Magic: Journeys Into The Underdark is an exciting new aniversary theme product that crosses over two age old beloved properties: Magic: The Gathering and Dungeons & Dragons: Forgotten Realms. Command powerful adventurers through danger as they become more and more powerful. Complete quests and goals through the alien underworld for great rewards or snare your enemies in ingenious dungeon traps! Summon and command iconic new monsters like the beholder or a new twist on old favourites like the drow! It's sure to sell out! A foil in every pack!
Thieves Tools
Artifact - Equipment (C)
Equipped creature gets +1/+0 and protection from traps.
Equip
Alone in the Dark2B
Sorcery - Trap (C)
Shuffle target creature into it's owner's library. That player loses 2 life. "He shouldn't have wandered off. Lets go."[/QUOTE]
Common 4
Magic Missile0
Instant
You may cast ~ only if you control a Wizard.
Tap target creature. It doesn't untap during its controller's next untap phase.
Common 1 of 10 Barren Druid1GG
Creature-Troll Druid
Defender 2: Regenerate Barren Druid With no forests left to defend,he now waits for the impending void
0/4
C2/10
We Will Remain!1W
Instant - Shout
Cast ~ only if you control a cleric.
Permanents you control gain indestructible until end of turn.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat1G
Creature - Bat
Flying
1/1
Manabound BeastRG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2 Frost-Bound Drake2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward ExpeditionUW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Emergence, the second expansion in the Rammburg block.
The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Pipeworks Portalcrawler :4mana::symu:
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool. "Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G Creature - Elf Artificier (C) T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool. The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn. "The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt." - Yurbald the Bold, Resistance Leader
1/1
Smog ScuttlerB
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith2R Creature - Goblin Artificer(C) T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments. 2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip. The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek AssistanceW
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
Automated Assembler4
Artifact C
When Automated Assembler enters the battlefield, assemble a Contraption. 2, Sacrifice Automated Assember: Return target artifact from your graveyard to your hand. "Identity unknown. State your name and designation." —Hommburg 0001
Nectarfluid Beast 2GG
Creature - Beast (U)
Ecosystem (When this creature enters the battlefield, the next creature that enters the battlefield under your control enters the battlefield as a copy of this creature without ecosystem.)
When Nectarfluid Beast enters the battlefield, draw a card.
3/2
Toxic Smog (Uncommon 2/3) 2BB
Instant
Target creature gets -3/-3 until end of turn.
Sacrifice two lands: Return ~ from your graveyard to your hand. Use this ability only once each turn. Metallurgist (Uncommon) 2U
Creature - Human Artificer 2U: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
2/2
Rare: Scream of the Machines4UB
Enchantment
Each nonartifact or noncreature permanent you control becomes an artifact creature with power and toughness each equal to its converted mana cost.
Artifact creature lands you control get +0/+1 and are indestructible.
Emergence, the second expansion in the Rammburg block.
The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Pipeworks Portalcrawler :4mana::symu:
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool. "Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G Creature - Elf Artificier (C) T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool. The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn. "The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt."
- Yurbald the Bold, Resistance Leader
1/1
Smog ScuttlerB
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith2R Creature - Goblin Artificer(C) T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments. 2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip. The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek AssistanceW
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
The land of Tornaly was a peaceful one until recently. The inhabitants local to the plane had never known conflict and shared their resources peacefully. That was until an invasion force (UB) sought to plunder it's vast swathes of valuable metals, gems, plantlife, mana reserves. They have begun to fight back but are new to the art of war and are trying to learn as they go.
The cards so far:
Gem Miner :1mana::symr: Creature - Dwarf(C)
: Flip a coin. If you win the flip, add one mana of any color to your mana pool. If you lose the flip, add to your mana pool. 1/2
Irrisen Skulk :3mana::symb:
Creature - Nightstalker C Hoard :2mana::symb: — Irrisen Skulk has intimidate as long as you have :2mana::symb: in your mana pool. First it steals your shadow. Then it steals your life.
3/2
Show of Force2W
Instant C
Destroy target creature with power less than or equal to
the number of creatures you control. The villagers learned to stand together against invaders.
Confusing TacticsWR
Instant C
Confusing tactics deals 4 damage to target creature or player. Each opponent gains 2 life. "At least we tried..."
Reap the Crowd - 1B Instant (C)
You may cast ~ only if an opponent controls more creatures than you.
Destroy target creature. I could literally throw an arrow in the air and it still would wound at least one of those fools!
- Tryk, Nightstalker Chieftain
Unshaking Guardian - 2G
Creature - Plant
Defender
Whenever Unshaking Guardian blocks, you may prevent the next 2 damage that whould be dealt to target creature this turn.
1/4
Break the Vault1UB
Sorcery(C 9/10)
Look at the top three cards of your library. Put one into your hand and the rest into your graveyard.
Loot 2UB (You may cast this by paying its loot cost if a creature you control dealt lethal damage this turn. Then exile it.)
Welcome to the Rammburg, the Giant factory. Everyone works on the inside, trees can be counted with one hands fingers, robots walk in unneccessary large corridors and smog is the most common breakfast.
Meni-Bot - (2/R) Artifact Creature - Construct (C)
Sacrifice ~: Add 2 to your mana pool.
1/1
Factory Troglodyte1GG Creature - Mutant(C)
Persist
Creatures with power less than ~'s power can't block it. "Once they were humans, but pervasive pollution change them beyond recognition."
- Marr, Factory supervisor 2/2
Blueprints1U Sorcery [C]
Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest into your graveyard.
Smoking Hulk3
Artifact - Contraption
As an additional cost to assemble ~ , discard two cards.
Creatures you control have haste and get +1/+1 as long as ~ is assembled.
?/?
ExtolW
Instant C
Target creature gains protection from instants and sorceries until end of turn. The Deliverance Sect believes in the promise of a life beyond drudgery, of a path unhindered by metal shells.
Powerstone Bomb2
Artifact - Contraption
Assemble R
When Powerstone Bomb is assembled, you may sacrifice it. If you do, it deals 4 damage to target creature or player.
Rigger Chieftain1R
Creature - Goblin Rigger
Rigger creatures you control get +1/+1.
1/1
[/QUOTE]
Unrelated note: Have we figured out how Contraptions work yet?
Strike1WW
Enchantment (U 2/3) (Hell, we'll make it Uncommon, as it kills the set!)
Cumulative Upkeep -- 1
Contraptions can't be assembled.
At the beginning of your upkeep, add X to your mana pool, where X is the number of Riggers in play.
Haibar is a world filled with Citizens, Camarids, Thrulls, Saprolings, and Deserters who all live in idyllic peace. That is, until the Serfs come...
(Tokenworld?)
Infiltrator's Lies
Instant (C)
Destroy target token, then put a 0/1 black Serf creature token onto the battlefield.[/QUOTE]
Varied Procession4
Sorcery (C 2/10) (Color Indicator: Gold)
Choose white Citizen, blue Camarid, black Thrull, red Deserter, or green Saproling. Put two 1/1 tokens of the chosen color and type into play.
Dark secrets are returning to Innistrad, talks of the Unholy have returned and the Angels seem over protective very suddenly.
Knife of the Alchemist
Artifact - Equipment
Equipped creature has , Put the top two cards of your library into your graveyard. Put a 2/2 blue Homunculus creature token onto the battlefield.
Equip
Sigarda's Hunter 2WG Creature - Wolf Warrior
Vigilance 1G: ~ gets +2/+2 until end of turn. Do this only once per turn.
2/3 The Angels deployed them to safeguard the boundaries of human towns. From what, is something the Angels only knew.
Drawn DaggersRR
Instant
Two target creatures each get +2/+0 until end of turn. Those creatures attack or block this turn if able.
Cathars' Call - 3W Insant
Put 2 1/1 white human solider tokens into play.
Target creature you control gets +1/+1 and lifelink until end of turn.
Nephalia Swindler - 2B Creature - Human Rogue
Whenever Nephalia Swindler dies, you may pay 3 life. If you do, draw a card.
2/1
Angelic Imprisonment 1WW
Enchantment - Aura (C)
Enchant Creature
When ~ enters the battlefield you may gain 3 life.
Enchanted creature cannot attack or block.
The new found tyranny of the angels was sudden and unexpected.
Pact with the Demon 3B
Enchantment - Aura
Enchant Creature
Enchanted Creature gets +3/+3.
At the beginning of your upkeep, sacrifice a creature or sacrifice enchanted creature.
Starlit Angel3WW
Creature - Angel
Flying
3/4
Forgotten GraveB Instant(C)
If target spell or permanent would be put into graveyard this turn, exile it instead.
Draw a card.
Uncommon 1/3
Impure Sicklemaster 2WB
Creature - Skeleton Warrior (U)
Punish 1 (When this creature dies, if it attacked this turn, put a -1/-1 counters on all creatures that blocked this turn, and vice-versa.) WB: Return Impure Sicklemaster from your graveyard to your hand.
2/3
Thunderstorm Skaab - 3UU Creature - Zombie
Flash
As an additional cost to cast Thunderstorm Skaab, exile two creature cards from your graveyard.
When Thunderstorm Skaab comes into play, you may return target creature to its owner's hand.
3/4
Uncommon 3/3:
Drudgehead3B
Creature - Zombie
Exhume (You may cast this card from your graveyard by discarding a creature card in addition to its other costs.)
~ comes into play tapped.
3/2
Pact with the Demon3B
Enchantment - Aura
Enchant Creature
Enchanted Creature gets +3/+3.
At the beginning of your upkeep, sacrifice a creature or sacrifice enchanted creature.
THREE issues with this card.
1) "The demon"? There is more than one on Innistrad.
2) Shouldn't the last clause just be "sacrifice a creature"? You can sac the dude that made the pact...
3) Pacts should be like this: Slaughter Pact.
Stendar, Chargeleader2RRWW
Legendary Creature - Human Warrior (R)
First Strike, Haste
When ~ comes into play, you may search your library for an equipment card, reveal it, put it into play, attach it to target Warrior you control, and shuffle your library.
Whenever ~ attacks, you may search your library for a Shout, reveal it, shuffle your library, and exile it. You may cast it without paying its mana cost until end of turn.
4/4
Rachweir is a land of shadowy familiars and brave Norse warriors. When the gods become angry with their subjects, chaos reigns.
Loki's Familiar
Creature - Elemental C
Whenever an opponent shuffles his or her library, put two +1/+1 counters on ~.
0/1
Blizzard Pathfinder - :3mana::symw:
Creature - Human Warrior C
Snow-Covered Landwalk
2/3
Wrath of Hel :4mana::symb:
Enchantment C
When ~ enters the battlefield, exile cards in all graveyards.
Whenever a card would be put into graveyard, exile it instead.
When ~ leaves the battlefield, return all cards exiled by it to their owner's graveyards.
Vengeful Berserker :1mana::symgr::symgr:
Creature - Human Warrior C
When ~ ETB, you may have it fight target creature your opponent controls.
3/1
Godsight3U
Sorcery C
Draw a card.
Recall (Put this card back in your hand as it resolves.) Mimir's blessing brings a glimpse of the future. Mimir's curse brings the knowledge of all of it.
Icehome Spear2
Artifact - Equipment C
Equip 4
Equip to Warrior 1(1: Attach to target Warrior creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Equipped creature gets +2/+0 and gains First Strike.
Ullr's Karstbolg1G
Snow Creature - Beast C Sacrosanct — When Ullr's Karstbolg dies, each opponent puts a 3/3 green Beast creature token onto the battlefield. "The glimmering tusks. The silver pelt. The withering gaze. Hunt it at your peril." —Ivar Jorsson
3/3
Sudden Avalanche - 3RR SorceryC
As an additional cost to play Sudden Avalanche, sacrifice any number of snow-covered lands you control. Sudden Avalanche deals damage to target creature or player equal to double the number of snow-covered lands sacrificed this way.
Thor's Thunderbolt2RR
Instant C
~ deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. WarcastR - You may cast this spell for its Warcast cost if a creature you control is attacking.
I Will Avenge You!RW
Instant - Shout (C 10/10)
Cast ~ only if a creature you control died in combat this turn.
Target creature you control gets +6/+6 until end of turn and fights target creature you don't control.
Side note: I want a Norse-themed set to happen so badly.
Rachweir is a land of shadowy familiars and brave Norse warriors. When the gods become angry with their subjects, chaos reigns.
Loki's Familiar
Creature - Elemental C
Whenever an opponent shuffles his or her library, put two +1/+1 counters on ~.
0/1
Blizzard Pathfinder - :3mana::symw:
Creature - Human Warrior C
Snow-Covered Landwalk
2/3
Wrath of Hel :4mana::symb:
Enchantment C
When ~ enters the battlefield, exile cards in all graveyards.
Whenever a card would be put into graveyard, exile it instead.
When ~ leaves the battlefield, return all cards exiled by it to their owner's graveyards.
Vengeful Berserker :1mana::symgr::symgr:
Creature - Human Warrior C
When ~ ETB, you may have it fight target creature your opponent controls.
3/1 Godsight3U
Sorcery C
Draw a card.
Recall (Put this card back in your hand as it resolves.) Mimir's blessing brings a glimpse of the future. Mimir's curse brings the knowledge of all of it.
Icehome Spear2
Artifact - Equipment (C 6/10)
Equip 4
Equip to Warrior 1(1: Attach to target Warrior creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Equipped creature gets +2/+0 and gains First Strike.
Azshanir is a land of almost endless oceans where pirates rule the seas, treasures are bound to capture your imagination and great monsters seem to thwart your every move.
Reclaim the Treasure1U
Instant (C)
Tap target creature. Then, if that creature was a Pirate, draw two cards.
Mutinous Incitement2RR
Sorcery (C)
Gain control of target creature until end of turn. Untap it, and it gains haste, islandwalk, and gets +1/+0 until end of turn.
Bilge RatBB
Creature - Rat (C)
Sink (Whenever a card is discarded, exile it instead.)
2/1
Barnacle Barricade2(U/G)
Creature - Plant (C)
Defender
Whenever Barnacle Barricade blocks an artifact creature, destroy Barnacle Barricade and the creature it's blocking.
1/4
DrownUB
Instant (C)
Destroy target creature without islandwalk.
Mainmast Lookout3W
Creature - Human Scout (C)
Mainmast Lookout can block only creatures with flying.
Whenever a creature without flying attacks you, untap all other creatures you control.
1/2
Privateer Pugilist3(R/W)(R/W)
Creature - Human Pirate (C)
First strike
Whenever ~ attacks, it deals 1 damage to target creature.
3/3
Ocean Serpent4UU Creature - Serpent(C)
Ocean Serpent can't attack unless defending player controls an Island. 7/7
Navy's Headhunter - 3W Creature - Human Soldier (C)
Swampwalk, Protection from Pirates. Wretched hives of scum and villany are his hunting grounds.
3/2
Torrented Volcano Land (U) T: Add 1 to your mana pool. T: Add U or R to your mana pool. Activate this ability only if you control an Island.
Torrented Grove
Land T: Add 1 to your mana pool. T: Add U or G to your mana pool. Activate this ability only if you control an Island.
Uncommon - 3/3 Volcanic Upburst2R
Sorcery
Kicker - Sacrifice an island
Volcanic Upburst deals 2 damage to each creature and player. If you paid the kicker cost, instead it deals 4 damage to each creature and player.
Rare -
Eza, Privateer Master3UW
Legendary Creature - Human Privateer
Islandwalk
When ~ comes into play or attacks, for each Pirate, tap that creature unless its controller pays 3.
Privateers you control have "Whenever ~ attacks, you may have target Pirate or creature without Islandwalk block it if able this turn" and "Whenever ~ becomes blocked by a Pirate, ~ gets +2/+2 until end of turn".
4/4
The sands of Raoim. The colossal desert plane, where a drop of water is worth of a drop of blood, nomadic tribes dance on the ruins of lost civilisations and bizarre spirits test intelligent beings for unknown reasons.
Buried by Sands - 1B Sorcery (C)
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
Oasis Mirage1U Enchantment - Aura [C]
Enchant land
Enchanted land is an island.
When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard.
Hapless Wanderer3W
Creature - Nomad Cleric (C)
Whenever you play a Plains, you may gain 1 life.
2/3
Scorching Sun5RR
Sorcery (C)
~ deals 6 damage divided as you choose between target creature and its controller.
Scour the Dunes1G Sorcery [C]
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
Windy Cavern Land - Desert [C]
:symtap:: Add 1 to your mana pool. R, Sacrifice ~: Target creature gains haste until end of turn.
Sandswimmer 2G
Creature - Insect
Desertwalk
2/1
Swirling SandstormRG
Sorcery
As an additional cost to Swirling Sandstorm, sacrifice a land.
Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm does 2 damage to that creature's controller.
Dervish Duo1GG
Creature - Human Warrior (C 9/10)
Sunhome -- ~ gets +1/+1 as long as you control a Desert.
2/2
Artifact - Equipment (C)
Equipped creature gets +1/+0 and protection from traps.
Equip
Inquisitive Adventurer G
Creature - Human Scout (C)
[Level up 1G]> (1/1)
[2-3]> Whenever ~ becomes tapped, scry 1. (2/2)
[4+]> Whenever becomes tapped, scry 5. (3/3)
Alone in the Dark 2B
Sorcery - Trap (C)
Shuffle target creature into it's owner's library. That player loses 2 life.
"He shouldn't have wandered off. Lets go."[/QUOTE]
Common 4
Magic Missile 0
Instant
You may cast ~ only if you control a Wizard.
Tap target creature. It doesn't untap during its controller's next untap phase.
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
I'm a child playing an adult's card game.
Esper CONTROL: http://forums.mtgsalvation.com/showpost.php?p=10441008&postcount=239
I'm a Rules Advisor. Woo-hoo.
Gamer's Armory in Raleigh, NC. Best bad store ever.
Barren Druid 1GG
Creature-Troll Druid
Defender
2: Regenerate Barren Druid
With no forests left to defend,he now waits for the impending void
0/4
C2/10
We Will Remain! 1W
Instant - Shout
Cast ~ only if you control a cleric.
Permanents you control gain indestructible until end of turn.
EDIT: Dear gods this new tempting is so stupid
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
I'm a child playing an adult's card game.
Esper CONTROL: http://forums.mtgsalvation.com/showpost.php?p=10441008&postcount=239
I'm a Rules Advisor. Woo-hoo.
Gamer's Armory in Raleigh, NC. Best bad store ever.
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Preempt 1B
Instant
Destroy target untapped creature.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
Manabound Beast RG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Frost-Bound Drake 2UU
Snow Creature - Drake
Flying
When ~ enters the battlefield tap target creature.
2/3
Poleward Expedition UW
Enchantment - Expedition (U 1/3)
Progress (At the beginning of your upkeep or whenever a creature enters the battlefield under your control, clash with an opponent. If you win, put a progress counter on ~.)
When ~ has three or more progress counters on it, sacrifice it. If you do, you may tap any number of permanents. They don't untap during their controller's next untap phase.
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
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The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool.
"Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer 1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G
Creature - Elf Artificier (C)
T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool.
The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn.
"The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt."
- Yurbald the Bold, Resistance Leader
1/1
Smog Scuttler B
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith 2R
Creature - Goblin Artificer (C)
T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments.
2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip.
The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek Assistance W
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
Automated Assembler 4
Artifact C
When Automated Assembler enters the battlefield, assemble a Contraption.
2, Sacrifice Automated Assember: Return target artifact from your graveyard to your hand.
"Identity unknown. State your name and designation." —Hommburg 0001
Nectarfluid Beast 2GG
Creature - Beast (U)
Ecosystem (When this creature enters the battlefield, the next creature that enters the battlefield under your control enters the battlefield as a copy of this creature without ecosystem.)
When Nectarfluid Beast enters the battlefield, draw a card.
3/2
Toxic Smog (Uncommon 2/3)
2BB
Instant
Target creature gets -3/-3 until end of turn.
Sacrifice two lands: Return ~ from your graveyard to your hand. Use this ability only once each turn.
Metallurgist (Uncommon)
2U
Creature - Human Artificer
2U: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
2/2
Rare:
Scream of the Machines 4UB
Enchantment
Each nonartifact or noncreature permanent you control becomes an artifact creature with power and toughness each equal to its converted mana cost.
Artifact creature lands you control get +0/+1 and are indestructible.
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
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The denizens of Rammburg have discovered the incredible truth, that they are only one of many identical "factory" planes, each connected to one another for a purpose long forgotten. Now they must find new allies and battle terrible enemies across their tangled multiverse, all to find the reality behind their very existence.
Creature - Mutant Rogue (C)
Persist
:3mana::symu:, Return Pipeworks Portalcrawler to its owner's hand: Return target nonland permanent to its owner's hand.
2/4
Brimmburg Oddwerks
Artifact Land - Contraption C
Brimmburg Oddwerks enters the battlefield tapped unless it was assembled.
: Add to your mana pool.
"Only scrap here. Need fresh metal. And you have such shiny skin." —Tzak, Brimmburg rigger
Wayfaring Engineer 1U
Creature - Human Artificer C
Whenever an artifact enters the battlefield, Wayfaring Engineer
is unblockable until end of turn.
1/2
Energy Breaker - 1G
Creature - Elf Artificier (C)
T, Return an artifact you control to its owners hand: Add GG or RR to your mana pool.
The power of explosion is not always best harvested in annihilation.
1/1
Riotous Engineers - 2R
Creature - Goblin Artificer Rebel
Haste
Sacrifice an artifact - Riotous Engineers gets +2/+0 until end of turn. You may activate this ability no more than twice per turn.
"The revolution has strong logical underpinnings, a clear vision of a new way forward, and a solid plan of crushing its enemies... a few goblins to throw in front of such sophistication couldn't hurt."
- Yurbald the Bold, Resistance Leader
1/1
Smog Scuttler B
Creature - Rat
When ~ dies put a -1/-1 counter on target creature.
1/1
Golbin Gunsmith 2R
Creature - Goblin Artificer (C)
T: Add two mana of any color to your mana pool. Spend this mana only to cast Equipment spells or activate abilities of Equipments.
2/1
Scaffold Veteran -- 1W
Creature -- Human Rebel (C)
Equipment targeting Scaffold Veteran costs 1 less to equip.
The workers have spent so much of their lives scavenging, it takes them little to no time to figure out the intricacies of what they find.
2/2
Seek Assistance W
Instant (C 9/10)
If you don't control any creatures, put two 1/1 human Soldier creature tokens into play.
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The cards so far:
Gem Miner :1mana::symr:
Creature - Dwarf (C)
: Flip a coin. If you win the flip, add one mana of any color to your mana pool. If you lose the flip, add to your mana pool.
1/2
Irrisen Skulk :3mana::symb:
Creature - Nightstalker C
Hoard :2mana::symb: — Irrisen Skulk has intimidate as long as you have :2mana::symb: in your mana pool.
First it steals your shadow. Then it steals your life.
3/2
Show of Force 2W
Instant C
Destroy target creature with power less than or equal to
the number of creatures you control.
The villagers learned to stand together against invaders.
Confusing Tactics WR
Instant C
Confusing tactics deals 4 damage to target creature or player. Each opponent gains 2 life.
"At least we tried..."
Reap the Crowd - 1B
Instant (C)
You may cast ~ only if an opponent controls more creatures than you.
Destroy target creature.
I could literally throw an arrow in the air and it still would wound at least one of those fools!
- Tryk, Nightstalker Chieftain
Unshaking Guardian - 2G
Creature - Plant
Defender
Whenever Unshaking Guardian blocks, you may prevent the next 2 damage that whould be dealt to target creature this turn.
1/4
Break the Vault 1UB
Sorcery(C 9/10)
Look at the top three cards of your library. Put one into your hand and the rest into your graveyard.
Loot 2UB (You may cast this by paying its loot cost if a creature you control dealt lethal damage this turn. Then exile it.)
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
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Meni-Bot - (2/R)
Artifact Creature - Construct (C)
Sacrifice ~: Add 2 to your mana pool.
1/1
Goblin Ratchcutter R
Creature - Goblin Rigger
R,t: Assemble target Contraption.
1/1
Factory Troglodyte 1GG
Creature - Mutant (C)
Persist
Creatures with power less than ~'s power can't block it.
"Once they were humans, but pervasive pollution change them beyond recognition."
- Marr, Factory supervisor
2/2
Blueprints 1U
Sorcery [C]
Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest into your graveyard.
Smoking Hulk 3
Artifact - Contraption
As an additional cost to assemble ~ , discard two cards.
Creatures you control have haste and get +1/+1 as long as ~ is assembled.
?/?
Extol W
Instant C
Target creature gains protection from instants and sorceries until end of turn.
The Deliverance Sect believes in the promise of a life beyond drudgery, of a path unhindered by metal shells.
Rusted Sentinel 4
Creature - Golem
~ enters the battlefield tapped.
3/4
Common 8/10
Mindwracking Hum BB
Sorcery
Target player reveals his/her hand. Choose a non-land non-artifact card from it and that player discards that card.
Rogue Wrecker 1GG
Creature - Beast
Artifact landwalk
3/3
Common 10/10
Powerstone Bomb 2
Artifact - Contraption
Assemble R
When Powerstone Bomb is assembled, you may sacrifice it. If you do, it deals 4 damage to target creature or player.
Rigger Chieftain 1R
Creature - Goblin Rigger
Rigger creatures you control get +1/+1.
1/1
[/QUOTE]
Unrelated note: Have we figured out how Contraptions work yet?
Strike 1WW
Enchantment (U 2/3) (Hell, we'll make it Uncommon, as it kills the set!)
Cumulative Upkeep -- 1
Contraptions can't be assembled.
At the beginning of your upkeep, add X to your mana pool, where X is the number of Riggers in play.
EDIT: I'm bad at words.
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Gamer's Armory in Raleigh, NC. Best bad store ever.
(Tokenworld?)
Instant (C)
Destroy target token, then put a 0/1 black Serf creature token onto the battlefield.[/QUOTE]
Varied Procession 4
Sorcery (C 2/10) (Color Indicator: Gold)
Choose white Citizen, blue Camarid, black Thrull, red Deserter, or green Saproling. Put two 1/1 tokens of the chosen color and type into play.
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
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Gamer's Armory in Raleigh, NC. Best bad store ever.
Dark secrets are returning to Innistrad, talks of the Unholy have returned and the Angels seem over protective very suddenly.
Knife of the Alchemist
Artifact - Equipment
Equipped creature has , Put the top two cards of your library into your graveyard. Put a 2/2 blue Homunculus creature token onto the battlefield.
Equip
Sigarda's Hunter 2WG
Creature - Wolf Warrior
Vigilance
1G: ~ gets +2/+2 until end of turn. Do this only once per turn.
2/3
The Angels deployed them to safeguard the boundaries of human towns. From what, is something the Angels only knew.
Drawn Daggers RR
Instant
Two target creatures each get +2/+0 until end of turn. Those creatures attack or block this turn if able.
Cathars' Call - 3W
Insant
Put 2 1/1 white human solider tokens into play.
Target creature you control gets +1/+1 and lifelink until end of turn.
Creature - Spirit (C)
Swampwalk
Sacrifice a Swamp: Regenerate ~.
3/2
Nephalia Swindler - 2B
Creature - Human Rogue
Whenever Nephalia Swindler dies, you may pay 3 life. If you do, draw a card.
2/1
Angelic Imprisonment 1WW
Enchantment - Aura (C)
Enchant Creature
When ~ enters the battlefield you may gain 3 life.
Enchanted creature cannot attack or block.
The new found tyranny of the angels was sudden and unexpected.
Pact with the Demon 3B
Enchantment - Aura
Enchant Creature
Enchanted Creature gets +3/+3.
At the beginning of your upkeep, sacrifice a creature or sacrifice enchanted creature.
Starlit Angel 3WW
Creature - Angel
Flying
3/4
Forgotten Grave B
Instant (C)
If target spell or permanent would be put into graveyard this turn, exile it instead.
Draw a card.
Uncommon 1/3
Impure Sicklemaster 2WB
Creature - Skeleton Warrior (U)
Punish 1 (When this creature dies, if it attacked this turn, put a -1/-1 counters on all creatures that blocked this turn, and vice-versa.)
WB: Return Impure Sicklemaster from your graveyard to your hand.
2/3
Thunderstorm Skaab - 3UU
Creature - Zombie
Flash
As an additional cost to cast Thunderstorm Skaab, exile two creature cards from your graveyard.
When Thunderstorm Skaab comes into play, you may return target creature to its owner's hand.
3/4
Uncommon 3/3:
Drudgehead 3B
Creature - Zombie
Exhume (You may cast this card from your graveyard by discarding a creature card in addition to its other costs.)
~ comes into play tapped.
3/2
Enchantment - Aura
Enchant Creature
Enchanted Creature gets +3/+3.
At the beginning of your upkeep, sacrifice a creature or sacrifice enchanted creature.
THREE issues with this card.
1) "The demon"? There is more than one on Innistrad.
2) Shouldn't the last clause just be "sacrifice a creature"? You can sac the dude that made the pact...
3) Pacts should be like this: Slaughter Pact.
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Legendary Creature - Human Warrior (R)
First Strike, Haste
When ~ comes into play, you may search your library for an equipment card, reveal it, put it into play, attach it to target Warrior you control, and shuffle your library.
Whenever ~ attacks, you may search your library for a Shout, reveal it, shuffle your library, and exile it. You may cast it without paying its mana cost until end of turn.
4/4
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
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Gamer's Armory in Raleigh, NC. Best bad store ever.
Loki's Familiar
Creature - Elemental C
Whenever an opponent shuffles his or her library, put two +1/+1 counters on ~.
0/1
Blizzard Pathfinder - :3mana::symw:
Creature - Human Warrior C
Snow-Covered Landwalk
2/3
Wrath of Hel :4mana::symb:
Enchantment C
When ~ enters the battlefield, exile cards in all graveyards.
Whenever a card would be put into graveyard, exile it instead.
When ~ leaves the battlefield, return all cards exiled by it to their owner's graveyards.
Vengeful Berserker :1mana::symgr::symgr:
Creature - Human Warrior C
When ~ ETB, you may have it fight target creature your opponent controls.
3/1
Godsight 3U
Sorcery C
Draw a card.
Recall (Put this card back in your hand as it resolves.)
Mimir's blessing brings a glimpse of the future. Mimir's curse brings the knowledge of all of it.
Icehome Spear 2
Artifact - Equipment C
Equip 4
Equip to Warrior 1 (1: Attach to target Warrior creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Equipped creature gets +2/+0 and gains First Strike.
Ullr's Karstbolg 1G
Snow Creature - Beast C
Sacrosanct — When Ullr's Karstbolg dies, each opponent puts a 3/3 green Beast creature token onto the battlefield.
"The glimmering tusks. The silver pelt. The withering gaze. Hunt it at your peril." —Ivar Jorsson
3/3
Sudden Avalanche - 3RR
Sorcery C
As an additional cost to play Sudden Avalanche, sacrifice any number of snow-covered lands you control. Sudden Avalanche deals damage to target creature or player equal to double the number of snow-covered lands sacrificed this way.
Thor's Thunderbolt 2RR
Instant C
~ deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
Warcast R - You may cast this spell for its Warcast cost if a creature you control is attacking.
I Will Avenge You! RW
Instant - Shout (C 10/10)
Cast ~ only if a creature you control died in combat this turn.
Target creature you control gets +6/+6 until end of turn and fights target creature you don't control.
Side note: I want a Norse-themed set to happen so badly.
Sig by Ace of Spades studio at http://forums.mtgsalvation.com/showthread.php?t=451747
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Loki's Familiar
Creature - Elemental C
Whenever an opponent shuffles his or her library, put two +1/+1 counters on ~.
0/1
Blizzard Pathfinder - :3mana::symw:
Creature - Human Warrior C
Snow-Covered Landwalk
2/3
Wrath of Hel :4mana::symb:
Enchantment C
When ~ enters the battlefield, exile cards in all graveyards.
Whenever a card would be put into graveyard, exile it instead.
When ~ leaves the battlefield, return all cards exiled by it to their owner's graveyards.
Vengeful Berserker :1mana::symgr::symgr:
Creature - Human Warrior C
When ~ ETB, you may have it fight target creature your opponent controls.
3/1
Godsight 3U
Sorcery C
Draw a card.
Recall (Put this card back in your hand as it resolves.)
Mimir's blessing brings a glimpse of the future. Mimir's curse brings the knowledge of all of it.
Icehome Spear 2
Artifact - Equipment (C 6/10)
Equip 4
Equip to Warrior 1 (1: Attach to target Warrior creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
Equipped creature gets +2/+0 and gains First Strike.
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Loki's Familiar
Creature - Elemental (C)
Whenever an opponent shuffles his or her library, put two +1/+1 counters on ~.
0/1
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Instant (C)
Tap target creature. Then, if that creature was a Pirate, draw two cards.
Mutinous Incitement 2RR
Sorcery (C)
Gain control of target creature until end of turn. Untap it, and it gains haste, islandwalk, and gets +1/+0 until end of turn.
Bilge Rat BB
Creature - Rat (C)
Sink (Whenever a card is discarded, exile it instead.)
2/1
Barnacle Barricade 2(U/G)
Creature - Plant (C)
Defender
Whenever Barnacle Barricade blocks an artifact creature, destroy Barnacle Barricade and the creature it's blocking.
1/4
Drown UB
Instant (C)
Destroy target creature without islandwalk.
Mainmast Lookout 3W
Creature - Human Scout (C)
Mainmast Lookout can block only creatures with flying.
Whenever a creature without flying attacks you, untap all other creatures you control.
1/2
Privateer Pugilist 3(R/W)(R/W)
Creature - Human Pirate (C)
First strike
Whenever ~ attacks, it deals 1 damage to target creature.
3/3
Ocean Serpent 4UU
Creature - Serpent (C)
Ocean Serpent can't attack unless defending player controls an Island.
7/7
Navy's Headhunter - 3W
Creature - Human Soldier (C)
Swampwalk, Protection from Pirates.
Wretched hives of scum and villany are his hunting grounds.
3/2
Skeleton Captain 1B
Creature - Skeleton Pirate (C)
B,t: Regenerate target Pirate.
1/1
Torrented Volcano
Land (U)
T: Add 1 to your mana pool.
T: Add U or R to your mana pool. Activate this ability only if you control an Island.
Torrented Grove
Land
T: Add 1 to your mana pool.
T: Add U or G to your mana pool. Activate this ability only if you control an Island.
Uncommon - 3/3
Volcanic Upburst 2R
Sorcery
Kicker - Sacrifice an island
Volcanic Upburst deals 2 damage to each creature and player. If you paid the kicker cost, instead it deals 4 damage to each creature and player.
Rare -
Eza, Privateer Master 3UW
Legendary Creature - Human Privateer
Islandwalk
When ~ comes into play or attacks, for each Pirate, tap that creature unless its controller pays 3.
Privateers you control have "Whenever ~ attacks, you may have target Pirate or creature without Islandwalk block it if able this turn" and "Whenever ~ becomes blocked by a Pirate, ~ gets +2/+2 until end of turn".
4/4
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Sorcery (C)
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
Oasis Mirage 1U
Enchantment - Aura [C]
Enchant land
Enchanted land is an island.
When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard.
Hapless Wanderer 3W
Creature - Nomad Cleric (C)
Whenever you play a Plains, you may gain 1 life.
2/3
Scorching Sun 5RR
Sorcery (C)
~ deals 6 damage divided as you choose between target creature and its controller.
Scour the Dunes 1G
Sorcery [C]
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
Windy Cavern
Land - Desert [C]
:symtap:: Add 1 to your mana pool.
R, Sacrifice ~: Target creature gains haste until end of turn.
Sandswimmer 2G
Creature - Insect
Desertwalk
2/1
Swirling Sandstorm RG
Sorcery
As an additional cost to Swirling Sandstorm, sacrifice a land.
Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm does 2 damage to that creature's controller.
Dervish Duo 1GG
Creature - Human Warrior (C 9/10)
Sunhome -- ~ gets +1/+1 as long as you control a Desert.
2/2
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I'm a child playing an adult's card game.
Esper CONTROL: http://forums.mtgsalvation.com/showpost.php?p=10441008&postcount=239
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