Hi all. I apologize if this is the wrong forum to post, but I have a question. Is posting a Magic Set created using DnD material legal to post here, and if so, is anyone interested?
I have designed a "Core Set" combining DnD and Magic: The Gathering. I had always wanted to design a Magic Set that revolves around Ravenloft, my favorite DnD campaign setting. First off, is it acceptable to post such a set on this site. I certainly do not want to break any laws or get in trouble for such an endeavor. It just seems a waste to create such a thing and never share it with anyone who might love it too.
As for my credentials, I have religiously followed DnD since 1992 (and I read almost everything made before that year), and I have religiously followed Magic: The Gathering since the release of Mercadian Masque.
If posting such a set is acceptable, please let me know here on with a private message. If it is such, I would appreciate advice as to how to post a set here. If all goes well with the core set I created, I will post expansions based on specific campaign settings. For those interested, Dark Sun, Ravenloft, and Eberron are slated for creation this year. (I have base set for Dark Sun done, next up is the first expansion for Dark Sun block: Veiled Alliance.)
For those that are DnD fans: I have created each creature, spell, artifact, and to some extent land, from DnD lore. The world specific sets are very carefully examined to create as many "Bridges" between DnD and Magic. I know many of you will recognize certain spells and I know many of you could create a different spell with that name that might more closely match its DnD equivalent. I certainly am open to critique, but understand that not only did I have to consider the card name, spell it is derived from, etc, but I had to keep the actual set and its mechanics in mind first, so that not only did I create a monument to a DnD world, I also created a Magic set worth playing.
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
I have thus far completed the core set (350 Cards+5 Basic Lands). I have also completed the final draft of Dark Sun: Dragon Kings. The two expansions of Dark Sun Block are Veiled Alliance and Mindlords of the Last Sea. Once I have completed Dark Sun block, I will create an Eberron Block. I will release my core set here once I have the first draft of Eberron: The Five Nations, completed. I will be open to critique, as any good designer should be, and will most likely make changes to the core set based on that feedback. If people are still interested, I will release Dark Sun Block, 1 Set at a time. Then more to follow.
Block Design
As this will still be a Magic card game, casting costs, power/toughness, activated, triggered abilities, etc will work identically to normal Magic rules. You will be able to play these sets with other, actual Magic cards, via Apprentice, Magic Workstation, etc. Know that some cards are direct reprints of abilities (mostly core set of course), but most names have been changed. I recommend that these sets be played by themselves to get a richer experience, but that wont be a requirement.
Creatures Types/Classes
This one is a small/large change. Creature types on cards will be changed to more closely match their DnD equivalent.
Classes - All classes from the Player's Handbook will be represented. Due to flavor/abilities, clerics, druids, wizards/sorcerers, fighters, and rogues will have more cards than paladins, bards, rangers, and barbarians. All normal races will be represented: Dwarves, Elves, Gnomes, Halflings, Half-elves (Elf Human), Half-orcs (you guessed it - Human Orc), and Humans.
Mechanics
Kicker is a base set mechanic, found in every set. My brother and I decided long ago that kicker, and its infinite flexibility, is such an elegant mechanic that it should be played next to trample, haste, flying, and vigilance (obviously not as common though) in all sets.
New Mechanic - Damage Reduction X
Damage Reduction X (If a source would deal damage to this creature, prevent X of that damage.)
This is a base set mechanic, which can be found in any set. I realize that normally, WOTC does not print mechanics with variables in them in a core set. (Kicker X, Damage Reduction X), but most anyone who will be interested in playing these sets will already be familiar with Magic and understand how they work with little explanation.
If anyone has any questions, please feel free to ask here. I will respond to questions about once a day (while I drink my coffee).
Private Mod Note
():
Rollback Post to RevisionRollBack
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
I've been playing D&D since 1998 and I'm 15...
I want to see it. Just don't make cards for the classes.
That would hurt me deeply.
I won't even think of forgiving you.
You might make a card for Tordek and all the others. That would be ok.
1998! that means you were like 6 or 7! i've been playing since 02
Anyway, this sounds like a great idea, and i'd love to see mind flayers and the like made into cards. (mind flayers= UB fo sho) and it kinda parallels the M:tG Campaign setting im working on, which is kinda cool.
Mindflayers don't appear in the Core Set. As for now, I have mindflayers set to appear for the first time in Dark Sun: Mindlords of the Last Sea. Then they will make appearances in Eberron and Ravenloft. Also, I have yet to design a Beholder, if only because I want to make a card that can really represent them well. They will most likely appear in Eberron ( a couple of them perhaps), since technically, Beholders do not exist on Athas (the homeworld of Dark Sun). I also decided any card that could make it as a Behlder would most likely be more complicated than other cards that belong in a core set.
I will post some examples of personal favorites from my Core Set, then a few teasers from Dark Sun: Dragon Kings
Dwarven Defender
U, Creature - Dwarf Fighter, 4W, 3/4
Defender
Damage Reduction 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
Dwarven Defender can block an additional creature.
Contingency
R, Enchantment, 1UU
When Contingency comes into play, you may remove an instant or sorcery card in your hand from the game.
2, Sacrifice Contingency: You may play a card removed from the game by Contingency without payings its mana cost.
Cloudkill
R, Sorcery, BBB
Put two -1/-1 counters on each creature.
Empower Spell
R, Instant, RR
The next time an instant or sorcery would deal damage this turn, it deals double that damage instead.
Draw a card.
Drunken Master
R, Creature - Human Monk, 2GG, 3/4
W: Drunken Master gains vigilance until end of turn.
U: Drunken Master gains flying until end of turn.
B: Drunken Master gains fear until end of turn.
R: Drunken Master gains first strike until end of turn.
G: Drunken Master gains trample until end of turn.
Wish
R, Sorcery, WUBRG
Wish can't be countered.
Search your library for a card and remove it from the game, face down. Until end of turn, you may play that card any time you could play an instant without paying its mana cost. Spells played this way can't be countered.
At end of turn, remove the top twenty cards of your library from the game.
Dark Sun Teasers
Sand Bride
U, Desert Creature - Undead Spirit, 3W, 4/4
Vanishing 4
Sacrifice a Desert permanent: Put a time counter on Sand Bride.
Wisdom of the Sorcerer-Kings
R, Instant, 2U
Search your library for a blue instant card, reveal it, and put it in your hand. Then shuffle your library. If a color other than U was spent to play Wisdom of the Sorcerer-Kings, you may search for an instant card of that color instead.
Pit Snatcher
R, Creature - Undead, 3BB, 3/3
Whenever a creature dealt damage by a creature named Pit Snatcher this turn is put into a graveyard, put a 3/3 black undead creature token named Pit Snatcher into play.
Overchannel
C, Sorcery, 1R
Add 4 to your mana pool.
Ssurran Trader
U, Creature - Beastfolk Druid, 1GG, 2/1
When Ssuran Trader comes into play, if you control fewer creatures than any opponent, you may search your library for a creature card with converted mana cost 1 or less, and put that card into play. If you do, shuffle your library.
Drift Magic (Yes, this is a colorless enchantment)
R, Enchantment, 3
Colorless spells you play cost 1 less to play.
Colorless creatures you control get +1/+1.
Whirling Trikal
R, Artifact - Equipment, 3
Equipped creature gets +1/+0 and has first strike.
Whenever equipped creature deals combat damage to creature, tap that creature and remove it from combat. It doesn't untap during its controller's next untap step.
Equip 2
Private Mod Note
():
Rollback Post to RevisionRollBack
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
I see how that would bring it one step closer to being 3.5 DnD. However, I think that it adds an extra dimension to the mechanic that doesn't improve it or further define it. Overly complicated mechanics, or wordy mechanics, like Dredge and Suspend, should not necessarily be avoided, but used sparingly.
Damage Reduction is a White/Red mechanic, occasionally splashed into other colors, notably black/green. (Blue always gets shafted, doesn't it?)
I am considering a mechanic that would help cover the other end of the spectrum: Spell Resistance
Spell Resistance X (Spells and abilities that target this creature cost X more to play.)
Also, I believe I have yet to mention this: Vanishing is a base set mechanic.
I feel it greatly adds to the Spell Duration effect that makes DnD spells more/less powerful. It is used sparingly, and without mechanics attached to it, like comes into play/leaves play effects used on cards with Vanishing in Planar Chaos. It allows me to make more powerful spells without inflating mana costs, simply by making it go away after a while.
Below is a list of Keywords/mechanics found in the Base Set.
Flying, First Strike, Vigilance, Haste, Double Strike, Provoke, Landwalk, Protection, Damage Reduction, Kicker, Vanishing, Trample, and Regeneration. Finally we come to Spirit Link - We should all know what this one does (Whenever this creature deals damage, you gain that much life.).
Here is another card for you; it ties into the Vanishing Mechanic.
Dispel Magic
C, Instant, 1W
Choose one: Destroy target enchantment; or Remove all time counters from target permanent.
Though at first glance, it seems weak compared to disenchant and such, but Dispel Magic can "Kill" a creature with Vanishing.
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
Desert Permanents - Works like Snow. Used in Dark Sun Block only. I think the snow mechanic was an elegant mechanic and could be used again in a different way. Dark Sun is 75% desert land, and has lots of desert creatures. I made sense to reuse the Snow Mechanic in this block, without ever printing the word Snow. The basic lands are not called Sand-covered or Desert-covered. They each have their own names, based on land types from the Dark Sun Campaign Setting.
Scrub Plains
C, Basic Desert Land - Plains
(T: Add W to your mana pool.)
Silt Shoals
C, Basic Desert Land - Island
(T: Add U to your mana pool.)
Mud Flats
C, Basic Desert Land - Swamp
(T: Add B to your mana pool.)
Stony Barrens
C, Basic Desert Land - Mountain
(T: Add R to your mana pool.)
Vertical Forest
C, Basic Desert Land - Forest
(T: Add G to your mana pool.)
Ravenloft Block will be a Legends block. For those of you familiar with Ravenloft, virtually every domain lord will have his or her own Card. The First Set: The Core of Fear represents all the domains of the core. The second set: Clusters of Madness, represents the domain clusters. Finally, the third set: Islands of Terror, represents all the floating islands, most notably, The Nightmare Lands.
I have yet to design game mechanics for Ravenloft or Eberron at this time. Eberron will be an ally only gold block. Ravenloft will be a nemesis-only Block. Kicker will be predominant in Eberron, as will Living Spells. Ravenloft will most likely use Corruption Counters (which players gain/lose), to represent the Stages of Corruption. This is a major DnD mechanic used in Ravenloft and I see no reason not to use it in a Magic Set.
Private Mod Note
():
Rollback Post to RevisionRollBack
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
I havent made power attack yet, but if I were to imagine a card named Power Attack, it might look something like this:
Power Attack
U, Enchantment - Aura, R
Enchant creature
Whenever enchanted creature would deal combat damage to a creature or player, you may prevent it. If you do, enchanted creature deals X damage to that creature or player at end of combat, where X is equal to its power +3.
Or...... (As my imagination churns)
Power Attack could be a keyword
Power Attack (This creature deals its combat damage after creatures without Power Attack.)
As for Combat Expertise, here it is below, along with an aura from each other color as well. Cheers!
Combat Expertise
C, Enchantment – Aura, 1W
Enchant creature
Enchanted creature has vigilance.
W: Enchanted creature gets -1/+1 until end of turn.
Displacement
C, Enchantment – Aura, U
Enchant creature
Enchanted creature is unblockable unless defending player pays 2. (This cost is paid as blockers are declared.)
U: Return Displacement to its owner's hand.
Vampiric Blade
U, Enchantment - Aura, 2B
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Pay 2 Life: Regenerate enchanted creature.
Two Weapon Fighting
R, Enchantment - Aura, 1R
Enchant creature
Enchanted creature gets -1/-0 and has double strike.
Whenever enchanted creature is put into a graveyard from play, return Two Weapon Fighting to its owner's hand.
Speak with Plants
U, Enchantment – Aura, 2G
Enchant Creature
Enchanted creature gets +1/+1 for each forest you control.
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
Actually, thanks for pointing Two-Weapon Fighting out to me. I pulled it from the text file instead of the Magic Set Editor File. Above is the updated version. Enchanted creature gets -1/-0 and has double strike.
Private Mod Note
():
Rollback Post to RevisionRollBack
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
This idea crossed my mind a long time ago. Glad to see like-minded folk developing the mechanics of my favorite pasttime into my favorite hobby.
I'll be happy to contribute. I love the concept of DR/SR being incorporated into creatures. It's a good aside to Protection from [object].
Eberron is also my favorite setting, so most of my submissions will stem from the resources I have based on Eberron. I've already developed a King Kaius card (although it's entirely Magic-ized... hardly any D&D semblance... really just a human Mirri the Cursed with a twist)
Any requests/comments/suggestions for material to work on?
Well, for the Eberron block, I pull material from many Eberron Source books, as well as the Various Complete Class Series (Complete Arcane, Complete Divine, etc). The great thing about Eberron is that it is an all emcompassing campaign, using any and all DnD material somewhere in the world.
I haven't decided whether or not warforged will be Artifact creatures or colored cards with the creature type construct. There are reasons for going both ways, so it will partly depend on card space and overall design of the block. Shifters, Kalashtar, and Changelings will be in the set.
Living Spells will be a mechanic in the set. They will be creature cards with abilities that mimic the spell they are created from. I will pull spells from the DnD Core set, and maybe a couple of the listed Living Spells in the various supplements.
Ex.
Living Fireball
U, Creature - Elemental Construct, 3RR, 3/3
X, T, Sacrifice Living Fireball: Living Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
As an additional cost to play this ability, pay 1 for each target beyond the first.
This may not be the final incarnation for Living Spells, as Im considering creating a mechanic for it. Eberron is also a gold, Ally Only set. That means it will contain WU, UB, BR, RG, and GW spells. There will also be cards in each color that have activated abilities and such that work from allied mana.
For those interested in helping, the biggest help I could get right now is help with fine-tuning the DnD core set. I will post the DnD core set on these forums tonight, and will be availabe regularly to answer questions and read suggestions from everyone regarding the set. Any misprinted abiliites, incorrectly written cards (I consider myself very good at correctly wording cards, but no one is immune to the Chopping Block.)
Also, I realize many people will recognize the names of spells from their DnD counterpart. I also know there are many many different ways to represent various spells. If someone has a suggestion regarding the naming of a card, or the effect of a card in relation to its name, I am open to ideas there as well.
Private Mod Note
():
Rollback Post to RevisionRollBack
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
well, the warforged could cerainly be colored artifacts. (put "~ is green." at the begining of the text box)
I cant wait to review the core set though.
Also, eberron equipment:
House Cannith Goggles
Artifact- Equipment {U}
:1mana:, :symtap:: Equipped creature can blcok unblockable creatures as though they were'nt unblockable.
Equipped creature has ":2mana:, :symtap:: Look at target player's hand.
Equip
Burning Warhammer
Artifact- Equipment
~ is red.
You may only spend red mana to pay ~'s mana cost.
Equipped creature gets +4/+0.
When ~ is put into a graveyard from play, put a 4/1 red Elemental creature token into play.
Equip
Private Mod Note
():
Rollback Post to RevisionRollBack
avy by spiderboy4
Standard
:symg::symu::symb:BUG Troll Aggro:symb::symu::symg:
:symg::symw::symb:Junk Aristocrats:symb::symw::symg: Modern
:symu::symw::symr:American Illuminatus Control:symr::symw::symu:
:xmana::xmana::xmana:Robots:xmana::xmana::xmana: Vintage
:symg::symu::symr:RUG Gush:symr::symu::symg: EDH
:symw::symg::symr:Rith, the Token Maker:symr::symg::symw:
:symg::symb:Jarad, Golgari Aristocrat:symb::symg:
I made a decision today to cut a keyword mechanic and named mechanic: Provoke and Vanishing. Both are nice abilities, but my core set is getting crowded. The two mechanics are being replaced by Spell Resistance.
Spell Resistance X (Spells and abilities your opponents control that target this cost X more to play.)
Thanks to everyone for your support.
Here is White:
Antimagic Field
R, Enchantment, 2WW
Spells cost 2 more to play.
Asperi
C, Creature - Beast, W, 1/1
Kicker 2W (You may pay an additional 2W as you play this spell.)
If the kicker cost was paid, Asperi comes into play with a +1/+1 counter on it and with flying.
Angelic Crusader
R, Creature – Angel Outsider, 3WW, 4/4
Flying (This creature can’t be blocked except by creatures with flying.)
Vigilance (Attacking doesn’t cause this creature to tap.)
Ancient Gold Dragon
R, Creature - Dragon, 5WW, 5/5
Flying (This creature can’t be blocked except by creatures with flying.)
Spirit Link (Whenever this creature deals damage, you gain that much life.)
Anointed Warrior
C, Creature – Human Paladin, 3W, 2/3
Whenever Anointed Warrior is dealt damage, you gain that much life.
Apostle of Peace
U, Creature – Human Cleric, W, 1/1
W, Sacrifice Apostle of Peace: You gain 3 life.
Ardent Commander
R, Creature – Human Fighter Lord, 2WW, 3/3
Other fighters you control get +1/+1.
1W, T: Target fighter gains protection from creatures until end of turn. (Target fighter can’t be blocked, targeted, or dealt damage by creatures until end of turn.)
Armageddon
R, Sorcery, 3W
Destroy all lands.
Auramancer
C, Creature - Human Wizard, 2W, 2/2
When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand.
Banishment
U, Instant, 2W
Remove target attacking or blocking creature from the game.
Beacon Hawk
C, Creature - Animal, 1W, 1/1
Flying
W: Beacon Hawk gets +0/+1 until end of turn.
Combat Expertise
C, Enchantment – Aura, 1W
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature has vigilance.
W: Enchanted creature gets -1/+1 until end of turn.
Commanding Leadership
R, Enchantment, 1WW
Creatures you control get +1/+1.
Cure Light Wounds
C, Instant, W
Kicker 3W (You may pay an additional 3W as you play this spell.)
Prevent the next 3 damage that would be dealt to target creature.
If the kicker cost was paid, instead, prevent the next 3 damage that would be dealt to each creature you control.
Dictum
C, Sorcery, 3W
Tap all creatures target player controls.
Divine Champion
U, Creature - Human Paladin, WW, 2/2
If Divine Champion would be destroyed, regenerate it. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
3: Divine Champion can't be regenerated this turn. Only any opponent may play this ability.
Divine Health
C, Enchantment – Aura, W
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature has spirit link. (Whenever enchanted creature deals damage, you gain that much life.)
Diving Griffin
C, Creature – Beast, 1WW, 2/2
Flying (This creature can’t be blocked except by creatures with flying.)
Vigilance (Attacking doesn’t cause this creature to tap.)
Divine Favor
C, Sorcery, W
As you play Divine Favor, choose a color.
Target creature gets +2/+2 and gains protection from the chosen color until end of turn. (This creature can't be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)
Dread Commando
U, Creature - Human Fighter, 2WW, 2/2
XW, T: Dread Commando deals X damage to target attacking or blocking creature.
Dwarven Defender
U, Creature – Dwarf Fighter, 4W, 3/4
Defender (This creature can’t attack.)
Damage Reduction 1 (If a source would deal damage to Dwarven Defender, prevent 1 of that damage.)
Dwarven Defender can block an additional creature.
Dwarven Hospitaler
C, Creature – Dwarf Cleric, 3W, 1/3
Flash (You may play this spell any time you could play an instant.)
When Dwarven Hospitaler comes into play, you gain 4 life.
Eagle's Splendor
C, Enchantment – Aura, W
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature gets +1/+2
Endure Elements
U, Enchantment, 2W
When Endure Elements comes into play, draw a card.
If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.
Exalted Arcanist
R, Creature - Human Cleric Wizard, 2WW, 2/3
Artifacts, creatures, and lands your opponents control come into play tapped.
Exemplar of the Shire
R, Creature – Halfling Paladin, 1WW, 2/2
First strike (This creature deals its combat damage before creatures without first strike.)
WW: Exemplar of the Shire gains protection from the color of your choice until end of turn. (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)
Forcecage
U, Enchantment, 2W
Creatures can't attack you unless their controller pays 2 for each creature attacking you. (This cost is paid as attackers are declared.)
Healing Circle
U, Enchantment, 3WW
Creatures you control have spirit link. (Whenever a creature you control deals combat damage, you gain that much life.)
Holy Aura
R, Enchantment, 3W
Creatures you control get +0/+2.
Holy Word
R, Instant, WW
Target player can't play spells or activated abilities this turn.
Imperial Archers
C, Creature – Human Fighter, 1W, 1/1
T: Imperial Archers deals 1 damage to target attacking or blocking creature.
Insightful Reflexes
R, Enchantment, 1W
Whenever a spell or ability an opponent controls causes you to discard a card from your hand, you gain 2 life and you may draw a card.
Knight's Squire
C, Creature – Human Knight, W, 1/1
1W: Knight's Squire gets +1/+1 until end of turn.
Knight Templar
U, Creature - Human Knight, 3WW, 2/5
1W: The next time a creature of your choice would deal damage to another creature, it deals that much damage to Knight Templar instead.
Magic Circle Against Alignment
U, Enchantment, 3W
As Magic Circle Against Alignment comes into play, choose a color.
2: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Master Samurai
C, Creature – Human Samurai, WW, 2/2
Whenever Master Samurai blocks or becomes blocked, it gets +1/+1 until end of turn.
Mordenkainen's Disjunction
R, Sorcery, 3WW
Destroy all artifacts and enchantments.
Mystc Theurge
U, Creature – Elf Human Cleric Wizard, 2WW, 1/3
Spell Resistance 3 (Spells and abilities controlled by an opponent that target this cost 3 more to play.)
Whenever Mystc Theurge becomes tapped, you may tap or untap another target creature.
Owl's Wisdom
U, Enchantment – Aura, WW
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Flash (You can play this card any time you could play an instant.)
As Owl's Wisdom comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Owl's Wisdom.
Pegasus Charger
U, Creature - Beast, 2W, 2/1
Flying (This creature can't be blocked except by creatures with flying.)
First strike (This creature deals combat damage before creatures without first strike.)
Planar Ally
R, Creature - Angel Outsider, 1W, 3/4
Flying, Protection from creatures
You can't play creature spells.
Prayer
U, Sorcery, 1W
Search your library for a white enchantment card, reveal that card, and put it into your hand. Then shuffle your library.
Quick Draw
U, Instant, 3W
Untap target creature you control and attach all equipment cards you control to it.
Reverse Damage
U, Instant, 1WW
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
Righteous Zealot
C, Creature – Human Fighter, W, 1/1
First Strike (This creature deals its combat damage before creatures wiithout first strike.)
Risen Martyr
U, Creature - Human Cleric, 1W, 1/3
When Risen Martyr is put into a graveyard from play, put a 1/1 white spirit creature token with flying into play.
Sacred Fist
C, Creature – Elf Human Cleric Monk, WW, 2/2
W, T: Tap target creature.
Seigemaster
U, Creature – Human Fighter, 3W, 2/4
Creatres you control have vigilance. (Attacking doesn’t cause creatures you control to tap.)
Shield of Faith
C, Instant, W
Prevent all combat damage that would be dealt this turn.
Shimmering Unicorn
C, Creature – Beast, 2W, 2/3
Whenever Shimmering Unicorn comes into play or leaves play, you gain 1 life.
Soul Warden
U, Creature - Human Cleric, W, 1/1
Whenever another creature comes into play, you gain 1 life.
Spell Immunity
U, Instant, 2W
Creatures you control gain protection from the color of your choice until end of turn. (Creatures you control can’t be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)
Spirited Charge
U, Sorcery, 3WW
Kicker 1W (You may pay an additional W as you play this spell.)
Creatures you control gain spirit link until end of turn.
If the kicker cost was paid, creatures you control get +1/+1 until end of turn.
Spiritual Healer
C, Creature – Human Cleric, 1W, 1/1
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Tomb Raider
U, Creature – Human Rogue, 2W, 2/2
Flash (You can play this card any time you could play an instant.)
First strike (This creature deals combat damage before creatures without first strike.)
Trumpet Archon
C, Creature - Angel Outsider, 3W, 3/3
Flying (This creature can't be blocked except by creatures with flying.)
Weapon Master
R, Creature - Human Fighter, 2/1
Wrath of God
R, Sorcery, 2WW
Destroy all creatures. They can't be regenerated.
Zealous Inquisitor
C, Creature – Human Cleric, 2W, 2/2
1W: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
Blue
Absorption
R, Instant, 3UU
Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost.
Arcane Defense
R, Instant, 3U
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.
Arcane Sight
C, Sorcery, 3U
Look at target player's library. Then that player shuffles his or her library.
Draw two cards.
Arcane Trickster
U, Creature - Gnome Rogue Wizard, 3U, 2/2
2, T, Return a noncreature permanent you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand.
Archmage
U, Creature - Human Wizard, 5U, 3/3
Tap an untapped Wizard you control: Draw a card, then discard a card.
Tap an untapped Wizard you control: Counter target spell unless its controller pays 1.
Awaiting
U, Enchantment, 2U
Whenever a creature attacks you, look at the top card of your library. You may put that card on the bottom of your library.
Blink Dog
U, Creature - Beast, 1U, 2/2
When Blink Dog comes into play, return a creature you control to its owner's hand.
1U: Return Blink Dog to its owner's hand.
Boomerang
C, Instant, UU
Return target permanent to its owner's hand.
Candle Caster
U, Creature - Human Wizard, 2U, 2/2
Aura cards you own that aren't in play have flash. (Cards with flash can be played any time you could play an instant.)
Chameleon
C, Creature - Elf Human Rogue, 1U, 1/2
Chameleon is unblockable.
Charm Monster
R, Sorcery, 3UU
Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library.
Clone
R, Creature – Construct, 3U, 0/0
As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature.
Contingency
R, Enchantment, 1UU
When Contingency comes into play, you may remove an instant or sorcery card in your hand from the game.
2, Sacrifice Contingency: You may play a card removed from the game by Contingency without payings its mana cost.
Cosmic Descryer
U, Creature – Human Wizard, 2UU, 1/3
Flying (This creature can’t be blocked by creatures without flying.)
Whenever Cosmic Descryer deals damage to an opponent, you draw a card.
Counterspell
U, Instant, UU
Counter target spell.
Displacement
C, Enchantment – Aura, U
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature is unblockable unless defending player pays 2. (This cost is paid as blockers are declared.)
U: Return Displacement to its owner's hand.
Dominate Person
R, Enchantment – Aura, 3UU
Enchant Creature (Target a permanent as you play this card. This card comes into play attached to that permanent.)
You control enchanted creature.
Fatespinner
R, Creature - Human Wizard, 1UU, 1/2
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Feeblemind
R, Enchantment - Aura, 4UU
Enchant player (Target a player as you play this. This card comes into play attached to that player.)
Enchanted player can't play noncreature spells.
Enchanted player may discard two cards to ignore this ability until end of turn.
Fly
C, Sorcery, U
Up to three target creatures gain flying until end of turn.
Foresight
C, Instant, U
Draw two cards, then put two cards from your hand on top of your library in any order. You may shuffle your library.
Fox's Cunning
C, Enchantment – Aura, 1U
Enchant Creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature can't be the target of spells or abilities.
Fox's Cunning can't be the target of spells or abilities.
Gnome Artificer
C, Creature - Gnome Wizard, 2U, 2/2
When Gnome Artificer comes into play, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
Hallucinatory Terrain
U, Instant, 1U
Kicker 2U (You may pay an additional X as you play this spell.)
Target land's type becomes the basic land type of your choice until end of turn. If the kicker cost was paid, instead all lands become the basic land type of your choice until end of turn.
Homonuculus
U, Creature – Construct, U, 1/1
Flying (This creature can’t be blocked by creatures without flying.)
Incantatrix
C, Creature - Human Wizard, 2U, 1/1
T: Target creature with power 2 or less is unblockable this turn.
Insanity
R, Sorcery, 4UU
Kicker 2, Discard a card
Target player puts the top ten cards of his or her library into his or her graveyard. If the kicker cost was paid, instead that player puts the top twenty cards of his or her library into his or her graveyard.
Interposing Hand
U, Creature - Construct, UU, 0/4
Flash (You may play this spell any time you could play an instant.)
Defender (This creature can't attack.)
Loremaster
C, Creature, Human Wizard, U, 1/1
When Loremaster comes into play, look at the top four cards of your library, then put them back in any order.
Luckstealer
U, Creature - Halfling Rogue Wizard, 2U, 1/1
Opponents play with their hands revealed.
U, Discard a card: Counter target spell unless it's controller pays 1.
Master Alchemist
U, Creature - Gnome Wizard, 1U, 1/1
T: Target spell or nonland permanent becomes the color of your choice.
Mist Elemental
R, Creature – Elemental Outsider, 3UU, 3/5
Flying (This creature can’t be blocked by creatures without flying.)
Vigilance (Attacking doesn't cause this creature to tap.)
Merchant Scroll
U, Sorcery, 1U
Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library.
Moment of Prescience
U, Sorcery, 2UU
Draw three cards.
Phantasmal Killer
U, Creature - Illusion, 6U, 5/5
Discard a card: Phantasmal Killer gains your choice of fear, flying, first strike, haste, or vigilance, until end of turn.
Quicken Spell
R, Instant, 1U
The next creature, sorcery, or enchantment spell you play this turn has flash.
Draw a card.
Reaving Dispel
U, Instant, XU
Counter target spell unless its controller pays X. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.
Recaster
C, Creature - Human Wizard, 4U, 2/2
When Recaster comes into play, you may return target instant card from your graveyard to your hand.
Refusal
U, Instant, 2U
Counter target spell unless its controller pays 4.
Repulsion
C, Instant, U
Return target creature to its owner's hand.
River Djinni
C, Creature - Genie Outsider, 4UU, 6/6
Islandwalk (This creature is unblockable as long as defending player controls an island.)
River Djinni can't attack unless defending player controls an Island.
Roar of the Waves
C, Sorcery, 2U
Tap all creatures without flying.
Sapphire Dragon
R, Creature - Dragon, 5UU, 5/5
Flying (This creature can’t be blocked by creatures without flying.)
Spell Resistance 4 (Spells and abilities your opponents control that target this cost 4 more to play.)
3U: Return Sapphire Dragon to it's owner's hand.
Screaming Condor
C, Creature – Animal, 2UU, 3/3
Flying (This creature can’t be blocked by creatures without flying.)
Discard a card: Return Screaming Condor to its owner's hand.
Sequester
C, Sorcery, 2U
Put target creature on top of its owner's library.
Shadowdancer
C, Creature – Elf Rogue, 1U, 1/3
Kicker - 2U (You may discard a card in addition to any other costs as you play this spell.)
If the kicker cost was paid, Shadowdancer comes into play with a +1/+1 counter on it and is unblockable.
Spell Hand
U, Instant, U
The next spell you play this turn costs 1 less to play.
Draw a card.
Spell Mastery
U, Enchantment, 3U
Whenever you play a spell, you may draw a card unless any player pays 1.
Spymaster
U, Creature – Elf Human Rogue, UU, 1/2
U, T: Tap target permanent.
Temporal Stasis
R, Enchantment, 3UU
Permanents don't untap during their controller's untap steps.
At the beginning of each player's upkeep, that player may untap up to two target permanents he or she controls.
Thought Courier
C, Creature - Human Wizard, 1U, 1/1
T: Draw a card, then discard a card.
Time Stop
R, Instant, 4UU
End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Time Warp
R, Sorcery, 3UU
Target player takes an extra turn after this one.
Transfix
U, Enchantment - Aura, 1U
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
When Transfix comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step and its activated abilities can't be played.
When enchanted creature becomes the target of a spell, sacrifice Transfix.
Treasure Trove
U, Enchantment, 2UU
2UU: Draw a card.
Vision
U, Sorcery, 1U
Look at the top four cards of your library and put them back in any order. Then draw a card.
Wall of Force
C, Creature – Wall, 2U, 0/7
Defender (This creature can’t attack.)
Water Naga
U, Creature – Aberration, 1UU, 2/2
Islandwalk (This creature is unblockable as long as defending player controls an island.)
Spell Resistance 2 (Spells and abilities your opponents control that target this cost 2 more to play.)
Weird
R, Creature - Illusion, 3U, 3/3
Weird is every creature type (even if this card isn't in play).
Veil
U, Enchantment, 3U
Whenever a creature attacks you, it gets -1/-0 until end of turn.
Blackguard
R, Creature – Human Paladin, 1BB, 2/2
1B: Blackguard gets +1/+1 until end of turn.
1B: Blackguard gains fear until end of turn.
Black Pudding
U, Creature – Ooze, 3B, 1/3
Whenever Black Pudding deals combat damage to a creature, destroy that creature and any equipment attached to it. They can't be regenerated.
Blasphemy
C, Sorcery, 1B
Kicker 3B (You may pay an additional 3B as you play this spell.)
Target player sacrifices a creature.
If you paid the kicker cost, instead target player sacrifices a creature and a land.
Blood Magus
U, Creature - Human Wizard, 1B, 3/3
Spirit Link (Whenever this creature deals damage, you gain that much life.)
Whenever Blood Magus attacks or blocks, sacrifice it unless you sacrifice a creature.
Bloodthirsty Marauder
U, Creature – Devil Outsider, 1B, 2/3
Bloodthirsty Marauder must attack each turn if able.
Carrion Crawler
C, Creature – Aberration, BB, 2/1
Whenever Carrion Crawler deals combat damage to a player, remove a card in that player's graveyard from the game.
Charred Remains
C, Creature - Undead Dwarf, 2B, 4/4
Whenever Charred Remains becomes the target of a spell or ability, sacrifice it.
Chill of the Grave
R, Enchantment, 2BB
BB, Pay 2 life, Sacrifice a swamp: Return target creature card from your graveyard to play.
Cloudkill
R, Sorcery, BBB
Put two -1/-1 counters on each creature.
Commune with the Dead
R, Enchantment, 1BB
At the beginning of your upkeep, you draw a card and you lose 1 life.
Cremate
U, Instant, B
Remove target card in a graveyard from the game.
Draw a card.
Cutthroat Assassin
U, Creature - Human Rogue, 2BB, 2/1
First strike (This creature deals combat damage before creatures without first strike.)
When Cutthroat Assassin comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated.
Darkbolt
C, Sorcery, BB
Darkbolt deals 2 damage to target creature and you gain 2 life.
Death Knell
C, Enchantment – Aura, B
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature.
Demonologist
U, Creature - Elf Human Wizard, 1BB, 3/1
T, Sacrifice Demonologist: Target creature gets +3/+0 until end of turn.
Diabolic Tutor
R, Sorcery, 2BB
Search your library for a card and put that card into your hand. Then shuffle your library.
Disease Carriers
C, Creature - Vermin, 2BB, 2/2
When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn.
Energy Drain
C, Sorcery, X1B
Spend only black mana on X.
Energy Drain deals X damage to target creature or player. You gain X life.
Enervation
C, Sorcery, 2B
Target player discards a card.
Draw a card.
Fallen Angel
R, Creature – Angel Outsider, 3BB, 3/3
Flying (This creature can't be blocked by creatures without flying.)
Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
Fearsome Presence
C, Enchantment - Aura, 1B
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +3/-1.
Finger of Death
U, Instant, 3BB
Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
Foul Imp
C, Creature – Imp Outsider, BB, 2/2
Flying (This creature can't be blocked by creatures without flying.)
When Foul Imp comes into play, you lose 2 life.
Ghoul's Touch
C, Enchantment – Aura, B
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +2/+1
Haunted Diabolist
C, Creature – Human Wizard, 3B, 2/2
When Haunted Diabolist comes into play, you may return target creature card from your graveyard to your hand.
Hezrou
R, Creature - Demon Outsider, 2BB, 6/6
At the beginning of your upkeep, you lose 2 life.
Maddening Scream
R, Instant, 2B
Kicker - Sacrifice a black creature. (You may sacrifice a black creature in addition to any other costs as you play this spell.)
Search target player's library for up to two cards and remove them from the game. Then that player shuffles his or her library.
If the kicker cost was paid, instead search target player's library for up to four cards and remove those cards from the game. Then that player shuffles his or her library.
Merciless Vigilante
C, Creature – Human Orc Fighter, 1B, 1/1
When Merciless Vigilante comes into play, target opponent discards a card from his or her hand.
Morality Undone
U, Instant, 2B
Until end of turn, whenever a creature you control is dealt damage, you gain that much life.
Nightmare
R, Creature - Outsider, 5B, */*
Flying (This creature can't be blocked except by creatures with flying.)
Nightmare's power and toughness are each equal to the number of Swamps you control.
Night's Caress
C, Instant, 2BB
Creatures you control get +3/+0 until end of turn.
Oath of Blood
C, Instant, XB
As an additional cost to play Oath of Blood, remove X cards in your graveyard from the game.
You draw X cards and you lose X life.
Pact of Return
R, Sorcery, 3BB
Each player returns all creature cards from his or her graveyard to play.
Restless Dead
C, Creature – Undead Human, 1B, 1/1
B: Regenerate Restless Dead. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Revenant
U, Creature – Undead Spirit, 4B, */*
Flying (This creature can't be blocked by creatures without flying.)
Revenant's power and toughness are each equal to the number of creature cards in your graveyard.
Scavenging Blighter
U, Creature - Elf Human Druid, 2B, 2/1
T, Pay 1 life: Add one mana of any color to your mana pool.
Shadow Adept
U, Creature – Human Wizard, B, 1/1
Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)
Shadow Walker
U, Creature – Undead, 3BB, 3/4
Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)
Shadowy Specter
U, Creature – Undead Spirit, 2BB, 2/3
Flying (This creature can't be blocked by creatures without flying.)
Whenever Shadowy Specter deals damage to a player, that player discards a card at random.
Shadow Shroud
C, Enchantment - Aura, BB
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature fear. (This creature can't be blocked except by artifact creatures and/or black creatures.)
Slaymate
R, Creature - Undead, 3B, 0/0
As Slaymate comes into play, remove a creature card in target opponent's graveyard from the game. If you do, Slaymate becomes a copy of that card and its creature type becomes Undead in addition to its other types.
Slay Living
C, Instant, 1B
Destroy target nonblack, nonartifact creature. It can't be regenerated.
Sleepless Warrior
C, Creature – Undead Human Fighter, 1B, 2/2
Touch of Fatigue
C, Sorcery, B
Target player discards a card at random.
Trap the Soul
U, Sorcery, 3B
Return target creature card from your graveyard to play.
True Necromancer
R, Creature – Human Cleric Wizard, 2B, 2/2
Undead you control get +1/+1.
2B, T: Return target Undead card from your graveyard to your hand.
Unholy Aura
R, Enchantment, 1B
Black creatures get +1/+1.
Vampiric Blade
U, Enchantment - Aura, 2B
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Pay 2 Life: Regenerate enchanted creature.
Veil of Undeath
U, Enchantment, 3BB
Creatures you control have fear. (They can't be blocked except by artifact creatures and black creatures.)
Void Disciple
C, Creature – Human Orc Cleric, B, 1/1
Sacrifice Void Disciple: Add B to your mana pool.
Wail of the Banshee
R, Sorcery, XBB
As an additional cost to play Wail of the Banshee, pay X life.
Target opponent discards X cards at random.
Wall of Bone
C, Creature – Undead Wall, 2B, 1/4
Defender (This creature can’t attack.)
B: Regenerate Wall of Bone. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Waves of Exhaustion
U, Sorcery, 3BB
Target player loses 4 life and you gain 4 life.
Whispering Shade
C, Creature - Undead Shade, 3B, 1/1
Swampwalk (This creature is unblockable as long as defending player controls a swamp.)
B: Whispering Shade gets +1/+1 until end of turn.
Will-o'-the-Wisp
U, Creature - Abberation, B, 0/1
Flying (This creature can't be blocked except by creatures with flying.)
B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Wrack
U, Enchantment, 2B
Whenever an opponent discards a card, Wrack deals 2 damage to that player.
Wrack Earth
C, Sorcery, 3B
Destroy target land. Its controller loses 2 life.
Red
Acid Fog
U, Enchantment, 2RR
Whenever a creature comes into play, Acid Fog deals 2 damage to it.
Arcane Cancellation
R, Sorcery, 2RR
Destroy all artifacts.
Barbarian Brawler
C, Creature – Dwarf Barbarian, 2R, 3/1
Damage Reduction 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
Battlerager
C, Creature – Dwarf Barbarian, R, 1/1
Haste (This creature can attack the turn it comes under your control.)
Blazing Dragon
R, Creature – Dragon, 4RR, 5/5
R: Blazing Dragon gets +1/+0 until end of turn.
Bull Rush
C, Sorcery, 3R
Creatures can't block this turn.
Bull's Strength
C, Enchantment - Aura, 1R
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
R: Enchanted creature gets +1/+0 until end of turn.
1R: Enchanted creature gains trample until end of turn.
Burning Hands
C, Sorcery, R
Kicker 2R (You may pay an additional R as you play this spell.)
Burning Hands deals 1 damage to each creature without flying.
If the kicker cost was paid, instead Burning Hands deals 2 damage to each creature without flying.
Call Lightning
U, Instant, 2R
Call Lightning deals 2 damage to each creature.
Chaos Beast
R, Creature – Outsider, 5RR, 6/6
You may divide Chaos Beast’s combat damage as you choose among defending player and/or any number of creatures he or she controls.
Crisis of Confidence
U, Instant, 3R
Crisis of Confidence deals damage equal to the number of cards in target player's hand to that player.
Deep Diviner
R, Creature - Gnome Sorcerer, 3R, 2/2
T: Draw a card, then discard a card unless you sacrifice a mountain.
Deflect Spell
R, Instant, 1RR
Change the target of target spell with a single target.
Dire Leopard
C, Creature – Animal, 1R, 2/1
Mountainwalk (This creature is unblockable as long as defending player controls a mountain.)
Dragon Disciple
C, Creature – Orc Barbarian Sorcerer, 2RR, 2/2
First Strike (This creature deals it damage before creatures without first strike.)
1R, Discard a card at random: Dragon Disciple gets +3/+0 and gains flying until end of turn. Play this ability no more than once each turn.
Dungeon Delver
U, Creature – Gnome Rogue, 2R, 2/2
Dungeon Delver can’t be blocked by creatures with flying.
Dwarven Runesmith
C, Creature – Dwarf Sorcerer, 2RR, 2/2
1R, Discard a card at random: Runesmith deals 2 damage to target blocking creature.
Dwarven Warpriest
C, Creature – Dwarven Cleric Fighter, 2R, 1/3
Haste (This creature can attack and tap the turn it comes into play.)
T: Target creature gains haste until end of turn.
Earthquake
R, Sorcery, XR
Earthquake deals X damage to each creature without flying and each player.
Elemental Savant
U, Creature – Human Sorcerer, R, 1/1
Discard a card: Elemental Savant gets +1/+0 until end of turn.
Sacrifice a land: Elemental Savant deals 1 damage to target creature.
Empower Spell
R, Instant, RR
The next time an instant or sorcery would deal damage this turn, it deals double that damage instead.
Draw a card.
Enraged Wyrven
U, Creature - Dragon, 4R, 3/2
Flyng (This creature can't be blocked except by creatures with flying.)
First Strike (This creature deals its combat damage before creatures without first strike.)
Fiery Efreet
U, Creature – Genie Outsider, 2RR, 3/4
Flying
At the beginning of your upkeep, sacrifice Fiery Efreet unless you play RR.
Fireball
U, Sorcery, XR
Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
As an additional cost to play Fireball, pay 1 for each target beyond the first.
Fire Seeds
R, Enchantment, RRR
Discard a land card from your hand: Fire Seeds deals 2 damage to target creature or player.
Fit of Rage
C, Sorcery, 1R
Target creature gets +3/+3 and gains first strike until end of turn. (That creature deals combat damage before creatures without first strike.)
Goblin Sapper
C, Goblin Fighter, R, 1/1
Whenever Goblin Sapper becomes blocked, sacrifice it. If you do, Goblin Sapper deals 3 damage to the creature blocking it.
Goblin Summons
U, Sorcery, 1RR
Put two 1/1 red goblin creature tokens with haste into play.
Grease
U, Enchantment, 3R
Creatures can't block.
Great Cleave
U, Sorcery, R
Target creature gets +2/+0 and gains trample until end of turn.
Draw a card.
Highand Stalker
C, Creature – Human Orc Ranger, 2R, 1/1
At the beginning of your upkeep, you may have Highand Stalker deal 1 damage to target player.
Intimidating Ravager
R, Creature – Human Orc Barbarian, 5R, 5/5
Haste (This creature can attack the turn it comes under your control.)
When Intimidating Ravager comes into play, tap all other creatures.
Magic Missile
C, Instant, R
Magic Missile deals 2 damage to target creature or player.
Merciless Phoenix
R, Creature – Beast, 3RR, 3/3
Flying (This creature can’t be blocked by creatures without flying.)
When Merciless Phoenix is put into a graveyard from play, return Merciless Phoenix to its owner's hand.
Nessian Hellhound
C, Creature - Outsider, 1R, 1/1
Nessian Hellhound can't block.
R: Nessian Hellhound gets +1/+0 until end of turn.
Orcish Spy
C, Creature – Human Orc Rogue, R, 1/1
T: Look at the top three cards of target player's library.
Rally the Mobs
C, Instant, 3R
Attacking creatures get +2/+0 and gain trample until end of turn.
Rampaging Bullette
C, Creature - Beast, 4R, 4/2
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Haste (This creature can attack and tap the turn it comes under your control.)
Reflexes
C, Enchantment - Aura, R
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has first strike. (It deals combat damage before creatures without first strike.)
Relentless Assault
R, Sorcery, 2RR
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Repel Metal or Stone
U, Sorcery, 3R
Destroy target artifact or land.
Ridgetop Raptor
U, Creature – Beast, 3R, 2/1
Double strike (This creature deals both first-strike and regular combat damage.)
Scorching Ray
U, Instant, 1R
Kicker 5R (You may pay an additional 5R as you play this spell.)
Scorching Ray deals 3 damage to target creature or player.
If the kicker cost was paid, instead Scorching Ray deals 6 damage to target creature of player and the damage can't be prevented.
Shatter
C, Instant, 1R
Destroy target artifact.
Spell Penetration
U, Enchantment, 2R
Spells or abilities that target spells you control cost 2 more to play.
Spider Eater
U, Creature - Vermin, 2R, 1/1
Flying
Whenever Spider Eater becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards.
Stonelord
R, Creature – Dwarf Sorcerer, 1R, 1/1
2R, Discard a land card: Destroy target nonbasic land.
Storm Giant
R, Creature - Giant, 2RR, 5/5
When Storm Giant comes into play, sacrifice it unless you discard a card at random.
Storm of Vengeance
R, Sorcery, 6RR
Storm of Vengeance can't be countered.
Destroy all artifacts, creatures, and lands. They can't be regenerated.
Suggestion
U, Sorcery, 2R
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Thundering Giant
C, Creature - Giant, 3RR, 4/3
Haste (This creature can attack the turn it comes under your control.)
Transmute Rock to Mud
C, Sorcery, 2R
Destroy target land.
Tribal Ogre Mage
C, Creature – Ogre Wizard, 3R, 3/3
2: Tribal Ogre Mage is colorless until end of turn.
Two Weapon Fighting
R, Enchantment - Aura, 1R
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature is put into a graveyard from play, return Two Weapon Fighting to its owner's hand.
Wall of Fire
U, Creature - Construct, 1RR, 0/5
Defender (This creature can't attack.)
R: Wall of Fire gets +1/+0 until end of turn.
War Mind
U, Creature – Human Orc Barbarian, RR, 2/1
Damage Reduction 2 (If a source would deal damage to War Mind, prevent 2 of that damage.)
Wild Mage
U, Creature - Human Sorcerer, 1R, 2/2
Wild Mage can't block.
Discard a card at random: Target creature can't block this turn.
Green
Creatures
Anaconda
C, Creature - Animal, 3G, 3/3
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Ancient Treant
U, Creature - Plant, 3GG, 4/5
Ancient Treant can't be countered.
Spell Resistance 2
Animal Affinity
U, Enchantment, 2G
Whenever you attack with three or more creatures, draw a card.
Animal Growth
R, Instant, 3G
Target creature gets +7/+7 until end of turn.
Arcane Archer
U, Creature - Elf Human Ranger Wizard, 4G, 3/2
Arcane Archer can block as though it had flying.
Whenever Arcane Archer deals combat damage to a player, add 2 to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.
Awaken
U, Instant, G
Until end of turn, target land is a 3/3 creature that's still a land.
Bear's Endurance
C, Enchantment – Aura, 2G
Flash (You may play this spell any time you could play an instant.)
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +0/+3.
G: Regenerate enchanted creature.
Beastmaster
R, Creature - Elf Druid, 2G, 2/2
Other green creatures you control get +1/+1.
Blood Hound
U, Creature - Halfling Rogue, 2G, 1/1
Whenever Blood Hound deals combat damage to a creature, draw a card.
Cat's Grace
U, Enchantment – Aura, 1G
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 and can't be blocked except by two or more creatures.
Centaur Glade
U, Enchantment, 3GG
2GG: Put a 3/3 green Centaur creature token into play.
Centaur Warrior
U, Creature – Centaur Fighter, 4GG, 5/5
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
1G: Regenerate Centaur Warrior. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Commune With Nature
C, Sorcery, 1G
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Creeping Doom
R, Sorcery, 4GG
Put eight 1/1 green vermin creature tokens into play.
Deepwood Sniper
C, Creature – Elf Ranger, G, 1/1
Deepwood Sniper can't be the target of spells or abilities controlled by your opponents.
Displacer Beast
C, Creature – Beast, 2G, 2/2
You may have Displacer Beast deal its combat damage to defending player as though it weren't blocked.
Dire Wolverine
U, Creature – Animal, G, 1/1
Whenever Dire Wolverine deals combat damage to a player, put a +1/+1 counter on it.
Druid's Companion
U, Instant, 4G
Put a 4/4 green beast creature token into play.
Drunken Master
R, Creature - Human Monk, 2GG, 3/4
W: Drunken Master gains vigilance until end of turn.
U: Drunken Master gains flying until end of turn.
B: Drunken Master gains fear until end of turn.
R: Drunken Master gains first strike until end of turn.
G: Drunken Master gains trample until end of turn.
Elven Tempest
R, Creature - Elf Ranger, 3GG, 4/4
Whenever Elven Tempest becomes blocked, it gets +2/+2 for each creature blocking it.
Enlightened Fist
U, Creature – Human Monk, 1G, 2/2
Spell Resistance 4
Entangle
C, Instant, 1G
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Faerie Dragon
R, Creature - Fey Dragon, 3GGG, 5/5
Flying (This creature can't be blocked except by creatures with flying.)
GG: Target creature gets +1/+1 until end of turn.
Fochlucan Lyrist
C, Creature – Gnome Bard, G, 1/1
T: Add 1 to your mana pool.
Forest Troll
C, Creature – Beast, 2G, 2/2
G: Regenerate Forest Troll. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Foster
R, Enchantment, 2GG
Whenever a creature you control is put into a graveyard, you may pay 1. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.
Great Fortitude
C, Instant, G
Target creature gets +3/+3 until end of turn.
Halfling Outrider
C, Creature – Halfling Ranger, 2GG, 3/3
Halfling Outrider can't be blocked except by two or more creatures.
Heal
C, Sorcery, XG
You gain X life.
Draw a card.
Heroes' Feast
U, Sorcery, 3G
Put a +1/+1 counter on each creature you control.
Hurricane
R, Sorcery, XG
Huricane deals X damage to each creature with flying and each player.
Insect Plague
U, Sorcery, 3G
Destroy target noncreature permanent.
Jungle Spider
C, Creature – Vermin, 2G, 1/4
Jungle Spider can block as though it had flying.
G, T: Jungle Spider deals 1 damage to target creature with flying.
Legend Lore
U, Sorcery, 2G
Return target card from your graveyard to your hand.
Magic Fang
U, Instant, 2G
Target creature gets +4/+4 and gains trample until end of turn.
Naturalize
C, Instant, 1G
Destroy target artifact or enchantment.
Natural Spell
R, Enchantment, 1G
When Natural Spell comes into play, draw a card.
Creature spells you play can't be countered.
Owlbear
C, Creature – Beast, 1G, 2/2
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Planar Shepherd
U, Creature – Elf Druid, 2GG, 2/2
When Planar Shepherd is put into a graveyard from play, you may remove it from the game. If you do, search your library for a creature card, reveal it, and put it in your hand. Then shuffle you library.
Overgrown Vines
C, Creature – Plant Wall, 1G, 0/4
Defender (This creature can’t attack.)
T: Add G to your mana pool.
Pass Without Trace
C, Sorcery, G
Kicker 1G (You may pay an additional 1G as you play this spell.)
Target creature gains forestwalk until end of turn.
If the kicker cost was paid, all creatures you control gain forestwalk until end of turn.
Peerless Archer
U, Creature - Elf Fighter, GG, 2/2
Kicker 1G (You may pay an additional 2G as you play this spell.)
Peerless Archer can block as though it had flying.
If the kicker cost was paid, Peerless archer comes into play with a +1/+1 counter.
Plant Growth
C, Enchantment – Aura, G
Enchant Land (Target a land as you play this spell. This card comes into play attached to that land.)
Whenever enchanted land is tapped for mana, it produces an additional G.
Purple Wurm
C, Creature - Beast, 7G, 8/6
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Reincarnate
R, Sorcery, 2GG
As an additional cost to play Reincarnate, sacrifice a creature.
Search your library for a green creature card and put it into play. Then shuffle your library.
Rust Monster
U, Creature – Abberration, 1GG, 2/2
Whenever Rust Monster becomes blocked by a creature, destroy all equipment attached to that creature.
Whenever Rust Monster deals combat damage to a player, you may destroy target artifact that player controls.
Seeker of the Song
C, Creature – Elf Bard, 2G, 2/3
Kicker G (You may pay an additional G as you play this spell.)
When Seeker of the Song comes into play, if the kicker cost was paid, destroy target artifact or enchantment.
Shambling Mound
R, Creature - Plant, 4GG, 3/3
Forestwalk (This creature can't be blocked if defending player controls a forest.)
If Shambling Mound would be destroyed, regenerate it.
Solid Fog
R, Enchantment, 3G
Creatures can't be the targets of spells or abilities.
Creatures can't be blocked by more than one creature.
Speak with Plants
U, Enchantment – Aura, 2G
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 for each forest you control.
Spellsinger
U, Creature - Gnome Bard, 3G, 2/2
Flash (You may play this spell any time you could play an instant.
When Spellsinger comes into play or leaves play, target creature gets +2/+2 until end of turn.
Sylvan Soul
R, Creature – Dryad Spirit, G, 0/2
Sylvan Soul can't attack or block.
T: Add one mana of any color to your mana pool.
Tangle Spider
C, Creature - Vermin, 4GG, 3/4
Flash (This spell can be played any time you could play an instant.)
Tangle Spider can block as though it had flying.
Tattooed Monk
C, Creature – Human Monk, 3G, 3/2
Flash (You may play this spell any time you could play an instant.)
Thorn Elemental
R, Creature - Elemental Outsider, 5GG, 7/7
You may have Thorn Elemental deal its combat damage to defending player as though it weren't blocked.
Venomous Basilisk
U, Creature - Beast, 2GG, 3/4
Whenever Venomous Basilisk deals combat damage to a non-wall creature, destroy that creature at end of combat.
Windwalker
U, Creature – Elf Druid, 3G, 1/3
Windwalker can't be blocked except by creatures with flying.
Whenever Windwalker deals combat damage to a player, you may reveal the top card of your library. If a land card is revealed this way, put that card into play, tapped.
Wooden Jannie
R, Creature - Genie Outsider, 3G, 4/5
As long as you control a nonbasic land, Wooden Jannie gets -2/-2.
Woodling
C, Creature - Spirit, G, 1/1
Forestwalk (This creature is unblockable as long as defending player controls a forest.)
Artifacts
Adamantine Tower Shield
U, Artifact - Equipment, 1
Equipped creature gets +0/+6.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Amulet of Natural Armor
U, Artifact, 6
You have Damage Reduction 1 (If a source would deal damage to you, prevent 1 of that damage.)
Bag of Holding
U, Artifact, 1
2, Sacrifice Bag of Holding: Return target artifact card from your graveyard to your hand.
Boots of Striding and Springing
U, Artifact - Equipment, 2
Equipped creature has haste and can't be blocked except by creatures with flying.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Candle of Truth
U, Artifact, 3
Players play wth their hands revealed.
Demon Plate
R, Artifact - Equipment, 2
Equipped creature gets +2/+2 and has "T: This creature deals 2 damage to target creature."
As long as equipped creature is black, it has fear.
Equip 4 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Figurine of Wonderous Power
R, Artifact, 4
X: Figurine of Wonderous Power becomes an X/X artifact creature until end of turn.
2: Figurine of Wonderous Power gains flying, first strike, or vigilance until end of turn. Play this ability only if Figurine of Wonderous Power is a creature.
Flying Carpet
U, Artifact, 4
2, T: Target creature gains flying until end of turn.
Guantlets of Ogre Power
R, Artifact - Equipment, 4
Equipped creature gets +5/+0.
As long as equipped creature is red, it has first strike and haste.
Equip 3
Gnomish Automaton
U, Artifact Creature - Construct, 4, 3/1
Flying
Gnomish Automaton can only block creatures with flying.
Helm of Brilliance
R, Artifact - Equipment, 3
Whenever equipped creature deals combat damage to a player, draw two cards.
As long as equipped creature is blue, it is unblockable.
Equip 3
Holy Avenger
R, Artifact - Equipment, 4
Equipped creature gets +5/+5 and has first strike.
As long as equipped creature is white, Holy Avenger has "Whenever equipped creature deals combat damage to a black creature, remove that creature from the game."
Equip 4
Iron Golem
R, Artifact Creature - Golem, 6, 3/3
Whenever Iron Golem would be dealt damage from a spell, put that many +1/+1 counters on it instead.
Ioun Stone
R, Artifact, 2
W, T: Prevent the next 1 damage that would be dealt to you this turn.
U, T: Counter target spell that target you unless its controller pays 1.
B, T: Remove target card in a graveyard from the game.
R, T: Ioun Stone deals 1 damage to target player.
G, T: Untap target creature.
Juggernaut
R, Artifact Creature - Construct, 4, 5/3
Juggernaut attacks each turn if able.
Juggernaut can't be blocked by creatures with defender.
Luckstone
U, Artifact, 2
As Luckstone comes into play, choose a color.
Whenever a player plays a spell of the chosen color, you gain 1 life.
Mace of Smiting
U, Artifact - Equipment, 2
Equipped creature gets +2/+2.
Whenever equipped creature deals damage to a construct, golem, or outsider, destroy that creature. It can't be regenerated.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Millstone
R, Artifact, 2
2, T: Target player puts the top 2 cards of his or her library in his or her graveyard.
Mirror of Life Trapping
R, Artifact, 5
3, T: Target player loses 1 life and you gain 1 life.
Monk's Belt
U, Artifact - Equipment, 1
Equipped creature has Spell Resistance 3.
As long as equipped creature is green, it has trample.
Equip 2
Pearl of Power
R, Artifact, 4
Spells you play cost 1 less to play.
Portable Hole
R, Artifact, 5
T, Sacrifice Portable Hole: Search your library for an artifact card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
Potion of Healing
U, Artifact, 3
1, T, Discard a card: Regenerate target creature.
Ring of Resistance
R, Artifact, 3
Spells your opponents play during your turn cost 2 more to play.
Ring of Spell Storing
U, Artifact, 2
Ring of Spell Storing comes into play tapped.
When Ring of Spell Storing comes into play, choose a color.
T: Add one mana of the chosen color to your mana pool.
Rod of Negation
R, Artifact, 3
3, T: Target player discards a card from his or her hand. Play this ability only during your turn.
Shield Guardian
U, Artifact Creature - Construct, 3, 0/3
Defender (This creature can't attack.)
T: Target creature gets +0/+3 until end of turn.
Spellbook
U, Artifact, 0
You have no maximum hand size.
Sphere of Ultimate Destruction
R, Artifact, 4
Sphere of Ultimate Destruction comes into play tapped.
3, T, Sacrifice Sphere of Ultimate Destruction: Destroy all nonland permanents.
Vorpal Scimitar
R, Artifact - Equipment, 3
Equipped creature gets +3/+0.
Whenever equipped creature deals combat damage to a creature, destroy that creature.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Wand of Wizardry
U, Artifact, 4
T: Add 3 to your mana pool.
Well of Many Worlds
R, Artifact, 6
6, T: Search your library for a card and put that card into your hand. Then shuffle your library.
Lands
Barren Veldt
R, Land - Plains Swamp
(T: Add W or B to your mana pool.)
When Barren Veldt comes into play, you lose 2 life.
Brushwood Marsh
R, Land - Swamp Forest
(T: Add B or G to your mana pool.)
When Brushwood Marsh comes into play, you lose 2 life.
Canyon Grove
R, Land - Mountain Forest
(T: Add R or F to your mana pool.)
When Canyon Grove comes into play, you lose 2 life.
Darkwater Lagoon
R, Land - Island Swamp
(T: Add U or B to your mana pool.)
When Darkwater Lagoon comes into play, you lose 2 life.
Frozen Steppe
R, Land - Plains Island
(T: Add W or U to your mana pool.)
When Frozen Steppe comes into play, you lose 2 life.
Grassland Plateau
R, Land - Mountain Plains
(T: Add R or W to your mana pool.)
When Grassland Plateau comes into play, you lose 2 life.
Obsidian Atoll
R, Land - Island Mountain
(T: Add U or R to your mana pool.)
When Obsidian Atoll comes into play, you lose 2 life.
Royal Bazaar
R, Land
T: Add one mana of any color to your mana pool. Royal Bazaar deals 1 damage to you.
Verdant Isle
R, Land - Forest Island
(T: Add G or U to your mana pool.)
When Verdant Isle comes into play, you lose 2 life.
Volcanic Slough
R, Land - Swamp Mountain
(T: Add B or R to your mana pool.)
When Volcanic Slough comes into play, you lose 2 life.
Wildwood Meadow
R, Land - Forest Plains
(T: Add G or W to your mana pool.)
When Wildwood Meadow comes into play, you lose 2 life.
I love Magic and DnD. Thats why I designed a DnD Core set, a Dark Sun Block (Finished), Eberron Block (Unfinished), and a Ravenloft Block (Unfinished). If interested, check them out in the Custom Sets forum.
Shadowtank
To post a comment, please login or register a new account.
I have designed a "Core Set" combining DnD and Magic: The Gathering. I had always wanted to design a Magic Set that revolves around Ravenloft, my favorite DnD campaign setting. First off, is it acceptable to post such a set on this site. I certainly do not want to break any laws or get in trouble for such an endeavor. It just seems a waste to create such a thing and never share it with anyone who might love it too.
As for my credentials, I have religiously followed DnD since 1992 (and I read almost everything made before that year), and I have religiously followed Magic: The Gathering since the release of Mercadian Masque.
If posting such a set is acceptable, please let me know here on with a private message. If it is such, I would appreciate advice as to how to post a set here. If all goes well with the core set I created, I will post expansions based on specific campaign settings. For those interested, Dark Sun, Ravenloft, and Eberron are slated for creation this year. (I have base set for Dark Sun done, next up is the first expansion for Dark Sun block: Veiled Alliance.)
For those that are DnD fans: I have created each creature, spell, artifact, and to some extent land, from DnD lore. The world specific sets are very carefully examined to create as many "Bridges" between DnD and Magic. I know many of you will recognize certain spells and I know many of you could create a different spell with that name that might more closely match its DnD equivalent. I certainly am open to critique, but understand that not only did I have to consider the card name, spell it is derived from, etc, but I had to keep the actual set and its mechanics in mind first, so that not only did I create a monument to a DnD world, I also created a Magic set worth playing.
Thank all of you for your time.
Shadowtank
Block Design
As this will still be a Magic card game, casting costs, power/toughness, activated, triggered abilities, etc will work identically to normal Magic rules. You will be able to play these sets with other, actual Magic cards, via Apprentice, Magic Workstation, etc. Know that some cards are direct reprints of abilities (mostly core set of course), but most names have been changed. I recommend that these sets be played by themselves to get a richer experience, but that wont be a requirement.
Creatures Types/Classes
This one is a small/large change. Creature types on cards will be changed to more closely match their DnD equivalent.
Creature Types - Undead, Outsider, Aberration, Vermin, Animal, Fey
Classes - All classes from the Player's Handbook will be represented. Due to flavor/abilities, clerics, druids, wizards/sorcerers, fighters, and rogues will have more cards than paladins, bards, rangers, and barbarians. All normal races will be represented: Dwarves, Elves, Gnomes, Halflings, Half-elves (Elf Human), Half-orcs (you guessed it - Human Orc), and Humans.
Mechanics
Kicker is a base set mechanic, found in every set. My brother and I decided long ago that kicker, and its infinite flexibility, is such an elegant mechanic that it should be played next to trample, haste, flying, and vigilance (obviously not as common though) in all sets.
New Mechanic - Damage Reduction X
Damage Reduction X (If a source would deal damage to this creature, prevent X of that damage.)
This is a base set mechanic, which can be found in any set. I realize that normally, WOTC does not print mechanics with variables in them in a core set. (Kicker X, Damage Reduction X), but most anyone who will be interested in playing these sets will already be familiar with Magic and understand how they work with little explanation.
If anyone has any questions, please feel free to ask here. I will respond to questions about once a day (while I drink my coffee).
Shadowtank
1998! that means you were like 6 or 7! i've been playing since 02
Anyway, this sounds like a great idea, and i'd love to see mind flayers and the like made into cards. (mind flayers= UB fo sho) and it kinda parallels the M:tG Campaign setting im working on, which is kinda cool.
:symg::symu::symb:BUG Troll Aggro:symb::symu::symg:
:symg::symw::symb:Junk Aristocrats:symb::symw::symg:
Modern
:symu::symw::symr:American Illuminatus Control:symr::symw::symu:
:xmana::xmana::xmana:Robots:xmana::xmana::xmana:
Vintage
:symg::symu::symr:RUG Gush:symr::symu::symg:
EDH
:symw::symg::symr:Rith, the Token Maker:symr::symg::symw:
:symg::symb:Jarad, Golgari Aristocrat:symb::symg:
don't ever click here or here
I will post some examples of personal favorites from my Core Set, then a few teasers from Dark Sun: Dragon Kings
Dwarven Defender
U, Creature - Dwarf Fighter, 4W, 3/4
Defender
Damage Reduction 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
Dwarven Defender can block an additional creature.
Contingency
R, Enchantment, 1UU
When Contingency comes into play, you may remove an instant or sorcery card in your hand from the game.
2, Sacrifice Contingency: You may play a card removed from the game by Contingency without payings its mana cost.
Cloudkill
R, Sorcery, BBB
Put two -1/-1 counters on each creature.
Empower Spell
R, Instant, RR
The next time an instant or sorcery would deal damage this turn, it deals double that damage instead.
Draw a card.
Drunken Master
R, Creature - Human Monk, 2GG, 3/4
W: Drunken Master gains vigilance until end of turn.
U: Drunken Master gains flying until end of turn.
B: Drunken Master gains fear until end of turn.
R: Drunken Master gains first strike until end of turn.
G: Drunken Master gains trample until end of turn.
Wish
R, Sorcery, WUBRG
Wish can't be countered.
Search your library for a card and remove it from the game, face down. Until end of turn, you may play that card any time you could play an instant without paying its mana cost. Spells played this way can't be countered.
At end of turn, remove the top twenty cards of your library from the game.
Dark Sun Teasers
Sand Bride
U, Desert Creature - Undead Spirit, 3W, 4/4
Vanishing 4
Sacrifice a Desert permanent: Put a time counter on Sand Bride.
Wisdom of the Sorcerer-Kings
R, Instant, 2U
Search your library for a blue instant card, reveal it, and put it in your hand. Then shuffle your library. If a color other than U was spent to play Wisdom of the Sorcerer-Kings, you may search for an instant card of that color instead.
Pit Snatcher
R, Creature - Undead, 3BB, 3/3
Whenever a creature dealt damage by a creature named Pit Snatcher this turn is put into a graveyard, put a 3/3 black undead creature token named Pit Snatcher into play.
Overchannel
C, Sorcery, 1R
Add 4 to your mana pool.
Ssurran Trader
U, Creature - Beastfolk Druid, 1GG, 2/1
When Ssuran Trader comes into play, if you control fewer creatures than any opponent, you may search your library for a creature card with converted mana cost 1 or less, and put that card into play. If you do, shuffle your library.
Drift Magic (Yes, this is a colorless enchantment)
R, Enchantment, 3
Colorless spells you play cost 1 less to play.
Colorless creatures you control get +1/+1.
Whirling Trikal
R, Artifact - Equipment, 3
Equipped creature gets +1/+0 and has first strike.
Whenever equipped creature deals combat damage to creature, tap that creature and remove it from combat. It doesn't untap during its controller's next untap step.
Equip 2
Shadowtank
Damage reduction [number] - [Quality] (If a non-[quality]-source would deal damage to this creature, prevent [number] of that damage.)
Like
Damage reduction 3 - Instant (If a non-instant source would deal damage to this creature, prevent 3 of that damage)
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Damage Reduction is a White/Red mechanic, occasionally splashed into other colors, notably black/green. (Blue always gets shafted, doesn't it?)
I am considering a mechanic that would help cover the other end of the spectrum: Spell Resistance
Spell Resistance X (Spells and abilities that target this creature cost X more to play.)
Also, I believe I have yet to mention this: Vanishing is a base set mechanic.
I feel it greatly adds to the Spell Duration effect that makes DnD spells more/less powerful. It is used sparingly, and without mechanics attached to it, like comes into play/leaves play effects used on cards with Vanishing in Planar Chaos. It allows me to make more powerful spells without inflating mana costs, simply by making it go away after a while.
Below is a list of Keywords/mechanics found in the Base Set.
Flying, First Strike, Vigilance, Haste, Double Strike, Provoke, Landwalk, Protection, Damage Reduction, Kicker, Vanishing, Trample, and Regeneration. Finally we come to Spirit Link - We should all know what this one does (Whenever this creature deals damage, you gain that much life.).
Here is another card for you; it ties into the Vanishing Mechanic.
Dispel Magic
C, Instant, 1W
Choose one: Destroy target enchantment; or Remove all time counters from target permanent.
Though at first glance, it seems weak compared to disenchant and such, but Dispel Magic can "Kill" a creature with Vanishing.
Shadowtank
Desert Permanents - Works like Snow. Used in Dark Sun Block only. I think the snow mechanic was an elegant mechanic and could be used again in a different way. Dark Sun is 75% desert land, and has lots of desert creatures. I made sense to reuse the Snow Mechanic in this block, without ever printing the word Snow. The basic lands are not called Sand-covered or Desert-covered. They each have their own names, based on land types from the Dark Sun Campaign Setting.
Scrub Plains
C, Basic Desert Land - Plains
(T: Add W to your mana pool.)
Silt Shoals
C, Basic Desert Land - Island
(T: Add U to your mana pool.)
Mud Flats
C, Basic Desert Land - Swamp
(T: Add B to your mana pool.)
Stony Barrens
C, Basic Desert Land - Mountain
(T: Add R to your mana pool.)
Vertical Forest
C, Basic Desert Land - Forest
(T: Add G to your mana pool.)
Ravenloft Block will be a Legends block. For those of you familiar with Ravenloft, virtually every domain lord will have his or her own Card. The First Set: The Core of Fear represents all the domains of the core. The second set: Clusters of Madness, represents the domain clusters. Finally, the third set: Islands of Terror, represents all the floating islands, most notably, The Nightmare Lands.
I have yet to design game mechanics for Ravenloft or Eberron at this time. Eberron will be an ally only gold block. Ravenloft will be a nemesis-only Block. Kicker will be predominant in Eberron, as will Living Spells. Ravenloft will most likely use Corruption Counters (which players gain/lose), to represent the Stages of Corruption. This is a major DnD mechanic used in Ravenloft and I see no reason not to use it in a Magic Set.
Shadowtank
:symg::symu::symb:BUG Troll Aggro:symb::symu::symg:
:symg::symw::symb:Junk Aristocrats:symb::symw::symg:
Modern
:symu::symw::symr:American Illuminatus Control:symr::symw::symu:
:xmana::xmana::xmana:Robots:xmana::xmana::xmana:
Vintage
:symg::symu::symr:RUG Gush:symr::symu::symg:
EDH
:symw::symg::symr:Rith, the Token Maker:symr::symg::symw:
:symg::symb:Jarad, Golgari Aristocrat:symb::symg:
don't ever click here or here
Power Attack
U, Enchantment - Aura, R
Enchant creature
Whenever enchanted creature would deal combat damage to a creature or player, you may prevent it. If you do, enchanted creature deals X damage to that creature or player at end of combat, where X is equal to its power +3.
Or...... (As my imagination churns)
Power Attack could be a keyword
Power Attack (This creature deals its combat damage after creatures without Power Attack.)
As for Combat Expertise, here it is below, along with an aura from each other color as well. Cheers!
Combat Expertise
C, Enchantment – Aura, 1W
Enchant creature
Enchanted creature has vigilance.
W: Enchanted creature gets -1/+1 until end of turn.
Displacement
C, Enchantment – Aura, U
Enchant creature
Enchanted creature is unblockable unless defending player pays 2. (This cost is paid as blockers are declared.)
U: Return Displacement to its owner's hand.
Vampiric Blade
U, Enchantment - Aura, 2B
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Pay 2 Life: Regenerate enchanted creature.
Two Weapon Fighting
R, Enchantment - Aura, 1R
Enchant creature
Enchanted creature gets -1/-0 and has double strike.
Whenever enchanted creature is put into a graveyard from play, return Two Weapon Fighting to its owner's hand.
Speak with Plants
U, Enchantment – Aura, 2G
Enchant Creature
Enchanted creature gets +1/+1 for each forest you control.
Shadowtank
Shadowtank
I'll be happy to contribute. I love the concept of DR/SR being incorporated into creatures. It's a good aside to Protection from [object].
Eberron is also my favorite setting, so most of my submissions will stem from the resources I have based on Eberron. I've already developed a King Kaius card (although it's entirely Magic-ized... hardly any D&D semblance... really just a human Mirri the Cursed with a twist)
Any requests/comments/suggestions for material to work on?
I haven't decided whether or not warforged will be Artifact creatures or colored cards with the creature type construct. There are reasons for going both ways, so it will partly depend on card space and overall design of the block. Shifters, Kalashtar, and Changelings will be in the set.
Living Spells will be a mechanic in the set. They will be creature cards with abilities that mimic the spell they are created from. I will pull spells from the DnD Core set, and maybe a couple of the listed Living Spells in the various supplements.
Ex.
Living Fireball
U, Creature - Elemental Construct, 3RR, 3/3
X, T, Sacrifice Living Fireball: Living Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
As an additional cost to play this ability, pay 1 for each target beyond the first.
This may not be the final incarnation for Living Spells, as Im considering creating a mechanic for it. Eberron is also a gold, Ally Only set. That means it will contain WU, UB, BR, RG, and GW spells. There will also be cards in each color that have activated abilities and such that work from allied mana.
For those interested in helping, the biggest help I could get right now is help with fine-tuning the DnD core set. I will post the DnD core set on these forums tonight, and will be availabe regularly to answer questions and read suggestions from everyone regarding the set. Any misprinted abiliites, incorrectly written cards (I consider myself very good at correctly wording cards, but no one is immune to the Chopping Block.)
Also, I realize many people will recognize the names of spells from their DnD counterpart. I also know there are many many different ways to represent various spells. If someone has a suggestion regarding the naming of a card, or the effect of a card in relation to its name, I am open to ideas there as well.
Shadowtank
I cant wait to review the core set though.
Also, eberron equipment:
House Cannith Goggles
Artifact- Equipment {U}
:1mana:, :symtap:: Equipped creature can blcok unblockable creatures as though they were'nt unblockable.
Equipped creature has ":2mana:, :symtap:: Look at target player's hand.
Equip
Burning Warhammer
Artifact- Equipment
~ is red.
You may only spend red mana to pay ~'s mana cost.
Equipped creature gets +4/+0.
When ~ is put into a graveyard from play, put a 4/1 red Elemental creature token into play.
Equip
:symg::symu::symb:BUG Troll Aggro:symb::symu::symg:
:symg::symw::symb:Junk Aristocrats:symb::symw::symg:
Modern
:symu::symw::symr:American Illuminatus Control:symr::symw::symu:
:xmana::xmana::xmana:Robots:xmana::xmana::xmana:
Vintage
:symg::symu::symr:RUG Gush:symr::symu::symg:
EDH
:symw::symg::symr:Rith, the Token Maker:symr::symg::symw:
:symg::symb:Jarad, Golgari Aristocrat:symb::symg:
don't ever click here or here
Spell Resistance X (Spells and abilities your opponents control that target this cost X more to play.)
Thanks to everyone for your support.
Here is White:
Antimagic Field
R, Enchantment, 2WW
Spells cost 2 more to play.
Asperi
C, Creature - Beast, W, 1/1
Kicker 2W (You may pay an additional 2W as you play this spell.)
If the kicker cost was paid, Asperi comes into play with a +1/+1 counter on it and with flying.
Angelic Crusader
R, Creature – Angel Outsider, 3WW, 4/4
Flying (This creature can’t be blocked except by creatures with flying.)
Vigilance (Attacking doesn’t cause this creature to tap.)
Ancient Gold Dragon
R, Creature - Dragon, 5WW, 5/5
Flying (This creature can’t be blocked except by creatures with flying.)
Spirit Link (Whenever this creature deals damage, you gain that much life.)
Anointed Warrior
C, Creature – Human Paladin, 3W, 2/3
Whenever Anointed Warrior is dealt damage, you gain that much life.
Apostle of Peace
U, Creature – Human Cleric, W, 1/1
W, Sacrifice Apostle of Peace: You gain 3 life.
Ardent Commander
R, Creature – Human Fighter Lord, 2WW, 3/3
Other fighters you control get +1/+1.
1W, T: Target fighter gains protection from creatures until end of turn. (Target fighter can’t be blocked, targeted, or dealt damage by creatures until end of turn.)
Armageddon
R, Sorcery, 3W
Destroy all lands.
Auramancer
C, Creature - Human Wizard, 2W, 2/2
When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand.
Banishment
U, Instant, 2W
Remove target attacking or blocking creature from the game.
Beacon Hawk
C, Creature - Animal, 1W, 1/1
Flying
W: Beacon Hawk gets +0/+1 until end of turn.
Combat Expertise
C, Enchantment – Aura, 1W
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature has vigilance.
W: Enchanted creature gets -1/+1 until end of turn.
Commanding Leadership
R, Enchantment, 1WW
Creatures you control get +1/+1.
Cure Light Wounds
C, Instant, W
Kicker 3W (You may pay an additional 3W as you play this spell.)
Prevent the next 3 damage that would be dealt to target creature.
If the kicker cost was paid, instead, prevent the next 3 damage that would be dealt to each creature you control.
Dictum
C, Sorcery, 3W
Tap all creatures target player controls.
Dispel Magic
C, Instant, 1W
Destroy target enchantment.
Draw a card.
Divine Champion
U, Creature - Human Paladin, WW, 2/2
If Divine Champion would be destroyed, regenerate it. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
3: Divine Champion can't be regenerated this turn. Only any opponent may play this ability.
Divine Health
C, Enchantment – Aura, W
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature has spirit link. (Whenever enchanted creature deals damage, you gain that much life.)
Diving Griffin
C, Creature – Beast, 1WW, 2/2
Flying (This creature can’t be blocked except by creatures with flying.)
Vigilance (Attacking doesn’t cause this creature to tap.)
Divine Favor
C, Sorcery, W
As you play Divine Favor, choose a color.
Target creature gets +2/+2 and gains protection from the chosen color until end of turn. (This creature can't be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)
Dread Commando
U, Creature - Human Fighter, 2WW, 2/2
XW, T: Dread Commando deals X damage to target attacking or blocking creature.
Dwarven Defender
U, Creature – Dwarf Fighter, 4W, 3/4
Defender (This creature can’t attack.)
Damage Reduction 1 (If a source would deal damage to Dwarven Defender, prevent 1 of that damage.)
Dwarven Defender can block an additional creature.
Dwarven Hospitaler
C, Creature – Dwarf Cleric, 3W, 1/3
Flash (You may play this spell any time you could play an instant.)
When Dwarven Hospitaler comes into play, you gain 4 life.
Eagle's Splendor
C, Enchantment – Aura, W
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature gets +1/+2
Endure Elements
U, Enchantment, 2W
When Endure Elements comes into play, draw a card.
If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.
Exalted Arcanist
R, Creature - Human Cleric Wizard, 2WW, 2/3
Artifacts, creatures, and lands your opponents control come into play tapped.
Exemplar of the Shire
R, Creature – Halfling Paladin, 1WW, 2/2
First strike (This creature deals its combat damage before creatures without first strike.)
WW: Exemplar of the Shire gains protection from the color of your choice until end of turn. (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)
Forcecage
U, Enchantment, 2W
Creatures can't attack you unless their controller pays 2 for each creature attacking you. (This cost is paid as attackers are declared.)
Healing Circle
U, Enchantment, 3WW
Creatures you control have spirit link. (Whenever a creature you control deals combat damage, you gain that much life.)
Holy Aura
R, Enchantment, 3W
Creatures you control get +0/+2.
Holy Word
R, Instant, WW
Target player can't play spells or activated abilities this turn.
Imperial Archers
C, Creature – Human Fighter, 1W, 1/1
T: Imperial Archers deals 1 damage to target attacking or blocking creature.
Insightful Reflexes
R, Enchantment, 1W
Whenever a spell or ability an opponent controls causes you to discard a card from your hand, you gain 2 life and you may draw a card.
Knight's Squire
C, Creature – Human Knight, W, 1/1
1W: Knight's Squire gets +1/+1 until end of turn.
Knight Templar
U, Creature - Human Knight, 3WW, 2/5
1W: The next time a creature of your choice would deal damage to another creature, it deals that much damage to Knight Templar instead.
Magic Circle Against Alignment
U, Enchantment, 3W
As Magic Circle Against Alignment comes into play, choose a color.
2: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Master Samurai
C, Creature – Human Samurai, WW, 2/2
Whenever Master Samurai blocks or becomes blocked, it gets +1/+1 until end of turn.
Mordenkainen's Disjunction
R, Sorcery, 3WW
Destroy all artifacts and enchantments.
Mystc Theurge
U, Creature – Elf Human Cleric Wizard, 2WW, 1/3
Spell Resistance 3 (Spells and abilities controlled by an opponent that target this cost 3 more to play.)
Whenever Mystc Theurge becomes tapped, you may tap or untap another target creature.
Owl's Wisdom
U, Enchantment – Aura, WW
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Flash (You can play this card any time you could play an instant.)
As Owl's Wisdom comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Owl's Wisdom.
Pegasus Charger
U, Creature - Beast, 2W, 2/1
Flying (This creature can't be blocked except by creatures with flying.)
First strike (This creature deals combat damage before creatures without first strike.)
Planar Ally
R, Creature - Angel Outsider, 1W, 3/4
Flying, Protection from creatures
You can't play creature spells.
Prayer
U, Sorcery, 1W
Search your library for a white enchantment card, reveal that card, and put it into your hand. Then shuffle your library.
Quick Draw
U, Instant, 3W
Untap target creature you control and attach all equipment cards you control to it.
Reverse Damage
U, Instant, 1WW
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
Righteous Zealot
C, Creature – Human Fighter, W, 1/1
First Strike (This creature deals its combat damage before creatures wiithout first strike.)
Risen Martyr
U, Creature - Human Cleric, 1W, 1/3
When Risen Martyr is put into a graveyard from play, put a 1/1 white spirit creature token with flying into play.
Sacred Fist
C, Creature – Elf Human Cleric Monk, WW, 2/2
W, T: Tap target creature.
Seigemaster
U, Creature – Human Fighter, 3W, 2/4
Creatres you control have vigilance. (Attacking doesn’t cause creatures you control to tap.)
Shield of Faith
C, Instant, W
Prevent all combat damage that would be dealt this turn.
Shimmering Unicorn
C, Creature – Beast, 2W, 2/3
Whenever Shimmering Unicorn comes into play or leaves play, you gain 1 life.
Soul Warden
U, Creature - Human Cleric, W, 1/1
Whenever another creature comes into play, you gain 1 life.
Spell Immunity
U, Instant, 2W
Creatures you control gain protection from the color of your choice until end of turn. (Creatures you control can’t be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)
Spirited Charge
U, Sorcery, 3WW
Kicker 1W (You may pay an additional W as you play this spell.)
Creatures you control gain spirit link until end of turn.
If the kicker cost was paid, creatures you control get +1/+1 until end of turn.
Spiritual Healer
C, Creature – Human Cleric, 1W, 1/1
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Tomb Raider
U, Creature – Human Rogue, 2W, 2/2
Flash (You can play this card any time you could play an instant.)
First strike (This creature deals combat damage before creatures without first strike.)
Trumpet Archon
C, Creature - Angel Outsider, 3W, 3/3
Flying (This creature can't be blocked except by creatures with flying.)
Weapon Master
R, Creature - Human Fighter, 2/1
Wrath of God
R, Sorcery, 2WW
Destroy all creatures. They can't be regenerated.
Zealous Inquisitor
C, Creature – Human Cleric, 2W, 2/2
1W: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
Blue
Absorption
R, Instant, 3UU
Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost.
Arcane Defense
R, Instant, 3U
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.
Arcane Sight
C, Sorcery, 3U
Look at target player's library. Then that player shuffles his or her library.
Draw two cards.
Arcane Trickster
U, Creature - Gnome Rogue Wizard, 3U, 2/2
2, T, Return a noncreature permanent you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand.
Archmage
U, Creature - Human Wizard, 5U, 3/3
Tap an untapped Wizard you control: Draw a card, then discard a card.
Tap an untapped Wizard you control: Counter target spell unless its controller pays 1.
Awaiting
U, Enchantment, 2U
Whenever a creature attacks you, look at the top card of your library. You may put that card on the bottom of your library.
Blink Dog
U, Creature - Beast, 1U, 2/2
When Blink Dog comes into play, return a creature you control to its owner's hand.
1U: Return Blink Dog to its owner's hand.
Boomerang
C, Instant, UU
Return target permanent to its owner's hand.
Candle Caster
U, Creature - Human Wizard, 2U, 2/2
Aura cards you own that aren't in play have flash. (Cards with flash can be played any time you could play an instant.)
Chameleon
C, Creature - Elf Human Rogue, 1U, 1/2
Chameleon is unblockable.
Charm Monster
R, Sorcery, 3UU
Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library.
Clone
R, Creature – Construct, 3U, 0/0
As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature.
Contingency
R, Enchantment, 1UU
When Contingency comes into play, you may remove an instant or sorcery card in your hand from the game.
2, Sacrifice Contingency: You may play a card removed from the game by Contingency without payings its mana cost.
Cosmic Descryer
U, Creature – Human Wizard, 2UU, 1/3
Flying (This creature can’t be blocked by creatures without flying.)
Whenever Cosmic Descryer deals damage to an opponent, you draw a card.
Counterspell
U, Instant, UU
Counter target spell.
Displacement
C, Enchantment – Aura, U
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature is unblockable unless defending player pays 2. (This cost is paid as blockers are declared.)
U: Return Displacement to its owner's hand.
Dominate Person
R, Enchantment – Aura, 3UU
Enchant Creature (Target a permanent as you play this card. This card comes into play attached to that permanent.)
You control enchanted creature.
Fatespinner
R, Creature - Human Wizard, 1UU, 1/2
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Feeblemind
R, Enchantment - Aura, 4UU
Enchant player (Target a player as you play this. This card comes into play attached to that player.)
Enchanted player can't play noncreature spells.
Enchanted player may discard two cards to ignore this ability until end of turn.
Fly
C, Sorcery, U
Up to three target creatures gain flying until end of turn.
Foresight
C, Instant, U
Draw two cards, then put two cards from your hand on top of your library in any order. You may shuffle your library.
Fox's Cunning
C, Enchantment – Aura, 1U
Enchant Creature (Target a creature as you play this card. This card comes into play attached to that creature.)
Enchanted creature can't be the target of spells or abilities.
Fox's Cunning can't be the target of spells or abilities.
Gnome Artificer
C, Creature - Gnome Wizard, 2U, 2/2
When Gnome Artificer comes into play, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
Hallucinatory Terrain
U, Instant, 1U
Kicker 2U (You may pay an additional X as you play this spell.)
Target land's type becomes the basic land type of your choice until end of turn. If the kicker cost was paid, instead all lands become the basic land type of your choice until end of turn.
Homonuculus
U, Creature – Construct, U, 1/1
Flying (This creature can’t be blocked by creatures without flying.)
Incantatrix
C, Creature - Human Wizard, 2U, 1/1
T: Target creature with power 2 or less is unblockable this turn.
Insanity
R, Sorcery, 4UU
Kicker 2, Discard a card
Target player puts the top ten cards of his or her library into his or her graveyard. If the kicker cost was paid, instead that player puts the top twenty cards of his or her library into his or her graveyard.
Invisible Stalker
C, Creature – Elemental Outsider, 3UU, 3/3
Invisible Stalker is unblockable.
Interposing Hand
U, Creature - Construct, UU, 0/4
Flash (You may play this spell any time you could play an instant.)
Defender (This creature can't attack.)
Loremaster
C, Creature, Human Wizard, U, 1/1
When Loremaster comes into play, look at the top four cards of your library, then put them back in any order.
Luckstealer
U, Creature - Halfling Rogue Wizard, 2U, 1/1
Opponents play with their hands revealed.
U, Discard a card: Counter target spell unless it's controller pays 1.
Master Alchemist
U, Creature - Gnome Wizard, 1U, 1/1
T: Target spell or nonland permanent becomes the color of your choice.
Mist Elemental
R, Creature – Elemental Outsider, 3UU, 3/5
Flying (This creature can’t be blocked by creatures without flying.)
Vigilance (Attacking doesn't cause this creature to tap.)
Merchant Scroll
U, Sorcery, 1U
Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library.
Moment of Prescience
U, Sorcery, 2UU
Draw three cards.
Phantasmal Killer
U, Creature - Illusion, 6U, 5/5
Discard a card: Phantasmal Killer gains your choice of fear, flying, first strike, haste, or vigilance, until end of turn.
Quicken Spell
R, Instant, 1U
The next creature, sorcery, or enchantment spell you play this turn has flash.
Draw a card.
Reaving Dispel
U, Instant, XU
Counter target spell unless its controller pays X. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.
Recaster
C, Creature - Human Wizard, 4U, 2/2
When Recaster comes into play, you may return target instant card from your graveyard to your hand.
Refusal
U, Instant, 2U
Counter target spell unless its controller pays 4.
Repulsion
C, Instant, U
Return target creature to its owner's hand.
River Djinni
C, Creature - Genie Outsider, 4UU, 6/6
Islandwalk (This creature is unblockable as long as defending player controls an island.)
River Djinni can't attack unless defending player controls an Island.
Roar of the Waves
C, Sorcery, 2U
Tap all creatures without flying.
Sapphire Dragon
R, Creature - Dragon, 5UU, 5/5
Flying (This creature can’t be blocked by creatures without flying.)
Spell Resistance 4 (Spells and abilities your opponents control that target this cost 4 more to play.)
3U: Return Sapphire Dragon to it's owner's hand.
Screaming Condor
C, Creature – Animal, 2UU, 3/3
Flying (This creature can’t be blocked by creatures without flying.)
Discard a card: Return Screaming Condor to its owner's hand.
Sequester
C, Sorcery, 2U
Put target creature on top of its owner's library.
Shadowdancer
C, Creature – Elf Rogue, 1U, 1/3
Kicker - 2U (You may discard a card in addition to any other costs as you play this spell.)
If the kicker cost was paid, Shadowdancer comes into play with a +1/+1 counter on it and is unblockable.
Spell Hand
U, Instant, U
The next spell you play this turn costs 1 less to play.
Draw a card.
Spell Mastery
U, Enchantment, 3U
Whenever you play a spell, you may draw a card unless any player pays 1.
Spell Turning
C, Instant, 1U
Counter target instant or sorcery spell.
Spymaster
U, Creature – Elf Human Rogue, UU, 1/2
U, T: Tap target permanent.
Temporal Stasis
R, Enchantment, 3UU
Permanents don't untap during their controller's untap steps.
At the beginning of each player's upkeep, that player may untap up to two target permanents he or she controls.
Thought Courier
C, Creature - Human Wizard, 1U, 1/1
T: Draw a card, then discard a card.
Time Stop
R, Instant, 4UU
End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Time Warp
R, Sorcery, 3UU
Target player takes an extra turn after this one.
Transfix
U, Enchantment - Aura, 1U
Enchant creature (Target a creature as you play this card. This card comes into play attached to that creature.)
When Transfix comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step and its activated abilities can't be played.
When enchanted creature becomes the target of a spell, sacrifice Transfix.
Treasure Trove
U, Enchantment, 2UU
2UU: Draw a card.
Vision
U, Sorcery, 1U
Look at the top four cards of your library and put them back in any order. Then draw a card.
Wall of Force
C, Creature – Wall, 2U, 0/7
Defender (This creature can’t attack.)
Water Naga
U, Creature – Aberration, 1UU, 2/2
Islandwalk (This creature is unblockable as long as defending player controls an island.)
Spell Resistance 2 (Spells and abilities your opponents control that target this cost 2 more to play.)
Weird
R, Creature - Illusion, 3U, 3/3
Weird is every creature type (even if this card isn't in play).
Veil
U, Enchantment, 3U
Whenever a creature attacks you, it gets -1/-0 until end of turn.
Blackguard
R, Creature – Human Paladin, 1BB, 2/2
1B: Blackguard gets +1/+1 until end of turn.
1B: Blackguard gains fear until end of turn.
Black Pudding
U, Creature – Ooze, 3B, 1/3
Whenever Black Pudding deals combat damage to a creature, destroy that creature and any equipment attached to it. They can't be regenerated.
Blasphemy
C, Sorcery, 1B
Kicker 3B (You may pay an additional 3B as you play this spell.)
Target player sacrifices a creature.
If you paid the kicker cost, instead target player sacrifices a creature and a land.
Blood Magus
U, Creature - Human Wizard, 1B, 3/3
Spirit Link (Whenever this creature deals damage, you gain that much life.)
Whenever Blood Magus attacks or blocks, sacrifice it unless you sacrifice a creature.
Bloodthirsty Marauder
U, Creature – Devil Outsider, 1B, 2/3
Bloodthirsty Marauder must attack each turn if able.
Carrion Crawler
C, Creature – Aberration, BB, 2/1
Whenever Carrion Crawler deals combat damage to a player, remove a card in that player's graveyard from the game.
Charred Remains
C, Creature - Undead Dwarf, 2B, 4/4
Whenever Charred Remains becomes the target of a spell or ability, sacrifice it.
Chill of the Grave
R, Enchantment, 2BB
BB, Pay 2 life, Sacrifice a swamp: Return target creature card from your graveyard to play.
Cloudkill
R, Sorcery, BBB
Put two -1/-1 counters on each creature.
Commune with the Dead
R, Enchantment, 1BB
At the beginning of your upkeep, you draw a card and you lose 1 life.
Cremate
U, Instant, B
Remove target card in a graveyard from the game.
Draw a card.
Cutthroat Assassin
U, Creature - Human Rogue, 2BB, 2/1
First strike (This creature deals combat damage before creatures without first strike.)
When Cutthroat Assassin comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated.
Darkbolt
C, Sorcery, BB
Darkbolt deals 2 damage to target creature and you gain 2 life.
Death Knell
C, Enchantment – Aura, B
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature.
Demonic Overlord
R, Creature – Demon Outsider, 4BBB, 7/5
Spell Resistance 3
Sacrifice a creature: Regenerate Demonic Overlord.
Demonologist
U, Creature - Elf Human Wizard, 1BB, 3/1
T, Sacrifice Demonologist: Target creature gets +3/+0 until end of turn.
Diabolic Tutor
R, Sorcery, 2BB
Search your library for a card and put that card into your hand. Then shuffle your library.
Disease Carriers
C, Creature - Vermin, 2BB, 2/2
When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn.
Energy Drain
C, Sorcery, X1B
Spend only black mana on X.
Energy Drain deals X damage to target creature or player. You gain X life.
Enervation
C, Sorcery, 2B
Target player discards a card.
Draw a card.
Fallen Angel
R, Creature – Angel Outsider, 3BB, 3/3
Flying (This creature can't be blocked by creatures without flying.)
Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
Fearsome Presence
C, Enchantment - Aura, 1B
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +3/-1.
Finger of Death
U, Instant, 3BB
Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
Foul Imp
C, Creature – Imp Outsider, BB, 2/2
Flying (This creature can't be blocked by creatures without flying.)
When Foul Imp comes into play, you lose 2 life.
Ghoul's Touch
C, Enchantment – Aura, B
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +2/+1
Haunted Diabolist
C, Creature – Human Wizard, 3B, 2/2
When Haunted Diabolist comes into play, you may return target creature card from your graveyard to your hand.
Hezrou
R, Creature - Demon Outsider, 2BB, 6/6
At the beginning of your upkeep, you lose 2 life.
Maddening Scream
R, Instant, 2B
Kicker - Sacrifice a black creature. (You may sacrifice a black creature in addition to any other costs as you play this spell.)
Search target player's library for up to two cards and remove them from the game. Then that player shuffles his or her library.
If the kicker cost was paid, instead search target player's library for up to four cards and remove those cards from the game. Then that player shuffles his or her library.
Merciless Vigilante
C, Creature – Human Orc Fighter, 1B, 1/1
When Merciless Vigilante comes into play, target opponent discards a card from his or her hand.
Morality Undone
U, Instant, 2B
Until end of turn, whenever a creature you control is dealt damage, you gain that much life.
Nightmare
R, Creature - Outsider, 5B, */*
Flying (This creature can't be blocked except by creatures with flying.)
Nightmare's power and toughness are each equal to the number of Swamps you control.
Night's Caress
C, Instant, 2BB
Creatures you control get +3/+0 until end of turn.
Oath of Blood
C, Instant, XB
As an additional cost to play Oath of Blood, remove X cards in your graveyard from the game.
You draw X cards and you lose X life.
Pact of Return
R, Sorcery, 3BB
Each player returns all creature cards from his or her graveyard to play.
Ravenous Ghast
C, Creature - Undead Human, B, 2/2
Ravenous Ghast can't block.
Whenever Ravenous Ghast deals damage, you lose 1 life.
Restless Dead
C, Creature – Undead Human, 1B, 1/1
B: Regenerate Restless Dead. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Revenant
U, Creature – Undead Spirit, 4B, */*
Flying (This creature can't be blocked by creatures without flying.)
Revenant's power and toughness are each equal to the number of creature cards in your graveyard.
Scavenging Blighter
U, Creature - Elf Human Druid, 2B, 2/1
T, Pay 1 life: Add one mana of any color to your mana pool.
Shadow Adept
U, Creature – Human Wizard, B, 1/1
Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)
Shadow Walker
U, Creature – Undead, 3BB, 3/4
Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)
Shadowy Specter
U, Creature – Undead Spirit, 2BB, 2/3
Flying (This creature can't be blocked by creatures without flying.)
Whenever Shadowy Specter deals damage to a player, that player discards a card at random.
Shadow Shroud
C, Enchantment - Aura, BB
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature fear. (This creature can't be blocked except by artifact creatures and/or black creatures.)
Slaymate
R, Creature - Undead, 3B, 0/0
As Slaymate comes into play, remove a creature card in target opponent's graveyard from the game. If you do, Slaymate becomes a copy of that card and its creature type becomes Undead in addition to its other types.
Slay Living
C, Instant, 1B
Destroy target nonblack, nonartifact creature. It can't be regenerated.
Sleepless Warrior
C, Creature – Undead Human Fighter, 1B, 2/2
Touch of Fatigue
C, Sorcery, B
Target player discards a card at random.
Trap the Soul
U, Sorcery, 3B
Return target creature card from your graveyard to play.
True Necromancer
R, Creature – Human Cleric Wizard, 2B, 2/2
Undead you control get +1/+1.
2B, T: Return target Undead card from your graveyard to your hand.
Unholy Aura
R, Enchantment, 1B
Black creatures get +1/+1.
Vampiric Blade
U, Enchantment - Aura, 2B
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Pay 2 Life: Regenerate enchanted creature.
Veil of Undeath
U, Enchantment, 3BB
Creatures you control have fear. (They can't be blocked except by artifact creatures and black creatures.)
Void Disciple
C, Creature – Human Orc Cleric, B, 1/1
Sacrifice Void Disciple: Add B to your mana pool.
Wail of the Banshee
R, Sorcery, XBB
As an additional cost to play Wail of the Banshee, pay X life.
Target opponent discards X cards at random.
Wall of Bone
C, Creature – Undead Wall, 2B, 1/4
Defender (This creature can’t attack.)
B: Regenerate Wall of Bone. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Waves of Exhaustion
U, Sorcery, 3BB
Target player loses 4 life and you gain 4 life.
Whispering Shade
C, Creature - Undead Shade, 3B, 1/1
Swampwalk (This creature is unblockable as long as defending player controls a swamp.)
B: Whispering Shade gets +1/+1 until end of turn.
Will-o'-the-Wisp
U, Creature - Abberation, B, 0/1
Flying (This creature can't be blocked except by creatures with flying.)
B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Wrack
U, Enchantment, 2B
Whenever an opponent discards a card, Wrack deals 2 damage to that player.
Wrack Earth
C, Sorcery, 3B
Destroy target land. Its controller loses 2 life.
Red
Acid Fog
U, Enchantment, 2RR
Whenever a creature comes into play, Acid Fog deals 2 damage to it.
Arcane Cancellation
R, Sorcery, 2RR
Destroy all artifacts.
Barbarian Brawler
C, Creature – Dwarf Barbarian, 2R, 3/1
Damage Reduction 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
Battlerager
C, Creature – Dwarf Barbarian, R, 1/1
Haste (This creature can attack the turn it comes under your control.)
Blazing Dragon
R, Creature – Dragon, 4RR, 5/5
R: Blazing Dragon gets +1/+0 until end of turn.
Bull Rush
C, Sorcery, 3R
Creatures can't block this turn.
Bull's Strength
C, Enchantment - Aura, 1R
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
R: Enchanted creature gets +1/+0 until end of turn.
1R: Enchanted creature gains trample until end of turn.
Burning Hands
C, Sorcery, R
Kicker 2R (You may pay an additional R as you play this spell.)
Burning Hands deals 1 damage to each creature without flying.
If the kicker cost was paid, instead Burning Hands deals 2 damage to each creature without flying.
Call Lightning
U, Instant, 2R
Call Lightning deals 2 damage to each creature.
Chaos Beast
R, Creature – Outsider, 5RR, 6/6
You may divide Chaos Beast’s combat damage as you choose among defending player and/or any number of creatures he or she controls.
Crisis of Confidence
U, Instant, 3R
Crisis of Confidence deals damage equal to the number of cards in target player's hand to that player.
Deep Diviner
R, Creature - Gnome Sorcerer, 3R, 2/2
T: Draw a card, then discard a card unless you sacrifice a mountain.
Deflect Spell
R, Instant, 1RR
Change the target of target spell with a single target.
Dire Leopard
C, Creature – Animal, 1R, 2/1
Mountainwalk (This creature is unblockable as long as defending player controls a mountain.)
Dragon Disciple
C, Creature – Orc Barbarian Sorcerer, 2RR, 2/2
First Strike (This creature deals it damage before creatures without first strike.)
1R, Discard a card at random: Dragon Disciple gets +3/+0 and gains flying until end of turn. Play this ability no more than once each turn.
Dungeon Delver
U, Creature – Gnome Rogue, 2R, 2/2
Dungeon Delver can’t be blocked by creatures with flying.
Dwarven Runesmith
C, Creature – Dwarf Sorcerer, 2RR, 2/2
1R, Discard a card at random: Runesmith deals 2 damage to target blocking creature.
Dwarven Warpriest
C, Creature – Dwarven Cleric Fighter, 2R, 1/3
Haste (This creature can attack and tap the turn it comes into play.)
T: Target creature gains haste until end of turn.
Earthquake
R, Sorcery, XR
Earthquake deals X damage to each creature without flying and each player.
Elemental Savant
U, Creature – Human Sorcerer, R, 1/1
Discard a card: Elemental Savant gets +1/+0 until end of turn.
Sacrifice a land: Elemental Savant deals 1 damage to target creature.
Empower Spell
R, Instant, RR
The next time an instant or sorcery would deal damage this turn, it deals double that damage instead.
Draw a card.
Enraged Wyrven
U, Creature - Dragon, 4R, 3/2
Flyng (This creature can't be blocked except by creatures with flying.)
First Strike (This creature deals its combat damage before creatures without first strike.)
Fiery Efreet
U, Creature – Genie Outsider, 2RR, 3/4
Flying
At the beginning of your upkeep, sacrifice Fiery Efreet unless you play RR.
Fireball
U, Sorcery, XR
Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
As an additional cost to play Fireball, pay 1 for each target beyond the first.
Fire Seeds
R, Enchantment, RRR
Discard a land card from your hand: Fire Seeds deals 2 damage to target creature or player.
Fit of Rage
C, Sorcery, 1R
Target creature gets +3/+3 and gains first strike until end of turn. (That creature deals combat damage before creatures without first strike.)
Frenzied Berzerker
C, Creature – Human Orc Barbarian, 3R, 4/3
Frenzied Berzerker can’t block.
Goblin Sapper
C, Goblin Fighter, R, 1/1
Whenever Goblin Sapper becomes blocked, sacrifice it. If you do, Goblin Sapper deals 3 damage to the creature blocking it.
Goblin Summons
U, Sorcery, 1RR
Put two 1/1 red goblin creature tokens with haste into play.
Grease
U, Enchantment, 3R
Creatures can't block.
Great Cleave
U, Sorcery, R
Target creature gets +2/+0 and gains trample until end of turn.
Draw a card.
Highand Stalker
C, Creature – Human Orc Ranger, 2R, 1/1
At the beginning of your upkeep, you may have Highand Stalker deal 1 damage to target player.
Intimidating Ravager
R, Creature – Human Orc Barbarian, 5R, 5/5
Haste (This creature can attack the turn it comes under your control.)
When Intimidating Ravager comes into play, tap all other creatures.
Magic Missile
C, Instant, R
Magic Missile deals 2 damage to target creature or player.
Merciless Phoenix
R, Creature – Beast, 3RR, 3/3
Flying (This creature can’t be blocked by creatures without flying.)
When Merciless Phoenix is put into a graveyard from play, return Merciless Phoenix to its owner's hand.
Nessian Hellhound
C, Creature - Outsider, 1R, 1/1
Nessian Hellhound can't block.
R: Nessian Hellhound gets +1/+0 until end of turn.
Orcish Mercenary
C, Creature – Orc Fighter, 1R, 2/2
Orcish Spy
C, Creature – Human Orc Rogue, R, 1/1
T: Look at the top three cards of target player's library.
Rally the Mobs
C, Instant, 3R
Attacking creatures get +2/+0 and gain trample until end of turn.
Rampaging Bullette
C, Creature - Beast, 4R, 4/2
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Haste (This creature can attack and tap the turn it comes under your control.)
Reflexes
C, Enchantment - Aura, R
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has first strike. (It deals combat damage before creatures without first strike.)
Relentless Assault
R, Sorcery, 2RR
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Repel Metal or Stone
U, Sorcery, 3R
Destroy target artifact or land.
Ridgetop Raptor
U, Creature – Beast, 3R, 2/1
Double strike (This creature deals both first-strike and regular combat damage.)
Scorching Ray
U, Instant, 1R
Kicker 5R (You may pay an additional 5R as you play this spell.)
Scorching Ray deals 3 damage to target creature or player.
If the kicker cost was paid, instead Scorching Ray deals 6 damage to target creature of player and the damage can't be prevented.
Shatter
C, Instant, 1R
Destroy target artifact.
Spell Penetration
U, Enchantment, 2R
Spells or abilities that target spells you control cost 2 more to play.
Spider Eater
U, Creature - Vermin, 2R, 1/1
Flying
Whenever Spider Eater becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards.
Stonelord
R, Creature – Dwarf Sorcerer, 1R, 1/1
2R, Discard a land card: Destroy target nonbasic land.
Storm Giant
R, Creature - Giant, 2RR, 5/5
When Storm Giant comes into play, sacrifice it unless you discard a card at random.
Storm of Vengeance
R, Sorcery, 6RR
Storm of Vengeance can't be countered.
Destroy all artifacts, creatures, and lands. They can't be regenerated.
Suggestion
U, Sorcery, 2R
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Thundering Giant
C, Creature - Giant, 3RR, 4/3
Haste (This creature can attack the turn it comes under your control.)
Transmute Rock to Mud
C, Sorcery, 2R
Destroy target land.
Tribal Ogre Mage
C, Creature – Ogre Wizard, 3R, 3/3
2: Tribal Ogre Mage is colorless until end of turn.
Two Weapon Fighting
R, Enchantment - Aura, 1R
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature is put into a graveyard from play, return Two Weapon Fighting to its owner's hand.
Wall of Fire
U, Creature - Construct, 1RR, 0/5
Defender (This creature can't attack.)
R: Wall of Fire gets +1/+0 until end of turn.
War Mind
U, Creature – Human Orc Barbarian, RR, 2/1
Damage Reduction 2 (If a source would deal damage to War Mind, prevent 2 of that damage.)
Wild Mage
U, Creature - Human Sorcerer, 1R, 2/2
Wild Mage can't block.
Discard a card at random: Target creature can't block this turn.
Green
Creatures
Anaconda
C, Creature - Animal, 3G, 3/3
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Ancient Treant
U, Creature - Plant, 3GG, 4/5
Ancient Treant can't be countered.
Spell Resistance 2
Animal Affinity
U, Enchantment, 2G
Whenever you attack with three or more creatures, draw a card.
Animal Growth
R, Instant, 3G
Target creature gets +7/+7 until end of turn.
Arcane Archer
U, Creature - Elf Human Ranger Wizard, 4G, 3/2
Arcane Archer can block as though it had flying.
Whenever Arcane Archer deals combat damage to a player, add 2 to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.
Awaken
U, Instant, G
Until end of turn, target land is a 3/3 creature that's still a land.
Bear's Endurance
C, Enchantment – Aura, 2G
Flash (You may play this spell any time you could play an instant.)
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +0/+3.
G: Regenerate enchanted creature.
Beastmaster
R, Creature - Elf Druid, 2G, 2/2
Other green creatures you control get +1/+1.
Blood Hound
U, Creature - Halfling Rogue, 2G, 1/1
Whenever Blood Hound deals combat damage to a creature, draw a card.
Cat's Grace
U, Enchantment – Aura, 1G
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 and can't be blocked except by two or more creatures.
Centaur Glade
U, Enchantment, 3GG
2GG: Put a 3/3 green Centaur creature token into play.
Centaur Warrior
U, Creature – Centaur Fighter, 4GG, 5/5
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
1G: Regenerate Centaur Warrior. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Commune With Nature
C, Sorcery, 1G
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Creeping Doom
R, Sorcery, 4GG
Put eight 1/1 green vermin creature tokens into play.
Deepwood Sniper
C, Creature – Elf Ranger, G, 1/1
Deepwood Sniper can't be the target of spells or abilities controlled by your opponents.
Displacer Beast
C, Creature – Beast, 2G, 2/2
You may have Displacer Beast deal its combat damage to defending player as though it weren't blocked.
Dire Wolverine
U, Creature – Animal, G, 1/1
Whenever Dire Wolverine deals combat damage to a player, put a +1/+1 counter on it.
Druid's Companion
U, Instant, 4G
Put a 4/4 green beast creature token into play.
Drunken Master
R, Creature - Human Monk, 2GG, 3/4
W: Drunken Master gains vigilance until end of turn.
U: Drunken Master gains flying until end of turn.
B: Drunken Master gains fear until end of turn.
R: Drunken Master gains first strike until end of turn.
G: Drunken Master gains trample until end of turn.
Elven Tempest
R, Creature - Elf Ranger, 3GG, 4/4
Whenever Elven Tempest becomes blocked, it gets +2/+2 for each creature blocking it.
Enlightened Fist
U, Creature – Human Monk, 1G, 2/2
Spell Resistance 4
Entangle
C, Instant, 1G
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Faerie Dragon
R, Creature - Fey Dragon, 3GGG, 5/5
Flying (This creature can't be blocked except by creatures with flying.)
GG: Target creature gets +1/+1 until end of turn.
Fochlucan Lyrist
C, Creature – Gnome Bard, G, 1/1
T: Add 1 to your mana pool.
Forest Troll
C, Creature – Beast, 2G, 2/2
G: Regenerate Forest Troll. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Foster
R, Enchantment, 2GG
Whenever a creature you control is put into a graveyard, you may pay 1. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.
Geomancer
C, Creature – Elf Human Druid Wizard, 1G, 1/2
T: Untap target creature.
Great Fortitude
C, Instant, G
Target creature gets +3/+3 until end of turn.
Halfling Outrider
C, Creature – Halfling Ranger, 2GG, 3/3
Halfling Outrider can't be blocked except by two or more creatures.
Heal
C, Sorcery, XG
You gain X life.
Draw a card.
Heroes' Feast
U, Sorcery, 3G
Put a +1/+1 counter on each creature you control.
Hurricane
R, Sorcery, XG
Huricane deals X damage to each creature with flying and each player.
Insect Plague
U, Sorcery, 3G
Destroy target noncreature permanent.
Jungle Spider
C, Creature – Vermin, 2G, 1/4
Jungle Spider can block as though it had flying.
G, T: Jungle Spider deals 1 damage to target creature with flying.
Legend Lore
U, Sorcery, 2G
Return target card from your graveyard to your hand.
Magic Fang
U, Instant, 2G
Target creature gets +4/+4 and gains trample until end of turn.
Naturalize
C, Instant, 1G
Destroy target artifact or enchantment.
Natural Spell
R, Enchantment, 1G
When Natural Spell comes into play, draw a card.
Creature spells you play can't be countered.
Owlbear
C, Creature – Beast, 1G, 2/2
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Planar Shepherd
U, Creature – Elf Druid, 2GG, 2/2
When Planar Shepherd is put into a graveyard from play, you may remove it from the game. If you do, search your library for a creature card, reveal it, and put it in your hand. Then shuffle you library.
Overgrown Vines
C, Creature – Plant Wall, 1G, 0/4
Defender (This creature can’t attack.)
T: Add G to your mana pool.
Pass Without Trace
C, Sorcery, G
Kicker 1G (You may pay an additional 1G as you play this spell.)
Target creature gains forestwalk until end of turn.
If the kicker cost was paid, all creatures you control gain forestwalk until end of turn.
Peerless Archer
U, Creature - Elf Fighter, GG, 2/2
Kicker 1G (You may pay an additional 2G as you play this spell.)
Peerless Archer can block as though it had flying.
If the kicker cost was paid, Peerless archer comes into play with a +1/+1 counter.
Plant Growth
C, Enchantment – Aura, G
Enchant Land (Target a land as you play this spell. This card comes into play attached to that land.)
Whenever enchanted land is tapped for mana, it produces an additional G.
Purple Wurm
C, Creature - Beast, 7G, 8/6
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Reincarnate
R, Sorcery, 2GG
As an additional cost to play Reincarnate, sacrifice a creature.
Search your library for a green creature card and put it into play. Then shuffle your library.
Rust Monster
U, Creature – Abberration, 1GG, 2/2
Whenever Rust Monster becomes blocked by a creature, destroy all equipment attached to that creature.
Whenever Rust Monster deals combat damage to a player, you may destroy target artifact that player controls.
Seeker of the Song
C, Creature – Elf Bard, 2G, 2/3
Kicker G (You may pay an additional G as you play this spell.)
When Seeker of the Song comes into play, if the kicker cost was paid, destroy target artifact or enchantment.
Shambling Mound
R, Creature - Plant, 4GG, 3/3
Forestwalk (This creature can't be blocked if defending player controls a forest.)
If Shambling Mound would be destroyed, regenerate it.
Solid Fog
R, Enchantment, 3G
Creatures can't be the targets of spells or abilities.
Creatures can't be blocked by more than one creature.
Speak with Plants
U, Enchantment – Aura, 2G
Enchant Creature (Target a creature as you play this spell. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 for each forest you control.
Spellsinger
U, Creature - Gnome Bard, 3G, 2/2
Flash (You may play this spell any time you could play an instant.
When Spellsinger comes into play or leaves play, target creature gets +2/+2 until end of turn.
Sylvan Soul
R, Creature – Dryad Spirit, G, 0/2
Sylvan Soul can't attack or block.
T: Add one mana of any color to your mana pool.
Tangle Spider
C, Creature - Vermin, 4GG, 3/4
Flash (This spell can be played any time you could play an instant.)
Tangle Spider can block as though it had flying.
Tattooed Monk
C, Creature – Human Monk, 3G, 3/2
Flash (You may play this spell any time you could play an instant.)
Thorn Elemental
R, Creature - Elemental Outsider, 5GG, 7/7
You may have Thorn Elemental deal its combat damage to defending player as though it weren't blocked.
Venomous Basilisk
U, Creature - Beast, 2GG, 3/4
Whenever Venomous Basilisk deals combat damage to a non-wall creature, destroy that creature at end of combat.
Virtuoso
R, Creature - Halfling Bard, 1G, 1/2
G, T, Sacrifice Virtuoso: Destroy target artifact or enchantment.
Windwalker
U, Creature – Elf Druid, 3G, 1/3
Windwalker can't be blocked except by creatures with flying.
Whenever Windwalker deals combat damage to a player, you may reveal the top card of your library. If a land card is revealed this way, put that card into play, tapped.
Wooden Jannie
R, Creature - Genie Outsider, 3G, 4/5
As long as you control a nonbasic land, Wooden Jannie gets -2/-2.
Woodling
C, Creature - Spirit, G, 1/1
Forestwalk (This creature is unblockable as long as defending player controls a forest.)
Artifacts
Adamantine Tower Shield
U, Artifact - Equipment, 1
Equipped creature gets +0/+6.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Amulet of Natural Armor
U, Artifact, 6
You have Damage Reduction 1 (If a source would deal damage to you, prevent 1 of that damage.)
Bag of Holding
U, Artifact, 1
2, Sacrifice Bag of Holding: Return target artifact card from your graveyard to your hand.
Boots of Striding and Springing
U, Artifact - Equipment, 2
Equipped creature has haste and can't be blocked except by creatures with flying.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Candle of Truth
U, Artifact, 3
Players play wth their hands revealed.
Clay Golem
U, Artifact Creature - Golem, 5, 3/2
Damage Reduction 2
Spell Resistance 2
Crystal Ball
R, Artifact, 4
4, T: Draw a card.
Demon Plate
R, Artifact - Equipment, 2
Equipped creature gets +2/+2 and has "T: This creature deals 2 damage to target creature."
As long as equipped creature is black, it has fear.
Equip 4 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Figurine of Wonderous Power
R, Artifact, 4
X: Figurine of Wonderous Power becomes an X/X artifact creature until end of turn.
2: Figurine of Wonderous Power gains flying, first strike, or vigilance until end of turn. Play this ability only if Figurine of Wonderous Power is a creature.
Flying Carpet
U, Artifact, 4
2, T: Target creature gains flying until end of turn.
Guantlets of Ogre Power
R, Artifact - Equipment, 4
Equipped creature gets +5/+0.
As long as equipped creature is red, it has first strike and haste.
Equip 3
Gnomish Automaton
U, Artifact Creature - Construct, 4, 3/1
Flying
Gnomish Automaton can only block creatures with flying.
Helm of Brilliance
R, Artifact - Equipment, 3
Whenever equipped creature deals combat damage to a player, draw two cards.
As long as equipped creature is blue, it is unblockable.
Equip 3
Holy Avenger
R, Artifact - Equipment, 4
Equipped creature gets +5/+5 and has first strike.
As long as equipped creature is white, Holy Avenger has "Whenever equipped creature deals combat damage to a black creature, remove that creature from the game."
Equip 4
Iron Golem
R, Artifact Creature - Golem, 6, 3/3
Whenever Iron Golem would be dealt damage from a spell, put that many +1/+1 counters on it instead.
Ioun Stone
R, Artifact, 2
W, T: Prevent the next 1 damage that would be dealt to you this turn.
U, T: Counter target spell that target you unless its controller pays 1.
B, T: Remove target card in a graveyard from the game.
R, T: Ioun Stone deals 1 damage to target player.
G, T: Untap target creature.
Juggernaut
R, Artifact Creature - Construct, 4, 5/3
Juggernaut attacks each turn if able.
Juggernaut can't be blocked by creatures with defender.
Luckstone
U, Artifact, 2
As Luckstone comes into play, choose a color.
Whenever a player plays a spell of the chosen color, you gain 1 life.
Mace of Smiting
U, Artifact - Equipment, 2
Equipped creature gets +2/+2.
Whenever equipped creature deals damage to a construct, golem, or outsider, destroy that creature. It can't be regenerated.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Millstone
R, Artifact, 2
2, T: Target player puts the top 2 cards of his or her library in his or her graveyard.
Mirror of Life Trapping
R, Artifact, 5
3, T: Target player loses 1 life and you gain 1 life.
Monk's Belt
U, Artifact - Equipment, 1
Equipped creature has Spell Resistance 3.
As long as equipped creature is green, it has trample.
Equip 2
Pearl of Power
R, Artifact, 4
Spells you play cost 1 less to play.
Portable Hole
R, Artifact, 5
T, Sacrifice Portable Hole: Search your library for an artifact card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
Potion of Healing
U, Artifact, 3
1, T, Discard a card: Regenerate target creature.
Ring of Resistance
R, Artifact, 3
Spells your opponents play during your turn cost 2 more to play.
Ring of Spell Storing
U, Artifact, 2
Ring of Spell Storing comes into play tapped.
When Ring of Spell Storing comes into play, choose a color.
T: Add one mana of the chosen color to your mana pool.
Rod of Negation
R, Artifact, 3
3, T: Target player discards a card from his or her hand. Play this ability only during your turn.
Shield Guardian
U, Artifact Creature - Construct, 3, 0/3
Defender (This creature can't attack.)
T: Target creature gets +0/+3 until end of turn.
Spellbook
U, Artifact, 0
You have no maximum hand size.
Sphere of Ultimate Destruction
R, Artifact, 4
Sphere of Ultimate Destruction comes into play tapped.
3, T, Sacrifice Sphere of Ultimate Destruction: Destroy all nonland permanents.
Vorpal Scimitar
R, Artifact - Equipment, 3
Equipped creature gets +3/+0.
Whenever equipped creature deals combat damage to a creature, destroy that creature.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Wand of Wizardry
U, Artifact, 4
T: Add 3 to your mana pool.
Well of Many Worlds
R, Artifact, 6
6, T: Search your library for a card and put that card into your hand. Then shuffle your library.
Lands
Barren Veldt
R, Land - Plains Swamp
(T: Add W or B to your mana pool.)
When Barren Veldt comes into play, you lose 2 life.
Brushwood Marsh
R, Land - Swamp Forest
(T: Add B or G to your mana pool.)
When Brushwood Marsh comes into play, you lose 2 life.
Canyon Grove
R, Land - Mountain Forest
(T: Add R or F to your mana pool.)
When Canyon Grove comes into play, you lose 2 life.
Darkwater Lagoon
R, Land - Island Swamp
(T: Add U or B to your mana pool.)
When Darkwater Lagoon comes into play, you lose 2 life.
Frozen Steppe
R, Land - Plains Island
(T: Add W or U to your mana pool.)
When Frozen Steppe comes into play, you lose 2 life.
Grassland Plateau
R, Land - Mountain Plains
(T: Add R or W to your mana pool.)
When Grassland Plateau comes into play, you lose 2 life.
Obsidian Atoll
R, Land - Island Mountain
(T: Add U or R to your mana pool.)
When Obsidian Atoll comes into play, you lose 2 life.
Royal Bazaar
R, Land
T: Add one mana of any color to your mana pool. Royal Bazaar deals 1 damage to you.
Verdant Isle
R, Land - Forest Island
(T: Add G or U to your mana pool.)
When Verdant Isle comes into play, you lose 2 life.
Volcanic Slough
R, Land - Swamp Mountain
(T: Add B or R to your mana pool.)
When Volcanic Slough comes into play, you lose 2 life.
Wildwood Meadow
R, Land - Forest Plains
(T: Add G or W to your mana pool.)
When Wildwood Meadow comes into play, you lose 2 life.
Shadowtank