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Magic - The Gathering®


Beta/Unlimited Card List

Released: October 1993, Unlimited released December 1993. 302 cards (292 without different versions of the same card).

Statistics

C1Dirt CommonR1U1Sum
White15-161546
Blue15-161546
Black15-161546
Red15-161546
Green15-161546
Artifact--272047
Land-510-15
Total75511795292

Sort by clicking on the table headers.

Name Color Type Cost Pwr/Tgh Text Rarity
Air Elemental Blue Summon Elemental 3UU 4/4 Flying U1
Ancestral Recall Blue Instant U Draw 3 cards or force opponent to draw 3 cards. R1
Animate Artifact Blue Enchant Artifact 3U Target artifact is now a creature with both power and toughness equal to its casting cost; target retains all its original abilities as well. This will destroy artifacts with 0 casting cost. U1
Animate Dead Black Enchant Dead Creature 1B Any creature in either player's graveyard comes into play on your side with -1 to its original power. If this enchantment is removed, or at end of game, target creature is returned to its owner's graveyard. Target creature may be killed as normal. U1
Animate Wall White Enchant Wall W Target wall can now attack. Target wall's power and toughness are unchanged, even if its power is 0. R1
Ankh of Mishra Artifact Continuous Artifact 2 Ankh does 2 damage to anyone who puts a new land into play. R1
Armageddon White Sorcery 3W All lands in play are destroyed. R1
Aspect of Wolf Green Enchant Creature 1G Target creature's power and toughness are increased by half the number of forests you have in play, rounding down for power and up for toughness. R1
Bad Moon Black Enchantment 1B All black creatures in play gain +1/+1. R1
Badlands Land Land - Tap to add either R or B to your mana pool.
Counts as both mountains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected.
R1
Balance White Sorcery 1W Whichever player has more lands in play must discard enough lands of his or her choice to equalize the number of lands both players have in play. Cards in hand and creatures in play must be equalized the same way.
Creatures lost in this manner may not be regenerated.
R1
Basalt Monolith Artifact Mono Artifact 3 Tap to add 3 colorless mana to your mana pool. Does not untap as normal during untap phase; you may spend 3 to untap. Tapping this artifact can be played as an interrupt U1
Bayou Land Land - Counts as both swamp and forest and is affected by spells that affect either. Tap to add either B or G to your mana pool. R1
Benalish Hero White Summon Hero W 1/1 Bands C1
Berserk Green Instant G Until end of turn, target creature's current power doubles and it gains trample ability. If it attacks, target creature is destroyed at end of turn. This spell cannot be cast after current turn's attack is completed. U1
Birds of Paradise Green Summon Mana Birds G 0/1 Flying
Tap to add one mana of any color to your mana pool. This tap may be played as an interrupt.
R1
Black Knight Black Summon Knight BB 2/2 Protection from white, first strike U1
Black Lotus Artifact Mono Artifact 0 Adds 3 mana of any single color of your choice to your mana pool, then is discarded. Tapping this artifact can be played as an interrupt. R1
Black Vise Artifact Continuous Artifact 1 If opponent has more than four cards in hand during upkeep,
Black Vise does 1 damage to opponent for each card in excess of four.
U1
Black Ward White Enchant Creature W Target creature gains protection from black. U1
Blaze of Glory White Instant W Target defending creature can and must block all attacking creatures it can legally block. For example, a normal non-flying target defender can and must block all normal non-flying attackers at once, but it cannot block any flying creatures. Controller of target defender may distribute damage among attackers as desired. Play before defense is chosen. R1
Blessing White Enchant Creature WW W: Target creature gains +1/+1 until end of turn. R1
Blue Elemental Blast Blue Interrupt B Counters target red spell being cast or destroys a red card in play. C1
Blue Ward White Enchant Creature W Target creature gains protection from blue. U1
Bog Wraith Black Summon Wraith 3B 3/3 Swampwalk U1
Braingeyser Blue Sorcery XUU Target player must draw X cards. R1
Burrowing Red Enchant Creature R Target creature gains mountainwalk. U1
Camouflage Green Instant G You may rearrange your attacking creatures and place them face down, revealing which is which only after defense is chosen. If this results in impossible blocks, such as non-flying creatures blocking flying creatures, illegal blockers cannot block this turn. U1
Castle White Enchantment 3W Your untapped creatures gain +0/+2. Attacking creatures lose this bonus. U1
Celestial Prism Artifact Mono Artifact 3 2: Provides 1 mana of any color. This use can be played as an interrupt. U1
Channel Green Sorcery GG Until end of turn, you may add colorless mana to your mana pool at a cost of 1 life each. These additions are played with the speed of an interrupt. Effects that prevent damage may not be used to counter this loss of life. U1
Chaos Orb Artifact Mono Artifact 2 1: Flip Chaos Orb onto the playing area from a height of at least one foot. Chaos Orb must turn completely over at least once or it is discarded with no effect. When Chaos Orb lands, any cards in play that it touches are destroyed, as is Chaos Orb. R1
Chaoslace Red Interrupt R Changes the color of one card either being played or already in play to red. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. R1
Circle of Protection: Black White Enchantment 1W 1: Prevents all damage against you from one black source.
If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage.
C1
Circle of Protection: Blue White Enchantment 1W 1: Prevents all damage against you from one blue source.
If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage.
C1
Circle of Protection: Green White Enchantment 1W 1: Prevents all damage against you from one green source.
If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage.
C1
Circle of Protection: Red White Enchantment 1W 1: Prevents all damage against you from one red source. If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage. C1
Circle of Protection: White White Enchantment 1W 1: Prevents all damage against you from one white source.
If a source does damage to you more than once in a turn, you must pay 1 mana each time you want to prevent the damage.
C1
Clockwork Beast Artifact Artifact Creature 6 0/4 Put seven +1/+0 counters on Beast. After Beast attacks or blocks, discard a counter. During the untap phase, controller may buy back lost counters for 1 mana per counter; this taps
Beast if it wasn't tapped already
R1
Clone Blue Summon Clone 3U */* Upon summoning, Clone acquires all characteristics, including color, of any one creature in play on either side; any creature enchantments on original creature are not copied. Clone retains these characteristics even after original creature is destroyed. Clone cannot be summoned if there are no creatures in play. U1
Cockatrice Green Summon Cockatrice 3GG 2/4 Flying
Any non-wall creature blocking Cockatrice is destroyed, as is any creature blocked by Cockatrice. Creatures destroyed in this way deal their damage before dying.
R1
Consecrate Land White Enchant Land W All enchantments on target land are destoyed. Land cannot be destroyed or further enchanted until Consecrate Land has been destroyed. U1
Conservator Artifact Mono Artifact 4 3: Prevent the loss of up to 2 life. U1
Contract from Below Black Card Type: Sorcery B Discard your current hand and draw eight new cards, adding the first drawn to your ante. Remove this card from your deck before playing if you are not playing for ante. R1
Control Magic Blue Enchant Creature 2UU You control target creature until enchantment is discarded or game ends. You can't tap target creature this turn, but if it was already tapped it stays tapped until you can untap it.
If destroyed, target creature is put in its owner's graveyard.
U1
Conversion White Enchantment 2WW All mountains are considered plains while Conversion is in play. Pay WW during upkeep or Conversion is discarded. U1
Copper Tablet Artifact Continuous Artifact 2 Copper Tablet does 1 damage to each player during his or her upkeep. U1
Copy Artifact Blue Enchantment 1U Select any artifact in play. This enchantment acts as a duplicate of that artifact; it is affected by cards that affect either enchantments or artifacts. The copy remains even if the original artifact is destroyed. Enchantments on the original artifact are not copied. R1
Counterspell Blue Interrupt UU Counters target spell as it is being cast. U1
Craw Wurm Green Summon wurm 4GG 6/4 - C1
Creature Bond Blue Enchant Creature 1U If target creature is destroyed, Creature Bond does an amount of damage equal to creature's toughness to creature's controller. C1
Crusade White Enchantment WW All white creatures gain +1/+1. R1
Crystal Rod Artifact Poly Artifact 1 1: Any blue spell cast by any player gives you 1 life. U1
Cursed Land Black Enchant Land 2BB Cursed Land does 1 damage to target land's controller during each upkeep. U1
Cyclopean Tomb Artifact Mono Artifact 4 2: Turn any one non-swamp land into swamp during your upkeep. Mark the changed lands with tokens. If Cyclopean
Tomb is destroyed, remove one token of your choice each upkeep, returning that land to its original nature.
R1
Dark Ritual Black Interrupt B Add 3 black mana to your mana pool. C1
Darkpact Black Sorcery BBB Without looking at it first, swap top card of your library with either card of ante; this swap is permanent. You must have a card in your library to cast this spell. Remove this card from your deck before playing if you are not playing for ante. R1
Death Ward White Instant W Regenerates target creature. C1
Deathgrip Black Enchantment BB BB: Destroy a green spell as it is being cast.
This action may be played as an interrupt, and does not affect green cards already in play.
U1
Deathlace Black Interrupt B Changes the color of one card either being played or already in play to black. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. R1
Demonic Attorney Black Card Type: Sorcery 1BB If opponent doesn't concede the game immediately, each player must ante an additional card from the top of his or her library. Remove this card from your deck before playing if you are not playing for ante. R1
Demonic Hordes Black Summon Demons 3BBB 5/5 Tap to destroy 1 land. Pay BBB during upkeep or the Hordes become tapped and you lose a land of opponent's choice. R1
Demonic Tutor Black Card Type: Sorcery 1B You may search your library for one card and take it into your hand. Reshuffle your library afterwards. U1
Dingus Egg Artifact Artifact 4 Whenever anyone loses a land, Egg does 2 damage to that player for each land lost. R1
Disenchant White Instant 1W Target enchantment or artifact must be discarded. C1
Disintegrate Red Card Type: Sorcery XR Disintegrate does X damage to one target. If target dies this turn, it is removed from game entirely and cannot be regenerated. Return target to its owner's deck only when game is over. C1
Disrupting Scepter Artifact Mono Artifact 3 3: Opponent must discard one card of his or her choice.
Can only be used during your turn.
R1
Dragon Whelp Red Summon Dragon 2RR 2/3 Flying
R: +1/+0 until end of turn; if more than RRR is spent in this way, Dragon Whelp is destroyed at end of turn.
U1
Drain Life Black Sorcery 1B Drain Life does 1 damage to a single target for each B spent in addition to the casting cost. Caster gains 1 life for each damage inflicted. If you drain life from a creature, you cannot gain more life than the creature's toughness. C1
Drain Power Blue Card Type: Sorcery UU Tap all opponent's land, takin all this mana and all mana in opponent's mana pool into your mana pool. You can't tap fewer than all opponent's lands. R1
Drudge Skeletons Black Summon Skeletons 1B 1/1 B: Regenerates C1
Dwarven Demolition Team Red Summon Dwarves 2R 1/1 Tap to destroy a wall. U1
Dwarven Warriors Red Summon Dwarves 2R 1/1 Tap to make a creature of power no greater than 2 unblockable until end of turn. Other cards may later be used to increase target creature's power beyond 2 after defense is chosen. C1
Earth Elemental Red Summon Elemental 3RR 4/5 - U1
Earthbind Red Enchant Creature R If cast on a flying creature, Earthbind removes flying ability and does 2 damage to target creature; this damage occurs only once, at the time Earthbind is cast. If another spell or effect later gives target creature flying ability, Earthbind does not affect this. Earthbind has no effect on non-flying creatures. C1
Earthquake Red Card Type: Sorcery XR Does X damage to each player and each non-flying creature in play. R1
Elvish Archers Green Summon Elves 1G 2/1 First strike R1
Evil Presence Black Enchant Land B Target land is now a swamp. U1
False Orders Red Instant R You decide whether and how one defending creature blocks, though you can't make a choice the defender couldn't legally make. Play after defender has chosen defense but before damage is dealt. C1
Farmstead White Enchant Land WWW Target land's controller gains 1 life if WW is spent during controller's upkeep. You cannot gain more than 1 life each turn through this enchantment. R1
Fastbond Green Enchantment G You may put as many lands into play as you want each turn. Fastbond does 1 damage to you for every land beyond the first that you play in a single turn. R1
Fear Black Enchant Creature BB Target creature cannot be blocked by any creatures other than artifact creatures and black creatures. C1
Feedback Blue Enchant Card Enchantment 2B Feedback does 1 damage to controller of target enchantment during each upkeep. U1
Fire Elemental Red Summon Elemental 3RR 5/4 - U1
Fireball Red Sorcery XR Fireball does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first. C1
Firebreathing Red Enchant Creature R R: +1/+0 C1
Flashfires Red Card Type: Sorcery 3R All plains in play are destroyed. U1
Flight Blue Enchant Creature U Target creature is now a flying creature. C1
Fog Green Instant G Creatures attack and block as normal, but none deal any damage. All attacking creatures are still tapped. Play any time before attack damage is dealt. C1
Force of Nature Green Summon Force 2GGGG 8/8 Trample
You must pay GGGG during upkeep or Force of Nature does 8 damage to you. You may still attack with Force of Nature even if you failed to pay the upkeep.
R1
Forcefield Artifact Poly Artifact 3 1: Lose only 1 life to an unblocked creature. R1
Forest Land Land - Tap to add G to your mana pool. Dirt Common
Fork Red Interrupt RR Any one sorcery or instant spell just cast is duplicated. Treat
Fork as an exact copy of target spell except that Fork remains red. Caster of Fork chooses the copy's target.
R1
Frozen Shade Black Summon Shade 2B 0/1 B: +1/+1 C1
Fungusaur Green Summon Fungusaur 3G 2/2 Each time Fungusaur is damaged but not destroyed, put a
+1/+1 counter on it.
R1
Gaea's Liege Green Summon Gaea's Liege 3GGG */* When defending, Gaea's Liege has power and toughness equal to the number of forests you have in play; when it's attacking, they are equal to the number of forests opponent has in play. Tap to turn any one land into a forest until
Gaea's Liege leaves play. Mark changed lands with counters, removing counters when Gaea's Liege leaves play.
R1
Gauntlet of Might Artifact Continuous Artifact 4 All red creatures gain +1/+1 and all mountains provide an extra red mana when tapped. R1
Giant Growth Green Instant G Target creature gains +3/+3 until end of turn. C1
Giant Spider Green Summon Spider 3G 2/4 Does not fly, but can block flying creatures. C1
Glasses of Urza Artifact Mono Artifact 1 You may look at opponent's hand. U1
Gloom Black Enchantment 2B White spells cost 3 more mana to cast. Circles of Protection cost 3 more mana to use. U1
Goblin Balloon Brigade Red Summon Goblins R 1/1 R: Goblins gain flying ability until end of turn. Controller may bot choose to make Goblins fly after they have been blocked. U1
Goblin King Red Summon Lord 1RR 2/2 Goblins in play gain mountainwalk and +1/+1 while this card remains in play. R1
Granite Gargoyle Red Summon Gargoyle 2R 2/2 Flying; R: +0/+1 R1
Gray Ogre Red Summon Ogre 2R 2/2 - C1
Green Ward White Enchant Creature W Target creature gains protection from green. U1
Grizzly Bears Green Summon Bears 1G 2/2 - C1
Guardian Angel White Instant XW Prevents X damage from being dealt to any one target. Any further damage to the same target this turn can be canceled by spending 1 mana per point of damage to be canceled. C1
Healing Salve White Instant W Gain 3 life, or prevent up to 3 damage from being dealt to a single target. C1
Helm of Chatzuk Artifact Mono Artifact 1 1: You may give one creature the ability to band until end of turn. R1
Hill Giant Red Summon Giant 3R 3/3 - C1
Hive, The Artifact Mono Artifact 5 5: Creates one Giant Wasp, a 1/1 flying creature. Represent
Wasps with tokens, making sure to indicate when each Wasp is tapped. Wasps can't attack during the turn created. Treat
Wasps like artifact creatures in every way, except that they are removed from the game entirely if they ever leave play.
If the Hive is destroyed, the Wasps must still be killed individually.
R1
Holy Armor White Enchant Creature W Target creature gains +0/+2.
W: Target creature gets extra +0/+1 until end of turn.
C1
Holy Strength White Enchant Creature W Target creature gains +1/+2. C1
Howl from Beyond Black Instant XB Target creature gains +X/+0 until end of turn. C1
Howling Mine Artifact Continuous Artifact 2 Each player draws one extra card each turn during his or her draw phase. R1
Hurloon Minotaur Red Summon Minotaur 1RR 2/3 - C1
Hurricane Green Sorcery XG All players and flying creatures suffer X damage. U1
Hypnotic Specter Black Summon Specter 1BB 2/2 Flying
An opponent damaged by Specter must discard a card at random from his or her hand. Ignore this effect if opponent has no cards left in hand.
U1
Ice Storm Green Sorcery 2G Destroys one land. U1
Icy Manipulator Artifact Mono Artifact 4 1: You may tap any land, creature, or artifact in play on either side. No effects are generated by the target card. U1
Illusionary Mask Artifact Poly Artifact 2 X: You can summon a creature face down so opponent doesn't know what it is. The X cost can be any amount of mana, even 0; it serves to hide the true casting cost of the creature, which you have to spend. As soon as a face-down creature receives damage, deals damage, or is tapped, you must turn it face up. R1
Instill Energy Green Enchant Creature G You may untap target creature both during your untap phase and one additional time during your turn. Target creature may attack the turn it comes into play. U1
Invisibility Blue Enchant Creature UU Target creature can be blocked only by walls. C1
Iron Star Artifact Poly Artifact 1 1: Any red spell cast by any player gives you 1 life. Can only give 1 life. U1
Ironclaw Orcs Red Summon Orcs 1R 2/2 Cannot be used to block any creature of power more than 1. C1
Ironroot Treefolk Green Summon Treefolk 4G 3/5 - C1
Island Land Land - Tap to add U to your mana pool. Dirt Common
Island Sanctuary White Enchantment 1W You may decline to draw a card from your library during draw phase. In exchange, until start of your next turn the only creatures that may attack you are those that fly or have islandwalk. R1
Ivory Cup Artifact Poly Artifact 1 1: Any white spell cast by any player gives you 1 life. U1
Jade Monolith Artifact Poly Artifact 4 1: You may take damage done to any creature on yourself instead, but you must take all of it. Source of damage is unchanged. R1
Jade Statue Artifact Artifact Creature 4 3/6 2: Jade Statue becomes a creature for the duration of the current attack exchange. Can be a creature only during an attack or defense. U1
Jayemdae Tome Artifact Mono Artifact 4 4: You may draw one extra card. R1
Juggernaut Artifact Artifact Creature 4 5/3 Must attack each turn if possible. Can't be blocked by walls. U1
Jump Blue Instant U Target creature is a flying creature until end of turn. C1
Karma White Enchantment 2WW For each swamp in play, Karma does 1 damage to the swamp owner's upkeep. U1
Keldon Warlord Red Summon Lord 2RR The Xs below are the number of non-wall creatures on your side, including Warlord. Thus if you have 2 other non-wall creatures, Warlord is 3/3. If one of those creatures is killed during the turn, Warlord immediately becomes 2/2. U1
Kormus Bell Artifact Continuous Artifact 4 Treat all swamps in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack. Swamps have no color; they are not considered black cards. R1
Kudzu Green Enchant Land 1GG When target land becomes tapped, it is destroyed. Unless that was the last land in play, Kudzu is not discarded; instead, the player whose land it just destroyed may place it on any other land in play. R1
Lance White Enchant Creature W Target creature gains first strike. U1
Ley Druid Green Summon Cleric 2G 1/1 Tap Druid to untap a land of your choice. This action can be played as an interrupt. U1
Library of Leng Artifact Continuous Artifact 1 There is no limit to size of your hand. You must skip the discard phase of your turn. If a card forces you to discard, you may choose to discard to top of your library rather than to graveyard. If discard is random, you may look at card before deciding where to discard it. U1
Lich Black Enchantment BBBB You lose all life. If you gain life later in the game, instead draw one card from your library for each life. For each point of damage you suffer, you must destroy one of your cards in play. Creatures destroyed in this way cannot be regenerated. You lose if this enchantment is destroyed or if you suffer a point of damage without sending a card to the graveyard. R1
Lifeforce Green Enchantment GG This use may be played as an interrupt, and does not affect black cards already in play. U1
Lifelace Green Interrupt G Changes the color of one card either being played or already in play to green. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. R1
Lifetap Blue Enchantment UU You gain 1 life each time any forest of opponent's becomes tapped. U1
Lightning Bolt Red Instant R Lightning Bolt does 3 damage to one target. C1
Living Artifact Green Enchant Artifact G Put a counter on target artifact for each life you lose. During upkeep you may trade one counter for one life, but you can only trade in one counter each turn. R1
Living Lands Green Enchantment 3G Treat all forests in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack. The living lands have no color; they are not considered green cards. R1
Living Wall Artifact Artifact Creature 4 0/6 Counts as a wall.
1: Regenerates.
U1
Llanowar Elves Green Summon Elves G 1/1 Tap to add green mana to your mana pool. This tap can be played as an interrupt. C1
Lord of Atlantis Blue Summon Lord of Atlantis UU 2/2 All Merfolk in play gain islandwalk and +1/+1 while this card is in play. R1
Lord of the Pit Black Summon Demon 4BBB 7/7 Flying, trample
You must sacrifice one of your own creatures during upkeep or Lord of the Pit does 7 damage to you. You may still attack with Lord of the Pit even if you failed to sacrifice a creature.
R1
Lure Green Enchant Creature 1GG All creatures able to block target creature must do so. If a creature has the ability to block more than one creature,
Lure does not prevent this. If there is more than one attacking creature with Lure, defender may choose which of them each defending creature blocks.
U1
Magical Hack Blue Interrupt U Change the text of any card being played or already in play by replacing one basic land type with another. For example, you can change "swampwalk" to "plainswalk." R1
Mahamoti Djinn Blue Summon Djinn 4UU 5/6 Flying R1
Mana Flare Red Enchantment 2R Whenever either player taps land for mana, each land produces 1 extra mana of the appropriate type. R1
Mana Short Blue Instant 2U All opponent's lands are tapped, and opponent's mana pool is emptied. Opponent takes no damage from unspent mana. R1
Mana Vault Artifact Mono Artifact 1 Tap to add 3 colorless mana to your mana pool. Mana Vault doesn't untap normally during untap phase; to untap it, you must pay 4 mana. If Mana Vault remains tapped during upkeep it does 1 damage to you. Tapping this artifact can be played as an interrupt. R1
Manabarbs Red Enchantment 3R Whenever any land is tapped, Manabarbs does 1 damage to the land's controller. R1
Meekstone Artifact Continuous Artifact 1 Any creature with power greater than 2 may not be untapped as normal during the untap phase. R1
Merfolk of the Pearl Trident Blue Summon Merfolk U 1/1 - C1
Mesa Pegasus White Summon Pegasus 1W 1/1 Flying, bands C1
Mind Twist Black Sorcery XB Opponent must discard X cards at random from hand. If opponent doesn't have enough cards in hand, entire hand is discarded. R1
Mons's Goblin Raiders Red Summon Goblins R 1/1 - C1
Mountain Land Land - Tap to add R to your mana pool. Dirt Common
Mox Emerald Artifact Mono Artifact 0 Add 1 green mana to your mana pool. Tapping this artifact can be played as an interrupt. R1
Mox Jet Artifact Mono Artifact 0 Add 1 black mana to your mana pool. Tapping this artifact can be played as an interrupt. R1
Mox Pearl Artifact Mono Artifact 0 Add 1 white mana to your mana pool. Tapping this artifact can be played as an interrupt. R1
Mox Ruby Artifact Mono Artifact 0 Add 1 red mana to your mana pool. Tapping this artifact can be played as an interrupt. R1
Mox Sapphire Artifact Mono Artifact 0 Add 1 blue mana to your mana pool. Tapping this artifact can be played as an interrupt. R1
Natural Selection Green Instant G Look at top three cards of any player's library. You may opt to rearrange those three cards or shuffle the entire library. R1
Nether Shadow Black Summon Shadow BB 1/1 If Shadow is in graveyard with any combination of cards above it that includes at least three creatures, it can be returned to play during upkeep for its normal casting cost.
Shadow can attack on same turn summoned or returned to play.
R1
Nettling Imp Black Summon Imp 2B 1/1 TAP: Force a particular one of opponent's non-wall creatures to attack. If target creature cannot attack, it is killed at end of turn. This ability can only be used during opponent's turn, before the attack. May not be used on creatures summoned this turn. U1
Nevinyrral's Disk Artifact Mono Artifact 4 1: Destroys all creatures, enchantments, and artifacts in play.
Disk begins tapped but can be untapped as usual. Disk destroys itself when used.
R1
Nightmare Black Summon Nightmare 5B */* Flying
Nightmare's power and toughness both equal the number of swamps its controller has in play.
R1
Northern Paladin White Summon Paladin 2WW 3/3 WW and tap: Destroys a black card in play. Cannot be used to cancel a black spell as it is being cast. R1
Obsianus Golem Artifact Artifact Creature 6 4/6 - U1
Orcish Artillery Red Summon Orcs 1RR 1/3 Tap to do 2 damage to any target, but you suffer 3 damage as well. U1
Orcish Oriflamme Red Enchantment 3R When attacking, all of your attacking creatures gain +1/+0. U1
Paralyze Black Enchant Creature B Target creature is not untapped as normal during untap phase unless 4 mana are spent. Tap target creature when
Paralyze is cast.
C1
Pearled Unicorn White Summon Unicorn 2W 2/2 - C1
Personal Incarnation White Summon Avatar 3WWW 6/6 Caster can redirect any or all damage done to Personal
Incarnation to self instead. The source of the damage is unchanged. If Personal Incarnation is destroyed, caster loses half his or her remaining life points, rounding up the loss.
R1
Pestilence Black Enchantment 2BB B: Do 1 damage to each creature and to both players.
Pestilence must be discarded at end of any turn in which there are no creatures in play at end of turn.
C1
Phantasmal Forces Blue Summon Phantasm 3U 4/1 Flying
Controller must spend U during upkeep to maintain or
Phantasmal Forces are destroyed.
(Alpha) Controller must spend U during upkeep to maintain or Phantasmal Forces are destroyed.
U1
Phantasmal Terrain Blue Enchant Land UU Target land changes to any basic land type of caster's choice.
Land type is set when cast and may not be further altered by this enchantment.
C1
Phantom Monster Blue Summon Phantasm 3U 3/3 Flying U1
Pirate Ship Blue Summon Ship 4U 4/3 Tap to do 1 damage to any target.
Cannot attack unless opponent has islands in play, though controller may still tap. Pirate Ship is destroyed immediately if at any time controller has no islands in play.
R1
Plague Rats Black Summon Rats 2B The Xs below are the number of Plague Rats in play, counting both sides. Thus if there are two Plague Rats in play, each has power and toughness 2/2. C1
Plains Land Land - Tap to add W to your mana pool. Dirt Common
Plateau Land Land - Counts as both plain and mountain and is affected by spells that affect either. Tap to add either W or R to your mana pool. R1
Power Leak Blue Enchant Enchantment 1U Target enchantment costs 2 extra mana during upkeep.
If target enchantment's controller cannot or will not pay this extra mana, Power Leak does 1 damage to him or her for each unpaid mana.
C1
Power Sink Blue Interrupt XU Target spell is countered unless its caster spends X more mana; caster of target spell can't choose to let it be countered.
If caster of target spell doesn't have enough mana, all available mana from lands and mana pool must be paid but target spell will still be countered.
C1
Power Surge Red Enchantment RR Before untapping lands at the start of a turn, each player takes 1 damage for each land he or she controls but did not tap during the previous turn. R1
Prodigal Sorcerer Blue Summon Wizard 2U 1/1 Tap to do 1 damage to any target. C1
Psionic Blast Blue Instant 2U Psionic Blast does 4 damage to any target, but it does 2 damage to you as well. U1
Psychic Venom Blue Enchant Land 1U Whenever target land becomes tapped, Psychic Venom does 2 damage to target land's controller. C1
Purelace White Interrupt W Changes the color of one card either being played or already in play to white. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. R1
Raging River Red Enchantment RR When you attack, non-flying defending creatures must be divided as opponent wishes between the left and right sides of the River. You then choose on which side of the River to place each attacking creature, and attacking creatures can only be blocked by flying creatures or those on the same side as the river. R1
Raise Dead Black Sorcery B Return creature from your graveyard to your hand. C1
Red Elemental Blast Red Interrupt R Counters a blue spell being cast or destroys a blue card in play. C1
Red Ward White Enchant Creature W Target creature gains protection from red. U1
Regeneration Green Enchant Creature 1G G: Target creature regenerates. C1
Regrowth Green Sorcery 1G Bring any card from your graveyard to your hand. U1
Resurrection White Card Type: Sorcery 2WW Take a creature from your graveyard and put it directly into play. Treat this creature as though it were just summoned. U1
Reverse Damage White Instant 1WW All damage you have taken from any one source this turn is added to your life total instead of subtracted from it. R1
Righteousness White Instant W Target defending creature gains +7/+7 until end of turn. R1
Roc of Kher Ridges Red Summon Roc 3R 3/3 Flying R1
Rock Hydra Red Summon Hydra XRR 0/0 Put X +1/+1 counters (heads) on Hydra. Each point of damage Hydra suffers kills one head unless controller spends
R per head. During controller's upkeep, new heads may be grown for RRR apiece.
R1
Rod of Ruin Artifact Mono Artifact 4 3: Rod of Ruin does 1 damage to any target. U1
Royal Assassin Black Summon Assassin 1BB 1/1 Tap to destroy any tapped creature. R1
Sacrifice Black Interrupt B Sacrifice one of your creatures to add to your mana pool a number of black mana equal to that creature's casting cost. U1
Samite Healer White Summon Cleric 1W 1/1 Tap to prevent 1 damage to any target. C1
Savannah Land Land - Counts as both plain and forest and is affected by spells that affect either. Tap to add either W or G to your mana pool. R1
Savannah Lions White Summon Lions W 2/1 - R1
Scathe Zombies Black Summon Zombies 2B 2/2 - C1
Scavenging Ghoul Black Summon Ghoul 3B 2/2 At the end of each turn, put one counter on the Ghoul for each other creature that was destroyed without regnerating during the turn. If Ghoul dies, you may use a counter to regenerate it; counters remain until used. U1
Scrubland Land Land - Counts as both plain and swamp and is affected by spells that affect either. Tap to add either W or B to your mana pool. R1
Scryb Sprites Green Summon Faeries G 1/1 Flying C1
Sea Serpent Blue Summon Serpent 5U 5/5 Serpent cannot attack unless opponent has islands in play.
Serpent is destroyed immediately if at any time controller has no islands in play.
C1
Sedge Troll Red Summon Troll 2R 2/2 B: Regenerates.
While controller has swamps in play, Sedge Troll gains
+1/+1.
R1
Sengir Vampire Black Summon Vampire 3BB 4/4 Flying
Vampire gets a +1/+1 counter each time a creature dies during a turn in which Vampire damaged it.
U1
Serra Angel White Summon Angel 3WW 4/4 Flying
Does not tap when attacking.
U1
Shanodin Dryads Green Summon Nymphs G 1/1 Forestwalk C1
Shatter Red Instant 1R Shatter destroys target artifact. C1
Shivan Dragon Red Summon Dragon 4RR 5/5 Flying, R: +1/+0 R1
Simulacrum Black Instant 1B All damage done to you so far this turn is instead retroactively applied to one of your creatures in play. If this damage kills the creature it can be regenerated; even if there's more than enough damage to kill the creature, you don't suffer any of it. Further damage this turn is treated normally. U1
Sinkhole Black Sorcery BB Destroys any one land. C1
Siren's Call Blue Instant U All of opponent's creatures that can attack must do so. Any non-wall creatures that cannot attack are destroyed at end of turn. Play only during opponent's turn, before opponent's attack. Creatures summoned this turn are unaffected by
Siren's Call.
U1
Sleight of Mind Blue Interrupt U Change the text of any card being played or already in play by replacing one color word with another. For example, you can change "Counters red spells" to "Counters black spells." Cannot change mana symbols. R1
Smoke Red Enchantment RR Each player can only untap one creature during his or her untap phase. R1
Sol Ring Artifact Mono Artifact 1 Add 2 colorless mana to your mana pool. Tapping this artifact can be played as an interrupt. U1
Soul Net Artifact Poly Artifact 1 1: You gain 1 life every time a creature is destroyed, unless it is then regenerated. U1
Spell Blast Blue Interrupt XU Target spell is countered; X is cost of target spell. C1
Stasis Blue Enchantment 1U Players do not get an untap phase. Pay U during your upkeep or Stasis is destroyed. R1
Steal Artifact Blue Enchant Artifact 2UU You control target artifact until enchantment is discarded or game ends. If target artifact was tapped when stolen, it stays tapped until you can untap it. If destroyed, target artifact is put in its owner's graveyard. U1
Stone Giant Red Summon Giant 2RR 3/4 Tap to make one of your own creatures a flying creature until end of turn. Target creature, which must have toughness less than Stone Giant's power at the time it gains flying ability, is destroyed at end of turn. U1
Stone Rain Red Sorcery 2R Destroys any one land. C1
Stream of Life Green Card Type: Sorcery XG Target player gains X life. C1
Sunglasses of Urza Artifact Continuous Artifact 3 White mana in your mana pool can be used as either white or red mana. R1
Swamp Land Land - Tap to add B to your mana pool. Dirt Common
Swords to Plowshares White Instant W Target creature is removed from game entirely; return to owner's deck only when game is over. Creature's controller gains life points equal to creature's power. U1
Taiga Land Land - Counts as both mountain and forest and is affected by spells that affect either. Tap to add either R or G to your mana pool. R1
Terror Black Instant 1B Destroy's target creature without possibility of regeneration.
Does not affect black creatures and artifact creatures.
C1
Thicket Basilisk Green Summon Basilisk 3GG 2/4 Any non-wall creature blocking Basilisk is destroyed, as is any creature blocked by Basilisk. Creatures destroyed this way deal their damage before dying. U1
Thoughtlace Blue Interrupt U Changes the color of one card either being played or already in play to blue. Cost to cast, tap, maintain, or use a special ability of target card remains entirely unchanged. R1
Throne of Bone Artifact Poly Artifact 1 1: Any black spell cast by any player gives you 1 life. U1
Timber Wolves Green Summon Wolves G 1/1 Bands R1
Time Vault Artifact Mono Artifact 2 Tap to gain an additional turn after the current one. Time
Vault doesn't untap normally during untap phase; to untap it, you must skip a turn. TIme Vault begins tapped.
R1
Time Walk Blue Sorcery 1U Take an extra turn after this one. R1
Timetwister Blue Sorcery 2U Set Timetwister aside in a new graveyard pile. Shuffle your hand, library, and graveyard together into a new library and draw a new hand of seven cards, leaving all cards in play where they are; opponent must do the same. R1
Tranquility Green Sorcery 2G All enchantments in play must be discarded. C1
Tropical Island Land Land - Counts as both forest and island and is affected by spells that affect either. Tap to add either G or U to your mana pool. R1
Tsunami Green Sorcery 3G All islands in play are destroyed. U1
Tundra Land Land - TAP: Add either U or W to your mana pool.
Counts as both islands and plains and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected.
R1
Tunnel Red Instant R Destroy's 1 wall. Target wall cannot be regenerated. U1
Twiddle Blue Instant U Caster may tap or untap any one land, creature, or artifact in play. No effects are generated by the target card. C1
Two-Headed Giant of Foriys Red Summon Giant 4R 4/4 Trample
May block two attacking creatures; divide damage between them however controller likes.
R1
Underground Sea Land Land - Counts as both swamp and island and is affected by spells that affect either. Tap to add either B or U to your mana pool. R1
Unholy Strength Black Enchant Creature B Target creature gains +2/+1. C1
Unsummon Blue Instant U Return creature to owner's hand; enchantments on creature are discarded. Unsummon cannot be played during the damage-dealing phase of an attack. C1
Uthden Troll Red Summon Troll 2R 2/2 R: Regenerates. U1
Verduran Enchantress Green Summon Enchantress 1GG 0/2 While Enchantress is in play, you may immediately draw a card from your library each time you cast an enchantment. R1
Vesuvan Doppelganger Blue Summon Doppelganger 3UU */* Upon summoning, Doppelganger acquires all characteristics except color of any one creature in play on either side; any creature enchantments on the original creature are not copied
During controller's upkeep, Doppelganger may take on the characteristics of a different creature in play instead.
Doppelganger may continue to copy a creature even after that creature leaves play, but if it switches it won't be able to switch back.
R1
Veteran Bodyguard White Summon Bodyguard 3WW 2/5 Unless Bodyguard is tapped, any damage done to you by unblocked creatures is done instead to Bodyguard. You may not take this damage yourself, though you can prevent it if possible. R1
Volcanic Eruption Blue Card Sorcery XUUU Destroys X mountains of your choice, and does X damage to each player and each creature in play. R1
Volcanic Island Land Land - Counts as both island and mountain and is affected by spells that affect either. Tap to add either U or R to your mana pool. R1
Wall of Air Blue Summon Wall 1UU 1/5 Flying U1
Wall of Bone Black Summon Wall 2B 1/4 B: Regenerates. U1
Wall of Brambles Green Summon Wall 2G 2/3 G: Regenerates. U1
Wall of Fire Red Summon Wall 1RR 0/5 R: +1/+0 U1
Wall of Ice Green Summon Wall 2G 0/7 - U1
Wall of Stone Red Summon Wall 1RR 0/8 - U1
Wall of Swords White Summon Wall 3W 3/5 Flying U1
Wall of Water Blue Summon Wall 1UU 0/5 U: +1/+0 until end of turn. U1
Wall of Wood Green Summon Wall G 0/3 - C1
Wanderlust Green Enchant Creature 2G Wanderlust does 1 damage to target creature's controller during upkeep. U1
War Mammoth Green Summon Mammoth 3G 3/3 Trample C1
Warp Artifact Black Enchant Artifact BB Warp Artifact does 1 damage to target artifact's controller at start of each turn. R1
Water Elemental Blue Summon Elemental 3UU 5/4 - U1
Weakness Black Enchant Creature B Target creature loses -2/-1; if this drops the creature's toughness below 1, it is dead. C1
Web Green Enchant Creature G Target creature gains +0/+2 and can now block flying creatures, though it does not gain the ability to fly. R1
Wheel of Fortune Red Card Type: Sorcery 2R Both players must discard their hands and draw seven new cards. R1
White Knight White Summon Knight WW 2/2 Protection fromblack, first strike U1
White Ward White Enchant Creature W Target creature gains protection from white. U1
Wild Growth Green Enchant Land G When tapped, target land provides 1 green mana in addition to the mana it normally provides. C1
Will-O'-The-Wisp Black Summon Will-O'-The-Wisp B 0/1 Flying; B: Regenerates R1
Winter Orb Artifact Continuous Artifact 2 A player may not untap more than one land during the untap phase of each of his or her turns. R1
Wooden Sphere Artifact Poly Artifact 1 1: Any green spell cast by any player gives you 1 life. U1
Word of Command Black Instant BB You may look at opponent's hand and choose any card opponent can legally play using mana from his or her mana pool or lands. Opponent must play this card immediately; you make all the decisions it calls for. This spell may not be countered after you have looked at opponent's hand. R1
Wrath of God White Card Sorcery 2WW All creatures in play are destroyed and cannot regenerate. R1
Zombie Master Black Summon Lord 1BB 2/3 All zombies in play gain swampwalk and "B: Regenerates" for as long as this card remains in play. R1