your library, shuffle this card in and put the new top card on your forehead. / Balancing it on your glasses is okay if you can get it to stay there - it doesn't say to hold it with your _hand_. / Licking your cards is probably impolite and may mark them. / You may tell someone what their card is... you may also lie about this.] Sorry Enchantment UU Uncommon Before playing any spell, if a copy of that spell card is in any graveyard, the spell's caster may say "Sorry". If he or she does not, any other player may counter the spell by saying "Sorry" as it is cast. / If any player says "Sorry" at any other time, ~ deals 2 damage to that player. [RN: The other player's saying "Sorry" is played as an interrupt, and can be responded to by other interrupts. {Including other "Sorry"s.} / Combos: Censorship. / Both sayings of "Sorry" are totally optional. / Saying "Parcheesi", "Clue" or "Life", at the judge's option, can make Sorry deal 1 damage to the speaker.] Cardboard Carapace Enchant Creature 5G Rare For each other ~ card you have with you, enchanted creature gets +1/+1. / Errata: This does not count any ~ cards in play that you control or in your graveyard, hand, or library. [RN: Does, apparently, count CCs in Limbo being cast, in your ante, phased out, and that you own but which opponent currently controls. Does count CCs in your sideboard, and those set-aside.] Double Play Sorcery 3GG Common Choose another player. Search your library for a basic land and put that land into play. At the beginning of the next game with that player, search your library for an additional basic land card and put that land into play. In both cases, shuffle your library afterwards. [RN: See Double Cross. / If at either time you find no basic land in your library, shame on you, and you simply shuffle that time and move on.] Elvish Impersonators Summon Elves 3G Common */* When you play ~, roll two six-sided dice one after the other. ~ comes into play with power equal to the first die roll and toughness equal to the second. [RN: Things that affect an Elf or Elves affect this, even though it's just an impersonator. / If this comes into play by some other means, roll the dice just before it comes into play. Roll the dice when you announce the spell, if you cast it as a spell. / If it's on top of your graveyard and a Volrath's Shapeshifter is looking at it, the VS sees the asterisks as 0...] Flock of Rabid Sheep Sorcery XGG Uncommon Flip X coins; an opponent calls heads or tails. For each flip you win, put a Rabid Sheep token into play. Treat these tokens as 2/2 green creatures that count as Sheep. [RN: You may flip one coin X times, instead, if you wish. / The opponent calls heads or tails just once to apply to all the flips. / The tokens are named Rabid Sheep, and have creature types Rabid Sheep +and+ Sheep. / You may cast this with X=0 if you are really afraid of sheep... / The Sheep all come into play at once, not one after another - so AEther Flash won't kill any of them if there's a Coat of Arms out and you win two or more flips, for instance.] Free-Range Chicken Summon Chicken 3G Common 3/3 1G: Roll two six-sided dice. If both die rolls are the same, ~ gets +X/+X until end of turn, where X is the number rolled on each die. Otherwise, if the total rolled is equal to any other total you have rolled this turn for ~, sacrifice it. (For example, if you roll two 3s, ~ gets +3/+3. If you roll a total of 6 for ~ later in that turn, sacrifice it.) [RN: Only checks earlier totals rolled with this ability, not other die rolls.] Gerrymandering Sorcery 2G Uncommon Remove all lands from play and shuffle them together. Randomly deal to each player one land card for each land he or she had before. Each player puts those lands into play under his or her control, untapped. [RN: Proposed Errata: "had" -> "controlled".] Ghazb\'an Ogress Summon Ogre G Common 2/2 When ~ comes into play, the player who has won the most _Magic_ games that day gains control of it. If more than one player has won the same number of games, you retain control of ~. [RN: It comes into play under your control and changes control as a triggered ability. / You keep it if any two players in this game are tied for the most games won, even if you're not one of them. / Games of the Microprose computer game count ... but only _entire_ games, from start ("choose what your wizard looks like, what difficulty level?") to finish (defeating Arzakon).] Growth Spurt Instant 1G Common Roll a six-sided die. Target creature gets +X/+X until end of turn, where X is equal to the die roll. Gus Summon Gus 2G Common 2/2 ~ comes into play with one +1/+1 counter on it for each game you have lost to your opponent since you last won a _Magic_ game against him or her. [RN: Only counts games of Magic.] Hungry Hungry Heifer Summon Cow 2G Uncommon 3/3 During your upkeep, remove a counter from any card you control or sacrifice ~. [Flavor text: "Mooo." in about 96-point bold.] [RN: This is an upkeep cost, so can be done only once each upkeep. / Useful with Giant Fan... / Yes, Cumulative Upkeep is kept track of with counters. / Cannot remove a counter from a token, or a poison counter. / Can remove meddling counters on spells, though... but only from spells that you cast. / Cannot remove counters from phased-out cards.] Incoming! Sorcery 4GGGG Rare Each player searches his or her library for any number of artifacts, creatures, enchantments, and lands and puts those cards into play. Each player shuffles his or her library afterwards. [RN: If there are no cards in your library, such as when Mine, Mine, Mine! is in play, this spell has no effect for you. / "Any number" can be zero. / Players may retrieve different "any number"s of different card types, and need not match some other player's numbers either. / If you retrieve no cards at all, you still shuffle your library. / Proposed Errata: "artifacts, creatures, enchantments, and lands" -> "artifact, creature, enchantment, and land cards".] Mine, Mine, Mine! Enchantment 4GG Rare When ~ comes into play, each player puts his or her library into his or her hand. / Each player skips his or her discard phase and does not lose as a result of being unable to draw a card. / Each player cannot play more than one spell each turn. / If ~ leaves play, each player shuffles his or her hand and graveyard into his or her library. [RN: Your entire library goes into your hand, even if it's already empty for some reason, such as one of these already being in play. / "Does not lose" applies to -all- ways to draw, not just to the draw-phase phase ability "draw a card". / Each player can play up to one spell -each- turn, not just on their own turn [unless City of Solitude is out]. / The leaves-play ability is triggered, so if ~ goes to the graveyard, it will already be there when you shuffle back in. You'll be left with an _empty_ graveyard and hand, unlike with Timetwister. / It counts spells cast this turn before it came out, so generally this is the last spell you can cast this turn, and anyone else who has already cast a spell this turn can't cast another one either.] Squirrel Farm Enchantment 2G Rare 1G: Choose a card in your hand. Covering the artist's name, reveal the card to target player. If that player cannot name the artist, reveal the artist's name and put a Squirrel token into play. Treat this token as a 1/1 green creature. [RN: If there is no artist listed, as for Censorship, "no artist" is an acceptable answer. / Cards with art by Phil Foglio can have his name as the answer whether or not his name's on the card. / The card stays in your hand, so you can use this as a Learning Experience. / Yes, you can target yourself. Oops. / If you have no cards in hand, you can use the ability but nothing will happen; the card is not chosen on announcement but on resolution.] Team Spirit Instant 2G Common All creatures controlled by target player and his or her teammates get +1/+1 until end of turn. [RN: If target player has no teammates, only that player's creatures get the bonus. / Yes, this card smells just like you think it would.] Timmy, Power Gamer Summon Legend 2GG Rare 1/1 4: Put a creature into play from your hand. [RN: This is not the same as summoning the creature; Remove Soul won't stop it, and Steel Golem won't prevent it, etc. This is just an ability that pops the creature into play directly. / This ability can get any Summon card or Artifact creature card; it can't get any other card, even if it would be a creature once it was in play for some reason. (Proposed Errata: "creature" -> "creature card", duh.) / Combos: Mine Mine Mine, Heartstone.] Burning Cinder Fury of Crimson Chaos Fire Enchantment 3R Rare Whenever any player taps a card, that player gives control of that card to an opponent at end of turn. / If a player does not tap any nonland cards during his or her turn, ~ deals 3 damage to that player at end of turn. [Card is printed sideways.] [RN: See Rainbow Vale for Rulings about giving control of a card away at end of turn. / Does not affect or count tokens at all. / It's generally too late to tap a nonland card during Cleanup phase, as instants aren't legal then, so if you forget you'll generally get dinged. / Lands that count as creatures or as artifacts are still not nonland cards.] Chicken Egg Summon Egg 1R Common 0/1 During your upkeep, roll a six-sided die. On a 6, sacrifice ~ and put a Giant Chicken token into play. Treat this token as a 4/4 red creature that counts as a Chicken. [RN: You can use any random method that generates six equal chances, just like you can replace "flip a coin" if no coins are handy. For example, roll a 20-sided die, divide by 3, round to the nearest number, ignore end results of 0 [round up .5]. / The token is creature type Giant Chicken [from its name] and Chicken [because it counts as one]. The card itself is _not_ a Chicken, though if you roll a 6, the Giant Chicekn will appear _before_ Chicken a la King puts counters on Chickens, so it'll get one too. / The flavor text proves that WotC apparently could not get the rights to the -logical- inclusion from the Animaniacs people...] Double Deal Sorcery 4R Common Choose another player. ~ deals 3 damage to that player now and deals an additional 3 damage to the player at the beginning of the next game with that player. [RN: See Double Cross.] Goblin Bookie Summon Goblin R Common 1/1 R,Tap: Reflip any coin or reroll any die. [RN: The reflipped or rerolled result applies where applicable, not the originally-rolled result. / Use this right after the coin is originally flipped or the die is originally rolled, before you apply the result; +not+ later in the turn, and not under any circumstances in some later turn... The timing of this ability [and that of Clam-I-Am] is that it happens in a special window opening right after each die is rolled or coin is flipped. This can happen in the middle of an event. The window is called the Betting Window...] Goblin Bowling Team Summon Goblins 3R Common 1/1 Whenever ~ damages any creature or player, roll a six-sided die. ~ deals to that creature or player additional damage equal to the die roll. [RN: This is a triggered ability, and causes a separate damage-prevention step. / Note that this means the GBT damages the creature or player again ... triggering another use of the ability, and so on, until the creature is dead. [Players will take an unbounded amount of damage from this, so don't let it damage you. Yes, it's Broken.] Until we get this Fixed, I'd say that a player can take at most 300 damage each time a GBT damages them. (You can't get more than perfect, after all.) / Proposed Errata: "GBT instead deals ... player damage equal to that amount plus the die roll" - this would make it a replacement ability, replacing dealing damage with dealing a different amount of damage, at the end of damage-prevention.] Goblin Tutor Instant R Uncommon Roll a six-sided die for ~. On a 1, ~ has no effect. Otherwise, search your library for the indicated card, reveal that card to all players, and put it into your hand. Shuffle your library afterwards. 2 -- Any ~. 3 -- Any enchantment. 4 -- Any artifact. 5 -- Any creature. 6 -- Any sorcery, instant, or interrupt. [RN: If you find that the only cards of the indicated type left in your library are ones you don't want in your hand, tough - you still have to pick one. / If there are _no_ cards of the indicated type left in your library, simply shuffle it and go on. / Cannot retrieve land cards at all, or mana source spell cards. / Goblin Tutor cards can be retrieved by 2 or 6; artifact creature cards can be retrieved by 4 or 5.] Hurloon Wrangler Summon Minotaur 2R Common 2/2 Denimwalk (If defending player is wearing any clothing made of denim, this creature is unblockable.) [RN: Denim watchbands or sneakers count; so do denim patches. / Asking players about their undergarments should be done as politely as possible - see Prismatic Wardrobe.] Jalum Grifter Summon Legend 3RR Rare 3/5 1R,Tap: Put ~ and two lands you control face down in front of target opponent after revealing each card to him or her. Then, rearrange the order of the three cards as often as you wish, keeping them on the table at all times. That opponent then chooses one of those cards. If a land is chosen, destroy target card in play. Otherwise, sacrifice ~. [RN: If, at one of the 'then's, some mana source or triggered ability or replacement ability removes one of these three cards from play, continue with the cards that are left. / Snappy patter is not required, but can be helpful. / Marking cards is, of course, Bad. / These cards are face-down in play; they follow the rulings for such cards [see Illusionary Mask and Camouflage].] Krazy Kow Summon Cow 3R Common 3/3 During your upkeep, roll a six-sided die. On a 1, sacrifice ~ and it deals 3 damage to each creature and player. [RN: Krazy Kow will _assign_ damage to itself too ... though it'll leave play long before the damage can become _dealt_. In case you also have a Justice in play you control, you see.] Landfill Sorcery 4R Rare Choose a land type. Remove from play all lands of that type you control. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each card in play that is completely covered by those cards. Then return to play, tapped, all lands dropped in this way. [RN: "All lands of that type" can be zero. / Creatures destroyed this way may not regenerate, because you have no idea before this happens whether they will be destroyed or not. / The cards need not flip over, though good luck on getting them not to. / The lands removed from play need not be tapped or untapped. / Once Landfill is announced, players may not adjust the positions of their cards in play, other than to tap or untap them, until it is fully done resolving. / Does nothing to tokens. / Cards under another card _will_ count as "fully covered" for this spell if they are; counters on a card cannot keep the dropped cards from covering the card. Yes, both of these are _unlike_ Falling Star or Chaos Orb or Chaos Confetti.] Ricochet Enchantment R Uncommon Whenever any spell targets a single player, each player rolls a six-sided die. That spell is redirected to the player or players with the lowest die roll. If two or more players tie for the lowest die roll, they reroll until there is no tie. [RN: Even though the card doesn't say so, the new target must be legal. Thus technically only players who could be legal targets for the spell get to roll. / Can only retarget spells that target a single player _and nothing else_.] Spark Fiend Summon Beast 4R Rare 5/6 When ~ comes into play, roll two six-sided dice. On a total of 2, 3, or 12, sacrifice ~. On a total of 7 or 11, do not roll dice for ~ during any of your following upkeep phases. If you roll any other total, note it. / During your upkeep, roll two six-sided dice. On a total of 7, sacrifice ~. If you roll the noted total, do not roll dice for ~ during any of your following upkeep phases. On any other roll, there is no effect. [RN: 7 or 11, or the noted total later, only allows you to ignore rolling for this particular Spark Fiend, not for any other one that happens to be in play. / The second ability is an upkeep ability, not an upkeep cost. / If Spark Fiend phases out, it will remember its noted total and you will not re-roll when it phases in; if it leaves play any other way, it forgets its total, and rolls anew if it ever comes back into play. [Tawnos' Coffin and Oubliette count as phasing it out for this.] / ...Yes, casting this creature is a real crapshoot.] Strategy, Schmategy Sorcery 1R Rare Roll a six-sided die for ~. On a 1, ~ has no effect. Otherwise, it has one of the follwing effects: 2 -- Destroy all artifacts. 3 -- Destroy all lands. 4 -- ~ deals 3 damage to each creature and player. 5 -- Each player discards his or her hand and draws seven cards. 6 -- Roll the die two more times. [RN: Creatures destroyed by 2 or 3 cannot regenerate because you had no idea they would be destroyed before any of this happened. / If 2 or 3 happen more than once due to 6s, generally there is no additional effect. If 4 happens more than once it accumulates; if 5 happens more than once everyone discards-and- draws that many times one after another, with no chance to cast any spells or use any abilities. / A 1 rolled will wipe out -any- other effect, if rolled via a 6. / If you roll 6 again, roll two _more_ times, etc.] The Ultimate Nightmare of Wizards of the Coast^R Customer Service Sorcery XYZRR Uncommon ~ deals X damage to each of Y target creatures and Z target players. [RN: This is a red card, despite the blue background. / Ys and Zs work just like Xs; both Ys must be the same number, and both Zs must be the same number. X, Y, and Z can all be different numbers though. / Will assign a total of X*(Y+Z) damage; it does not say to "divide the X damage equally among the targets" or "distribute the damage any way you like among...". So each target gets X damage, like Firestorm. / As far as I know the phone number is correct. / Can only be retargetted if Y+Z = 1, because all existing retargetting cards can only retarget a one-target spell or ability.] Charm School Enchant Player 2W Uncommon When ~ comes into play, choose a color and balance ~ on your head. / Prevent all damage to you of the chosen color. / If ~ falls off your hand, sacrifice ~. [RN: Can only be balanced on _caster's_ head; this spell has no targets, so cannot be retargetted. / Prevents all damage to you of that color automatically, at the start of each damage-prevention step, regardless of source. / Cannot put anything on top of Charm School to hold it on you, like a hat; cannot hold it on with your hands, arms, fingers, wrist, etc. (If you can hold it on with your foot, go for it.) Also cannot tuck this into glasses; must be on _top_ of head, not on side of head. / See Volrath's Motion Sensor for "Enchant Player" 'rulings'.] Double Dip Instant 4W Common Choose another player. Gain 5 life now and an additional 5 life at the beginning of the next game with that player. [See Double Cross for "rulings".] Get a Life Instant W Uncommon Target player and each of his or her teammates exchange life totals. [RN: Caster of this spell chooses which teammate gets which life total, not target player or any of the teammates involved. / Can be cast on a player with no teammates, but has no effect other than to put their life total at 0 if it was below 0 before. / Life totals < 0 --> 0 as usual when exchanged.] I'm Rubber, You're Glue Enchantment WW Rare Speak only in rhyming sentences. If you do not, sacrifice ~. / Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Target spell or ability, which targets only you, targets another player of your choice instead. (The new target must be legal.) [RN: "Target opponent" spells and abilities cannot be retargetted to their caster or any of his or her teammates with this ability. / AntiCombos: Ow, Sorry, Censorship. / Sentence fragments are not sentences, and will cause the enchantment to get sacced.] Knight of the Hokey Pokey Summon Knight WW Common 2/2 First strike 1W,Do the Hokey Pokey (Stand up, wiggle your butt, raise your hands above your head, and shake them wildly as you rotate 360 degrees): Prevent all damage to ~ from any one source. [RN: You do not have to sing the song as you do this. Unless it helps your concentration.] Lexivore Summon Beast 3W Uncommon 2/3 If ~ damages any player, destroy target card in play, other than ~, with the most lines of text in its text box. (If more than one card has the most lines of text, you choose which of those cards to destroy.) [RN: Counts lines of flavor text as well as rules text. / Will only compare line totals for cards it can target - see Drop of Honey. / Can destroy other Lexivores just fine, thanks. / Can destroy cards with no lines of text at all... as long as all the cards in play it _can_ target have no lines of text. But this could only come up if Humility or Titania's Song were in play _and_ were not targettable by Lexivore, because of the next 'rulings'. / Basic lands have one line of text, granted to them by the rulebook: "Tap: Add <> to your mana pool". / Cannot destroy or count lines on tokens.] Look at Me, I'm the DCI Sorcery 5WW Rare Ban one card, other than a basic land, for the remainder of the match. (For the remainder of the match, each player removes from the game all copies of that card in play or in any graveyard, hand, library, or sideboard.) [RN: Also remove them from ante, phased-out zone, and Limbo. / The cards are put back in your deck or sideboard at the start of the next match.] Mesa Chicken Summon Chicken WW Common 2/2 Stand up,Flap your arms,Cluck like a chicken: ~ gains flying until end of turn. [RN: This doesn't involve a word, so Censorship can't damage you for it.] Miss Demeanor Summon Lady of Proper Etiquette 3W Uncommon 3/1 Flying, first strike During each other player's turn, compliment that player on his or her game play or sacrifice ~. [RN: This is a "turn ability"; you cannot pass at the end of anyone's turn if you have not yet done this, so that turn can't end until this happens. You may do this during any phase, including untap or cleanup. You may not do this at the beginning or end of any phase, or at beginning of turn, because it doesn't specifically say you may. / Multiple Miss Demeanors require multiple compliments each turn; must use different compliments in this situation. / You may repeat a compliment on a later turn. / Two-edged compliments are acceptable but outright sarcasm probably will get you smacked by a judge.] Once More With Feeling Sorcery WWWW Rare Remove ~ from the game as well as all cards in play and all graveyards. Each player shuffles his or her hand into her or his library, then draws seven cards. Each player's life total is set to 10. ["DCI Ruling: This card is restricted. (You cannot play with more than one in a deck.)"] [RN: Does not remove cards in hand, ante, phased-out, or in Limbo (other than itself). / Life totals are set to 10 regardless of what they were before. This cannot cause a Liched player to draw 10 or more cards, because the Lich will have left play just before this, ooops... / Players do not discard any cards, but the spell says to shuffle hands into libraries before drawing seven cards. / This spell does not remove any mana from mana pools. / If successfully cast, this card will never reach the graveyard.]} Prismatic Wardrobe Sorcery W Common Destroy target card that does not share a color with clothing worn by its controller. You cannot choose an artifact or a land card. [RN: Cannot choose artifacts or lands even if they have some color or other. / Asking someone about their undergarments should be done politely. / Informing someone they have picked an illegal target does require you to show the area of clothing involved.] Sex Appeal Instant W Common Prevent up to 3 damage total to any number of creatures and/or players. If there are more players on the room of the opposite sex, prevent up to 3 additional damage total to any number of creatures and/or players. [RN: Okay, buckle up, this will be bumpy. Gay players substitute "same" for "opposite". Bisexual players must check to see if there are more attractive people than unattractive people in the room. Asexual players are out of luck, as usual. (Oh dear, did I say that?) / Bisexual players will need to point out which people they consider attractive. / For the purposes of this card, any player may claim any of these orientations, though they do need to stick with that for the remainder of the match, and they must do so out loud.] The Cheese Stands Alone Enchantment 4WW Rare If you control no cards in play other than ~ and have no cards in your hand, you win the game. [RN: This is the first way to actually _win_ a game of Magic; all previous methods involve one player _losing_. / ~ does not care whether you have tokens in play, only cards. / If you have two of these out and nothing else, sorry, you don't win yet. / At present, it appears that if you would lose from the event that leaves TCSA in play by itself, you lose before you can win - Cheese/ Lich/Disenchant Lich, for instance. / Phased-out cards are not in play, and neither are set-aside cards. Spells currently being cast are neither in your hand nor in play.] Goblin/Kobold Red Pegasus White Knight/Soldier White Zombie/Dead Black Sheep Green Squirrel Green [These are all "token cards" - cards that can be used as the appropriate tokens. Their backgrounds are the appropriate color. They are _not_ creature cards, and only ever go in play; if they leave play they evaporate, etc.] Forest Island Plains Mountain Swamp [These do -not- have the silver-front border; they +are+ tournament-legal in normal Magic games. They do not have the "Tap: Add <> to your mana pool text" text, but they have that ability anyway, because they are basic lands and basic lands have the appropriate ability to produce mana of the correct color.] Dave ---- 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.