19. listopadu 2018
Tower deck Minimalizovat
Tower Deck


Původně československý a následně český Magic toho už má za sebou hodně. Měli jsme svého mistra světa, své vítěze Grand Prix, své hříšníky s několikaletým zákazem účasti na všech turnajích.... a máme také člověka, který vymyslel vlastní herní variantu Magicu. Tím člověkem je Luboš Platzer a zde na Magic-Guru jste si od něj mohli přečíst článek o jednokarťácích. V něm se letmo zmiňuje i o Tower Decku. Tahle herní varianta je ale natolik zajímavá, že si určitě zaslouží vlastní samostatný článek.

Zvláštní pravidla

Základní odlišností Tower decku od všech jiných variant Magicu je herní balík. Ano, zcela záměrně mluvím v jednotném čísle. Všichni hráči zde totiž mají jednu jedinou společnou knihovnu. Ani to vlastně není zcela přesné vyjádření: Knihovny jsou vlastně dvě. Jedna z nich obsahuje pouze země. Ta druhá obsahuje všechny ostatní karty, jen země v ní nenajdete. Kdykoliv si má hráč líznout kartu, může se svobodně rozhodnout zda si chce líznout zemi nebo ne. (Z čistě praktického hlediska lze jen doporučit obalit tyto knihovny do různých obalů, aby nedocházelo k hloupým omylům.) Ke každé z těchto knihoven existuje také separátní hrob - opět společný pro všechny hráče.

Na počátku má každý hráč 30 životů, i začínající hráč si líže kartu. Úvodní ruku si hráči mohou nalízat v libovolné kombinaci karet z obou knihoven. V průběhu hry pak platí, že pokud nějaká karta říká něco ve smyslu "lízni si X karet", hráč si musí zvolit ze které knihovny si všechny tyto karty lízne. Stejnětak pokud karta říká něco ve stylu "lízni si X karet, poté zahoď Y karet", musí si hráč zvolit a lízat i zahazovat karty ve stejných obalech. Jinak řečeno, není povoleno si líznout karty z knihovny kouzel, ale zahodit karty do hřbitova zemí.

Hráči sedí při hře v kruhu. Útočit bytostmi lze vždy pouze na hráče po levici, svými kouzly (případně schopnostmi svých permanentů) můžete cílit koho chcete. Za zabití hráče jsou zde speciální bonusy: Pokud zabijete hráče bezprostředně po své levici, můžete si vybrat, zda si přidáte deset živoů, nebo líznete dvě karty. Pokud jste tím kdo zasadí poslední ránu kterémukoliv jinému hráči, můžete si buď přidat pět životů, nebo líznout jednu kartu. Karty hráče který byl eliminován jsou odstraněny ze hry.

Vítězem se - pochopitelně - stává poslední přeživší hráč.

Stavba balíku

Tower má jen velmi málo pravidel, která byste měli dodržet:

  • Maximální počet karet v balíku není nijak omezen a nemá vliv na kvalitu hry. Ani minimální počet není nijak stanoven, ale v zájmu rozmanitosti jednotlivých her (a teoreticky i kvůli vyhnutí se možnosti dolízání knihovny) by knihovna kouzel měla mít několik set karet, v knihovně zemí  jich postačí sto až stopadesát.

  • S výjimkou základních zemí se zde každá karta může objevit maxilmálně jednou. Tower je prostě takový zvláštní jednokarťák.

  • Do balíku nepatří žádné tutory, tedy karty schopné hledat karty v knihovně kouzel. Důvod je jednoduchý: Hledat konkrétní kartu v knihovně o několika stech karet je časově poměrně náročné. A pokud se hry účastní i někdo kdo nezná přesné složení celého balíku (což je dost časté) tak si bude chtít pravděpodobně nejprve prohlédnout celou knihovnu... a než to zvládne, ostatní hráči znuděně usnou. Tutory na kouzla zkrátka nebrat.

  • Na každý typ permanentu, na každou kartu kterou do svého Toweru dáte, na každou situaci jež může díky kartám které do balíku zařadíte vzniknout, byste měli zařadit také dostatečný počet odpovědí. Kolik je "dostatečný"? To záleží především na velikosti vašeho Toweru a také na síle karet, které do něj dáte. Je v pořádku dát do balíku hodně silné karty, pokud je k dispozici i dostatek odpovědí na ně. 

  • Nezapomeňte zařadit do balíku dostatečné množství manové fixace. Hráči si sice mohou zvolit kdy si chtějí líznout zemi, ale i tak by se mohlo snadno stávat, že budou mít ruku plnou karet vyžadujících manu takové barvy, jakou jejich země neposkytují. Karty jako je Rampant Growth, Azorius Signet  nebo Fiery Fall jsou pro dobrou hru důležité. Nikoho nebaví sedět s rukou plnou nezahratelných karet. Hledání zemí v knihovně je tedy přípustné a dokonce i žádoucí. Měly by to ale být vždy karty, které hledají základní typy zemí a ne země libovolné. Důvod pro vyloučení karet typu Crop Rotation je stejný jako pro vyloučení všech tutorů z knihovny kouzel. 

Pokud dodržíte tato pravidla, můžete si postavit balík jaký chcete. Jelikož všichni hráči hrají z jediné knihovny, nehrozí nebezpečí že jeden bude mít výrazně silnější balík než ostatní. A ačkoliv se to tak při pohledu na soupis karet některých Tower decků nemusí zdát, je to i na hraní formát velice levný formát. Ve většině skupin se najde alespoň jeden zkušenější hráč s o něco delší praxí. Takovým se často v deskách (či v krabicích pod postelí) válí spousta starých karet, které vlastně nemají žádné rozumné využití. Než je nechat zahálet, proč z nich nepostavit Tower? A i v případě, že mezi sebou nikoho takového nemáte, můžete si svůj Tower postavit  i jako kolektivní dílo, do kterého každý něčím přispěje. Jelikož jeden balík vystačí pro celou skupinu (rozumný maximální počet hráčů je +/- osm lidí, ale teoreticky lze hrát i v mnohem větším počtu) tak stačí když každý přispěje svojí troškou. 

Herní strategie

Je těžké hovořit o správné strategii bez znalosti balíku. A jelikož ten váš Tower se může od mého dosti lišit, mohou se dosti lišit správná strategická rozhodnutí a postupy. Budu-li ale vycházet ze zkušenosti s těmi několika různými Tower decky jež jsem měl tu čest ozkoušet, lze obecně prohlásit, že: 

  • Prvních pár kol působí velmi ospale. Většina hráčů má jen pomalý rozjezd a v úvodních kolech se všichni soustředí především na rozvoj a stabilizaci své manové základny. Občas se sice stane, že někdo vynese rychlou bytost a párkrát s ní zvládne zaútočit, tyto časné útoky hru ale - většinou - nerozhodnou. Třicet životů je hodně a hráči tak mají většinou čas na vybudování obrany.

  • Útočit sice můžete jen na svého souseda po levici, ale kouzly lze cílit kohokoliv. Není proto dobré dělat věci, jež proti vám okamžitě popudí všechny ostatní hráče.

  • Bonus za zabití hráče je poměrně výrazný a vyplatí se trochu plánovat a spočítat si, zda např. svým útokem protivníka skutečně dokážete dorazit, nebo jej hodně zraníte a odměnu za jeho hlavu nevěnujete někomu jinému. A naopak je dobré hlídat zda se vám nenaskytne příležitost se ve správnou chvíli vložit do děje a někoho "zdarma" dorazit. Překazíte tak plány někoho jiného a sami získáte životy či kartu navíc.

  • Pokud se hra rozdrobí na větší množství osobních soubojů. je mnohem těžší ji kontrolovat a uhlídat, že někdo nedosáhne něčeho pro vás "nepříjemného". Je proto dobré snažit se udržovat hru v rovnováze a pokud možno nepřipustit, aby některý z hráčů získal výraznou převau nad jinými (samozřejmě pokud to nejste vy).

Tak jako u naprosté většiny herních variant pro více hráčů i zde má velký vliv na hru komunikace mezi hráči a vaše diplomatické schopnosti. Dříve či později budou všichni stát proti sobě, ale hra je dlouhá a je běžné že se v jejím průběhu hráči více či méně otevřeně podporují. Důvody mohou být různé. Pokud například vynesete Hunted Horror, můžete věnovat tokeny libovolnému protihráči. Pokud je věnujete někomu dostatečně daleko na druhé straně stolu, tak jste si (možná) u obdarovaného udělali "dobré oko" a v budoucnu bude nakloněnější vám pomoci. A hráč po levici obdarovaného získal důvod starat se o tyto tokeny (které by na něj mohly začít útočit) a nemusel by se chvíli starat o vás. Samozřejmě je ale nutné počítat s tím, že i on se vám bude chtít za toto "odměnit". 

Decklist na ukázku

Pro zájemce tu jako inspiraci uvádím decklist Toweru jaký jsem si postavil já. Je možné že v něm sem tam neleznete i nějakou tu držší kartu (např cena Crime/Punishement se oproti době kdy jsem je dával do balíčku výrazně zvedla), ale celkově si myslím může dobře posloužit jako důkaz toho, co jsem již říkal. Dobrý a na hraní zajímavý Tower lze postavit i z převážně levných až "bezcenných" karet, které se většině hráčů kteří u aktivního hraní Magicu chvíli vydrží začnou doma hromadit. 

Name Qty Edition Rarity Color Type Cost P/T Text
Abandoned Outpost 1 OD C Lnd Land     Abandoned Outpost comes into play tapped. T: Add W to your mana pool. T, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool.
Ancient Spring 1 IN C Lnd Land     Ancient Spring comes into play tapped. T: Add U to your mana pool. T, Sacrifice Ancient Spring: Add WB to your mana pool.
Arctic Flats 1 CS U Lnd Snow Land     Arctic Flats comes into play tapped. T: Add G or W to your mana pool.
Archaeological Dig 1 IN U Lnd Land     T: Add 1 to your mana pool. T, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool.
Azorius Chancery 1 DIS C Lnd Land     Azorius Chancery comes into play tapped. When Azorius Chancery comes into play, return a land you control to its owner’s hand. T: Add WU to your mana pool.
Bad River 1 MI U Lnd Land     Bad River comes into play tapped. T, Sacrifice Bad River: Search your library for an Island or Swamp card and put it into play. Then shuffle your library.
Barbarian Ring 1 OD U Lnd Land     T: Add R to your mana pool. Barbarian Ring deals 1 damage to you. #Threshold# — R, T, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard.
Bog Wreckage 1 OD C Lnd Land     Bog Wreckage comes into play tapped. T: Add B to your mana pool. T, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool.
Boreal Shelf 1 CS U Lnd Snow Land     Boreal Shelf comes into play tapped. T: Add W or U to your mana pool.
Boros Garrison 1 RAV C Lnd Land     Boros Garrison comes into play tapped. When Boros Garrison comes into play, return a land you control to its owner’s hand. T: Add RW to your mana pool.
Cabal Pit 1 OD U Lnd Land     T: Add B to your mana pool. Cabal Pit deals 1 damage to you. #Threshold# — B, T, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard.
Calciform Pools 1 TSP U Lnd Land     T: Add 1 to your mana pool. 1, T: Put a storage counter on Calciform Pools. 1, Remove X storage counters from Calciform Pools: Add X mana in any combination of W and/or U to your mana pool.
Centaur Garden 1 OD U Lnd Land     T: Add G to your mana pool. Centaur Garden deals 1 damage to you. #Threshold# — G, T, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. Play this ability only if seven or more cards are in your graveyard.
Cephalid Coliseum 1 OD U Lnd Land     T: Add U to your mana pool. Cephalid Coliseum deals 1 damage to you. #Threshold# — U, T, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Play this ability only if seven or more cards are in your graveyard.
Cinder Marsh 1 TE U Lnd Land     T: Add 1 to your mana pool. T: Add B or R to your mana pool. Cinder Marsh doesn’t untap during your next untap step.
City of Brass 1 CH R Lnd Land     Whenever City of Brass becomes tapped, it deals 1 damage to you. T: Add one mana of any color to your mana pool.
Cloudcrest Lake 1 CHK U Lnd Land     T: Add 1 to your mana pool. T: Add W or U to your mana pool. Cloudcrest Lake doesn’t untap during your next untap step.
Coastal Tower 1 IN U Lnd Land     Coastal Tower comes into play tapped. T: Add W or U to your mana pool.
Crystal Vein 1 MI U Lnd Land     T: Add 1 to your mana pool. T, Sacrifice Crystal Vein: Add 2 to your mana pool.
Darigaaz's Caldera 1 PS U Lnd Land - Lair     When Darigaaz’s Caldera comes into play, sacrifice it unless you return a non-Lair land you control to its owner’s hand. T: Add B, R, or G to your mana pool.
Deserted Temple 1 OD R Lnd Land     T: Add 1 to your mana pool. 1, T: Untap target land.
Dimir Aqueduct 1 RAV C Lnd Land     Dimir Aqueduct comes into play tapped. When Dimir Aqueduct comes into play, return a land you control to its owner’s hand. T: Add UB to your mana pool.
Dreadship Reef 1 TSP U Lnd Land     T: Add 1 to your mana pool. 1, T: Put a storage counter on Dreadship Reef. 1, Remove X storage counters from Dreadship Reef: Add X mana in any combination of U and/or B to your mana pool.
Dromar's Cavern 1 PS U Lnd Land - Lair     When Dromar’s Cavern comes into play, sacrifice it unless you return a non-Lair land you control to its owner’s hand. T: Add W, U, or B to your mana pool.
Eiganjo Castle 1 CHK R Lnd Legendary Land     T: Add W to your mana pool. W, T: Prevent the next 2 damage that would be dealt to target legendary creature this turn.
Flood Plain 1 MI U Lnd Land     Flood Plain comes into play tapped. T, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it into play. Then shuffle your library.
Forbidden Orchard 1 CHK R Lnd Land     T: Add one mana of any color to your mana pool. Whenever you tap Forbidden Orchard for mana, put a 1/1 colorless Spirit creature token into play under target opponent’s control.
Forest 12 TSP C Lnd Basic Land - Forest      
Forsaken City 1 PS R Lnd Land     Forsaken City doesn’t untap during your untap step. At the beginning of your upkeep, you may remove a card in your hand from the game. If you do, untap Forsaken City. T: Add one mana of any color to your mana pool.
Frost Marsh 1 CS U Lnd Snow Land     Frost Marsh comes into play tapped. T: Add U or B to your mana pool.
Fungal Reaches 1 TSP U Lnd Land     T: Add 1 to your mana pool. 1, T: Put a storage counter on Fungal Reaches. 1, Remove X storage counters from Fungal Reaches: Add X mana in any combination of R and/or G to your mana pool.
Gemstone Mine 1 WL U Lnd Land     Gemstone Mine comes into play with three mining counters on it. T, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it.
Geothermal Crevice 1 IN C Lnd Land     Geothermal Crevice comes into play tapped. T: Add R to your mana pool. T, Sacrifice Geothermal Crevice: Add BG to your mana pool.
Golgari Rot Farm 1 RAV C Lnd Land     Golgari Rot Farm comes into play tapped. When Golgari Rot Farm comes into play, return a land you control to its owner’s hand. T: Add BG to your mana pool.
Grand Coliseum 1 ON R Lnd Land     Grand Coliseum comes into play tapped. T: Add 1 to your mana pool. T: Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you.
Grasslands 1 MI U Lnd Land     Grasslands comes into play tapped. T, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it into play. Then shuffle your library.
Gruul Turf 1 GP C Lnd Land     Gruul Turf comes into play tapped. When Gruul Turf comes into play, return a land you control to its owner’s hand. T: Add RG to your mana pool.
Highland Weald 1 CS U Lnd Snow Land     Highland Weald comes into play tapped. T: Add R or G to your mana pool.
Irrigation Ditch 1 IN C Lnd Land     Irrigation Ditch comes into play tapped. T: Add W to your mana pool. T, Sacrifice Irrigation Ditch: Add GU to your mana pool.
Island 12 TSP C Lnd Basic Land - Island      
Izzet Boilerworks 1 GP C Lnd Land     Izzet Boilerworks comes into play tapped. When Izzet Boilerworks comes into play, return a land you control to its owner’s hand. T: Add UR to your mana pool.
Krosan Verge 1 JU U Lnd Land     Krosan Verge comes into play tapped. T: Add 1 to your mana pool. 2, T, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them into play tapped. Then shuffle your library.
Lantern-Lit Graveyard 1 CHK U Lnd Land     T: Add 1 to your mana pool. T: Add B or R to your mana pool. Lantern-Lit Graveyard doesn’t untap during your next untap step.
Lotus Vale 1 WL R Lnd Land     If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don’t, put it into its owner’s graveyard. T: Add three mana of any one color to your mana pool.
Minamo, School at Water's Edge 1 CHK R Lnd Legendary Land     T: Add U to your mana pool. U, T: Untap target legendary permanent.
Mirrodin's Core 1 DS U Lnd Land     T: Add 1 to your mana pool. T: Put a charge counter on Mirrodin’s Core. T, Remove a charge counter from Mirrodin’s Core: Add one mana of any color to your mana pool.
Mogg Hollows 1 TE U Lnd Land     T: Add 1 to your mana pool. T: Add R or G to your mana pool. Mogg Hollows doesn’t untap during your next untap step.
Molten Slagheap 1 TSP U Lnd Land     T: Add 1 to your mana pool. 1, T: Put a storage counter on Molten Slagheap. 1, Remove X storage counters from Molten Slagheap: Add X mana in any combination of B and/or R to your mana pool.
Mountain 12 TSP C Lnd Basic Land - Mountain      
Mountain Valley 1 MI U Lnd Land     Mountain Valley comes into play tapped. T, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it into play. Then shuffle your library.
Nomad Stadium 1 OD U Lnd Land     T: Add W to your mana pool. Nomad Stadium deals 1 damage to you. #Threshold# — W, T, Sacrifice Nomad Stadium: You gain 4 life. Play this ability only if seven or more cards are in your graveyard.
Okina, Temple to the Grandfathers 1 CHK R Lnd Legendary Land     T: Add G to your mana pool. G, T: Target legendary creature gets +1/+1 until end of turn.
Orzhov Basilica 1 GP C Lnd Land     Orzhov Basilica comes into play tapped. When Orzhov Basilica comes into play, return a land you control to its owner’s hand. T: Add WB to your mana pool.
Petrified Field 1 OD R Lnd Land     T: Add 1 to your mana pool. T, Sacrifice Petrified Field: Return target land card from your graveyard to your hand.
Pine Barrens 1 TE R Lnd Land     Pine Barrens comes into play tapped. T: Add 1 to your mana pool. T: Add B or G to your mana pool. Pine Barrens deals 1 damage to you.
Pinecrest Ridge 1 CHK U Lnd Land     T: Add 1 to your mana pool. T: Add R or G to your mana pool. Pinecrest Ridge doesn’t untap during your next untap step.
Plains 12 TSP C Lnd Basic Land - Plains      
Rainbow Vale 1 FE U Lnd Land     T: Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at end of turn.
Rakdos Carnarium 1 DIS C Lnd Land     Rakdos Carnarium comes into play tapped. When Rakdos Carnarium comes into play, return a land you control to its owner’s hand. T: Add BR to your mana pool.
Ravaged Highlands 1 OD C Lnd Land     Ravaged Highlands comes into play tapped. T: Add R to your mana pool. T, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool.
Rocky Tar Pit 1 MI U Lnd Land     Rocky Tar Pit comes into play tapped. T, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library.
Rootwater Depths 1 TE U Lnd Land     T: Add 1 to your mana pool. T: Add U or B to your mana pool. Rootwater Depths doesn’t untap during your next untap step.
Salt Marsh 1 IN U Lnd Land     Salt Marsh comes into play tapped. T: Add U or B to your mana pool.
Saltcrusted Steppe 1 TSP U Lnd Land     T: Add 1 to your mana pool. 1, T: Put a storage counter on Saltcrusted Steppe. 1, Remove X storage counters from Saltcrusted Steppe: Add X mana in any combination of G and/or W to your mana pool.
Seafloor Debris 1 OD C Lnd Land     Seafloor Debris comes into play tapped. T: Add U to your mana pool. T, Sacrifice Seafloor Debris: Add one mana of any color to your mana pool.
Selesnya Sanctuary 1 RAV C Lnd Land     Selesnya Sanctuary comes into play tapped. When Selesnya Sanctuary comes into play, return a land you control to its owner’s hand. T: Add GW to your mana pool.
Shimmering Grotto 1 LRW C Lnd Land     T: Add 1 to your mana pool. 1, T: Add one mana of any color to your mana pool.
Shinka, the Bloodsoaked Keep 1 CHK R Lnd Legendary Land     T: Add R to your mana pool. R, T: Target legendary creature gains first strike until end of turn.
Shivan Oasis 1 IN U Lnd Land     Shivan Oasis comes into play tapped. T: Add R or G to your mana pool.
Shizo, Death's Storehouse 1 CHK R Lnd Legendary Land     T: Add B to your mana pool. B, T: Target legendary creature gains fear until end of turn.
School of the Unseen 1 AL U Lnd Land     T: Add 1 to your mana pool. 2, T: Add one mana of any color to your mana pool.
Simic Growth Chamber 1 DIS C Lnd Land     Simic Growth Chamber comes into play tapped. When Simic Growth Chamber comes into play, return a land you control to its owner’s hand. T: Add GU to your mana pool.
Strip Mine 1 4E U Lnd Land     T: Add 1 to your mana pool. T, Sacrifice Strip Mine: Destroy target land.
Sulfur Vent 1 IN C Lnd Land     Sulfur Vent comes into play tapped. T: Add B to your mana pool. T, Sacrifice Sulfur Vent: Add UR to your mana pool.
Swamp 12 TSP C Lnd Basic Land - Swamp      
Tainted Field 1 TO U Lnd Land     T: Add 1 to your mana pool. T: Add W or B to your mana pool. Play this ability only if you control a swamp.
Tainted Isle 1 TO U Lnd Land     T: Add 1 to your mana pool. T: Add U or B to your mana pool. Play this ability only if you control a swamp.
Tainted Peak 1 TO U Lnd Land     T: Add 1 to your mana pool. T: Add B or R to your mana pool. Play this ability only if you control a swamp.
Tainted Wood 1 TO U Lnd Land     T: Add 1 to your mana pool. T: Add B or G to your mana pool. Play this ability only if you control a swamp.
Teferi's Isle 1 MI R Lnd Legendary Land     Phasing Teferi’s Isle comes into play tapped. T: Add UU to your mana pool.
Tendo Ice Bridge 1 BOK R Lnd Land     Tendo Ice Bridge comes into play with a charge counter on it. T: Add 1 to your mana pool. T, Remove a charge counter from Tendo Ice Bridge: Add one mana of any color to your mana pool.
Terramorphic Expanse 1 TSP C Lnd Land     T, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Thalakos Lowlands 1 TE U Lnd Land     T: Add 1 to your mana pool. T: Add W or U to your mana pool. Thalakos Lowlands doesn’t untap during your next untap step.
Timberland Ruins 1 OD C Lnd Land     Timberland Ruins comes into play tapped. T: Add G to your mana pool. T, Sacrifice Timberland Ruins: Add one mana of any color to your mana pool.
Tinder Farm 1 IN C Lnd Land     Tinder Farm comes into play tapped. T: Add G to your mana pool. T, Sacrifice Tinder Farm: Add RW to your mana pool.
Tranquil Garden 1 CHK U Lnd Land     T: Add 1 to your mana pool. T: Add G or W to your mana pool. Tranquil Garden doesn’t untap during your next untap step.
Tresserhorn Sinks 1 CS U Lnd Snow Land     Tresserhorn Sinks comes into play tapped. T: Add B or R to your mana pool.
Treva's Ruins 1 PS U Lnd Land - Lair     When Treva’s Ruins comes into play, sacrifice it unless you return a non-Lair land you control to its owner’s hand. T: Add G, W, or U to your mana pool.
Undiscovered Paradise 1 VI R Lnd Land     T: Add one mana of any color to your mana pool. During your next untap step, as you untap your permanents, return Undiscovered Paradise to its owner’s hand.
Urborg Volcano 1 IN U Lnd Land     Urborg Volcano comes into play tapped. T: Add B or R to your mana pool.
Urza's Factory 1 TSP U Lnd Land - Urza's     T: Add 1 to your mana pool. 7, T: Put a 2/2 Assembly-Worker artifact creature token into play.
Vec Townships 1 TE U Lnd Land     T: Add 1 to your mana pool. T: Add G or W to your mana pool. Vec Townships doesn’t untap during your next untap step.
Vivid Crag 1 LRW U Lnd Land     Vivid Crag comes into play tapped with two charge counters on it. T: Add R to your mana pool. T, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.
Vivid Creek 1 LRW U Lnd Land     Vivid Creek comes into play tapped with two charge counters on it. T: Add U to your mana pool. T, Remove a charge counter from Vivid Creek: Add one mana of any color to your mana pool.
Vivid Grove 1 LRW U Lnd Land     Vivid Grove comes into play tapped with two charge counters on it. T: Add G to your mana pool. T, Remove a charge counter from Vivid Grove: Add one mana of any color to your mana pool.
Vivid Marsh 1 LRW U Lnd Land     Vivid Marsh comes into play tapped with two charge counters on it. T: Add B to your mana pool. T, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool.
Vivid Meadow 1 LRW U Lnd Land     Vivid Meadow comes into play tapped with two charge counters on it. T: Add W to your mana pool. T, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool.
Waterveil Cavern 1 CHK U Lnd Land     T: Add 1 to your mana pool. T: Add U or B to your mana pool. Waterveil Cavern doesn’t untap during your next untap step.
Abyssal Specter 1 IA U B Creature - Specter 2BB 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card.
Agent of Masks 1 GP U Gld Creature - Human Advisor 3WB 2/3 At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
Anarchist 1 EX C R Creature - Human Wizard 4R 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand.
Anavolver 1 AP R G Creature - Volver 3G 3/3 Kicker 1U and/or B If the 1U kicker cost was paid, Anavolver comes into play with two +1/+1 counters on it and with flying. If the B kicker cost was paid, Anavolver comes into play with a +1/+1 counter on it and with “Pay 3 life: Regenerate Anavolver.”
Ancient Spider 1 PS R Gld Creature - Spider 2GW 2/5 First strike; reach (This creature can block creatures with flying.)
Anurid Brushhopper 1 JU R Gld Creature - Frog Beast 1GW 3/4 Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner’s control at end of turn.
Arashi, the Sky Asunder 1 SOK R G Legendary Creature - Spirit 3GG 5/5 XG, T: Arashi, the Sky Asunder deals X damage to target creature with flying. #Channel# — XGG, Discard Arashi: Arashi deals X damage to each creature with flying.
Arcanis the Omnipotent 1 ON R U Legendary Creature - Wizard 3UUU 3/4 T: Draw three cards. 2UU: Return Arcanis the Omnipotent to its owner’s hand.
Asmira, Holy Avenger 1 MI R Gld Legendary Creature - Human Cleric 2GW 2/3 Flying At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn.
Auramancer 1 OD C W Creature - Human Wizard 2W 2/2 When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand.
Autumn Willow 1 HL U G Legendary Creature - Avatar 4GG 4/4 Shroud (This permanent can’t be the target of spells or abilities.) G: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn’t have shroud.
Aven Cloudchaser 1 OD C W Creature - Bird Soldier 3W 2/2 Flying (This creature can’t be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment.
Bane of the Living 1 LE R B Creature - Insect 2BB 4/3 Morph XBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Bane of the Living is turned face up, all creatures get -X/-X until end of turn.
Basalt Golem 1 MI U Art Artifact Creature - Golem 5 2/4 Basalt Golem can’t be blocked by artifact creatures. Whenever Basalt Golem becomes blocked by a creature, that creature’s controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 Wall artifact creature token with defender into play.
Beloved Chaplain 1 OD U W Creature - Human Cleric 1W 1/1 Protection from creatures
Benalish Heralds 1 IN U W Creature - Human Soldier 3W 2/4 3U, T: Draw a card.
Benthic Explorers 1 AL C U Creature - Merfolk Scout 3U 2/4 T, Untap a tapped land an opponent controls: Add one mana of any type that land could produce to your mana pool.
Borborygmos 1 GP R Gld Legendary Creature - Cyclops 3RRGG 6/7 Trample Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.
Bringer of the White Dawn 1 FD R W Creature - Bringer 7WW 5/5 You may pay WUBRG rather than pay Bringer of the White Dawn’s mana cost. Trample At the beginning of your upkeep, you may return target artifact card from your graveyard to play.
Brontotherium 1 LE U G Creature - Beast 4GG 5/3 Trample Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
Canopy Dragon 1 MI R G Creature - Dragon 4GG 4/4 Trample 1G: Canopy Dragon gains flying and loses trample until end of turn.
Cartographer 1 OD C G Creature - Human 2G 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand.
Catacomb Dragon 1 MI R B Creature - Dragon 4BB 4/4 Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature’s power, rounded down.
Centaur Chieftain 1 TO U G Creature - Centaur 3G 3/3 Haste #Threshold# — As long as seven or more cards are in your graveyard, Centaur Chieftain has “When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn.”
Cetavolver 1 AP R U Creature - Volver 1U 1/1 Kicker 1R and/or G If the 1R kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike. If the G kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample.
Civic Wayfinder 1 RAV C G Creature - Elf Warrior Druid 2G 2/2 When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
Clockwork Dragon 1 MR R Art Artifact Creature - Dragon 7 0/0 Flying Clockwork Dragon comes into play with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. 3: Put a +1/+1 counter on Clockwork Dragon.
Clone 1 ON R U Creature - Shapeshifter 3U 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature.
Coalition Honor Guard 1 AP C W Creature - Human Flagbearer 3W 2/4 Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn’t, that opponent changes one of its targets to a Flagbearer.
Coiling Oracle 1 DIS C Gld Creature - Snake Elf Druid GU 1/1 When Coiling Oracle comes into play, reveal the top card of your library. If it’s a land card, put it into play. Otherwise, put that card into your hand.
Commander Eesha 1 JU R W Legendary Creature - Bird Soldier 2WW 2/4 Flying, protection from creatures
Crosis, the Purger 1 IN R Gld Legendary Creature - Dragon 3UBR 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay 2B. If you do, choose a color. That player reveals his or her hand and discards all cards of that color.
Darksteel Gargoyle 1 DS U Art Artifact Creature - Gargoyle 7 3/3 Flying Darksteel Gargoyle is indestructible. (”Destroy” effects and lethal damage don’t destroy it.)
Desolation Giant 1 AP R R Creature - Giant 2RR 3/3 Kicker WW (You may pay an additional WW as you play this spell.) When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead.
Diligent Farmhand 1 OD C G Creature - Human Druid G 1/1 1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, effects from spells named Muscle Burst count it as a card named Muscle Burst.
Dromar, the Banisher 1 IN R Gld Legendary Creature - Dragon 3WUB 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay 2U. If you do, choose a color. Return all creatures of that color to their owners’ hands.
Druid Lyrist 1 OD C G Creature - Human Druid G 1/1 G, T, Sacrifice Druid Lyrist: Destroy target enchantment.
Duplicant 1 MR R Art Artifact Creature - Shapeshifter 6 2/4 Imprint — When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.) As long as a creature card is imprinted on Duplicant, Duplicant has the power, toughness, and creature types of the last creature card imprinted on it. It’s still a Shapeshifter.
Ebony Treefolk 1 AP U Gld Creature - Treefolk 1BG 3/3 BG: Ebony Treefolk gets +1/+1 until end of turn.
Echo Tracer 1 LE C U Creature - Human Wizard 2U 2/2 Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Echo Tracer is turned face up, return target creature to its owner’s hand.
Eight-and-a-Half-Tails 1 CHK R W Legendary Creature - Fox Cleric WW 2/2 1W: Target permanent you control gains protection from white until end of turn. 1: Target spell or permanent becomes white until end of turn.
Elvish Aberration 1 SC U G Creature - Elf Mutant 5G 4/5 T: Add GGG to your mana pool. Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
Emblazoned Golem 1 AP U Art Artifact Creature - Golem 2 1/2 Kicker X (You may pay an additional X as you play this spell.) Spend only colored mana on X. No more than one mana of each color may be spent this way. If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it.
Erhnam Djinn 1 JU R G Creature - Djinn 3G 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep.
Eron the Relentless 1 HL U R Legendary Creature - Human Rogue 3RR 5/2 Haste RRR: Regenerate Eron the Relentless.
Eternal Dragon 1 SC R W Creature - Dragon Spirit 5WW 5/5 Flying 3WW: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep. Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)
Eternal Witness 1 FD U G Creature - Human Shaman 1GG 2/1 When Eternal Witness comes into play, you may return target card from your graveyard to your hand.
Etched Oracle 1 FD U Art Artifact Creature - Wizard 4 0/0 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) 1, Remove four +1/+1 counters from Etched Oracle: Target player draws three cards.
Farhaven Elf 1 SHM C G Creature - Elf Druid 2G 1/1 When Farhaven Elf comes into play, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.
Femeref Archers 1 MI U G Creature - Human Archer 2G 2/2 T: Femeref Archers deals 4 damage to target attacking creature with flying.
Fertilid 1 MOR C G Creature - Elemental 2G 0/0 Fertilid comes into play with two +1/+1 counters on it. 1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.
Forgotten Ancient 1 SC R G Creature - Elemental 3G 0/3 Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.
Fungal Shambler 1 AP R Gld Creature - Fungus Beast 4GUB 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card.
Furnace Dragon 1 DS R R Creature - Dragon 6RRR 5/5 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying When Furnace Dragon comes into play, if you played it from your hand, remove all artifacts from the game.
Gerrard Capashen 1 AP R W Legendary Creature - Human Soldier 3WW 3/4 At the beginning of your upkeep, you gain 1 life for each card in target opponent’s hand. 3W: Tap target creature. Play this ability only if Gerrard Capashen is attacking.
Gleancrawler 1 RAV R Gld Creature - Insect Horror 3QQQ 6/6 (Q can be paid with either B or G.) Trample At the end of your turn, return to your hand all creature cards in your graveyard that were put into your graveyard from play this turn.
Goblin Legionnaire 1 AP C Gld Creature - Goblin Soldier RW 2/2 R, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player. W, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn.
Gorilla Shaman 1 AL C R Creature - Ape Shaman R 1/1 XX1: Destroy target noncreature artifact with converted mana cost X.
Granger Guildmage 1 MI C G Creature - Human Wizard G 1/1 W, T: Target creature gains first strike until end of turn. R, T: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.
Gravedigger 1 OD C B Creature - Zombie 3B 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand.
Hystrodon 1 ON R G Creature - Beast 4G 3/4 Trample Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Chartooth Cougar 1 SC C R Creature - Cat Beast 5R 4/4 R: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling 2 (2, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
Ihsan's Shade 1 HL U B Legendary Creature - Shade Knight 3BBB 5/5 Protection from white
Intet, the Dreamer 1 PLC R Gld Legendary Creature - Dragon 3URG 6/6 Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay 2U. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play.
Ith, High Arcanist 1 TSP R Gld Legendary Creature - Human Wizard 5WU 3/5 Vigilance T: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Suspend 4—WU
Ivy Elemental 1 OD R G Creature - Elemental XG 0/0 Ivy Elemental comes into play with X +1/+1 counters on it.
Izzet Chronarch 1 GP C Gld Creature - Human Wizard 3UR 2/2 When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand.
Jeska, Warrior Adept 1 JU R R Legendary Creature - Human Barbarian Warrior 2RR 3/1 First strike, haste T: Jeska, Warrior Adept deals 1 damage to target creature or player.
Jugan, the Rising Star 1 CHK R G Legendary Creature - Dragon Spirit 3GGG 5/5 Flying When Jugan, the Rising Star is put into a graveyard from play, you may distribute five +1/+1 counters among any number of target creatures.
Jungle Barrier 1 AP U Gld Creature - Plant Wall 2GU 2/6 Defender (This creature can’t attack.) When Jungle Barrier comes into play, draw a card.
Jungle Patrol 1 MI R G Creature - Human Soldier 3G 3/2 1G, T: Put a 0/1 green Plant Wall creature token with defender into play. Sacrifice a Plant Wall token: Add R to your mana pool.
Kamahl, Fist of Krosa 1 ON R G Legendary Creature - Human Druid 4GG 4/3 G: Target land becomes a 1/1 creature until end of turn. It’s still a land. 2GGG: Creatures you control get +3/+3 and gain trample until end of turn.
Kamahl, Pit Fighter 1 OD R R Legendary Creature - Human Barbarian 4RR 6/1 Haste (This creature can attack and T as soon as it comes under your control.) T: Kamahl, Pit Fighter deals 3 damage to target creature or player.
Kami of Ancient Law 1 CHK C W Creature - Spirit 1W 2/2 Sacrifice Kami of Ancient Law: Destroy target enchantment.
Kashi-Tribe Reaver 1 CHK U G Creature - Snake Warrior 3G 3/2 Whenever Kashi-Tribe Reaver deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step. 1G: Regenerate Kashi-Tribe Reaver.
Kavu Titan 1 IN R G Creature - Kavu 1G 2/2 Kicker 2G (You may pay an additional 2G as you play this spell.) If the kicker cost was paid, Kavu Titan comes into play with three +1/+1 counters on it and with trample.
Kiki-Jiki, Mirror Breaker 1 CHK R R Legendary Creature - Goblin Shaman 2RRR 2/2 Haste T: Put a token into play that’s a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn.
Kiku, Night's Flower 1 CHK R B Legendary Creature - Human Assassin BB 1/1 2BB, T: Target creature deals damage to itself equal to its power.
Kjeldoran Frostbeast 1 IA U Gld Creature - Elemental Beast 3GW 2/4 Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat.
Kodama of the North Tree 1 CHK R G Legendary Creature - Spirit 2GGG 6/4 Trample; shroud (This permanent can’t be the target of spells or abilities.)
Krosan Tusker 1 ON C G Creature - Boar Beast 5GG 6/5 Cycling 2G (2G, Discard this card: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library.
Kumano, Master Yamabushi 1 CHK R R Legendary Creature - Human Shaman 3RR 4/4 1R: Kumano, Master Yamabushi deals 1 damage to target creature or player. If a creature dealt damage by Kumano this turn would be put into a graveyard, remove it from the game instead.
Kuro, Pitlord 1 CHK R B Legendary Creature - Demon Spirit 6BBB 9/9 At the beginning of your upkeep, sacrifice Kuro, Pitlord unless you pay BBBB. Pay 1 life: Target creature gets -1/-1 until end of turn.
Lhurgoyf 1 IA R G Creature - Lhurgoyf 2GG */1+* Lhurgoyf’s power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1.
Liege of the Hollows 1 WL R G Creature - Spirit 2GG 3/4 When Liege of the Hollows is put into a graveyard from play, each player may pay any amount of mana. Then each player puts into play a number of 1/1 green Squirrel creature tokens equal to the amount of mana he or she paid this way.
Lieutenant Kirtar 1 OD R W Legendary Creature - Bird Soldier 1WW 2/2 Flying 1W, Sacrifice Lieutenant Kirtar: Remove target attacking creature from the game.
Magnigoth Treefolk 1 PS R G Creature - Treefolk 4G 2/6 #Domain# — For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type.
Magus of the Jar 1 TSP R U Creature - Human Wizard 3UU 3/3 T, Sacrifice Magus of the Jar: Each player removes all cards in his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.
Man-o'-War 1 VI C U Creature - Jellyfish 2U 2/2 When Man-o’-War comes into play, return target creature to its owner’s hand.
Maraxus of Keld 1 WL R R Legendary Creature - Human Warrior 4RR */* Maraxus of Keld’s power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
Maro 1 MI R G Creature - Elemental 2GG */* Maro’s power and toughness are each equal to the number of cards in your hand.
Masako the Humorless 1 CHK R W Legendary Creature - Human Advisor 2W 2/1 Flash Tapped creatures you control can block as though they were untapped.
Masticore 1 UD R Art Artifact Creature - Masticore 4 4/4 At the beginning of your upkeep, you may discard a card. If you don’t, sacrifice Masticore. 2: Masticore deals 1 damage to target creature. 2: Regenerate Masticore.
Melesse Spirit 1 MI U W Creature - Angel Spirit 3WW 3/3 Flying, protection from black
Menacing Ogre 1 ON R R Creature - Ogre 3RR 3/3 Trample, haste When Menacing Ogre comes into play, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre.
Merfolk Looter 1 EX C U Creature - Merfolk Rogue 1U 1/1 T: Draw a card, then discard a card.
Mindslicer 1 OD R B Creature - Horror 2BB 4/3 When Mindslicer is put into a graveyard from play, each player discards his or her hand.
Mischievous Quanar 1 SC R U Creature - Beast 4U 3/3 3UU: Turn Mischievous Quanar face down. Morph 1UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Mischievous Quanar is turned face up, copy target instant or sorcery spell. You may choose new targets for that copy.
Molder Slug 1 MR R G Creature - Slug Beast 3GG 4/6 At the beginning of each player’s upkeep, that player sacrifices an artifact.
Molimo, Maro-Sorcerer 1 IN R G Legendary Creature - Elemental 4GGG */* Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Molimo, Maro-Sorcerer’s power and toughness are each equal to the number of lands you control.
Morselhoarder 1 SHM C Gld Creature - Elemental 4LL 6/4 Morselhoarder comes into play with two -1/-1 counters on it. Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.
Mystic Snake 1 AP R Gld Creature - Snake 1GUU 2/2 Flash (You may play this spell any time you could play an instant.) When Mystic Snake comes into play, counter target spell.
Nantuko Vigilante 1 LE C G Creature - Insect Druid Mutant 3G 3/2 Morph 1G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Nantuko Vigilante is turned face up, destroy target artifact or enchantment.
Necratog 1 WL U B Creature - Atog 1BB 1/2 Remove the top creature card in your graveyard from the game: Necratog gets +2/+2 until end of turn.
Nekrataal 1 VI U B Creature - Human Assassin 2BB 2/1 First strike (This creature deals combat damage before creatures without first strike.) When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can’t be regenerated.
Nettletooth Djinn 1 MI U G Creature - Djinn 3G 4/4 At the beginning of your upkeep, Nettletooth Djinn deals 1 damage to you.
Nicol Bolas 1 TSB R Gld Legendary Creature - Elder Dragon 2UUBBRR 7/7 Flying At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay UBR. Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand.
Nightscape Battlemage 1 PS U B Creature - Zombie Wizard 2B 2/2 Kicker 2U and/or 2R When Nightscape Battlemage comes into play, if the 2U kicker cost was paid, return up to two target nonblack creatures to their owners’ hands. When Nightscape Battlemage comes into play, if the 2R kicker cost was paid, destroy target land.
Nucklavee 1 EVE U Gld Creature - Beast 4II 4/4 When Nucklavee comes into play, you may return target red sorcery card from your graveyard to your hand. When Nucklavee comes into play, you may return target blue instant card from your graveyard to your hand.
Numot, the Devastator 1 PLC R Gld Legendary Creature - Dragon 3RWU 6/6 Flying Whenever Numot, the Devastator deals combat damage to a player, you may pay 2R. If you do, destroy up to two target lands.
Oros, the Avenger 1 PRE R Gld Legendary Creature - Dragon 3WBR 6/6 Flying Whenever Oros, the Avenger deals combat damage to a player, you may pay 2W. If you do, Oros deals 3 damage to each nonwhite creature.
Pain Kami 1 CHK U R Creature - Spirit 2R 2/2 XR, Sacrifice Pain Kami: Pain Kami deals X damage to target creature.
Pardic Arsonist 1 TO U R Creature - Human Barbarian 2RR 3/3 #Threshold# — As long as seven or more cards are in your graveyard, Pardic Arsonist has “When Pardic Arsonist comes into play, it deals 3 damage to target creature or player.”
Patron of the Kitsune 1 BOK R W Legendary Creature - Spirit 4WW 5/6 Fox offering (You may play this card any time you could play an instant by sacrificing a Fox and paying the difference in mana costs between this and the sacrificed Fox. Mana cost includes color.) Whenever a creature attacks, you may gain 1 life.
Pearl Dragon 1 MI R W Creature - Dragon 4WW 4/4 Flying 1W: Pearl Dragon gets +0/+1 until end of turn.
Phantom Nantuko 1 JU R G Creature - Insect Spirit 2G 0/0 Trample Phantom Nantuko comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko. T: Put a +1/+1 counter on Phantom Nantuko.
Phantom Nishoba 1 JU R Gld Creature - Cat Beast Spirit 5GW 0/0 Trample; lifelink (Whenever this creature deals damage, you gain that much life.) Phantom Nishoba comes into play with seven +1/+1 counters on it. If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.
Phyrexian Rager 1 AP C B Creature - Horror 2B 2/2 When Phyrexian Rager comes into play, you draw a card and you lose 1 life.
Phyrexian Scuta 1 PS R B Creature - Zombie 3B 3/3 Kicker—Pay 3 life. (You may pay 3 life in addition to any other costs as you play this spell.) If the kicker cost was paid, Phyrexian Scuta comes into play with two +1/+1 counters on it.
Pristine Angel 1 DS R W Creature - Angel 4WW 4/4 Flying As long as Pristine Angel is untapped, it has protection from artifacts and from all colors. Whenever you play a spell, you may untap Pristine Angel.
Questing Phelddagrif 1 PS R Gld Creature - Phelddagrif 1GWU 4/4 G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. W: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life. U: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card.
Quirion Dryad 1 PS R G Creature - Dryad 1G 1/1 Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.
Quirion Elves 1 MI C G Creature - Elf Druid 1G 1/1 As Quirion Elves comes into play, choose a color. T: Add G to your mana pool. T: Add one mana of the chosen color to your mana pool.
Quirion Ranger 1 VI C G Creature - Elf G 1/1 Return a Forest you control to its owner’s hand: Untap target creature. Play this ability only once each turn.
Razia, Boros Archangel 1 RAV R Gld Legendary Creature - Angel 4RRWW 6/3 Flying, vigilance, haste T: The next 3 damage that would be dealt to target creature you control this turn is dealt to another target creature instead.
River Boa 1 VI C G Creature - Snake 1G 2/1 Islandwalk G: Regenerate River Boa.
Rock Basilisk 1 MI R Gld Creature - Basilisk 4RG 4/5 Whenever Rock Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
Rockshard Elemental 1 LE R R Creature - Elemental 5RR 4/3 Double strike (This creature deals both first-strike and regular combat damage.) Morph 4RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Rorix Bladewing 1 ON R R Legendary Creature - Dragon 3RRR 6/5 Flying, haste
Ryusei, the Falling Star 1 CHK R R Legendary Creature - Dragon Spirit 5R 5/5 Flying When Ryusei, the Falling Star is put into a graveyard from play, it deals 5 damage to each creature without flying.
Sabertooth Nishoba 1 IN R Gld Creature - Cat Beast Warrior 4GW 5/5 Trample, protection from blue and from red
Sakura-Tribe Elder 1 CHK C G Creature - Snake Shaman 1G 1/1 Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card into play tapped, then shuffle your library.
Samite Archer 1 IN U Gld Creature - Human Cleric Archer 1WU 1/1 T: Prevent the next 1 damage that would be dealt to target creature or player this turn. T: Samite Archer deals 1 damage to target creature or player.
Savage Firecat 1 OD R R Creature - Elemental Cat 3RR 0/0 Trample Savage Firecat comes into play with seven +1/+1 counters on it. Whenever you tap a land for mana, remove a +1/+1 counter from Savage Firecat.
Scalebane's Elite 1 VI U Gld Creature - Human Soldier 3GW 4/4 Protection from black
Scrivener 1 OD C U Creature - Human Wizard 4U 2/2 When Scrivener comes into play, you may return target instant card from your graveyard to your hand.
Scuttlemutt 1 SHM C Art Artifact Creature - Scarecrow 3 2/2 T: Add one mana of any color to your mana pool. T: Target creature becomes the color or the colors of your choice until end of turn.
Sea Sprite 1 HL U U Creature - Faerie 1U 1/1 Flying, protection from red
Seizan, Perverter of Truth 1 CHK R B Legendary Creature - Demon Spirit 3BB 6/5 At the beginning of each player’s upkeep, that player loses 2 life and draws two cards.
Selesnya Sagittars 1 RAV U Gld Creature - Elf Archer 3GW 2/5 Reach (This creature can block creatures with flying.) Selesnya Sagittars can block an additional creature.
Seton's Scout 1 TO U G Creature - Centaur Druid Scout Archer 1G 2/1 Reach (This creature can block creatures with flying.) #Threshold# — Seton’s Scout gets +2/+2 as long as seven or more cards are in your graveyard.
Shadow Guildmage 1 MI C B Creature - Human Wizard B 1/1 U, T: Put target creature you control on top of its owner’s library. R, T: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you.
Shauku, Endbringer 1 MI R B Legendary Creature - Vampire 5BB 5/5 Flying Shauku, Endbringer can’t attack if there’s another creature in play. At the beginning of your upkeep, you lose 3 life. T: Remove target creature from the game and put a +1/+1 counter on Shauku.
Shivan Dragon 1 4E R R Creature - Dragon 4RR 5/5 Flying R: Shivan Dragon gets +1/+0 until end of turn.
Silent Specter 1 ON R B Creature - Specter 4BB 4/4 Flying Whenever Silent Specter deals combat damage to a player, that player discards two cards. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Silhana Starfletcher 1 GP C G Creature - Elf Druid Archer 2G 1/3 Reach (This creature can block creatures with flying.) As Silhana Starfletcher comes into play, choose a color. T: Add one mana of the chosen color to your mana pool.
Silklash Spider 1 ON R G Creature - Spider 3GG 2/7 Reach (This creature can block creatures with flying.) XGG: Silklash Spider deals X damage to each creature with flying.
Silvos, Rogue Elemental 1 ON R G Legendary Creature - Elemental 3GGG 8/5 Trample G: Regenerate Silvos, Rogue Elemental.
Skarrgan Skybreaker 1 GP U Gld Creature - Giant Shaman 4RRG 3/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.) 1, Sacrifice Skarrgan Skybreaker: Skarrgan Skybreaker deals damage equal to its power to target creature or player.
Skinthinner 1 LE C B Creature - Zombie 1B 2/1 Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Skinthinner is turned face up, destroy target nonblack creature. It can’t be regenerated.
Skirk Marauder 1 LE C R Creature - Goblin 1R 2/1 Morph 2R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Skirk Marauder is turned face up, it deals 2 damage to target creature or player.
Skyshroud Elf 1 TE C G Creature - Elf Druid 1G 1/1 T: Add G to your mana pool. 1: Add W or R to your mana pool.
Skyshroud Troll 1 TE C G Creature - Troll Giant 2GG 3/3 1G: Regenerate Skyshroud Troll.
Southern Paladin 1 WL R W Creature - Human Knight 2WW 3/3 WW, T: Destroy target red permanent.
Stalking Assassin 1 IN R Gld Creature - Human Assassin 1UB 1/1 3U, T: Tap target creature. 3B, T: Destroy target tapped creature.
Staunch Defenders 1 TE U W Creature - Human Soldier 3WW 3/4 When Staunch Defenders comes into play, you gain 4 life.
Stormscape Master 1 IN R U Creature - Human Wizard 2UU 2/2 WW, T: Target creature gains protection from the color of your choice until end of turn. BB, T: Target player loses 2 life and you gain 2 life.
Suq'Ata Firewalker 1 MI U U Creature - Human Wizard 1UU 0/1 Suq’Ata Firewalker can’t be the target of red spells or abilities from red sources. T: Suq’Ata Firewalker deals 1 damage to target creature or player.
Symbiotic Wurm 1 ON R G Creature - Wurm 5GGG 7/7 When Symbiotic Wurm is put into a graveyard from play, put seven 1/1 green Insect creature tokens into play.
Tahngarth, Talruum Hero 1 PS R R Legendary Creature - Minotaur Warrior 3RR 4/4 Vigilance 1R, T: Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.
Teferi's Honor Guard 1 VI U W Creature - Human Knight 2W 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) UU: Teferi’s Honor Guard phases out.
Thornscape Battlemage 1 PS U G Creature - Elf Wizard 2G 2/2 Kicker R and/or W When Thornscape Battlemage comes into play, if the R kicker cost was paid, it deals 2 damage to target creature or player. When Thornscape Battlemage comes into play, if the W kicker cost was paid, destroy target artifact.
Thornscape Master 1 IN R G Creature - Human Wizard 2GG 2/2 RR, T: Thornscape Master deals 2 damage to target creature. WW, T: Target creature gains protection from the color of your choice until end of turn.
Thunderscape Battlemage 1 PS U R Creature - Human Wizard 2R 2/2 Kicker 1B and/or G When Thunderscape Battlemage comes into play, if the 1B kicker cost was paid, target player discards two cards. When Thunderscape Battlemage comes into play, if the G kicker cost was paid, destroy target enchantment.
Trolls of Tel-Jilad 1 MR U G Creature - Troll Shaman 5GG 5/6 1G: Regenerate target green creature.
Twisted Abomination 1 TSB R B Creature - Zombie Mutant 5B 5/3 B: Regenerate Twisted Abomination. Swampcycling 2 (2, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)
Uktabi Orangutan 1 VI U G Creature - Ape 2G 2/2 When Uktabi Orangutan comes into play, destroy target artifact.
Undertaker 1 TSB R B Creature - Human Spellshaper 1B 1/1 B, T, Discard a card: Return target creature card from your graveyard to your hand.
Uyo, Silent Prophet 1 CHK R U Legendary Creature - Moonfolk Wizard 4UU 4/4 Flying 2, Return two lands you control to their owner’s hand: Copy target instant or sorcery spell. You may choose new targets for the copy.
Viashivan Dragon 1 VI R Gld Creature - Dragon 2RRGG 4/4 Flying R: Viashivan Dragon gets +1/+0 until end of turn. G: Viashivan Dragon gets +0/+1 until end of turn.
Voice of All 1 PS U W Creature - Angel 2WW 2/2 Flying (This creature can’t be blocked except by creatures with flying or reach.) As Voice of All comes into play, choose a color. Voice of All has protection from the chosen color. (It can’t be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)
Voidmage Prodigy 1 TSB R U Creature - Human Wizard UU 2/1 UU, Sacrifice a Wizard: Counter target spell. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Vorosh, the Hunter 1 PLC R Gld Legendary Creature - Dragon 3GUB 6/6 Flying Whenever Vorosh, the Hunter deals combat damage to a player, you may pay 2G. If you do, put six +1/+1 counters on Vorosh.
Walking Wall 1 IA U Art Artifact Creature - Wall 4 0/6 Defender (This creature can’t attack.) 3: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn’t have defender. Play this ability only once each turn.
Wall of Roots 1 MI C G Creature - Plant Wall 1G 0/5 Defender Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability only once each turn.
Werebear 1 OD C G Creature - Human Bear Druid 1G 1/1 T: Add G to your mana pool. #Threshold# — Werebear gets +3/+3 as long as seven or more cards are in your graveyard.
Wildfire Emissary 1 MI U R Creature - Efreet 3R 2/4 Protection from white 1R: Wildfire Emissary gets +1/+0 until end of turn.
Woodfall Primus 1 SHM R G Creature - Treefolk Shaman 5GGG 6/6 Trample When Woodfall Primus comes into play, destroy target noncreature permanent. Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner’s control and put a -1/-1 counter on it.)
Wormfang Crab 1 JU U U Creature - Nightmare Crab 3U 3/6 Wormfang Crab is unblockable. When Wormfang Crab comes into play, an opponent chooses a permanent you control other than Wormfang Crab and removes it from the game. When Wormfang Crab leaves play, return the removed card to play under its owner’s control.
Zuran Spellcaster 1 IA C U Creature - Human Wizard 2U 1/1 T: Zuran Spellcaster deals 1 damage to target creature or player.
Abduction 1 WL U U Enchantment - Aura 2UU   Enchant creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that card to play under its owner’s control.
AEther Mutation 1 AP U Gld Sorcery 3GU   Return target creature to its owner’s hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.
Afterlife 1 MI U W Instant 2W   Destroy target creature. It can’t be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play.
Aftershock 1 TE C R Sorcery 2RR   Destroy target artifact, creature, or land. Aftershock deals 3 damage to you.
Akroma's Vengeance 1 ON R W Sorcery 4WW   Destroy all artifacts, creatures, and enchantments. Cycling 3 (3, Discard this card: Draw a card.)
Allied Strategies 1 PS U U Sorcery 4U   #Domain# — Target player draws a card for each basic land type among lands he or she controls.
Amber Prison 1 MI R Art Artifact 4   You may choose not to untap Amber Prison during your untap step. 4, T: Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn’t untap during its controller’s untap step.
Amulet of Unmaking 1 MI R Art Artifact 5   5, T, Remove Amulet of Unmaking from the game: Remove target artifact, creature, or land from the game. Play this ability only any time you could play a sorcery.
Annex 1 ON U U Enchantment - Aura 2UU   Enchant land (Target a land as you play this. This card comes into play attached to that land.) You control enchanted land.
Arcane Denial 1 AL C U Instant 1U   Counter target spell. Its controller may draw up to two cards at the beginning of the next turn’s upkeep. You draw a card at the beginning of the next turn’s upkeep.
Armadillo Cloak 1 IN C Gld Enchantment - Aura 1GW   Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
Armor of Thorns 1 MI C G Enchantment - Aura 1G   You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn’t have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant nonblack creature Enchanted creature gets +2/+2.
Assault/Battery 1 IN U R/G Sorcery/Sorcery R/3G   Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play.
Aura of Silence 1 WL U W Enchantment 1WW   Artifact and enchantment spells your opponents play cost 2 more to play. Sacrifice Aura of Silence: Destroy target artifact or enchantment.
Balancing Act 1 OD R W Sorcery 2WW   Each player chooses a number of permanents he or she controls equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
Barbed Lightning 1 DS C R Instant 2R   Choose one - Barbed Lightning deals 3 damage to target creature; or Barbed Lightning deals 3 damage to target player. Entwine 2 (Choose both if you pay the entwine cost.)
Barbed Sextant 1 IA C Art Artifact 1   1, T, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Draw a card at the beginning of the next turn’s upkeep.
Barter in Blood 1 MR U B Sorcery 2BB   Each player sacrifices two creatures.
Binding Grasp 1 IA U U Enchantment - Aura 3U   Enchant creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay 1U. You control enchanted creature. Enchanted creature gets +0/+1.
Boomerang 1 MI C U Instant UU   Return target permanent to its owner’s hand.
Bound/Determined 1 DIS R Z/Z Instant/Instant 3BG/GU   Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Then remove this card from the game. // Other spells you control can’t be countered by spells or abilities this turn. Draw a card.
Brainstorm 1 IA C U Instant U   Draw three cards, then put two cards from your hand on top of your library in any order.
Breaking Point 1 JU R R Sorcery 1RR   Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures and they can’t be regenerated.
Breakthrough 1 TO U U Sorcery XU   Draw four cards, then choose X cards in your hand and discard the rest.
Builder's Bane 1 MI C R Sorcery XXR   Destroy X target artifacts. Builder’s Bane deals damage to each player equal to the number of artifacts he or she controlled destroyed this way.
Cannibalize 1 SH C B Sorcery 1B   Choose two target creatures controlled by the same player. Remove one of those creatures from the game and put two +1/+1 counters on the other.
Carbonize 1 SC U R Instant 2R   Carbonize deals 3 damage to target creature or player. That creature can’t be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead.
Centaur Glade 1 ON U G Enchantment 3GG   2GG: Put a 3/3 green Centaur creature token into play.
Complicate 1 ON U U Instant 2U   Counter target spell unless its controller pays 3. Cycling 2U (2U, Discard this card: Draw a card.) When you cycle Complicate, you may counter target spell unless its controller pays 1.
Confiscate 1 8E U U Enchantment - Aura 4UU   Enchant permanent (Target a permanent as you play this. This card comes into play attached to that permanent.) You control enchanted permanent.
Conquer 1 IA U R Enchantment - Aura 3RR   Enchant land You control enchanted land.
Consult the Necrosages 1 RAV C Gld Sorcery 1UB   Choose one - Target player draws two cards; or target player discards two cards.
Counterspell 1 TE C U Instant UU   Counter target spell.
Creeping Mold 1 VI U G Sorcery 2GG   Destroy target artifact, enchantment, or land.
Crime/Punishment 1 DIS R Z/Z Sorcery/Sorcery 3WB/XBG   Put target creature or enchantment card in an opponent’s graveyard into play under your control. // Destroy each artifact, creature, and enchantment with converted mana cost X.
Crosis's Charm 1 PS U Gld Instant UBR   Choose one - Return target permanent to its owner’s hand; or destroy target nonblack creature, and it can’t be regenerated; or destroy target artifact.
Crystal Shard 1 MR U Art Artifact 3   3, T or U, T: Return target creature to its owner’s hand unless its controller pays 1.
Cultural Exchange 1 OD R U Sorcery 4UU   Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect doesn’t end at end of turn.)
Dark Banishing 1 TE C B Instant 2B   Destroy target nonblack creature. It can’t be regenerated.
Darksteel Ingot 1 DS C Art Artifact 3   Darksteel Ingot is indestructible. (”Destroy” effects and lethal damage don’t destroy it.) T: Add one mana of any color to your mana pool.
Death Cloud 1 DS R B Sorcery XBBB   Each player loses X life, then discards X cards, then sacrifices X creatures, then sacrifices X lands.
Death Pulse 1 ON U B Instant 2BB   Target creature gets -4/-4 until end of turn. Cycling 1BB (1BB, Discard this card: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn.
Decree of Pain 1 SC R B Sorcery 6BB   Destroy all creatures. They can’t be regenerated. Draw a card for each creature destroyed this way. Cycling 3BB When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
Deep Analysis 1 TO C U Sorcery 3U   Target player draws two cards. Flashback—1U, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Deglamer 1 MOR C G Instant 1G   Choose target artifact or enchantment. Its owner shuffles it into his or her library.
Demolish 1 OD U R Sorcery 3R   Destroy target artifact or land.
Detonate 1 MR U R Sorcery XR   Destroy target artifact with converted mana cost X. It can’t be regenerated. Detonate deals X damage to that artifact’s controller.
Discombobulate 1 ON U U Instant 2UU   Counter target spell. Look at the top four cards of your library, then put them back in any order.
Disembowel 1 RAV C B Instant XB   Destroy target creature with converted mana cost X.
Disenchant 1 MI C W Instant 1W   Destroy target artifact or enchantment.
Dismantling Blow 1 IN C W Instant 2W   Kicker 2U (You may pay an additional 2U as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, draw two cards.
Dismiss 1 TE U U Instant 2UU   Counter target spell. Draw a card.
Divine Offering 1 MI C W Instant 1W   Destroy target artifact. You gain life equal to its converted mana cost.
Dragon Roost 1 ON R R Enchantment 4RR   5RR: Put a 5/5 red Dragon creature token with flying into play. (It can’t be blocked except by creatures with flying or reach.)
Dromar's Charm 1 PS U Gld Instant WUB   Choose one - You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn.
Elven Cache 1 VI C G Sorcery 2GG   Return target card from your graveyard to your hand.
Empyrial Armor 1 WL C W Enchantment - Aura 1WW   Enchant creature Enchanted creature gets +1/+1 for each card in your hand.
Engulfing Flames 1 OD U R Instant R   Engulfing Flames deals 1 damage to target creature. It can’t be regenerated this turn. Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Exile 1 AL R W Instant 2W   Remove target nonwhite attacking creature from the game. You gain life equal to its toughness.
Explosive Vegetation 1 ON U G Sorcery 3G   Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.
False Demise 1 AL C U Enchantment - Aura 2U   Enchant creature When enchanted creature is put into a graveyard, return that card to play under your control.
Feast or Famine 1 AL C B Instant 3B   Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can’t be regenerated.
Fellwar Stone 1 4E U Art Artifact 2   T: Add to your mana pool one mana of any color that a land an opponent controls could produce.
Fire Diamond 1 MI U Art Artifact 2   Fire Diamond comes into play tapped. T: Add R to your mana pool.
Flux 1 WL C U Sorcery 2U   Each player discards any number of cards, then draws that many cards. Draw a card.
Foriysian Totem 1 TSP U Art Artifact 3   T: Add R to your mana pool. 4R: Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn. As long as Foriysian Totem is a creature, it can block an additional creature.
Fracturing Gust 1 SHM R Gld Instant 2AAA   Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
Future Sight 1 ON R U Enchantment 2UUU   Play with the top card of your library revealed. You may play the top card of your library.
Gerrard's Wisdom 1 WL U W Sorcery 2WW   You gain 2 life for each card in your hand.
Ghastly Demise 1 OD C B Instant B   Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard.
Gilded Lotus 1 MR R Art Artifact 5   T: Add three mana of any one color to your mana pool.
Grab the Reins 1 MR U R Instant 3R   Choose one - Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature’s power to target creature or player. Entwine 2R (Choose both if you pay the entwine cost.)
Grizzly Fate 1 JU U G Sorcery 3GG   Put two 2/2 green Bear creature tokens into play. #Threshold# — Put four 2/2 green Bear creature tokens into play instead if seven or more cards are in your graveyard. Flashback 5GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Harrow 1 IN C G Instant 2G   As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library.
Hearth Charm 1 VI C R Instant R   Choose one - Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn.
Helm of Obedience 1 AL R Art Artifact 4   X, T: Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first. If a creature card is put into that graveyard this way, sacrifice Helm of Obedience and put that card into play under your control. X can’t be 0.
Hit/Run 1 DIS U Z/Z Instant/Instant 1BR/3RG   Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent’s converted mana cost. // Attacking creatures you control get +1/+0 until end of turn for each other attacking creature.
Hold the Line 1 CHK R W Instant 1WW   Blocking creatures get +7/+7 until end of turn.
Honden of Cleansing Fire 1 CHK U W Legendary Enchantment - Shrine 3W   At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Honden of Infinite Rage 1 CHK U R Legendary Enchantment - Shrine 2R   At the beginning of your upkeep, Honden of Infinite Rage deals damage to target creature or player equal to the number of Shrines you control.
Honden of Night's Reach 1 CHK U B Legendary Enchantment - Shrine 3B   At the beginning of your upkeep, target opponent discards a card for each Shrine you control.
Honden of Seeing Winds 1 CHK U U Legendary Enchantment - Shrine 4U   At the beginning of your upkeep, draw a card for each Shrine you control.
Hull Breach 1 PS C Gld Sorcery RG   Choose one or both — Destroy target artifact; or destroy target enchantment.
Chain of Acid 1 ON U G Sorcery 3G   Destroy target noncreature permanent. Then that permanent’s controller may copy this spell and may choose a new target for that copy.
Chain of Plasma 1 ON U R Instant 1R   Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature’s controller may discard a card. If the player does, he or she may copy this spell and may choose a new target for that copy.
Chain of Smog 1 ON U B Sorcery 1B   Target player discards two cards. That player may copy this spell and may choose a new target for that copy.
Chain of Vapor 1 ON U U Instant U   Return target nonland permanent to its owner’s hand. Then that permanent’s controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.
Charcoal Diamond 1 MI U Art Artifact 2   Charcoal Diamond comes into play tapped. T: Add B to your mana pool.
Chastise 1 JU U W Instant 3W   Destroy target attacking creature. You gain life equal to its power.
Choking Sands 1 MI C B Sorcery 1BB   Destroy target non-Swamp land. If that land was nonbasic, Choking Sands deals 2 damage to the land’s controller.
Chromatic Sphere 1 IN U Art Artifact 1   1, T, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card.
Chronatog Totem 1 TSP U Art Artifact 3   T: Add U to your mana pool. 1U: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn. 0: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn and only if Chronatog Totem is a creature.
Icequake 1 IA U B Sorcery 1BB   Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.
Icy Manipulator 1 IA U Art Artifact 4   1, T: Tap target artifact, creature, or land.
Illumination 1 MI U W Instant WW   Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost.
Illusion/Reality 1 AP U U/G Instant/Instant U/2G   Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact.
Impulse 1 VI C U Instant 1U   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.
Infuse 1 IA C U Instant 2U   Untap target artifact, creature, or land. Draw a card at the beginning of the next turn’s upkeep.
Insurrection 1 ON R R Sorcery 5RRR   Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Jabari's Influence 1 MI R W Instant 3WW   Play Jabari’s Influence only after combat. Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it.
Jeweled Amulet 1 IA U Art Artifact 0   1, T: Put a charge counter on Jeweled Amulet. Note the type of mana spent to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet. T, Remove a charge counter from Jeweled Amulet: Add one mana of Jeweled Amulet’s last noted type to your mana pool.
Jilt 1 AP C U Instant 1U   Kicker 1R (You may pay an additional 1R as you play this spell.) Return target creature to its owner’s hand. If the kicker cost was paid, Jilt deals 2 damage to another target creature.
Juju Bubble 1 VI U Art Artifact 1   Cumulative upkeep 1 (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.) When you play a card, sacrifice Juju Bubble. 2: You gain 1 life.
Kodama's Reach 1 CHK C G Sorcery - Arcane 2G   Search your library for two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library.
Kor Chant 1 EX C W Instant 2W   All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.
Last Stand 1 AP R Gld Sorcery WUBRG   Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.
Lay Waste 1 ON C R Sorcery 3R   Destroy target land. Cycling 2 (2, Discard this card: Draw a card.)
Legacy's Allure 1 TE U U Enchantment UU   At the beginning of your upkeep, you may put a treasure counter on Legacy’s Allure. Sacrifice Legacy’s Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy’s Allure. (This effect doesn’t end at end of turn.)
Life/Death 1 AP U G/B Sorcery/Sorcery G/1B   Until end of turn, all lands you control are 1/1 creatures that are still lands. // Return target creature card from your graveyard to play. You lose life equal to its converted mana cost.
Lightning Blast 1 TE C R Instant 3R   Lightning Blast deals 4 damage to target creature or player.
Lightning Surge 1 JU R R Sorcery 3RR   Lightning Surge deals 4 damage to target creature or player. #Threshold# — If seven or more cards are in your graveyard, instead Lightning Surge deals 6 damage to that creature or player and the damage can’t be prevented. Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Mages' Contest 1 IN R R Instant 1RR   You and target spell’s controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.
Magma Mine 1 VI U Art Artifact 1   4: Put a pressure counter on Magma Mine. T, Sacrifice Magma Mine: Magma Mine deals damage equal to the number of pressure counters on it to target creature or player.
Mana Prism 1 MI U Art Artifact 3   T: Add 1 to your mana pool. 1, T: Add one mana of any color to your mana pool.
Marble Diamond 1 MI U Art Artifact 2   Marble Diamond comes into play tapped. T: Add W to your mana pool.
March of Souls 1 PS R W Sorcery 4W   Destroy all creatures. They can’t be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying into play.
Meddle 1 MI U U Instant 1U   If target spell has only one target and that target is a creature, change that spell’s target to another creature.
Miraculous Recovery 1 VI U W Instant 4W   Return target creature card from your graveyard to play with a +1/+1 counter on it.
Mobilization 1 ON R W Enchantment 2W   Soldier creatures have vigilance. (Attacking doesn’t cause them to tap.) 2W: Put a 1/1 white Soldier creature token into play.
Moment's Peace 1 OD C G Instant 1G   Prevent all combat damage that would be dealt this turn. Flashback 2G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Moss Diamond 1 MI U Art Artifact 2   Moss Diamond comes into play tapped. T: Add G to your mana pool.
Mystic Compass 1 AL U Art Artifact 2   1, T: Target land becomes the basic land type of your choice until end of turn.
Nature's Blessing 1 AL U Gld Enchantment 2GW   GW, Discard a card: Put a +1/+1 counter on target creature or that creature gains banding, first strike, or trample. (This effect doesn’t end at end of turn.)
Nature's Chosen 1 AL U G Enchantment - Aura G   Enchant creature you control Enchanted creature has “0: Untap this creature. Play this ability only during your turn and only once each turn.” As long as enchanted creature is white, it has “T: Untap target artifact, creature, or land. Play this ability only once each turn.”
Necromancy 1 VI U B Enchantment 2B   You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn’t have been played, it gains substance until end of turn and when it loses substance, sacrifice it. When Necromancy comes into play, if it’s in play, it becomes an Aura with “enchant creature put into play with Necromancy.” Put target creature card from a graveyard into play under your control and attach Necromancy to it. When Necromancy leaves play, that creature’s controller sacrifices it.
Night/Day 1 AP U B/W Instant/Instant B/2W   Target creature gets -1/-1 until end of turn. // Creatures target player controls get +1/+1 until end of turn.
Nostalgic Dreams 1 TO R G Sorcery GG   As an additional cost to play Nostalgic Dreams, discard X cards. Return X target cards from your graveyard to your hand. Remove Nostalgic Dreams from the game.
Oblivion Stone 1 MR R Art Artifact 3   4, T: Put a fate counter on target permanent. 5, T, Sacrifice Oblivion Stone: destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
Odds/Ends 1 DIS R Z/Z Instant/Instant UR/3RW   Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy. // Target player sacrifices two attacking creatures.
Opt 1 IN C U Instant U   Look at the top card of your library. You may put that card on the bottom of your library. Draw a card.
Order/Chaos 1 AP U W/R Instant/Instant 3W/2R   Remove target attacking creature from the game. // Creatures can’t block this turn.
Otherworldly Journey 1 CHK U W Instant - Arcane 1W   Remove target creature from the game. At end of turn, return that card to play under its owner’s control with a +1/+1 counter on it.
Overgrown Estate 1 AP R Gld Enchantment BGW   Sacrifice a land: You gain 3 life.
Overrun 1 OD U G Sorcery 2GGG   Creatures you control get +3/+3 and gain trample until end of turn. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Pacifism 1 MI C W Enchantment - Aura 1W   Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can’t attack or block.
Pain/Suffering 1 IN U B/R Sorcery/Sorcery B/3R   Target player discards a card. // Destroy target land.
Paradise Plume 1 TSP U Art Artifact 4   As Paradise Plume comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may gain 1 life. T: Add one mana of the chosen color to your mana pool.
Pemmin's Aura 1 SC U U Enchantment - Aura 1UU   Enchant creature U: Untap enchanted creature. U: Enchanted creature gains flying until end of turn. U: Enchanted creature gains shroud until end of turn. (It can’t be the target of spells or abilities.) 1: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
Phyrexian Totem 1 TSP U Art Artifact 3   T: Add B to your mana pool. 2B: Phyrexian Totem becomes a 5/5 black Horror artifact creature with trample until end of turn. Whenever Phyrexian Totem is dealt damage, if it’s a creature, sacrifice that many permanents.
Pillage 1 AL U R Sorcery 1RR   Destroy target artifact or land. It can’t be regenerated.
Plagiarize 1 TO R U Instant 3U   Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.
Plumes of Peace 1 DIS C Gld Enchantment - Aura 1WU   Enchant creature Enchanted creature doesn’t untap during its controller’s untap step. Forecast — WU, Reveal Plumes of Peace from your hand: Tap target creature. (Play this ability only during your upkeep and only once each turn.)
Polymorph 1 MI R U Sorcery 3U   Destroy target creature. It can’t be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and shuffles all other cards revealed this way into his or her library.
Portent 1 IA C U Sorcery U   Look at the top three cards of target player’s library, then put them back in any order. You may have that player shuffle his or her library. Draw a card at the beginning of the next turn’s upkeep.
Predator's Strike 1 MR C G Instant 1G   Target creature gets +3/+3 and gains trample until end of turn.
Primal Boost 1 ON U G Instant 2G   Target creature gets +4/+4 until end of turn. Cycling 2G (2G, Discard this card: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.
Primitive Justice 1 AL U R Sorcery 1R   As an additional cost to play Primitive Justice, you may pay 1R and/or 1G any number of times. Destroy target artifact. For each additional 1R you paid, destroy another target artifact. For each additional 1G you paid, destroy another target artifact, and you gain 1 life.
Prismatic Circle 1 MI C W Enchantment 2W   Cumulative upkeep 1 (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.) As Prismatic Circle comes into play, choose a color. 1: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Prismatic Lens 1 TSP C Art Artifact 2   T: Add 1 to your mana pool. 1, T: Add one mana of any color to your mana pool.
Promise of Power 1 MR R B Sorcery 2BBB   Choose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play. Entwine 4 (Choose both if you pay the entwine cost.)
Propaganda 1 TE U U Enchantment 2U   Creatures can’t attack you unless their controller pays 2 for each creature he or she controls that’s attacking you.
Prophetic Bolt 1 AP R Gld Instant 3UR   Prophetic Bolt deals 4 damage to target creature or player. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library.
Pull Under 1 CHK C B Instant - Arcane 5B   Target creature gets -5/-5 until end of turn.
Pure/Simple 1 DIS U Z/Z Sorcery/Sorcery 1RG/1GW   Destroy target multicolored permanent. // Destroy all Auras and Equipment.
Rampant Growth 1 TE C G Sorcery 1G   Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Reap and Sow 1 DS C G Sorcery 3G   Choose one - Destroy target land; or search your library for a land card, put that card into play, then shuffle your library. Entwine 1G (Choose both if you pay the entwine cost.)
Reciprocate 1 CHK U W Instant W   Remove from the game target creature that dealt damage to you this turn.
Reclaim 1 EX C G Instant G   Put target card from your graveyard on top of your library.
Recoup 1 OD U R Sorcery 1R   Target sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it. (Mana cost includes color.) Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Regress 1 MR C U Instant 2U   Return target permanent to its owner’s hand.
Reinforcements 1 AL C W Instant W   Put up to three target creature cards from your graveyard on top of your library.
Relic Ward 1 VI U W Enchantment - Aura 1W   You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn’t have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant artifact Enchanted artifact has shroud. (It can’t be the target of spells or abilities.)
Reprisal 1 AL C W Instant 1W   Destroy target creature with power 4 or greater. It can’t be regenerated.
Repulse 1 IN C U Instant 2U   Return target creature to its owner’s hand. Draw a card.
Resurrection 1 TSB R W Sorcery 2WW   Return target creature card from your graveyard to play.
Retribution of the Meek 1 VI R W Sorcery 2W   Destroy all creatures with power 4 or greater. They can’t be regenerated.
Return to Dust 1 TSP U W Instant 2WW   Remove target artifact or enchantment from the game. If you played this spell during your main phase, you may remove up to one other target artifact or enchantment from the game.
Reverse the Sands 1 CHK R W Sorcery 6WW   Redistribute any number of players’ life totals. (Each of those players gets one life total back.)
Reviving Vapors 1 IN U Gld Instant 2WU   Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card’s converted mana cost. Put all other cards revealed this way into your graveyard.
Ribbons of Night 1 RAV U B Sorcery 4B   Ribbons of Night deals 4 damage to target creature and you gain 4 life. If U was spent to play Ribbons of Night, draw a card.
Riptide Replicator 1 ON R Art Artifact X4   As Riptide Replicator comes into play, choose a color and a creature type. Riptide Replicator comes into play with X charge counters on it. 4, T: Put an X/X creature token of the chosen color and type into play, where X is the number of charge counters on Riptide Replicator.
Rise/Fall 1 DIS U Z/Z Sorcery/Sorcery UB/BR   Return target creature card in a graveyard and target creature in play to their owners’ hands. // Target player reveals two cards at random from his or her hand, then discards each nonland card revealed this way.
Rith's Charm 1 PS U Gld Instant RGW   Choose one - Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens into play; or prevent all damage a source of your choice would deal this turn.
River's Grasp 1 SHM U Gld Sorcery 3V   If U was spent to play River’s Grasp, return up to one target creature to its owner’s hand. If B was spent to play River’s Grasp, target player reveals his or her hand, you choose a nonland card from it, then that player discards that card. (Do both if UB was spent.)
Roar of the Kha 1 MR U W Instant 1W   Choose one - Creatures you control get +1/+1 until end of turn; or untap all creatures you control. Entwine 1W (Choose both if you pay the entwine cost.)
Roar of the Wurm 1 OD U G Sorcery 6G   Put a 6/6 green Wurm creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Rolling Thunder 1 TE C R Sorcery XRR   Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players.
Rout 1 IN R W Sorcery 3WW   You may play Rout any time you could play an instant if you pay 2 more to play it. Destroy all creatures. They can’t be regenerated.
Saltblast 1 PLC U W Sorcery 3WW   Destroy target nonwhite permanent.
Savage Twister 1 MI U Gld Sorcery XRG   Savage Twister deals X damage to each creature.
Scars of the Veteran 1 AL U W Instant 4W   You may remove a white card in your hand from the game rather than pay Scars of the Veteran’s mana cost. Prevent the next 7 damage that would be dealt to target creature or player this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way.
Search for Tomorrow 1 TSP C G Sorcery 2G   Search your library for a basic land card and put it into play. Then shuffle your library. Suspend 2—G (Rather than play this card from your hand, you may pay G and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)
Seize the Day 1 OD R R Sorcery 3R   Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Serrated Arrows 1 HL C Art Artifact 4   Serrated Arrows comes into play with three arrowhead counters on it. At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it. T, Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature.
Shallow Grave 1 MI R B Instant 1B   Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.
Shunt 1 DS R R Instant 1RR   Change the target of target spell with a single target.
Simplify 1 OD C G Sorcery G   Each player sacrifices an enchantment.
Sky Diamond 1 MI U Art Artifact 2   Sky Diamond comes into play tapped. T: Add U to your mana pool.
Slice and Dice 1 ON U R Sorcery 4RR   Slice and Dice deals 4 damage to each creature. Cycling 2R (2R, Discard this card: Draw a card.) When you cycle Slice and Dice, you may have it deal 1 damage to each creature.
Smallpox 1 TSP U B Sorcery BB   Each player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.
Smite 1 SH C W Instant W   Destroy target blocked creature.
Snakeform 1 EVE C Gld Instant 2S   Target creature loses all abilities and becomes a 1/1 green Snake until end of turn. Draw a card.
Sol Grail 1 AL U Art Artifact 3   As Sol Grail comes into play, choose a color. T: Add one mana of the chosen color to your mana pool.
Soul Burn 1 IA C B Sorcery X2B   Spend only black and/or red mana on X. Soul Burn deals X damage to target creature or player. You gain life equal to the damage dealt, but not more than the amount of B spent on X, the player’s life total before Soul Burn dealt damage, or the creature’s toughness.
Soul Foundry 1 MR R Art Artifact 4   Imprint — When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.) X, T: Put a creature token into play that’s a copy of the imprinted creature card. X is the converted mana cost of that card.
Spectral Searchlight 1 RAV U Art Artifact 3   T: Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool.
Spelljack 1 JU R U Instant 3UUU   Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner’s graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.)
Spite/Malice 1 IN U U/B Instant/Instant 3U/3B   Counter target noncreature spell. // Destroy target nonblack creature. It can’t be regenerated.
Squirrel Nest 1 OD U G Enchantment - Aura 1GG   Enchant land Enchanted land has “T: Put a 1/1 green Squirrel creature token into play.”
Staff of Domination 1 FD R Art Artifact 3   1: Untap Staff of Domination. 2, T: You gain 1 life. 3, T: Untap target creature. 4, T: Tap target creature. 5, T: Draw a card.
Stand/Deliver 1 IN U W/U Instant/Instant W/2U   Prevent the next 2 damage that would be dealt to target creature this turn. // Return target permanent to its owner’s hand.
Star Compass 1 PS U Art Artifact 2   Star Compass comes into play tapped. T: Add to your mana pool one mana of any color a basic land you control could produce.
Starstorm 1 ON R R Instant XRR   Starstorm deals X damage to each creature. Cycling 3 (3, Discard this card: Draw a card.)
Stone Rain 1 CHK C R Sorcery 2R   Destroy target land.
Story Circle 1 MM U W Enchantment 1WW   As Story Circle comes into play, choose a color. W: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Stunted Growth 1 IA R G Sorcery 3GG   Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.
Swat 1 ON C B Instant 1BB   Destroy target creature with power 2 or less. Cycling 2 (2, Discard this card: Draw a card.)
Sylvan Might 1 OD U G Instant 1G   Target creature gets +2/+2 and gains trample until end of turn. Flashback 2GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Tainted Pact 1 OD R B Instant 1B   Remove the top card of your library from the game. You may put that card into your hand unless it has the same name as another card removed this way. Repeat this process until you put a card into your hand or you remove two cards with the same name, whichever comes first.
Talisman of Dominance 1 MR U Art Artifact 2   T: Add 1 to your mana pool. T: Add U or B to your mana pool. Talisman of Dominance deals 1 damage to you.
Talisman of Impulse 1 MR U Art Artifact 2   T: Add 1 to your mana pool. T: Add R or G to your mana pool. Talisman of Impulse deals 1 damage to you.
Talisman of Indulgence 1 MR U Art Artifact 2   T: Add 1 to your mana pool. T: Add B or R to your mana pool. Talisman of Indulgence deals 1 damage to you.
Talisman of Progress 1 MR U Art Artifact 2   T: Add 1 to your mana pool. T: Add W or U to your mana pool. Talisman of Progress deals 1 damage to you.
Talisman of Unity 1 MR U Art Artifact 2   T: Add 1 to your mana pool. T: Add G or W to your mana pool. Talisman of Unity deals 1 damage to you.
Tariff 1 WL R W Sorcery 1W   Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature’s mana cost. If two creatures a player controls are tied for highest cost, that player chooses one.
Temporal Eddy 1 TSP C U Sorcery 2UU   Put target creature or land on top of its owner’s library.
Terminate 1 PS C Gld Instant BR   Destroy target creature. It can’t be regenerated.
Test of Faith 1 DS U W Instant 1W   Prevent the next 3 damage that would be dealt to target creature this turn, and put a +1/+1 counter on that creature for each 1 damage prevented this way.
Thran Tome 1 WL R Art Artifact 4   5, T: Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard, then draw two cards.
Threaten 1 ON U R Sorcery 2R   Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and T this turn.)
Thunder Totem 1 TSP U Art Artifact 3   T: Add W to your mana pool. 1WW: Thunder Totem becomes a 2/2 white Spirit artifact creature with flying and first strike until end of turn.
Time Stop 1 CHK R U Instant 4UU   End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
Train of Thought 1 GP C U Sorcery 1U   Replicate 1U (When you play this spell, copy it for each time you paid its replicate cost.) Draw a card.
Treva's Charm 1 PS U Gld Instant GWU   Choose one - Destroy target enchantment; or remove target attacking creature from the game; or draw a card, then discard a card.
Trial/Error 1 DIS U Z/Z Instant/Instant WU/UB   Return all creatures blocking or blocked by target creature to their owner’s hand. // Counter target multicolored spell.
Tsabo's Decree 1 IN R B Instant 5B   Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can’t be regenerated.
Unmake 1 EVE C Gld Instant OOO   Remove target creature from the game.
Urborg Justice 1 WL R B Instant BB   Target opponent sacrifices a creature for each creature put into your graveyard from play this turn.
Vigor Mortis 1 RAV U B Sorcery 2BB   Return target creature card from your graveyard to play. If G was spent to play Vigor Mortis, that creature comes into play with an additional +1/+1 counter on it.
Violent Eruption 1 TO U R Instant 1RRR   Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players. Madness 1RR (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
Void 1 IN R Gld Sorcery 3BR   Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number.
Walk the Aeons 1 TSP R U Sorcery 4UU   Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one.
Wash Out 1 IN U U Sorcery 3U   Return all permanents of the color of your choice to their owners’ hands.
Wax/Wane 1 IN U G/W Instant/Instant G/W   Target creature gets +2/+2 until end of turn. // Destroy target enchantment.
Wayfarer's Bauble 1 FD C Art Artifact 1   2, T, Sacrifice Wayfarer’s Bauble: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Weatherseed Totem 1 TSP U Art Artifact 3   T: Add G to your mana pool. 2GGG: Weatherseed Totem becomes a 5/3 green Treefolk artifact creature with trample until end of turn. When Weatherseed Totem is put into a graveyard from play, if it was a creature, return this card to its owner’s hand.
Wildsize 1 GP C G Instant 2G   Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
Wing Shards 1 SC U W Instant 1WW   Target player sacrifices an attacking creature. Storm (When you play this spell, copy it for each spell played before it this turn.)
Withering Boon 1 MI U B Instant 1B   As an additional cost to play Withering Boon, pay 3 life. Counter target creature spell.
Wrecking Ball 1 DIS C Gld Instant 2BR   Destroy target creature or land.
Zombify 1 OD U B Sorcery 3B   Return target creature card from your graveyard to play.
Zuran Orb 1 IA U Art Artifact 0   Sacrifice a land: You gain 2 life.

Trochu jiná varianta

Na počátku jsem řekl, že tuto herní variantu vymyslel Luboš Platzer - a to je také pravda. Nicméně historie zná mnoho případů, kdy více lidí vymyslelo stejnou, nebo velmi podobnou věc. Před pár týdny jsem na GP Hannower viděl variantu, jež byla Toweru velmi podobná. Jedinou odlišností bylo rozdělení knihoven. Namísto dvou knihoven zde bylo knihoven rovnou šest. V ejdné knihovně byla všechna možná kouzla. Zbylých pět knihoven tvořilo pouze základními zeměmi. Hráč si tak při lízání mohl nejen zvolit zda chce zemi nebo kouzlo, ale dokonce se mohl rozhodnout jakou zemi přesně chce. Díky tomu byla zcela eliminována možnost, že by někdo měl vruce karty, které v průběhu hry nemůže zahrát a v knihovně kouzel pro manovou stabilizaci. Neměl jsem příležitost si tuto variantu sám vyzkoušet, ale z toho co jsem viděl to vypadalo, že tato varianta je na hraní o trochu snadnější, ale také o trošičku chudší. Holt i ty země mají svůj podíl na tom jak zajímavou hrou Magic je a absence nonbasic zemí by mi bylo trochu líto. 

A jsme na konci

A to je pro tentokrát všechno. Víc už se toho k Toweru napsat nedá, víc už si musíte sami vyzkoušet.

Martin "Pavouk" Podlaha

Vytiskout  
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