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Tribal Instant - Eldrazi
Counter target spell or ability that targets a permanent you control.
Not of This World costs less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
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Tribal Instant - Wizard
Counter target spell unless its controller pays . If you control a Wizard, draw a card.
"Curse these merrows and their meddling! Since coming near the river, I can't so much as sneeze without being soaked." -Ashling the Pilgrim
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Tribal Instant - Wizard
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
Dreams are tempting because one is so powerful in them. Dreams are dangerous because that power is a lie.
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Tribal Instant - Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Tribal Instant - Faerie
Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying onto the battlefield.
A faerie is the offspring of Oona and mischief.
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Tribal Instant - Treefolk
Put a 2/5 green Treefolk Shaman creature token onto the battlefield.
Whenever a Forest enters the battlefield under your control, you may return Reach of Branches from your graveyard to your hand.
Growth has no limits.
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Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Exile target creature. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling onto the battlefield.
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Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Creatures target player controls get +0/+1 and gain all creature types until end of turn.
Changelings can alter shape based on what the beings around them desire most.
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Tribal Instant - Kithkin
Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card.
Kithkin weave together their very thoughts, creating a depth of cooperation unknown to other races.
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Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Creatures target player controls get -2/-0 and lose all creature types until end of turn.
When all is taken away, all are equal.
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Tribal Instant - Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
The fae are so quick and their life spans so short that it's difficult to get retribution for their pranks.
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Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Target creature becomes 4/4, gains all creature types, and gains flying until end of turn.
Changeling magic grants unusual wishes.
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Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Target creature gets +3/-3 and loses all creature types until end of turn.
Just as a changeling's influence can have dramatic effects, so too can its sudden withdrawal.
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Tribal Instant - Faerie
Target creature gets -1/-1 until end of turn. If you control a Faerie, draw a card.
Like being trapped in a perpetual sneeze, faerie-dust poisoning is both exhilarating and agonizing.
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Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Up to two target creatures each get +2/+0 and gain all creature types until end of turn.
"The changing kind suffers as we do. We must join as one to quench our tyrants!"
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Tribal Instant - Giant
Choose a Giant creature you control. It deals damage equal to its power to target creature.
Five-toed grave -Kithkin phrase meaning "a giant's footprint"
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Tribal Instant - Goblin
Tarfire deals 2 damage to target creature or player.
"After Auntie brushed the soot from her eyes, she discovered something wonderful: the fire had turned the goat into something that smelled delicious." -A tale of Auntie Grub
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Tribal Instant - Elf
Put two 1/1 green Elf Warrior creature tokens onto the battlefield. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost. Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
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Tribal Instant - Treefolk
Destroy target noncreature permanent. If you control a Treefolk, draw a card.
"All the sylvan secrets of this world are etched between my rings. The skinfolk's metal aberrations can rot between my roots." -Colfenor, the Last Yew
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Snow Creature - Angel
Flying, vigilance
: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
She doesn't escort the dead to the afterlife, but instead raises them to fight and die again.
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Snow Creature - Griffin
Flying
{S}: Boreal Griffin gains first strike until end of turn. ({S} can be paid with one mana from a snow permanent.)
"More than snow falls from the Boreal skies." -Arkin Egilsson, skycaptain
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Snow Enchantment
Cumulative upkeep {S} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it. {S} can be paid with one mana from a snow permanent.)
If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter.
{S}: Put an age counter on Cover of Winter.
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Snow Enchantment - Aura
Enchant creature
Enchanted creature can't block, and its activated abilities can't be activated.
{S}: Enchanted creature gains defender until end of turn. ({S} can be paid with one mana from a snow permanent.)
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Snow Enchantment - Aura
Enchant creature
Cumulative upkeep {S} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it. {S} can be paid with one mana from a snow permanent.)
Enchanted creature gets +3/+3 for each age counter on Glacial Plating.
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Snow Creature - Elemental
Flying
, : Tap target creature.
"The scouts claim the cold has malice, and a mind. I begin to believe them. Impassable drifts seem to appear before us at every turn." -Aevar Borg, northern guide, journal entry
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Snow Creature - Wall
Defender, flying
Cumulative upkeep-An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
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Snow Creature - Illusion
Flying
{S}: Target creature loses flying until end of turn. ({S} can be paid with one mana from a snow permanent.)
Terisiare has only two kinds of weather: cold and weird.
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Snow Creature - Bird
Flying
{S}{S}: Frost Raptor gains shroud until end of turn. ({S} can be paid with one mana from a snow permanent.)
The Rimewind wizards strove to perpetuate a magical winter. Their unnatural snows birthed unnatural beasts.
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Snow Creature - Bird
Flying
Rimefeather Owl's power and toughness are each equal to the number of snow permanents on the battlefield.
{S}: Put an ice counter on target permanent.
Permanents with ice counters on them are snow.
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Snow Creature - Serpent
Ronom Serpent can't attack unless defending player controls a snow land.
When you control no snow lands, sacrifice Ronom Serpent.
With the spread of Rimewind's sorcerous winter, snow dwellers reclaimed their places atop the food chain.
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Snow Creature - Shade
Flying
{S}: Chilling Shade gets +1/+1 until end of turn. ({S} can be paid with one mana from a snow permanent.)
Rimewind necromancers caught travelers in mystical blizzards then trapped their spirits in the mist of their final frozen breaths.
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Snow Creature - Zombie
, Sacrifice a creature: You gain 2 life.
"Make sure those wretches feed only upon the plagued. The blood of the healthy is reserved for me alone." -Garza Zol, plague queen
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Snow Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and has "{S}: This creature can't be blocked this turn except by snow creatures." ({S} can be paid with one mana from a snow permanent.)
The unfortunates so transformed hungered not for flesh, but for warmth.
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Snow Creature - Skeleton
{S}: Regenerate Rimebound Dead. ({S} can be paid with one mana from a snow permanent.)
"Tresserhorn is ours now. Dredge the lake and bring me all the bones you find. We'll build you a new army, the likes of which Terisiare has never seen." -Heidar, Rimewind master, to Haakon
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Snow Creature - Zombie
Snow landwalk
{S}: Regenerate Zombie Musher. ({S} can be paid with one mana from a snow permanent.)
The World Spell thawed their icy graves, promising rest in soft, quiet earth at last. But Heidar called them to duty for a twisted cause.
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Snow Creature - Goblin Warrior
: Target creature can't block this turn.
{S}: Goblin Rimerunner gains haste until end of turn. ({S} can be paid with one mana from a snow permanent.)
Rimerunners set off avalanches to immobilize foes as well as to create more challenging slopes.
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Snow Creature - Wolverine Beast
Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player.
"They're not easily trained. Fortunately, they already know how to kill." -Lovisa Coldeyes, Balduvian chieftain
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Snow Creature - Yeti
{S}: Target snow creature gains first strike until end of turn. ({S} can be paid with one mana from a snow permanent.)
When a snowdrift shows you its eyes, it's already too late.
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Snow Creature - Dragon
Flying
{S}: Tap target creature and put an ice counter on it. ({S} can be paid with one mana from a snow permanent.)
Creatures with ice counters on them don't untap during their controllers' untap steps.
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Snow Creature - Yeti
When Stalking Yeti enters the battlefield, if it's on the battlefield, it deals damage equal to its power to target creature an opponent controls and that creature deals damage equal to its power to Stalking Yeti.
{S}: Return Stalking Yeti to its owner's hand. Activate this ability only any time you could cast a sorcery. ({S} can be paid with one mana from a snow permanent.)
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Snow Creature - Slug
{S}: Thermopod gains haste until end of turn. ({S} can be paid with one mana from a snow permanent.)
Sacrifice a creature: Add to your mana pool.
Slicking the ice with its heated underside, the thermopod skates at great speed to overtake its prey.
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Snow Creature - Centaur Warrior
{S}: Boreal Centaur gets +1/+1 until end of turn. Activate this ability only once each turn. ({S} can be paid with one mana from a snow permanent.)
Those who used reindeer as beasts of burden knew to avoid the centaurs, who raged at the enslavement of their spirit-kin.
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Snow Creature - Elf Druid
: Add to your mana pool.
Some creatures are bound to the cold by Rimewind magic. Others seek it out, adapted by two thousand years of the Ice. The Boreal, where Heidar's frigid sway is strongest, is home to both.
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Snow Creature - Spider
Reach (This creature can block creatures with flying.)
Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat.
Its white webs glitter, mimicking the frost on the tree's branches.
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Snow Creature - Snake
Whenever Ohran Viper deals combat damage to a creature, destroy that creature at end of combat.
Whenever Ohran Viper deals combat damage to a player, you may draw a card.
The ohran viper is not cold-blooded. Its veins course with the same antigelid venom used to kill its prey.
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Snow Creature - Aurochs
Trample
Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
{S}: Target creature blocks target creature this turn if able. ({S} can be paid with one mana from a snow permanent.)
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Snow Creature - Specter
Flying
Whenever Blizzard Specter deals combat damage to a player, choose one - That player returns a permanent he or she controls to its owner's hand; or that player discards a card.
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Snow Creature - Faerie
Flying
{S}: Snow creatures you control get +1/+1 until end of turn. ({S} can be paid with one mana from a snow permanent.)
"That such delicate creatures could become so powerful in the embrace of winter is yet more proof that I am right." -Heidar, Rimewind master
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Snow Artifact
Coldsteel Heart enters the battlefield tapped.
As Coldsteel Heart enters the battlefield, choose a color.
: Add one mana of the chosen color to your mana pool.
The Phyrexian death machine awoke, its coldsteel heart imbuing it with sinister new power.
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Snow Artifact Creature - Construct
Phyrexian Ironfoot doesn't untap during your untap step.
{S}: Untap Phyrexian Ironfoot. ({S} can be paid with one mana from a snow permanent.)
It took the Rimewind cultists days to realize they had successfully activated the creature-it just wasn't interested in moving.
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Snow Artifact Creature - Juggernaut
Phyrexian Snowcrusher attacks each turn if able.
{S}: Phyrexian Snowcrusher gets +1/+0 until end of turn. ({S} can be paid with one mana from a snow permanent.)
Its plow wasn't designed for snow, but to carve a path through shrieking armies.
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Snow Artifact Creature - Construct
Cumulative upkeep-Sacrifice a creature. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
The Phyrexian minds that constructed it did not live past its awakening.
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Snow Creature - Centaur Shaman
As long as Centaur Omenreader is tapped, creature spells you cast cost less to cast.
The wisdom of the omenreaders is legendary. Creatures travel for miles through icy peril to seek their counsel.
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Eaturecray - Igpay
Oubleday ikestray
Eneverwhay Atinlay Igpay's ontrollercay eaksspay ay onnay-Igpay-Atinlay ordway, acrificesay Atinlay Igpay.
Isthay iecepay ofay avorflay exttay oesn'tday eallyray aysay anythingay.
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Summon Dinosaur
Phasing, cumulative upkeep , echo, fading 3, bands with other Dinosaurs, protection from Homarids, snow-covered plainswalk, flanking, rampage 2
"These kids today with their collector numbers and their newfangled tap symbol. Twenty Black Lotuses and twenty Plague Rats. Now that's real Magic."
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Basic Land - Forest
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
Your minimum deck size is reduced by five.
"The beneficent council deems you worthy of favor. They hope this doesn't provoke envy from your peers."
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
Draw an additional hand of seven cards as the game begins. Before taking mulligans, shuffle all but one of your hands into your library.
"In the market for an alternative, friend?"
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Spells with the chosen name you cast cost less to cast.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Whenever you cast an instant or sorcery spell with the chosen name, you may copy it. You may choose new targets for the copy.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Creatures you control with the chosen name have haste.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Whenever you cast an instant or sorcery spell with the chosen name, you may draw a card.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Each creature you control with the chosen name enters the battlefield with an additional +1/+1 counter on it.
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
You are the starting player. If multiple players would be the starting player, one of those players is chosen at random.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Whenever a creature with the chosen name enters the battlefield under your control, you may search your library for any number of cards with that name, reveal them, put them into your hand, then shuffle your library.
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Creatures you control with the chosen name have ": Add one mana of any color to your mana pool."
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
At the beginning of the first upkeep, put a 1/1 colorless Construct artifact creature token with defender onto the battlefield.
"Unusual. Security also worth stealing." -Dack Fayden
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Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
You may spend mana as though it were mana of any color to cast spells with the chosen name.
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Conspiracy
(Start the game with this conspiracy face up in the command zone.)
As long as every card in your card pool started the game in your library or in the command zone, lands you control have ": Add one mana of any color to your mana pool."
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Land
: Add to your mana pool.
, : You may cast nonland cards this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.
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Land
As Cavern of Souls enters the battlefield, choose a creature type.
: Add to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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Land
: Add to your mana pool.
, : Draw a card, then discard a card.
A lonely sentinel facing gales, hurricanes, and tides of homicidal spirits.
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Land
When Seraph Sanctuary enters the battlefield, you gain 1 life.
Whenever an Angel enters the battlefield under your control, you gain 1 life.
: Add to your mana pool.
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Land
: Add to your mana pool.
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Its courtyards are lit during every hour of the day so that night may never fall within its walls.
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Basic Land - Plains
(: Add to your mana pool.)
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Basic Land - Island
(: Add to your mana pool.)
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Basic Land - Swamp
(: Add to your mana pool.)
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Basic Land - Mountain
(: Add to your mana pool.)
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Basic Land - Forest
(: Add to your mana pool.)
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Land
Cathedral of War enters the battlefield tapped.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add to your mana pool.
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Land
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
: Add or to your mana pool.
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Land
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
: Add or to your mana pool.
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Land
, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Without the interfering hands of civilization, nature will always shape itself to its own needs.
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Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
: Add or to your mana pool.
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Land
: Add to your mana pool.
, : Put a pressure counter on Hellion Crucible.
, , Remove two pressure counters from Hellion Crucible and sacrifice it: Put a 4/4 red Hellion creature token with haste onto the battlefield. (It can attack and as soon as it comes under your control.)
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Land
You have no maximum hand size.
: Add to your mana pool.
Once guarded by the Knights of the Reliquary, the tower stands now protected only by its own remoteness, its dusty treasures open to plunder by anyone.
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Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
: Add or to your mana pool.
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Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
: Add or to your mana pool.
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Land
: Add to your mana pool.
, , Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.
History has buried its treasures deep.
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Land
: Add to your mana pool.
, , Sacrifice a creature: Draw a card.
"I love what they've done with the place." -Liliana Vess
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Land
: Add to your mana pool.
, , Sacrifice Haunted Fengraf: Return a creature card at random from your graveyard to your hand.
A ghoulcaller's playground.
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Land
: Add to your mana pool.
, : Creatures you control gain deathtouch and lifelink until end of turn.
"For centuries my creation kept this world in balance. Now only her shadow remains." -Sorin Markov
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Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.
: Add or to your mana pool.
Where cathars learn to fight not only demons and vampires, but ignorance as well.
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Land
: Add to your mana pool.
, : Put a +1/+1 counter on each creature you control.
"The protective wards of the church have weakened, and no one can tell us why. It's time to look to our own defenses." -Gregel, militia leader
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Land
: Add to your mana pool.
, Sacrifice Ghost Quarter: Destroy target land. Its controller may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.
Deserted, but not uninhabited.
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Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
: Add or to your mana pool.
In places where the sea meets the trees, it's easy to forget the darkness that rules most of Innistrad.
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Land
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
: Add or to your mana pool.
Not every church is a place of faith.
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Land
: Add to your mana pool.
, : Target creature gets +X/+0 and gains trample until end of turn.
When a werewolf changes for the first time, that first howl is said to echo through the wilds till moonset.
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Land
: Add to your mana pool.
, , Exile a creature card from your graveyard: Put a 1/1 white Spirit creature token with flying onto the battlefield.
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Land
: Add to your mana pool.
, : Target player puts the top three cards of his or her library into his or her graveyard.
"Some see a coastal disaster. I see a fully-stocked seagraf." -Jadar, ghoulcaller of Nephalia
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