Spoiler for stand-alone expansion for Magic: the Gathering - Code name: Wave


Set created on 11/22/03 1:40 PM using MtG Editor
Spoiler List created on 4/4/04 3:10 PM
350 Cards Total
Colors: 54 White, 54 Blue, 54 Black, 54 Red, 54 Green, 60 Multicolor, 10 Land, 10 Artifact
Rarities:130 Common, 110 Uncommon, 110 Rare, 0 Basic Land
Card Types: 164 Creature, 47 Enchantment, 24 Enchant Creature, 35 Sorcery, 54 Instant, 5 Enchant Land, 9 Land, 3 Artifact Creature, 7 Artifact, 1 Legendary Land, 1 Enchant Permanent

EDIT: May 12th, 2004 - I've updated the set with newer and cleaner wordings for many cards. Thanks goes to Gandalf-in-a-boat from mtgnews Forums.

There are no basic lands on purpose. Though Wave is supposed to be an alternate core set, everyone has basic lands.

Keywords:

I think keywording the established abilities helps the lucidity of rulings, simplifies the communication and in general has no downsides even for beginners. These two abilities simply asked to be keyworded for a long time now. It is even possible that Wizards realize it too after favorable results that came out from their most recent research regarding the keywording and other things.

Though we have no elaborate background story written for this expansion, there are still elements that connect the cards across the colors, types or flavor. The main continent in this world is called Lanor and is populated with various races except maybe black creatures. In further reaches of the realm there can be found Nali territory where humanoid druidic race of Nali lives. Invading Skaarj Empire controls but a few colonies of Lanor and Mutant Horde occupies the stenching bogs of it. Anything else not percievable from art or flavor is really up to your imagination. (Even now you can see my inspiration in video games, so far the Unreal. For those of you conversant in it, it will be even more apparent when I make access to the pictures since I used the "art of video-game photography" as much as I was able.)

Anyway, trademark features of Wave expansion are as follows: The expansion is meant to be multicolored. However there are no spells of three or more colors and there are no off-color activation costs. On the other hand there is a number of color-intensive spells with Blur.

Except of polychromy, the accent was put on the following elements:
Featured creature types with minor tribal support:

Please take note that the vast majority of cards was originally made long before Oddysey was released so besides the fact there are some near-duplicates with recent cards we essentially hold to the old color pie, i.e. white destroys the artifacts quite easily for instance. There is also quite a number of off-color elements based on "ancient" precendent cards (e.g. Sudden Gale).

There are also many cycles in Wave. There are important to know of when considering overall set quality as well as the balance of particular cycles. Below you will find almost complete list of cycles:

  1. Magic Adepts
  2. Badges
  3. Flash Walls
  4. Creature Boosts
  5. Generic Blurred Commons
  6. Blurred Sac Enchantments
  7. Specific Ability Destruction Spells
  8. Enchant Lands
  9. Flip-a-Coin Creatures
  10. 2/2-for-one Creatures
  11. Skilled Uncommon Creatures
  12. Pacifist Creatures
  13. Bursts/Falls
  14. Common Mana Lands

But there's much more of relation among the cards. Multicolor cards actually form somewhat independent part of the set where cards are related even more. There are also mini-cycles like Rainbow Angel and Count Vaxxar, Abeyance Djinn, Suppresion Djinn and Inertia Efreet or two uncommon creatures in each color with abilities oriented against its own color (Nomad Zealot - Nomad Chieftain, Daring Mage - Defiant Sorceress, Alien Trooper - Alien Commando, Leading Heller - Lanor Highlander, Monster Pet - Frenzied Tyrannosaur).

As for the testing, the set has been drafted for several months now, so I guess most of fatal mistakes in design and gameplay are disposed of.

Well, so much for my prologue. Now you have all the background information you would need for consideration. So if you will, inform me if you find an error of any kind within the spoiler - typo, wording, rulings-violation, grammatical or even semantical error. Anything you don't like and have a reason for it. In case you just like the set and have no complains against anything in particular, please let me know of it even then. The more feedback I get the more of card art I will unlock. And I believe the art is one of the greater assets of Wave.

Legal notice:


I do NOT claim the authorship of any art on this page with the exception of the art for Inner Bleeding, which was made specially for me by a friend and I have personally colored it (lame work, I know :). At best I can claim new artistic context I've put the art in. I do not intend to violate any copyrights and will withdraw the art if any of the artists or authors had any reservations. This is meant to be fan project with zero commercial potential. Below you will find the list of all artists and video games I used some art fragments from and was able to track back.

Artists (in no particular order):

Games and movies (in no particular order):

And one final thing before you go: soulcharmer@centrum.cz

Air Magic Adept -

Creature - Wizard
At the beginning of your upkeep, you may put a lesson counter on Air Magic Adept.
, Remove five lesson counters from Air Magic Adept: Prevent the next 8 damage that would be dealt to target creature this turn and gain 8 life. Air Magic Adept loses this ability.
2/2
Common
#1/350

Alabaster Giant -

Creature - Giant
Alabaster Giant comes into play with three +1/+1 counters on it.
Remove a +1/+1 counter from Alabaster Giant: Prevent the next 1 damage that would be dealt to target creature or player this turn.
1/1
Common
#2/350

Annealed Carnivore -

Creature - Beast
Blur (If you control a plains, you may pay plus Annealed Carnivore's converted mana cost instead of paying its mana cost.)
First strike, protection from red
3/4
Rare
#3/350

Ascension -

Sorcery
Blur --- Sacrifice two lands
All nonblack, nonred, nonartifact creatures you control get +3/+3 and gain flying until end of turn.
Rare
#4/350

Avatar's Robe -

Enchant Creature
Enchanted creature gets +X/+X, where X is your life total.
If you can't find an avatar, make one. ---May
Rare
#5/350

Avenging Knight -

Creature - Knight
Vigilance (Attacking doesn't cause Avenging Knight to tap.)
: Flip a coin. If you win the flip, Avenging Knight gets +0/+X until end of turn, where X is Avenging Knight's toughness.
3/2
Rare
#6/350

Avid Offering -

Instant
Destroy target enchantment. Draw three cards unless its controller pays . If he or she does, gain 3 life instead.
"I've got to praise myself."
Rare
#7/350

Bad Conscience -

Instant
Blur
Remove target tapped creature from the game.
After you've done bad things, bad conscience is actually a good thing.
Uncommon
#8/350

Badge of Balance -

Enchantment
: Target red creature can't attack this turn.
Balance inhibits wild aggression.
Common
#9/350

Badge of Harmony -

Enchantment
: Target green creature can't attack this turn.
Harmony weakens primal rage.
Common
#10/350

Badge of Peace -

Enchantment
: Target white creature can't attack this turn.
Peace prevents vengeful lusts.
Common
#11/350

Badge of Rest -

Enchantment
: Target black creature can't attack this turn.
Rest stifles hunger for killing.
Common
#12/350

Badge of Wisdom -

Enchantment
: Target blue creature can't attack this turn.
Wisdom cools destructive intentions.
Common
#13/350

Battle Inquisitors -

Creature - Cleric
Protection from black
: Target permanent becomes black until end of turn.
Inquisitors often tend to see others only in black or white...
2/1
Uncommon
#14/350

Castle of Air -

Creature - Wall
Flying
You may play Castle of Air any time you could play an instant.
When Castle of Air comes into play, it gets +1/+1 for each other creature you control until end of turn.
0/2
Uncommon
#15/350

Celestial Summit -

Enchantment
Creatures you control get +0/+1.
Angels get +1/+1.
: Target creature with flying is an Angel in addition to its creature types until end of turn.
Uncommon
#16/350

Ceremonial Crown -

Enchant Creature
As Ceremonial Crown comes into play, choose a color.
Enchanted creature gets +1/+1 and has protection from the chosen color. This effect doesn't remove Ceremonial Crown.
Common
#17/350

Clean -

Instant
Blur (If you control a plains, you may pay plus Clean's converted mana cost instead of paying its mana cost.)
Destroy target artifact or enchantment.
Common
#18/350

Compromise -

Instant
You can't be the target of spells or abilities this turn.
Solitude may be a beautiful thing, you only need someone to tell how beatiful it is.
Common
#19/350

Cunning Knight -

Creature - Knight
First strike
Skill --- : Put a skill counter on Cunning Knight. (Play this ability only during your upkeep and only once each turn.)
Cunning Knight gets +0/+1 for each skill counter on it.
2/2
Common
#20/350

Cure Wounds -

Instant
Prevent one damage to each of up to two target creatures or players.
Common
#21/350

Desert Chieftain -

Creature - Nomad
When Desert Chieftain comes into play, gain control of target Plains.
2/3
Uncommon
#22/350

Desert Zealot -

Creature - Nomad
Plainswalk
"And now let's look for a needle in a bottle of sand."
2/1
Uncommon
#23/350

Energy Geyser -

Sorcery
Destroy all creatures with converted mana cost 4 or less. They can't be regenerated.
It's the same energy as used for healing. Only one bit intensified.
Rare
#24/350

Enlightened Manipulation -

Sorcery
Target player reveals cards from the top of his or her library until he or she reveals an artifact or enchantment card. Put that card into play and its owner shuffles all other revealed cards into his or her library.
Uncommon
#25/350

Enlightenment -

Enchantment
Blur
Sacrifice Enlightenment: Gain 3 life for each card in your hand. Play this ability only during your upkeep.
Uncommon
#26/350

Griffin Descent -

Instant
Put a 3/3 white Griffin token with flying and protection from green into play.
Common
#27/350

Iridescent Shrine -

Enchant Land
Iridescent Shrine can enchant only a land you control.
Sacrifice enchanted land: Target creature gets +3/+3 and gains protection from the color of your choice until end of turn.
Common
#28/350

Karmic Shield -

Instant
At end of turn, return to your hand all creature cards put into your graveyard from play this turn.
Rare
#29/350

Lady of Luck -

Creature - Cleric
or : Flip a coin. If you win the flip, up to two target creatures you control gain protection from the color of your choice until end of turn.
0/4
Uncommon
#30/350

Lanor High Arbiter -

Creature - Wizard
As long as you control an artifact or enchantment, Lanor High Arbiter can't be the target of spells or abilities.
Whenever a creature you do not control becomes the target of spell or ability you control, tap that creature.
2/5
Rare
#31/350

Lanor Paladin -

Creature - Knight
, Sacrifice Lanor Paladin: Creatures you control get +1/+1 until end of turn.
1/1
Common
#32/350

Lanor Pathfinder -

Creature - Scout
Discard Lanor Pathfinder from your hand: Search your library for a Plains card, reveal that card and put it into your hand. Then shuffle your library. Play this ability any time you could play an instant.
2/2
Common
#33/350

Lanor Titan -

Creature - Titan
First strike
She can't enjoy the fight. It always ends to soon.
5/6
Rare
#34/350

Light Cavalry -

Creature - Knight
Light Cavalry can't attack unless you control another white creature.
Someone has to teach them how not to flee from battle.
2/2
Common
#35/350

Loud Departure -

Sorcery
Destroy target creature you do not control. That creature's controller may put a creature card from his or her hand into play.
Common
#36/350

Luminous Dragon -

Creature - Dragon
Blur
Flying
: Switch Luminous Dragon's power and toughness until end of turn.
3/5
Rare
#37/350

Malicious Artificer -

Creature - Wizard
Skill --- : Destroy target artifact or enchantment. (Play this ability only during your upkeep and only once each turn.)
1/1
Uncommon
#38/350

Martyr Cleric -

Creature - Cleric
You may play Martyr Cleric any time you could play an instant.
When Martyr Cleric comes into play, target creature gains protection from the color of your choice until end of turn.
1/2
Common
#39/350

Midnight Prayer -

Enchantment
Tap an untapped nonblack, nonartifact creature you control: Gain 1 life. Any player may play this ability.
"Such an intensive prayer always makes me sick." ---unnamed Nali priest
Uncommon
#40/350

Nomad Champion -

Creature - Nomad
First Strike
: Nomad Champion gets +1/+0 until end of turn. Play this ability only once each turn.
: Nomad Champion gains vigilance until end of turn.
2/2
Rare
#41/350

Pacifist Knight -

Creature - Knight
Whenever Pacifist Knight attacks, target opponent gains 1 life.
Whenever Pacifist Knight blocks, you gain 1 life.
1/4
Uncommon
#42/350

Prophetic Angel -

Creature - Angel
Flying
When Prophetic Angel deals combat damage to a player, you may look at the top three cards of that player's library. You may choose to put those cards on the bottom of that player's library.
1/3
Uncommon
#43/350

Queen Catherine -

Creature - Legend
As long as Queen Catherine is untapped, all other white creatures you control get +1/+1.
"Does anybody doubt my methods of encouragement?" ---Queen Catherine Ironfist
1/3
Rare
#44/350

Rainbow Angel -

Creature - Angel
Flying
Skill --- : Rainbow Angel gains protection from the color of your choice until end of turn. (Play this ability only during your upkeep and only once each turn.)
3/3
Rare
#45/350

Reverse Immunity -

Instant
Remove target creature with a regeneration shield on it from the game.
You gain 1 life.
Uncommon
#46/350

Rigid Priestess -

Creature - Cleric
, : Target creature loses all abilities and is 0/1 creature until end of turn.
1/1
Rare
#47/350

Separate Peace -

Enchantment
As Separate Peace comes into play, choose up to two creatures you control, then choose the same number of creatures your opponents control.
The chosen creatures can't attack or block.
Uncommon
#48/350

Shineburst -

Instant
If you control a Plains, you may remove the top 6 cards of your library from the game instead of paying Shineburst's mana cost.
Attacking creatures get -2/-0 until end of turn. Gain 1 life for each attacking creature.
Common
#49/350

Spirit Harness -

Enchantment
Whenever a creature you control is dealt combat damage, you gain that much life.
With this channel open your pets feel no pain.
Uncommon
#50/350

Surrender -

Instant
Gain control of target attacking or blocking creature, remove it from combat and tap it. That creature can't attack as long as you control it.
"No one'll hurt you unless you surrender." ---tribunal mage escort jest
Rare
#51/350

Tamed Skylion -

Creature - Familiar
Flying
: Tamed Skylion gets +1/+1 until end of turn. Play this ability only once each turn.
0/1
Common
#52/350

Tribunal -

Enchantment
Whenever a creature is put into your graveyard from play, you may put a process counter on Tribunal.
When Tribunal has two or more process counters on it, sacrifice Tribunal and target opponent sacrifices two creatures.
Rare
#53/350

Tribunal Monk -

Creature - Cleric
Sacrifice Tribunal Monk: Target creature gains protection from artifacts or from the color of your choice until end of turn.
"Presumption of innocence simply must be preserved." ---tribunal monk credo
2/1
Uncommon
#54/350

Abeyance Djinn -

Creature - Djinn
Blur --- An opponent may draw a card.
Flying
You can't play spells.
: Sacrifice Abeyance Djinn.
He does not like competition.
4/4
Rare
#55/350

Archmage -

Creature - Wizard
Skill --- : Return target creature to its owner's hand. (Play this ability only during your upkeep and only once each turn.)
1/1
Uncommon
#56/350

Blocked Mind -

Instant
At the beginning of your upkeep, if Blocked Mind is in your graveyard, you may pay and 2 life. If you do, return Blocked Mind to your hand.
Counter target spell.
Rare
#57/350

Chibinu Mertroll -

Creature - Mertroll
Whenever you play a nonartifact spell, regenerate Chibinu Mertroll.
1/3
Common
#58/350

Clairvoyant's Well -

Enchant Land
Clairvoyant's Well can enchant only a land you control.
Sacrifice enchanted land: Target player draws three cards.
Common
#59/350

Daring Mage -

Creature - Wizard
: Tap target blue creature.
She hates the manipulators. So she manipulates them.
2/3
Uncommon
#60/350

Dazzling Bunker -

Creature - Wall
You may play Dazzling Bunker any time you could play an instant.
When Dazzling Bunker comes into play, return target creature to its owner's hand.
0/4
Uncommon
#61/350

Decadence -

Enchant Creature
Blur
Enchanted creature can't attack, block and its activated abilities can't be played. During your upkeep, put a depression counter on Decadence. If there are four depression counters on Decadence, destroy enchanted creature. It can't be regenerated.
Rare
#62/350

Defiant Sorceress -

Creature - Wizard
When Defiant Sorceress comes into play, you may put target blue creature on top of its owner's library.
"I would engage in a battle of wits with you... but you appear unarmed."
2/2
Uncommon
#63/350

Deny -

Instant
Blur (If you control an island, you may pay plus Deny's converted mana cost instead of paying its mana cost.)
Counter target spell.
Common
#64/350

Dire Capture -

Enchantment
Blur
Sacrifice Dire Capture: Gain control of target creature. Play this ablity only during your upkeep.
Uncommon
#65/350

Dissolve -

Instant
Choose one --- Return target enchantment to its owner's hand; or return target enchanted creature to its owner's hand.
Common
#66/350

Etiolation -

Enchantment
Creatures with power greater than their toughness don't untap during their controllers' untap steps.
: Untap target creature.
Rare
#67/350

Fidgety Faerie -

Creature - Faerie
Flying
Whenever you draw a card, pay or sacrifice Fidgety Faerie.
2/1
Common
#68/350

Fizzle -

Instant
Counter target spell and return target permanent to its owner's hand.
It's not getting what you want, it's wanting what you've got.
Rare
#69/350

Frost Portal -

Enchantment
Whenever a red creature comes into play, gain control of it unless its controller pays .
"Skaarj are too hot-blooded to resist that freeze without being ignited." ---Lanor hypnotist
Uncommon
#70/350

Gambling Djinn -

Creature - Djinn
or : Flip a coin. If you win the flip, look at the top two cards of your library. Put one of them into your hand and the other one on the bottom of your library.
1/4
Uncommon
#71/350

Gravebound Scroll -

Sorcery
Draw two cards. If there is no card named Gravebound Scroll in your graveyard, discard two cards from your hand.
First you must decipher it. Then you must find another one.
Common
#72/350

Illusionary Demon -

Creature - Illusion
When Illusionary Demon comes into play, target creature gains flying until end of turn.
Flying
2/1
Common
#73/350

Implant of Subjugation -

Enchant Creature
Whenever enchanted creature deals combat damage to an opponent, you may sacrifice Implant of Subjugation. If you do, search that player's library for a creature card and put it into play under your control. Then that player shuffles his or her library.
Rare
#74/350

Landsucker -

Creature - Beast
When Landsucker comes into play, return a basic land you control to its owner's hand or sacrifice Landsucker.
This one really sucks...
2/2
Common
#75/350

Lanor Hunter -

Creature - Merfolk
Blur
: Lanor Hunter deals 1 damage to target creature or player.
What a feat. If he'd accidentally ping himself, he'll survive.
1/2
Common
#76/350

Lanor Hypnotist -

Creature - Wizard
You may choose not to untap Lanor Hypnotist during your untap step.
,: Gain control of target creature with converted mana cost 3 or less as long as Lanor Hypnotist remains tapped and under your control.
1/2
Uncommon
#77/350

Lanor Merchant -

Creature - Townsfolk
,: Add one mana of any color to your mana pool.
1/1
Common
#78/350

Magical Airstream -

Sorcery
Up to two target creatures gain flying until end of turn.
Common
#79/350

Malevolence -

Enchantment
: Look at the top card of your library. You may put it into your graveyard. If you do, target opponent puts the top card of his or her library into his or her graveyard. Play this ability only once each turn.
"I wish you well. But I wish myself better."
Rare
#80/350

Mass Distortion -

Sorcery
Put target permanent on top of its owner's library.
Have you ever dreamed of yourself being asleep?
Uncommon
#81/350

Master Djinn -

Creature - Djinn
Flying
When Master Djinn comes into play, draw a card.
When Master Djinn leaves play, each opponent may draw a card.
5/5
Rare
#82/350

Mental Eclipse -

Instant
Discard your hand, then draw two cards.
Shut your mind at the right moment so it can be open more than ever.
Common
#83/350

Mermaid -

Creature - Merfolk
: All nonartifact creatures able to block Mermaid do so this turn.
She turns seduction into a weapon.
2/2
Rare
#84/350

Mindtrap Lash -

Instant
Untap target creature with haste or first strike and gain control of it until end of turn. At end of turn, return it to its owner's hand.
Uncommon
#85/350

Minor Skill -

Instant
Counter target spell with converted mana cost 2 or less.
"First lesson's over now." ---Lanor academy professor
Common
#86/350

Mirror Image -

Instant
Put a token into play as a copy of target creature. That token has haste and "When this creature becomes the target of a spell or ability, remove it from the game." into play.
Rare
#87/350

Mirun, Distraught Mystic -

Creature - Wizard Legend
: Draw a card and reveal it. If it is a land or creature card, discard a card from your hand.
, Sacrifice Mirun, Distraught Mystic: Counter target spell.
1/3
Rare
#88/350

Mustered Fumes -

Enchantment
You may spend mana as though it were mana of any color a basic land you control could produce to pay activation costs.
Sacrifice Mustered Fumes: The next spell you play this turn has blur .
Common
#89/350

Oblivion -

Enchantment
Players can't play creature spells.
At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand and puts a maze counter on Oblivion.
Whenever there are six maze counters on Oblivion or there is no creature in play, sacrifice Oblivion.
Rare
#90/350

Pacifist Seer -

Creature - Wizard
Whenever Pacifist Seer attacks, target opponent may draw a card.
Whenever Pacifist Seer blocks, you may draw a card.
2/3
Uncommon
#91/350

Pause -

Instant
Counter target spell. If you do, that spell's owner returns a card with the same name as that spell from his or her graveyard to his or her hand at end of turn.
"I don't follow you here. Say again."
Common
#92/350

Planar Shock -

Instant
Untap all nonland permanents.
"Whoa! I'm both awake and asleep!"
Rare
#93/350

Polar Skaarj -

Creature - Skaarj
Tactics (Polar Skaarj can't be blocked unless defending player pays for each creature that blocks it.)
Whenever Polar Skaarj blocks, it gains first strike until end of turn.
4/3
Uncommon
#94/350

Power Wristband -

Enchant Creature
Enchanted creature gets +1/+1 and is unblockable.
Common
#95/350

Predator Serpent -

Creature - Serpent
: Predator Serpent gains islandwalk until end of turn.
, Sacrifice Predator Serpent: Return target permanent to its owner's hand.
4/4
Rare
#96/350

Psionic Knight -

Creature - Knight
Protection from red, protection from Knights
He contradicts his own existence.
2/2
Uncommon
#97/350

Sea Reaper -

Creature - Merfolk
: Target creature you don't control can't be the target of spells or abilities until end of turn.
: Sea Reaper can't be the target of spells or abilities until end of turn.
2/1
Rare
#98/350

Skaarj Executor -

Creature - Skaarj
Tactics (Skaarj Executor can't be blocked unless defending player pays for each creature that blocks it.)
: Target opponent taps an untapped artifact, creature or land he or she controls. Play this ability only once each turn.
2/1
Uncommon
#99/350

Sludge Spray -

Enchantment
Creatures without flying get -2/-0.
It was everywhere. Not to mention sludge bombs Nali had for Skaarj troops in addition.
Rare
#100/350

Sneaker -

Creature - Illusion
Sneaker can't be blocked unless defending player taps two untapped creatures he or she controls. (This cost is paid as blockers are declared.)
It must be surrounded only to be spotted.
2/2
Uncommon
#101/350

Steam Cache -

Instant
Prevent all combat damage that would be dealt by and dealt to target creature this turn.
Draw a card.
Common
#102/350

Stinger -

Creature - Illusion
Skill --- : Stinger gains flying until end of turn. (Play this ability only during your upkeep and only once each turn.)
When Stinger comes into play or is put into a graveyard from play, it deals 1 damage to target opponent.
2/4
Uncommon
#103/350

Swift Phantom -

Creature - Illusion
Flying
Swift Phantom can't be the target of spells or abilities.
3/2
Uncommon
#104/350

Temporal Shell -

Instant
Target permanent can't be the target of spells or abilities this turn.
"It won't last long but for now you're safe. And so are your trinkets."
Common
#105/350

Tidal Spirit -

Creature - Spirit
Tidal Spirit can't attack unless you return an untapped Island you control to its owner's hand. (This cost is paid as attackers are declared.)
3/4
Common
#106/350

Water Magic Adept -

Creature - Wizard
At the biginning of your upkeep you may put a lesson counter on Water Magic Adept.
, Remove five lesson counters from Water Magic Adept: Return up to four target nonland permanents other than Water Magic Adept to their owners' hands. Water Magic Adept loses this ability.
2/2
Common
#107/350

Waterfall -

Instant
If you control an Island, you may remove the top 6 cards of your library from the game instead of paying Waterfall's mana cost.
Tap or untap up to two target creatures.
Common
#108/350

Alien Commando -

Creature - Minion
Blur --- Pay 2 life
Protection from white, protection from black
Beyond good or evil.
4/3
Uncommon
#109/350

Alien Trooper -

Creature - Minion
When Alien Trooper comes into play, destroy target black or artifact creature.
3/3
Uncommon
#110/350

Black Magic Adept -

Creature - Wizard
At the beginning of your upkeep, you may put a lesson counter on Black Magic Adept.
, Remove five lesson counters from Black Magic Adept: Put up to three creature cards from your graveyard to your hand. Black Magic adept loses this ability.
2/2
Common
#111/350

Black Trench -

Enchant Land
Black Trench can enchant only a land you control.
Sacrifice enchanted land: Target creature gets -4/-4 until end of turn.
Common
#112/350

Blood Pit -

Enchantment
Pay 1 life: Add to your mana pool. Play this ability only once each turn.
What you want is never in question. What you can afford is always the real problem.
Rare
#113/350

Cerberus -

Creature - Hound
Cerberus comes into play with four +1/+1 counters on it.
At the beginning of your upkeep, you lose 1 life.
Remove a +1/+1 counter from Cerberus: Regenerate Cerberus.
0/0
Rare
#114/350

Cloudkill -

Sorcery
Destroy target land unless any player pays 3 life and discards a card from his or her hand.
Common
#115/350

Corpse Burning -

Sorcery
Blur --- Discard a black creature card from your hand
All black creatures get -3/-3 until end of turn. All nonblack creatures get -4/-4 until end of turn.
Rare
#116/350

Count Vaxxar -

Creature - Vampire Legend
Flying
Skill --- Pay 2 life: Count Vaxxar gets +2/+2 until end of turn. (Play this ability only during your upkeep and only once each turn.)
3/3
Rare
#117/350

Craving Vampire -

Creature - Vampire
Flying
Whenever a player discards a card from his or her hand, you gain 2 life.
: Discard a card from your hand.
1/2
Common
#118/350

Curse Doctrine -

Enchantment
Tap an untapped nonwhite, nonartifact creature you control: Target player loses 1 life. Any player may play this ability.
"Let all those stupid prayers silence. We've got better alternative."
Uncommon
#119/350

Dark Machination -

Instant
Search your library for five cards and put those cards into your graveyard. Then choose five cards in your graveyard and shuffle them into your library.
Draw a card.
Common
#120/350

Death Sentence -

Enchant Creature
When a creature comes into play, destroy enchanted creature. It can't be regenerated.
No one expects such sentence righteous.
Common
#121/350

Demonic Gate -

Creature - Wall
You may play Demonic Gate any time you could play an instant.
When Demonic Gate comes into play, target opponent loses 1 life for each creature he or she controls.
0/4
Uncommon
#122/350

Desperation -

Sorcery
Choose target player. If that player has no cards in his or her hand, he or she sacrifices two creatures. Otherwise if that player controls no creatures, he or she discards two cards from his or her hand. Otherwise that player sacrifices a creature and discards a card from his or her hand.
Rare
#123/350

Disease Infector -

Creature - Vampire
Blur --- , pay 2 life
Flying
Each other creature you control is a Vampire in addition to its creature types and has "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature."
2/3
Rare
#124/350

Disfigure -

Enchant Creature
Enchanted creature gets +1/+1 and has ", Sacrifice this creature: Put a +1/+1 counter on target creature."
Common
#125/350

Dread Knight -

Creature - Knight
First strike
, Pay 1 life: Flip a coin. If you win the flip, Dread Knight gets +X/+0 until end of turn, where X is Dread Knight's power.
2/3
Rare
#126/350

Duskfall -

Sorcery
If you control a Swamp, you may remove the top 6 cards of your library from the game instead of paying Duskfall's mana cost.
Duskfall deals 3 damage to target player. You gain 3 life.
Common
#127/350

Evil Shell -

Enchantment
Pay 4 life, Sacrifice Evil Shell: Target creature gets +4/+4 until end of turn.
"This must be why I'm being called 'evil'." ---Count Vaxxar
Common
#128/350

Filth Spitter -

Creature - Zombie
or : Flip a coin. If you win the flip, up to two target creatures each gets -3/-0 until end of turn.
3/1
Uncommon
#129/350

Grave Robbery -

Sorcery
As an additional cost to play Grave Robbery, pay 2 life.
Return target card from your graveyard to your hand.
Uncommon
#130/350

Gravebound Channel -

Enchant Creature
Pay 1 life: Regenerate enchanted creature. If there is no card named Gravebound Channel in your graveyard, sacrifice Gravebound Channel.
Common
#131/350

Hatcher -

Creature - Horror
As an additional cost to play Hatcher, you may pay any number of times.
When Hatcher comes into play, put a 2/2 black Whelp creature token into play for each you paid in addition to the mana cost.
2/2
Common
#132/350

Immunity Ritual -

Enchant Creature
Enchanted creature gets +2/+2.
, Pay 1 life: Enchanted creature gains protection from blue until end of turn.
Uncommon
#133/350

Infernal Sweep -

Sorcery
Blur --- Remove a card in your graveyard from the game.
Remove any number of target cards in your graveyard from the game. For each card removed this way, lose 1 life and draw a card.
Rare
#134/350

Inner Bleeding -

Instant
Target creature gets -0/-X until end of turn, where X is that creature's power.
For those who don't believe you're your worst enemy.
Uncommon
#135/350

Insane Warp -

Enchantment
At the beginning of your upkeep, target opponent may discard a card from his or her hand. If he or she does, creatures you control get -0/-1 until your next upkeep. Otherwise creatures you control get +1/+0 until your next upkeep.
Rare
#136/350

Kill -

Instant
Blur (If you control a swamp, you may pay plus Kill's converted mana cost instead of paying its mana cost.)
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Common
#137/350

Lifeforce Extraction -

Instant
Sacrifice any number of nontoken creatures. Gain 3 life for each creature sacrificed this way.
Common
#138/350

Moon Dweller -

Creature - Horror
Flying
: Moon Dweller loses flying until end of turn.
Better when they stay in the air.
3/4
Uncommon
#139/350

Mutant Berserker -

Creature - Mutant
Whenever Mutant Berserker becomes blocked by a creature, remove that creature from the game at end of combat.
, Sacrifice Mutant Berserker: Put a +1/+1 counter on target creature.
3/3
Uncommon
#140/350

Mutant Titan -

Creature - Mutant
Blur --- Sacrifice a black creature and a Swamp.
, Sacrifice Mutant Titan: Put a +1/+1 counter on target creature.
7/7
Rare
#141/350

Mutant Warlord -

Creature - Mutant
Whenever Mutant Warlord attacks, you may put +1/+1 counter on it.
, Sacrifice Mutant Warlord: Put a +1/+1 counter on target creature.
3/3
Uncommon
#142/350

Nasty Pest -

Creature - Mutant Vampire
Flying
, Sacrifice Nasty Pest: Put a +1/+1 counter on target creature.
2/1
Common
#143/350

Obsessed Magician -

Creature - Wizard
Skill --- : Target player discards a card from his or her hand. (Play this ability only during your upkeep and only once each turn.)
1/1
Uncommon
#144/350

Ogre Trap -

Instant
Destroy target creature with trample or with power 5 or greater. It can't be regenerated.
Uncommon
#145/350

Oozing Filth -

Enchantment
All creatures have protection from green.
Rare
#146/350

Pacifist Horror -

Creature - Horror
Pacifist Horror can't attack unless you discard a card from your hand. (This cost is paid as attackers are declared.)
Whenever Pacifist Horror blocks, attacking player discards a card from his or her hand.
3/5
Uncommon
#147/350

Precise Archer -

Creature - Mutant
First strike
, Sacrifice Precise Archer: Put a +1/+1 counter on target creature.
2/2
Common
#148/350

Raked Graves -

Enchantment
At the beginning of your upkeep, sacrifice Raked Graves unless you remove a card in your graveyard from the game.
Nonblack creatures can't be regenerated.
If a player would gain life, that player gains no life instead.
Damage can't be prevented.
Rare
#149/350

Resistance Ritual -

Enchant Creature
Enchanted creature gets +2/+1.
Pay 1 life: Enchanted creature gains protection from red until end of turn.
Uncommon
#150/350

Separation -

Sorcery
Blur --- Discard two cards from your hand.
Target player chooses a card in his or her hand and discards the rest.
"You cannot afford such a luxury." ---Kron, Skaarj lord
Rare
#151/350

Soul Gambit -

Instant
Blur --- Pay 2 life
Each player chooses a creature. Remove all creatures chosen this way from the game.
Rare
#152/350

Soul Transfer -

Instant
Remove target creature you control from the game. If you do, return up to two target creature cards from your graveyard to your hand.
Common
#153/350

Strip Away -

Sorcery
Destroy target enchantment unless its controller discards a card from his or her hand.
To unprepared foe even weak magic can cause considerable loss.
Common
#154/350

Suicide Lust -

Enchantment
At the beginning of each player's upkeep, that player puts a suicide counter on each creature he or she controls. Then he or she removes each creature with three or more suicide counters on it from the game.
Rare
#155/350

Sympathetic Mummy -

Creature - Mummy
When Sympathetic Mummy comes into play, target creature has ": Regenerate this creature" until end of turn.
: Regenerate Sympathetic Mummy.
1/1
Common
#156/350

Undying -

Enchantment
Blur
Sacrifice Undying: Return target creature card from any graveyard to play under your control. Play this ability only during your upkeep.
Uncommon
#157/350

Uneasy Corpse -

Creature - Zombie
When Uneasy Corpse comes into play, sacrifice it unless you discard a card from your hand.
Eating brains won't help them possess any intelligence.
2/2
Common
#158/350

Vampiric Phantom -

Creature - Vampire Phantom
Flying
Whenever a white or green creature is put into a graveyard from play, put a +1/+1 counter on Vampiric Phantom.
2/2
Uncommon
#159/350

Zombie Guard -

Creature - Zombie
Zombie Guard can't block unless it has a regeneration shield on it.
: Regenerate Zombie Guard.
Typical duty period for a zombie guard is several generations.
2/2
Common
#160/350

Zombie Shaman -

Creature - Zombie
, Pay 1 life: Target creature gets -1/-1 until end of turn.
1/1
Rare
#161/350

Zombie Stalker -

Creature - Zombie
Skill --- : Zombie Stalker gains fear until end of turn. (Play this ability only during your upkeep and only once each turn.)
Whenever Zombie Stalker attacks and isn't blocked, it deals no combat damage this turn and target opponent loses 2 life.
2/1
Common
#162/350

Alien Phantom -

Creature - Phantom
When Alien Phantom comes into play, if target opponent controls two or less creatures, sacrifice Alien Phantom.
5/3
Common
#163/350

Boost Device -

Enchant Creature
Enchanted creature gets +1/+1 and has additional Tactics 3. (Enchanted creature can't be blocked unless defending player pays for each creature that blocks it.)
Common
#164/350

Brutality -

Enchantment
Blur
Sacrifice Brutality: Until ane of turn, if a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. Play this ability only during your upkeep.
Uncommon
#165/350

Burn -

Instant
Blur (If you control a mountain, you may pay plus Burn's converted mana cost instead of paying its mana cost.)
Burn deals 4 damage to target creature or player.
Common
#166/350

Burning Devil -

Creature - Efreet
When Burning Devil is put into a graveyard from play, it deals 3 damage to target creature or player.
3/1
Uncommon
#167/350

Critical Strike -

Instant
If a source of your choice would deal damage to target creature or player, it deals double that damage to that creature or player instead.
Common
#168/350

Depleted Firestick -

Enchant Creature
Enchanted creature has ": Damage from a source of your choice can't be prevented this turn."
Sacrifice Depleted Firestick: Depleted Firestick deals 2 damage to target player.
"It releases more smoke than fire now."
Common
#169/350

Disastrous Spite -

Enchant Creature
Enchanted creature has first strike.
Whenever a land is put into a graveyard from play, put a +1/+1 counter on enchanted creature.
Common
#170/350

Efreet Sultan -

Creature - Efreet
Flying
: Efreet Sultan deals 2 damage to each creature blocking or blocked by Efreet Sultan. Use this ability only once each turn and only in combat.
: Efreet Sultan gets +0/+2 until end of turn.
3/3
Rare
#171/350

Fanatic Knight -

Creature - Knight
First strike, Protection from blue.
"I'm not mad. I merely perform my hobby."
2/1
Uncommon
#172/350

Fiery Aura -

Enchantment
All creatures have protection from white.
Rare
#173/350

Fire Magic Adept -

Creature - Wizard
During your upkeep you may put a lesson counter on Fire Magic Adept.
, Remove five lesson counters from Fire Magic Adept: Fire Magic Adept deals 5 damage divided any way you choose among any number of target creatures. Fire Magic adept loses this ability.
2/2
Common
#174/350

Fire Treatment -

Enchantment
: Regenerate target red creature.
: Target nonred creature can't regenerate this turn.
: Target creature is colorless until end of turn.
Rare
#175/350

Fire Twister -

Sorcery
Destroy target basic land, then destroy an amount of target basic lands equal to the number of Fire Twister cards in all graveyards.
Common
#176/350

Fireburst -

Instant
If you control a mountain, you may remove the top 6 cards of your library from the game instead of paying Fireburst's mana cost.
Fireburst deals 3 damage to target creature.
Common
#177/350

Flameball -

Instant
Flameball deals 2 damage to target creature or player. That damage cannot be prevented or redirected.
Out of fight, out of mind.
Common
#178/350

Gladius, Peakstormer -

Creature - Legend
Creatures with flying can't block.
When a mountain comes into play, add to your mana pool.
: Flip a coin. If you win the flip, Gladius, Peakstormer gets +2/+2 until end of turn. Play this ability only once each turn.
2/2
Rare
#179/350

Gravebound Flier -

Creature - Beast
Flying
When Gravebound Flier becomes the target of spell or ability, if you have no card named Gravebound Flier in your graveyard, sacrifice Gravebound Flier.
3/1
Common
#180/350

Gravebound Steel -

Enchant Creature
When enchanted creature deals combat damage, if you have no card named Gravebound Steel in your graveyard, sacrifice Gravebound Steel.
Enchanted creature gets +2/+2 and has first strike.
Common
#181/350

Ground Control -

Sorcery
As an additional cost to play Ground Control, sacrifice X lands.
X target creatures can't block this turn.
Uncommon
#182/350

Hectic Marksman -

Creature - Barbarian
or : Flip a coin. If you win the flip, Hectic Marksman deals 1 damage to each of up two target creatures or players.
1/2
Uncommon
#183/350

Inertia Efreet -

Creature - Efreet
Blur --- Pay 3 life, Sacrifice a mountain
Haste
You cannot play noncreature spells.
4/5
Uncommon
#184/350

Invade -

Sorcery
Blur
Choose one --- Destroy target artifact; or destroy target land; or destroy target artifact and target land.
Common
#185/350

Jealous Dominator -

Creature - Barbarian
Jealous Dominator gets +1/+1 for each land you control and -1/-1 for each land opponents control.
The fact there are countries he cannot control tears him apart night and day.
2/2
Rare
#186/350

Landeater Wurm -

Creature - Wurm
Trample
When Landeater Wurm deals combat damage to a player, that player sacrifices a land.
3/3
Rare
#187/350

Lanor Firebird -

Creature - Phoenix
Flying
When Lanor Firebird is put into a graveyard from play, return Lanor Firebird into play under owner's control and Lanor Firebird deals 2 damage to each other creature you control and 2 damage to you.
3/3
Rare
#188/350

Lanor Highlander -

Creature - Barbarian
Mountainwalk, Protection from red
: Target creature you control gains mountainwalk until end of turn.
2/2
Uncommon
#189/350

Lanor Trickster -

Creature - Wizard
At the beginning of each player's upkeep, if that player controls an enchantment, Lanor Trickster deals one damage to that player.
"If I can't get rid of it, I should persuade my foe to do so."
1/1
Common
#190/350

Leading Heller -

Creature - Barbarian
Leading Heller gets +1/+1 for each red creature your opponents control.
Funny how easily he can lead when he hardly recognizes alliegiences.
3/2
Uncommon
#191/350

Lizard Hound -

Creature - Beast
When Lizard Hound comes into play, target creature gains first strike until end of turn.
Haste
Why walk when you can ride.
1/1
Common
#192/350

Mad Apprentice -

Creature - Wizard
Skill --- : Mad Apprentice deals 1 damage to target creature or player. (Play this ability only during your upkeep and only once each turn.)
1/1
Uncommon
#193/350

Magical Fad -

Instant
Switch power and toughness of each creature until end of turn. Effects that alter creature's power alter its toughness and vice versa, this turn.
Everyone felt their own weaknesses more intensively those days...
Rare
#194/350

Meteor -

Sorcery
Meteor deals X damage to each of two target creatures.
"Look, a shooting star. Make a wish." ---Jonas, last words
Uncommon
#195/350

Nali Rabbit -

Creature - Rabbit
If you control less than two basic lands, sacrifice Nali Rabbit.
Each rabbit needs its own hole.
2/2
Common
#196/350

Nonargumentation -

Sorcery
Choose a creature at random. If there's six or more creatures in play, choose a creature target player controls at random instead. Gain control of that creature.
"...and the brotherhood got a new member."
Rare
#197/350

Pacifist Minotaur -

Creature - Minotaur
Whenever Pacifist Minotaur attacks, it deals 4 damage to itself.
Whenever Pacifist Minotaur blocks, it deals 1 damage to target attacking creature.
1/5
Uncommon
#198/350

Phantom Mammoth -

Creature - Phantom
Blur --- Discard your hand
Whenever is Phantom Mammoth enchanted, sacrifice Phantom Mammoth.
Prevent all combat damage dealt to Phantom Mammoth.
5/5
Rare
#199/350

Phantom Scorpion -

Creature - Phantom
Whenever white, blue or artifact source deals damage to Phantom Scorpion, sacrifice Phantom Scorpion.
4/4
Uncommon
#200/350

Pillar of Fire -

Enchantment
: Target creature gets +3/+0 until end of turn.
It unleashes fire in the belly.
Rare
#201/350

Power Move -

Instant
Put a creature card from your hand into play. That creature has haste. At end of turn, sacrifice that creature.
The star that shines twice as bright shines half that long.
Rare
#202/350

Rally Flag -

Enchantment
All creatures have additional Tactics . (Creatures can't be blocked unless defending player pays for each blocking creature.)
Rare
#203/350

Repeling Aura -

Enchant Creature
Enchanted creature gets +2/+0 and has "Skill --- : Target creature can't block enchanted creature this turn." (Play this ability only during your upkeep and only once each turn.)
Common
#204/350

Revenge -

Instant
Play only if a creature was put into your graveyard from play this turn.
Until end of turn creatures you control gain ": This creature deals 2 damage to target player."
Rare
#205/350

Scalding Runner -

Creature - Beast
Haste
When Scalding Runner comes into play, it deals 2 damage to you.
It ignites you even if it runs around you at full speed.
2/2
Common
#206/350

Shock Web -

Enchant Permanent
When a spell or ability controlled by an opponent causes enchanted permanent leave play, Shock Web deals 5 damage to that player.
Common
#207/350

Skaarj Lord -

Creature - Skaarj
Blur --- Sacrifice all mountains
Flying
Tactics 2
: Untap target Skaarj other than Skaarj Lord.
6/5
Rare
#208/350

Skaarj Scout -

Creature - Skaarj
Tactics 1 (Skaarj Scout can't be blocked unless defending player pays for each creature that blocks it.)
2/2
Common
#209/350

Skaarj Warrior -

Creature - Skaarj
Tactics 3 (Skaarj Warrior can't be blocked unless defending player pays for each creature that blocks it.)
Don't think you're so important to be his target.
4/3
Uncommon
#210/350

Spreading Flame -

Enchantment
Whenever a blue creature comes into play, Spreading Flame deals 2 damage to it and 1 damage to its controller.
"Our lava flow is particularly engineered." ---Skaarj overseer
Uncommon
#211/350

Strike Home -

Sorcery
Strike Home deals X damage to target creature where X is that creature's toughness as Strike Home is played.
"...so much for interrogation."
Uncommon
#212/350

Suicidal Berserk -

Enchantment
: When target attacking creature deals combat damage this turn, Suicidal Berserk deals that much damage to it.
Rare
#213/350

Urged Fires -

Enchant Land
Play Urged Fires only on land you control.
Sacrifice enchanted land: Urged Fires deals 3 damage to target player and 3 damage to target creature with flying.
Common
#214/350

Volcanic Stalagmites -

Creature - Wall
You may play Volcanic Stalagmites any time you could play an instant.
When Volcanic Stalagmites comes into play, you may destroy target artifact. It can't be regenerated.
0/6
Uncommon
#215/350

Ward Backfire -

Instant
Target player sacrifices a creature with protection. If he or she does, Ward Backfire deals 1 damage to that player.
Uncommon
#216/350

Anabolic Armor -

Enchant Creature
Enchanted creature gets +1/+1.
Whenever enchanted creature becomes blocked, it gets +2/+2 and has trample until end of turn.
Common
#217/350

Apedog -

Creature - Beast
At the beginning of your upkeep, target opponent gains control of Apedog unless you pay .
Care for it, lest it bites you in hard to reach places.
2/3
Common
#218/350

Berryburst -

Instant
If you control a Forest, you may remove the top 6 cards of your library from the game instead of paying Berryburst's mana cost.
Regenerate up to two target creatures.
Common
#219/350

Brush Crawler -

Creature - Beast
Blur
: Regenerate Brush Crawler.
Skill --- : Brush Crawler has trample and gets +1/+0 until end of turn. (Play this ability only during your upkeep and only once each turn.)
3/1
Common
#220/350

Bull Squid -

Creature - Beast
Trample
Bull Squid comes into play with four +1/+1 counters on it.
If Bull Squid attacks or blocks, remove a +1/+1 counter from it at end of combat.
"Ugh! When did bulls and squids start having kids?" ---Gerrard
1/1
Rare
#221/350

Call Lightning -

Instant
Destroy target creature with flying.
"You may be out of my sight but you're not out of my reach."
Uncommon
#222/350

Cunning Ape -

Creature - Ape
Trample
Skill --- : Put a skill counter on Cunning Ape. (Play this ability only during your upkeep and only once each turn.)
Cunning Ape gets +1/+0 for each skill counter on it.
2/2
Common
#223/350

Desert Crab -

Creature - Crab
When Desert Crab comes into play, target opponent gains 2 life.
It doesn't live there, it is rather astray.
2/2
Common
#224/350

Druid Flivver -

Creature - Druid
or : Flip a coin. If you win the flip, up to two target creatures you control get +1/+1 and gain trample until end of turn.
2/1
Uncommon
#225/350

Druid's Blessing -

Instant
Target creature gets +1/+1 for each creature you control until end of turn.
Common
#226/350

Earth Magic Adept -

Creature - Wizard
At the beginning of your upkeep, you may put a lesson counter on Earth Magic Adept.
, Remove five lesson counters from Earth Magic Adept: Distribute five +1/+1 counters among any number of target creatures. Remove those counters at end of turn. Earth Magic Adept loses this ability.
2/2
Common
#227/350

Elf Trainer -

Creature - Elf
Skill --- : Put a +1/+1 counter on Elf Trainer. (Play this ability only during your upkeep and only once each turn.)
"We're here to play your training dummies, REMEMBER?"
1/1
Common
#228/350

Enticing Aura -

Enchant Creature
Enchanted creature gets +1/+1 and has "Skill --- : Target creature blocks enchanted creature this turn if able."
Common
#229/350

Frenzied Tyrannosaur -

Creature - Dinosaur
As long as any of your opponents controls a green creature, creatures you control have trample.
It feeds mainly on forest denizens after all.
5/3
Uncommon
#230/350

Grave Bounce -

Instant
Put target card from your graveyard and target card from an opponent's graveyard on top of their owner's library.
Uncommon
#231/350

Gravebound Elemental -

Creature - Elemental
As long as there is a card named Gravebound Elemental in your graveyard, Gravebound Elemental gets +3/+3.
2/2
Rare
#232/350

Grown Larva -

Creature - Larva
, , Sacrifice Grown Larva: Put a 2/2 green Insect creature token with flying into play.
That insect thing it hatches to is far less cute.
0/1
Common
#233/350

Houndeye -

Creature - Hound
Wheneven Houndeye becomes blocked, you may pay . If you do, put a +1/+1 counter on Houndeye.
1/1
Common
#234/350

Jumping Spider -

Creature - Spider
Blur
Jumping Spider may block as though it had flying.
3/3
Common
#235/350

Jungle Wasp -

Creature - Wasp
Flying
Whenever Jungle Wasp attacks and isn't blocked, put a 1/1 green Insect creature token into play at end of combat.
0/1
Rare
#236/350

Kahaynu, Nali Druid -

Creature - Druid Legend
Whenever Kahaynu, Nali Druid is dealt damage, you gain that much life.
: Prevent all damage that would be dealt this turn to Kahaynu, Nali Druid by a source of your choice. Play this ability only once each turn.
1/4
Rare
#237/350

Knight Basher -

Creature - Barbarian
Trample
Whenever Knight Basher blocks or becomes blocked by a Knight, Knight Basher gets +3/+3 until end of turn.
2/2
Uncommon
#238/350

Land Allergy -

Enchantment
Blur
Sacrifice Land Allergy: Put X green 1/1 Insect tokens into play, where X is the number of lands you control. Play this ability only during your upkeep.
Uncommon
#239/350

Lanor Dryad -

Creature - Dryad
, Sacrifice Lanor Dryad: Choose one --- Draw a card; or destroy target enchantment.
2/2
Common
#240/350

Lanor Elite Ranger -

Creature - Elf
, : Search your library for a Forest card, reveal that card and put it into your hand. Then shuffle your library.
1/1
Rare
#241/350

Mana Induction -

Enchantment
Whenever a land comes into play under your control, you may add one mana of any color to your mana pool.
Rare
#242/350

Membrane Diffusion -

Sorcery
For each enchantment you control, Membrane Diffusion costs less to play.
Destroy all enchantments.
Common
#243/350

Monster Pet -

Creature - Beast
If Monster Pet would be dealt lethal damage from a green source, prevent that damage.
4/3
Uncommon
#244/350

Morbid Sloth -

Enchantment
No more than one creature you control may attack each turn.
Pay 2 life: Prevent all combat damage that would be dealt this turn.
Let's get this over with slowly.
Rare
#245/350

Mud Deposit -

Sorcery
Destroy target nonbasic land.
Uncommon
#246/350

Naiad's Presence -

Enchant Land
Naiad's Presence can enchant only a land you control.
Sacrifice enchanted land: Target creature gets +5/+5 until end of turn.
Common
#247/350

Nali Scoutbird -

Creature - Bird
Flying
: Add to your mana pool.
Sacrifice Nali Scoutbird: Add to your mana pool.
1/3
Uncommon
#248/350

Overcultivation -

Sorcery
Blur --- Sacrifice a Forest.
Put target land on top of its owner's library. Search your library for a land card, and put that card into play tapped. Then shuffle your library.
Uncommon
#249/350

Pacifist Beast -

Creature - Beast
Whenever Pacifist Beast attacks, it gets -1/-1 until end of turn.
Whenever Pacifist Beast blocks, it gets +1/+1 until end of turn.
3/4
Uncommon
#250/350

Proud Sovereignty -

Enchantment
Whenever a creature comes into play under your control, put a +1/+1 counter on it.
When you stop doubting youself, others may stop doubting you as well.
Rare
#251/350

Provoking Behemoth -

Creature - Behemoth
Trample
All creatures able to block Provoking Behemoth do so.
It's really a problem to get out of its way...
6/6
Rare
#252/350

Rank Vines -

Creature - Wall
You may play Rank Vines any time you could play an instant.
When Rank Vines comes into play, target creature has "At end of combat, destroy all creatures blocked by this creature" until end of turn.
0/3
Uncommon
#253/350

Redintegrate -

Sorcery
Gain 1 life for each card in target player's graveyard.
Think evironmentally. Recycle your waste and live longer.
Common
#254/350

Sacred Tree -

Enchantment
At the beginning of your upkeep, if you control any other Sacred Tree, gain 1 life.
: Add , or to your mana pool.
Skaarj troops haven't a notion about existence of these living sanctuaries. Most of the Nali have it neither.
Uncommon
#255/350

Saturate -

Sorcery
Each creature gets +X/+X until end of turn, where X is the number of other creatures in play.
When everyone gets the same boon then all that matters are numbers.
Rare
#256/350

Sharpshooter -

Creature - Sharpshooter
, : Sharpshooter deals 3 damage to target creature with flying.
"The only challenge for me is another sharpshooter." ---Tavlin, sharpshooter
3/2
Rare
#257/350

Sludge Bomb -

Instant
Blur
Target creature gets -6/-0 and loses flying until end of turn.
Common
#258/350

Soil to Soil -

Sorcery
Remove two target enchantments from the game.
Uncommon
#259/350

Spider Pack -

Creature - Spider
First strike
Spider Pack may block as though it had flying.
Spider Pack can't attack.
When Spider Pack blocks, it loses "Spider Pack can't attack.".
4/3
Rare
#260/350

Strengthen -

Instant
Blur (If you control a forest, you may pay plus Strengthen's converted mana cost instead of paying its mana cost.)
Target creature gets +3/+3 until end of turn.
Common
#261/350

Sudden Gale -

Instant
Blur --- Sacrifice two Forests
Tap all creatures. Creatures with flying don't untap during their controllers' next untap steps.
Rare
#262/350

Suppression Djinn -

Creature - Djinn
Trample
You can't play creature spells.
He is certain he can take them all on.
6/5
Uncommon
#263/350

Tempting -

Sorcery
Search your library for up to three creature cards and reveal them. Then shuffle your library and put those cards on top of it in any order.
Rare
#264/350

Tranquil Reign -

Enchantment
At the beginning of your upkeep, if there's no other enchantment in play, put a tranquil counter on Tranquil Reign. If there are six tranquil counters on Tranquil Reign, you win the game.
Whenever an enchantment comes into play, remove all tranquil counters from Tranquil Reign.
Rare
#265/350

Unleashed Energies -

Enchantment
, Sacrifice a creature: Destroy target noncreature permanent.
Rare
#266/350

Vaporizer -

Creature - Druid
Sacrifice a Forest: Destroy target artifact. That artifact's controller gains life equal to that artifact's mana cost.
1/2
Uncommon
#267/350

Wild Bard -

Creature - Elf
Skill --- : Target creature gets +2/+2 until end of turn. (Play this ability only during your upkeep and only once each turn.)
2/1
Uncommon
#268/350

Wild Elf -

Creature - Elf
When Wild Elf comes into play, target creature gains trample until end of turn.
1/1
Common
#269/350

Wood Stalker -

Creature - Beast
Forestwalk (This creature is unblockable as long as defending player controls a forest.)
4/6
Common
#270/350

Adrenaline Blight -

Enchantment
All creatures get +2/-1.
It increases pain tolerance. But it decreases damage allowance likewise.
Rare
#271/350

Assimilate -

Instant
Return target creature you control and another target creature to their owners' hands. If you do, gain 2 life.
Common
#272/350

Barbarian Drifter -

Creature - Barbarian
Whenever Barbarian Drifter becomes blocked, it gets +1/+1 until end of turn.
If he doesn't like something at first sight, he destroys it or let it destroy him.
2/2
Common
#273/350

Bestial Implements -

Enchant Creature
Enchanted creature gets +1/+1.
When a creature comes into play, sacrifice Bestial Implements and destroy that creature.
Uncommon
#274/350

Brutal Stalker -

Creature - Hunter
: Brutal Stalker gets +1/+0 and can't be blocked by creatures with flying this turn. Play this ability only once each turn.
: Brutal Stalker gets +0/+1 and has swampwalk until end of turn. Play this ability only once each turn.
2/2
Uncommon
#275/350

Canyon Djinn -

Creature - Djinn
Flying
: Target Djinn or Efreet gains flying until end of turn.
: Target Djinn or Efreet loses flying until end of turn.
2/4
Common
#276/350

Celia, Druid Cleric -

Creature - Cleric Legend
Whenever a creature comes into play under your control, gain 2 life.
Whenever a creature you control goes to a graveyard from play, gain 2 life.
2/2
Rare
#277/350

Coastal Efreet -

Creature - Efreet
During your turn, Coastal Efreet's power is equal to the number of Forests you control. During other player's turns, Coastal Efreet's power is equal to the number of Islands you control.
*/3
Common
#278/350

Crop Angel -

Creature - Angel
Flying
When Crop Angel comes into play, destroy target nonwhite creature. Its controller gains 3 life.
2/2
Rare
#279/350

Decomposing Essence -

Instant
Choose one --- Destroy target Wall; or destroy target creature with power 1 or less.
You gain life equal to its toughness.
Common
#280/350

Devour -

Instant
Devour deals 2 damage to target nonblack creature or player. You gain 2 life.
Common
#281/350

Djinn Conjurer -

Creature - Djinn
Flying
: Return Djinn Conjurer and another target creature to their owners' hands.
: Return target Efreet to its owner's hand.
3/4
Rare
#282/350

Doomsday Eclipse -

Sorcery
Blur (If you control a mountain and a plains, you may pay plus Doomsday Eclipse's converted mana cost instead of paying its mana cost.)
Remove all creatures and artifacts from the game.
Rare
#283/350

Efreet Conjurer -

Creature - Efreet
Flying
When Efreet Conjurer comes into play, it deals 2 damage to target player.
,: Destroy target Djinn.
3/2
Uncommon
#284/350

Elemental Druid -

Creature - Druid
When Elemental Druid comes into play, target creature can't be the target of spell's or abilities. (This effect doesn't end at end of turn.)
Sacrifice a land: Elemental Druid deals 2 damage to target creature with flying.
2/2
Rare
#285/350

Elite Ranger -

Creature - Ranger
: Elite Ranger gets +1/+0 and has mountainwalk until end of turn. Play this ability only once each turn.
: Elite Ranger gets +0/+1 and may block as though it had flying this turn. Play this ability only once each turn.
2/2
Uncommon
#286/350

Fearless Legionnaire -

Creature - Soldier
: Fearless Legionnaire gets +1/+0 and has first strike until end of turn. Use this ability only once each turn.
: Fearless Legionnaire gets +0/+1 and has vigilance until end of turn. Use this ability only once each turn.
2/2
Uncommon
#287/350

Gifted Warrior -

Creature - Soldier
: Gifted Warrior gets +1/+0 and has trample until end of turn. Play this ability only once each turn.
: Gifted Warrior gets +0/+1 and has protection from black and from red until end of turn. Play this ability only once each turn.
2/2
Uncommon
#288/350

Incited Riots -

Enchantment
As Incited Riots comes into play, choose an opponent.
Creatures the chosen player controls can't attack you unless their controller sacrifices a land. (This cost is paid as attackers are declared.)
Rare
#289/350

Infected Elf -

Creature - Elf
: Infected Elf gets +1/+0 until end of turn. At end of combat, destroy all creatures that blocked Infected Elf this turn. Play this ability only once each turn.
: Infected Elf gets +0/+1 until end of turn. At end of combat, destroy all creatures that were blocked by Infected Elf this turn. Play this ability only once each turn.
2/2
Uncommon
#290/350

Inhibition Moon -

Instant
All creatures lose all abilities and are colorless until end of turn.
Draw a card.
Its light works even if it's not in a fullmoon.
Common
#291/350

Inner Fire -

Enchant Creature
Whenever enchanted creature becomes blocked, it gets +4/+4 until end of turn.
"It may consume me from within but your flesh will be just fine to compensate that loss..."
Uncommon
#292/350

Insect Formula -

Enchantment
Creatures you control can't be the target of spells or abilities.
Each creature you control can't be blocked except by two or more creatures.
Rare
#293/350

Jester -

Creature - Legend
, : Target opponent puts the top card of his or her library into his or her graveyard. Draw a card.
"From time to time you can possibly trick over me, I will take care you won't enjoy it." ---Jester
2/3
Rare
#294/350

Lanor Boar -

Creature - Beast
Trample
Sacrifice a land: Lanor Boar gets +1/+1 until end of turn.
5/5
Common
#295/350

Lich's Intervention -

Sorcery
Return target creature card from your graveyard to your hand and destroy target nonblack, nonartifact creature. It can't be regenerated.
Common
#296/350

Mana Squeeze -

Sorcery
Destroy target basic land. Draw a card.
Common
#297/350

Mastermind -

Enchant Creature
Enchanted creature can't attack or block. Only you may play activated abilities of enchanted creature.
Uncommon
#298/350

Materialized Entropy -

Sorcery
Target player sacrifices two permanents.
Uncommon
#299/350

Monk Renegade -

Creature - Cleric
: Monk Renegade gets +1/+0 until end of turn. Whenever Monk Renegade deals combat damage to a player this turn, that player discards a card from his or her hand. Play this ability only once each turn.
: Monk Renegade gets +0/+1 until end of turn. Whenever Monk Renegade deals damage this turn, you gain that much life. Play this ability only once each turn.
2/2
Uncommon
#300/350

Monto Sholoi -

Creature - Horror
Flying
: Monto Sholoi loses flying until end of turn.
, Discard a blue or black card from your hand: Return Monto Sholoi from your graveyard to your hand.
5/7
Rare
#301/350

Mutant Shrine -

Enchantment
Sacrifice a creature: Put a +1/+1 counter on target creature. You lose 1 life unless you pay or .
Uncommon
#302/350

Mystical Hunter -

Creature - Minion
: Mystical Hunter gets +1/+0 and has fear until end of turn. Play this ability only once each turn.
: Mystical Hunter gets +0/+1 and can't be the target of spells or abilities this turn. Play this ability only once each turn.
2/2
Uncommon
#303/350

Numb Senses -

Enchant Creature
When Numb Senses comes into play, target player discards a card from his or her hand.
Enchanted creature is colorless and has ":Target creature becomes the color of your choice until end of turn."
Uncommon
#304/350

Oblivion Knight -

Creature - Knight
: Oblivion Knight gets +1/+0 and has outrun until end of turn. Play this ability only once each turn.
: Oblivion Knight gets +0/+1 until end of turn. Prevent all combat damage that would be dealt to and dealt by Oblivion Knight this turn. Play this ability only once each turn.
2/2
Uncommon
#305/350

Pierce Magic -

Instant
Choose one --- Counter target artifact or enchantment spell and draw a card; or remove target artifact or enchantment from the game and gain 4 life.
Rare
#306/350

Prophetic Battlemaiden -

Creature - Battlemaiden
: Prophetic Battlemaiden gets +1/+0 until end of turn. Whenever Prophetic Battlemaiden deals combat damage to a player this turn, draw a card. Play this ability only once each turn.
: Prophetic Battlemaiden gets +0/+1 and may block additional creature this turn. Play this ability only once each turn.
2/2
Uncommon
#307/350

Recompose -

Sorcery
Return up to one artifact card and up to one enchantment card from your graveyard to your hand.
Common
#308/350

Rewarded Care -

Enchant Creature
Whenever a creature regenerates, you may draw a card.
or : Regenerate enchanted creature.
Care is not about caring only. You can count on the reward for it in advance...
Uncommon
#309/350

Risa, Scald Assassin -

Creature - Assassin Legend
: Risa, Scald Assassin deals one damage to target creature or player. Play this ability only during your turn and only once each turn.
2/2
Rare
#310/350

Selective Scrying -

Instant
Draw a card and reveal it. If it is a nonland card, repeat this process.
Common
#311/350

Shar, Balance Keeper -

Creature - Legend
If a creature would deal combat damage to a creature or player, it deals 3 damage to that creature or player instead.
3/4
Rare
#312/350

Sheltering Vigor -

Instant
Creatures you control get +1/+2 and gain protection from the color of your choice until end of turn.
Rare
#313/350

Shroud of Faeries -

Enchant Creature
Enchanted creature has protection from black and protection from red.
: Regenerate enchanted creature.
Uncommon
#314/350

Skaarj Explorer -

Creature - Skaarj
: Skaarj Explorer becomes the color of your choice until end of turn.
: Skaarj Explorer gains additional Tactics 1 until end of turn.
6/3
Rare
#315/350

Soul Rape -

Instant
Choose one --- Counter target creature spell and its controller can't play spells this turn; or destroy target nonblack creature. That creature can't be regenerated and its controller loses 1 life.
Rare
#316/350

Stamping Baradon -

Creature - Beast
Whenever Stamping Baradon attacks, it gets +0/+4 until end of turn.
4/3
Common
#317/350

Storm Faerie -

Creature - Faerie
: Storm Faerie gets +1/+0 and has haste until end of turn. Use this ability only once each turn.
: Storm Faerie gets +0/+1 and has flying until end of turn. Use this ability only once each turn.
2/2
Uncommon
#318/350

Substance Warp -

Sorcery
Blur --- Pay half of your life, rounded up
Destroy two target permanents.
Sometimes vindication isn't enough.
Rare
#319/350

Subterfuge -

Sorcery
Look at target player's hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, draw a card.
Common
#320/350

Swamp Hydra -

Creature - Hydra
When Swamp Hydra is put into a graveyard from play, you may search your library for a Swamp Hydra card, reveal that card and put it into your hand. If you do, shuffle your library.
3/3
Common
#321/350

Tainted Djinn -

Creature - Djinn
Flying
Tainted Djinn can't block black and/or blue creatures.
2/2
Common
#322/350

Temper Adjustment -

Enchantment
: Target creature gains haste until end of turn.
: Target creature loses haste and gets +0/+1 until end of turn. You can't target a single creature more than once each turn with this ability.
Common
#323/350

Tormentor -

Creature - Minion
At the beginning of your upkeep, you lose 1 life and target opponent loses 2 life.
You might even enjoy the pain knowing your foe receives double deal.
1/1
Rare
#324/350

Trick Over Nature -

Enchantment
, Sacrifice a land: Regenerate target creature.
, Sacrifice an artifact or enchantment: Return target creature to its owner's hand.
Rare
#325/350

Twist of Fate -

Instant
Gain 8 life unless each opponent discards two cards from his or her hand.
Some twists of fate are actually quite predictable.
Uncommon
#326/350

Undead Sleuth -

Creature - Vampire Hound
Whenever Undead Sleuth deals combat damage, you gain 1 life and target opponent loses 1 life.
2/3
Common
#327/350

Unholy Rising -

Enchantment
Whenever a nontoken creature is put into your graveyard from play, you may put a 2/2 black and green Bonewalker creature token with ": Regenerate Bonewalker" into play.
, Pay 1 life: Remove target Bonewalker from game. Any player may play this ability.
When Unholy Rising leaves play, remove all Bonewalker tokens from the game.
Rare
#328/350

Vampire Slayer -

Creature - Angel
Flying
Whenever a Vampire comes into play, destroy it. It can't be regenerated.
"Not another of that filth will roam about. Not on my guard."
2/1
Common
#329/350

Xenophobic Cloak -

Enchant Creature
Blur --- Tap two untapped creatures you control
Enchanted creature gets +1/+1 for each enchanted creature and/or creature with flying in play.
Prevent all damage that would be dealt to enchanted creature by a creature that has flying and/or is enchanted.
Common
#330/350

Fragile Golem -

Artifact Creature - Golem
When Fragile Golem becomes the target of a spell or ability, remove Fragile Golem from the game and put four 1/1 artifact Segment creature tokens into play.
4/4
Rare
#331/350

Gunpowder Bowl -

Artifact
: Add to your mana pool.
, , Sacrifice Gunpowder Bowl: Destroy target land.
Uncommon
#332/350

Ill Omen Trinity -

Artifact
, , Sacrifice Ill Omen Trinity: Remove target creature with power 3 or greater from the game.
Uncommon
#333/350

Infernal Usurper -

Artifact Creature - Demon
All creatures lose first strike, flying, trample and tactics.
: Regenerate Infernal Usurper.
Sad but true.
2/2
Rare
#334/350

Lightning Orb -

Artifact
Whenever an opponents plays a spell, put a charge counter on Lightning Orb.
, Remove a charge counter from Lightning Orb: Target opponent loses 1 life.
Sacrifice Lightning Orb: Lightning Orb deals one damage to each creature target opponent controls.
Rare
#335/350

Omen of Hopelessness -

Artifact
, , Sacrifice a creature: Target opponent sacrifices a creature.
With no harm done there's no need for hope. With too much harm done there's no place for hope.
Rare
#336/350

Shadow Idol -

Artifact
At the beginning of your upkeep, Shadow Idol deals one damage to you for each artifact or enchantment you control.
Sacrifice a creature: Target opponent gains control of Shadow Idol (this effect doesn't end at end of turn).
Rare
#337/350

Stealth Talisman -

Artifact
As Stealth Talisman comes into play, choose a color.
Creatures you control can't be blocked by creatures of the chosen color.
When a creature you control deals combat damage to an opponent, sacrifice Stealth Talisman.
Rare
#338/350

Stone Golem -

Artifact Creature - Golem
Prevent all damage that would be dealt to Stone Golem from spells or abilities.
"The point is to know how to harden the rock." ---foundry engineer
2/2
Uncommon
#339/350

Usurper's Steps -

Artifact
As Usurper's Steps comes into play, choose an opponent.
All creatures the chosen player controls lose protection.
Sacrifice Usurper's Steps: Draw a card.
Uncommon
#340/350

Crystalline Sands -

Land
Crystalline Sands comes into play tapped.
: Add to your mana pool.
,: Add or to your mana pool.
Common
#341/350

Detritus Peaks -

Land
Detritus Peaks comes into play tapped.
: Add to your mana pool.
,: Add or to your mana pool.
Common
#342/350

Herbal Yards -

Land
: Add to your mana pool.
,: Gain 1 life.
It's more than just a fertile ground.
Rare
#343/350

Moonlit Isle -

Land
Moonlit Isle comes into play tapped.
: Add to your mana pool.
, : Add or to your mana pool.
Common
#344/350

Observatory -

Land
: Add to your mana pool.
, : Target creature gains flying until end of turn.
This glide will cost you.
Uncommon
#345/350

Portal to the Past -

Legendary Land
, : Put target creature you control on top of its owner's library.
, , Sacrifice Portal to the Past: Put target creature on top of its owner's library.
Rare
#346/350

Statue Grove -

Land
: Add to your mana pool.
, Counter target spell you control: Draw two cards.
Rare
#347/350

Treetop Archway -

Land
Treetop Archway comes into play tapped.
: Add to your mana pool.
, : Add or to your mana pool.
Common
#348/350

Untouched Valley -

Land
Untouched Valley comes into play tapped.
As Untouched Valley comes into play, choose a color.
: Add one mana of chosen color to your mana pool.
Rare
#349/350

Vibrant Bog -

Land
Vibrant Bog comes into play tapped.
: Add to your mana pool.
, : Add or to your mana pool.
Common
#350/350



Acknowledgements: I was certainly not alone while doing the set. Some of my friends helped me though they had to be forced or beaten to it sometimes :-). Nonetheless they are: Michail, Agent (aka Loser), Tchommy, Paja and some more uncredited. Thanks go to them.