# | Abu Ja far | W | Summon Leper | 0/1 Creature; If Abu dies without regenerating while participating in an attack or defense, all creatures Abu is blocking or being blocked by are also killed and may not regenerate.
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1 | Adarkar Unicorn | 1WW | Summon Unicorn | 2/2 Creature; T: Add either U or U and one colorless mana to your mana pool. This mana is usable only for cumulative upkeep. Play this ability as an interrupt. |
2 | Akron Legionnaire | 6WW | Summon Legionnaire | 8/4 Creature; None of your non-artifact creatures may attack except Akron Legionnaire. |
3 | Alabaster Potion | XWW | Instant | Give target player X life, or prevent X damage to any creature or player. |
4 | Amrou Kithkin | WW | Summon Kithkin | 1/1 Creature; No creature with power greater than 2 may be assigned to block Kithkin. |
5 | Angelic Voices | 2WW | Enchantment | As long as the only creatures you control are white or artifact creatures all your creatures gain +1/+1. |
6 | Angry Mob | 2WW | Summon Mob | 2+*/2+* Creature; Trample; During your turn, Angry Mob has power and toughness each equal to 2 plus the total number of swamps opponents control. During other turns, Angry Mob has power and toughness 2/2. |
7 | Animate Wall | W | Enchant Wall | Target wall can now attack. |
8 | Arctic Foxes | 1W | Summon Foxes | 1/1 Creature; If defending player controls any snow-covered lands, no creature with power greater than 1 may be assigned to block Arctic Foxes. |
9 | Arenson's Aura | 2W | Enchantment | W: Sacrifice an enchantment to destroy target enchantment. 3UU: Counter target enchantment. |
10 | Argivian Archaeologist | 1WW | Summon Archaeologist | 1/1 Creature: WW: Tap to bring one artifact from your graveyard to your hand. |
11 | Argivian Blacksmith | 1WW | Summon Smith | 2/2 Creature; Tap to prevent up to 2 damage to target artifact creature. |
12 | Armageddon | 3W | Sorcery | Destroy all lands. |
13 | Armor of Faith | W | Enchant Creature | Target creature gets +1/+1 W: Creature Armor of Faith enchants gets +0/+1 until end of turn. |
14 | Army of Allah | 1WW | Instant | All attacking creatures gain +2/+0 until end of turn. |
15 | Artifact Ward | W | Enchant Creature | Target creature cannot be blocked by artifact creatures, and any damage taken from an artifact source is reduced to 0. Target creature is unaffected by any artifact effects that target it. |
16 | Balance | 1W | Sorcery | Each player sacrifices enough lands to equalize the number of lands all players control. The player who controls the fewest lands cannot sacrifice any in this way. All players then equalize cards in hand and then creatures in play in the same way. |
17 | Battle Cry | 2W | Instant | Untap all white creatures you control, Any creature that blocks this turn gets +0/+1 until end of turn. |
18 | Benalish Hero | W | Summon Hero | 1/1 Creature; Banding. |
19 | Black Scarab | W | Enchant Creature | Target creature gets +2/+2 as long as any opponent controls any black cards. That creature cannot be blocked by black creatures. |
20 | Black Ward | W | Enchant Creature | Target creature gains protection from black. The protection granted by Black Ward does not destroy Black Ward. |
21 | Blaze of Glory | W | Instant | Target defending creature can and must block all attacking creatures it can legally block. For example, a normal non-flying target defender can and must block all normal non-flying attackers at once, but it cannot block any flying attackers. Controller of target defender may distribute damage among attackers as desired. Play before defense is chosen. |
22 | Blessed Wine | 1W | Instant | Gain 1 life. Draw a card at the beginning of the next turn's upkeep. |
23 | Blessing | WW | Enchant Creature | W: Target creature Blessing enchants gets +1/+1 until end of turn. |
24 | Blinking Spirit | 3W | Summon Blinking Spirit | 2/2 Creature; 0: Return Blinking Spirit to owner's hand. |
25 | Blood of the Martyr | WWW | Instant | For the remainder of the turn, you may redirect damage done to any number of creatures to yourself instead. |
26 | Blue Scarab | W | Enchant Creature | Target creature gets +2/+2 as long as any opponent controls any blue cards. That creature cannot be blocked by blue creatures. |
27 | Blue Ward | W | Enchant Creature | Target creature gains protection from blue. The protection granted by Blue Ward does not destroy Blue Ward. |
28 | Brainwash | W | Enchant Creature | Target creature cannot attack unless its controller pays an additional 3. |
29 | Call to Arms | 1W | Enchantment | Choose a color. As long as target opponent controls more cards of that color than any other color, all white creatures get +1/+1. If at any time that opponent does not control more cards of that color then any other color, bury Call to Arms. |
30 | Camel | W | Summon Camel | 0/1 Creature; Bands; All creatures attacking in a band with Camel are immune to damage done by Deserts. |
31 | Caribou Range | 2WW | Enchant Land | When Caribou Range comes in to play choose target land you control. WW: Tap land Caribou Range enchants to put a Caribou token into play. Treat this token as a 0/1 white creature. 0: Sacrifice a Caribou token to gain 1 life. |
32 | Castle | 3W | Enchantment | Untapped creatures you control get +0/+2 when not attacking. |
33 | Cleanse | 2WW | Sorcery | All black creatures in play are destroyed. |
34 | Cleansing | WWW | Sorcery | All land is destroyed. Players may prevent Cleansing from destroying specific lands by paying 1 life for each land they wish to protect. Effects that prevent or redirect damage may not be used to counter this loss of life. |
35 | Clergy of the Holy Nimbus | W | Summon Priest | 1/1 Creature; When Clergy are destroyed or take lethal damage, unless opponent pays 1 Clergy are regenerated. |
36 | Cold Snap | 2W | Enchantment | Cumulative Upkeep: 2. During each player's upkeep, Cold Snap deals 1 damage to that player for each snow-covered land he or she controls. |
37 | Combat Medic | 2W | Summon Soldier | 0/2 Creature; 1W: Prevent 1 damage to any player or creature. |
38 | Consecrate Land | W | Enchant Land | All enchantments on target land are destroyed. Land cannot be destroyed or further enchanted until Consecrate Land has been destroyed. |
39 | Conversion | 2WW | Enchantment | All mountains become basic plains. During your upkeep, pay WW or destroy Conversion. |
40 | Cooperation | 2W | Enchant Creature | Target creature gains banding. |
41 | COP: Artifacts | 1W | Enchantment | 2: Prevent all damage against you from one artifact source. If a source deals damage to you more than once in a turn, you may pay 2 each time to prevent the damage. |
42 | COP: Black | 1W | Enchantment | 1: Prevent all damage against you from one black source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. |
43 | COP: Blue | 1W | Enchantment | 1: Prevent all damage against you from one blue source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. |
44 | COP: Green | 1W | Enchantment | 1: Prevent all damage against you from one green source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. |
45 | COP: Red | 1W | Enchantment | 1: Prevent all damage against you from one red source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. |
46 | COP: White | 1W | Enchantment | 1: Prevents all damage against you from one white source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. |
47 | Crusade | WW | Enchantment | All White creatures get +1/+1. |
48 | D'Avenant Archer | 2W | Summon Archer | 1/2 Creature; Tap: Archer does 1 damage to target attacking or blocking creature. |
49 | Damping Field | 2W | Enchantment | Players may not untap more than one artifact during each of their won untap phases. |
50 | Death Ward | W | Instant | Regenerate target creature. |
51 | Disenchant | 1W | Instant | Destroy target enchantment or artifact. |
52 | Divine Intervention | 6WW | Enchantment | Put two counters on this card. Remove a counter during your upkeep. When you remove the last counter from Divine Intervention, the game is over and considered a draw. |
53 | Divine Offering | 1W | Instant | Destroy target artifact. You gain life points equal to casting cost of artifact. |
54 | Divine Transformation | 2WW | Enchant Creature | Target creature gets +3/+3. |
55 | Drought | 2WW | Enchantment | During your upkeep pay WW or destroy Drought. Before a spell that requires B as part of it's casting cost may be cast or an ability that requires B as part of it's activation cost may be played, the controller of that spell or ability sacrifices a swamp for each B in the spell's casting cost or the ability's activation cost. |
56 | Dust to Dust | 1WW | Sorcery | Removes two target artifacts from the game. |
57 | Elder Land Wurm | 4WWW | Summon Wurm | 5/5 Creature; Trample; Cannot attack until assigned as a blocker. |
58 | Elvish Healer | 2W | Summon Cleric | 1/2 Creature; T: Prevent 1 damage to any non-green creature or any player or up to 2 damage to any green creature. |
59 | Enchanted Being | 1WW | Summon Being | 2/2 Creature; Any damage dealt to Enchanted Being during combat by creatures with one or more enchantement cards played on them is reduced to 0. |
60 | Enduring Renewal | 2WW | Enchantment | Play with the cards in your hand face up on the table. If you draw a creature card from your library, discard it. Whenever a creature goes to your graveyard from play, put that creature into your hand. |
61 | Energy Storm | 1W | Enchantment | Cumulative Upkeep: 1. Damage dealt by instants, interrupts, and sorceries is reduced to 0. Creatures with flying do not untap during their controller's untap phase. |
62 | Equinox | W | Enchant Land | Tap land enchanted with Equinox to counter a spell that destroys one or more of your lands. This ability is played as an interrupt. |
63 | Exorcist | WW | Summon Exorcist | 1/1 Creature; 1W: T: Target black creature is destroyed. |
64 | Eye for an Eye | WW | Instant | You may cast Eye for an Eye only when a creature, spell, or effect deals damage to you. Eye for an Eye deals an equal amount of damage to the controller of that creature, spell, or effect. If another spell or effect reduces the amount of damage you receive, it does not reduce the damage deal by Eye for an Eye. |
65 | Farmstead | WWW | Enchant Land | Target land's controller gains 1 life if WW is spent during controller's upkeep. You cannot gain more than 1 life each turn through this enchantment. |
66 | Farrel's Mantle | 2W | Enchant Creature | If target creature attacks and is not blocked, it may deal X+2 damage to any other target creature, where X is the power of the creature Farrel's Mantle enchants. If it does so, it deals no damage to opponent this turn. |
67 | Farrel's Zealot | 1WW | Summon Townsfolk | 2/2 Creature; If Farrel's Zealot attacks and is not blocked, you may choose to have it deal 3 damage to a target creature. If you do so, it deals no damage to opponent this turn. |
68 | Farrelite Priest | 1WW | Summon Cleric | 1/3 Creature; 1: Add W to your mana pool. Play this ability as an interrupt. If more than 3 is spent in this way during one turn, bury Farrelite Priest at end of turn. |
69 | Fasting | W | Enchantment | You may choose to skip your draw phase; if you do so, you gain 2 life. If you draw a card for any reason, Fasting is destroyed. During your upkeep, put a hunger counter on Fasting. When Fasting has five hunger counters on it, it is destroyed. |
70 | Festival | W | Instant | Opponent may not declare an attack this turn. Play during opponent's upkeep phase. |
71 | Fire and Brimstone | 3WW | Instant | Fire and Brimstone does 4 damage to target player and 4 damage to you. Can only be used during a turn in which target player has declared an attack. |
72 | Formation | 1W | Instant | Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. |
73 | Fortified Area | 1WW | Enchantment | All walls you control gain banding and get +1/+0. |
74 | Fylgja | W | Enchant Creature | When Fylgja comes into play, put four healing counters on it. 0: Remove a healing counter from Fylgja to prevent 1 damage to creature Fylgja enchants. 2W: Put a healing counter on Fylgja. |
75 | General Jarkeld | 3W | Summon Legend | 1/2 Creature; T: Switch the blocking creatures of two target attacking creatures; all defense must remain legal. Use this ability only during combat after defense is chosen and before damage is dealt. |
76 | Glyph of Life | W | Instant | Damage done to target wall by attacking creatures is added to your life point total. |
77 | Great Defender | W | Instant | Target creature gains +0/+X until end of turn where X is the creature's casting cost. |
78 | Great Wall | 2W | Enchantment | Creatures with plainswalk may be blocked as if they did not have this ability. |
79 | Greater Realm of Preservation | 1W | Enchantment | 1W: Prevents all damage against you from one red or black source. If a source does damage to you more than once in a turn, you must pay 1W each time you want to prevent the damage. |
80 | Green Scarab | W | Enchant Creature | Target creature gets +2/+2 as long as any opponent controls any green cards. That creature cannot be blocked by green creatures. |
81 | Green Ward | W | Enchant Creature | Target creature gains protection from green. The protection granted by Green Ward does not destroy Green Ward. |
82 | Guardian Angel | XW | Instant | Prevents X damage from being dealt to any one target. Any further damage to the same target this turn can be canceled by spending 1 mana per point of damage to be canceled. |
83 | Hallowed Ground | 1W | Enchantment | WW: Return non-snow-covered land you control to owner's hand. |
84 | Hand of Justice | 5W | Summon Avatar | 2/6 Creature; T: Tap three target white creatures you control to destroy any target creature. |
85 | Heal | W | Instant | Prevent 1 damage to any creature or player. Draw a card at the beginning of the next turn's upkeep. |
86 | Healing Salve | W | Instant | Give target player 3 life, or prevent up to 3 damage to any creature or player. |
87 | Heaven's Gate | W | Instant | Changes the color of one or more target creatures to white until end of turn. You choose which and how many creatures are affected. Costs to tap, maintain, or use a special ability of target creatures remain entirely unchanged. |
88 | Heroism | 2W | Enchantment | 0: Sacrifice a white creature to have attacking red creatures deal no damage during combat this turn. The attacking player may pay 2R for an attacking creature to have it deal damage as normal. |
89 | Hipparion | 1W | Summon Hipparion | 1/3 Creature; Cannot be assigned to block creature with power 3 or greater, unless you pay an additional 1. |
90 | Holy Armor | W | Enchant Creature | Target creature gets +0/+2; W: Target creature Holy Armor enchants gets +0/+1 until end of turn. |
91 | Holy Day | W | Instant | Creatures attack and block as normal, but none deal any damage. All attacking creatures are still tapped. Play any time before attack damage is assigned. |
92 | Holy Light | 2W | Instant | All non-white creatures get -1/-1 until end of turn. |
93 | Holy Strength | W | Enchant Creature | Target creature gets +1/+2. |
94 | Icatian Infantry | W | Summon Soldiers | 1/1 Creature; 1: Bands until end of turn. 1: First strike until end of turn. |
95 | Icatian Javelineers | W | Summon Soldiers | 1/1 Creature; When Icatian Javelineers is brought into play, put a javelin counter on it. T: Remove the javelin counter to have Icatian Javelineers deal 1 damage to any target. |
96 | Icatian Lieutenant | WW | Summon Soldier | 1/2 Creature; 1W: Target Soldier gets +1/+0 until end of turn. |
97 | Icatian Moneychanger | W | Summon Townsfolk | 0/2 Creature; Moneychanger deals 3 damage to you when summoned; put three credit counters on Moneychanger at that time. During your upkeep, put one credit counter on Moneychanger. 0: Sacrifice Moneychanger to gain 1 life for each credit counter on it. Use this ability only during your upkeep. |
98 | Icatian Phalanx | 4W | Summon Soldiers | 2/4 Creature, Bands. |
99 | Icatian Priest | W | Summon Cleric | 1/1 Creature; 1WW: Target creature gets +1/+1 until end of turn. |
100 | Icatian Scout | W | Summon Soldier | 1/1 Creature; 1,T: Target creature gains first strike until end of turn. |
101 | Icatian Skirmishers | 3W | Summon Soldiers | 1/1 Creature, Bands, first strike; All creatures that band with Skirmishers to attack gain first strike until end of turn. |
102 | Icatian Town | 5W | Sorcery | Put 4 Citizen tokens into play. Treat these tokens as 1/1 white creatures. |
103 | Indestructible Aura | W | Instant | Any damage dealt to target creature dor remainder of turn is reduced to 0. |
104 | Infinite Authority | WWW | Enchant Creature | All creatures with toughness 3 or less blocking target creature or blocked by target creature are destroyed at end of combat. At the end of the turn put a +1/+1 counter on the target creature for each creature destroyed in this manner during the turn. Counters remain on creature even if enchantement leaves play. |
105 | Island Sanctuary | 1W | Enchantment | During your draw phase, you may draw one less card from your library. If you do so, until start of your next turn the only creatures that can attack you are those with flying or islandwalk. |
106 | Ivory Guardians | 4WW | Summon Guardians | 3/3 Creature; Protection from red. All guardians gain +1/+1 if an opponent controls any read cards. |
107 | Jihad | WWW | Enchantment | Choose a color. As long as opponent has cards of this color in play, all white creatures gain +2/+1. Jihad must be discarded immediately if at any time opponent has no cards of this color in play. |
108 | Justice | 2WW | Enchantment | During your upkeep, pay WW or destroy Justice. Whenever a red creature or spell deals damage, Justice deals an equal amount of damage to the controller of that creature or spell. If another spell or effect reduces the amount of damage a red creature or spell deals, it does not reduce the amount of damage dealt by Justice. |
109 | Karma | 2WW | Enchantment | During each player's upkeep, Karma deals 1 damage to that player for each swamp he or she controls. |
110 | Keepers of the Faith | 1WW | Summon Keepers | 2/3 Creature. |
111 | Kelsinko Ranger | W | Summon Ranger | 1/1 Creature; 1W: Target green creature gains first strike until end of turn. |
112 | King Suleiman | 1W | Summon King | 1/1 Creature; Tap to destroy an Efreet or Djinn. |
113 | Kismet | 3W | Enchantment | All of target player's creatures, lands, and artifacts come into play tapped. |
114 | Kjeldoran Elite Guard | 3W | Summon Soldier | 2/2 Creature; T: Target creature gets +2/+2 until end of turn. If that creature leaves play this turn, bury Kjeldoran Elite Guard. Use this ability only when attack or defense is announced. |
115 | Kjeldoran Guard | 1W | Summon Soldier | 1/1 Creature; T: Target creature gets +1/+1 until end of turn. If that creature leaves play this turn, bury Kjeldoran Guard. Use this ability only when attack or defense is announced and only if defending player controls no snow-covered lands. |
116 | Kjeldoran Knight | WW | Summon Knight | 1/1 Creature; Banding. 1W: +1/+0 until end of turn. WW: +0/+2 until end of turn. |
117 | Kjeldoran Phalanx | 5W | Summon Soldier | 2/5 Creature; Banding, First Strike. |
118 | Kjeldoran Royal Guard | 3WW | Summon Soldiers | 2/5 Creature; T: Redirect to Kjeldoran Royal Guard all damage dealt to you from unblocked creatures this turn. |
119 | Kjeldoran Skycaptain | 4W | Summon Soldier | 2/2 Creature; Banding, flying, first strike. |
120 | Kjeldoran Skyknight | 2W | Summon Soldier | 1/1 Creature; Banding, flying, first strike. |
121 | Kjeldoran Warrior | W | Summon Hero | 1/1 Creature; Banding. |
122 | Knights of Thorn | 3W | Summon Knights | 2/2 Creature; Protection from red, banding. |
123 | Lance | W | Enchant Creature | Target creature gains first strike. |
124 | Land Tax | W | Enchantment | During your upkeep, if an opponent controls more land than you, you may search your library and remove up to three basic land cards and put them into your hand. Reshuffle your library afterwards. |
125 | Lifeblood | 2WW | Enchantment | You gain 1 life point each time one of opponent's mountains becomes tapped. |
126 | Lightning Blow | 1W | Instant | Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep. |
127 | Lost Order of Jarkeld | 2WW | Summon Knights | 1+*/1+* Creature; Lost Order of Jarkeld has power and toughness each equal to 1 plus the number of creatures target opponent controls. |
128 | Martyr's Cry | WW | Sorcery | All white creatures are removed from the game. Players must draw one card for each white creature they control that is lost in this manner. |
129 | Martyrs of Korlis | 3WW | Summon Bodyguard | 1/6 Creature; Unless Martyrs of Korlis is tapped, any damage done to you be artifacts is instead applied to Martyrs of Korlis. You may not take this damage yourself, though you may prevent it if possible. No more than one Bodyguard of your choice can take damage for you in this manner each turn. |
130 | Mercenaries | 3W | Summon Mercenaries | 3/3 Creature; Whenever Mercenaries damages a player, that player may pay 3 to prevent that damage. |
131 | Mesa Pegasus | 1W | Summon Pegasus | 1/1 Creature; Flying; Banding. |
132 | Miracle Worker | W | Summon Miracle Worker | 1/1 Creature; T: Destroy target enchantment card on a creature you control. |
133 | Moat | 2WW | Enchantment | Non-flying creatures cannot attack. |
134 | Moorish Cavalry | 2WW | Summon Cavalry | 3/3 Creature; Trample. |
135 | Morale | 1WW | Instant | All attacking creatures get +1/+1 until end of turn. |
136 | Northern Paladin | 2WW | Summon Paladin | 3/3 Creature; T: WW: Destroy target black permanent. |
137 | Order of Leitbur | WW | Summon Clerics | 2/1 Creature, Protection from black; WW: +1/+0 until end of turn. W: First strike until end of turn. |
138 | Order of the Sacred Torch | 1WW | Summon Paladin | 2/2 Creature; T: Pay 1 life to destroy target black permanent. Effects that prevent or redirect damage cannot be used to counter this loss of life. |
139 | Order of the White Shield | WW | Summon Knights | 2/1 Creature; Protection from black. W: First Strike until end of turn. WW: +1/+0 until end of turn. |
140 | Osai Vultures | 1W | Summon Vultures | 1/1 Creature; Flying; At the end of any turn in which a creature is put into the graveyard from play, put a carrion counter on Vultures. 0: Remove two carrion counters to give Vultures +1/+1 until end of turn. |
141 | Pearled Unicorn | 2W | Summon Unicorn | 2/2 Creature. |
142 | Personal Incarnation | 3WWW | Summon Avatar | 6/6 Creature; Owner may redirect any or all damage done to Personal Incarnation to self instead. If Personal Incarnation is put into the graveyard from play, owner loses half his or her remaining life, rounding up the loss. Effects that redirect or prevent damage cannot be used to counter this loss of life. |
143 | Petra Sphinx | 2WWW | Summon Sphinx | 3/4 Creature; Tap: Target player names a card and then turns over the top card of his or her library. If it matches the named card, the card is put in the players hand; otherwise it is put into the graveyard. |
144 | Piety | 2W | Instant | All blocking creatures get +0/+3 until end of turn. |
145 | Pikemen | 1W | Summon Pikemen | 1/1 Creature; Banding, first strike |
146 | Preacher | 1WW | Summon Preacher | 1/1 Creature; T: Gain control of one of opponent's creatures. Opponent chooses which target creature you control. If Preacher becomes untapped, you lose control of this creature; you may choose not to untap Preacher as normal during your untap phase. You also lose control of the creature if Preacher leaves play or at end of game. |
147 | Presence of the Master | 3W | Enchantment | While Presence of the Masteris in play, any new enchantments cast are countered. |
148 | Prismatic Ward | 1W | Enchant Creature | When Prismatic Ward comes into play, choose a color; all damage dealt to target creature by sources of that color is reduced to 0. |
149 | Purelace | W | Interrupt | Change the color of target spell or target permanent to white. Costs to cast, tap, maintain, or use a special ability of target remain unchanged. |
150 | Rally | WW | Instant | All blocking creatures get +1/+1 until end of turn. |
151 | Rapid Fire | 3W | Instant | Play before defense is chosen. Target creature gains first strike until end of turn. If the creature does not already have rampage, then it also gains rampage: 2 until end of turn. |
152 | Red Scarab | W | Enchant Creature | Target creature gets +2/+2 as long as any opponent controls any red cards. That creature cannot be blocked by red creatures. |
153 | Red Ward | W | Enchant Creature | Target creature gains protection from red. The protection granted by Red Ward does not destroy Red Ward. |
154 | Remove Enchantments | W | Instant | Remove all enchantments you control and remove all enchantment cards played on all perminents you control. If this spell is cast during opponent's attack, also remove all enchantment cards played on attacking creatures. All enchantments you own are returned to your hand; all other enchantments are destroyed. |
155 | Repentant Blacksmith | 1W | Summon Smith | 1/2 Creature; Protection from red. |
156 | Resurrection | 2WW | Sorcery | Take a creature from your graveyard and put it directly into play. Treat this creature as though it were just summoned. |
157 | Reverse Damage | 1WW | Instant | All damage dealt to you so far this turn from any one source is retroactively added to your life total instead of subtracted. Firther damage this turn is treated normally. |
158 | Reverse Polarity | WW | Instant | All damage done to you so far this turn by artifacts is retroactively added to your life total instead of subtracted. Further damage this turn is treated normally. |
159 | Righteous Avengers | 4W | Summons Avangers | 3/1 Creature; Plainswalk. |
160 | Righteousness | W | Instant | Target blocking creature gets +7/+7 until end of turn. |
161 | Sacred Boon | 1W | Instant | Prevent up to 3 damage to target creature. At end of turn, put a +0/+1 counter on that creature for each damage prevented by Sacred Boon. |
162 | Samite Healer | 1W | Summon Cleric | 1/1 Creature; T: Prevent 1 Damage to any creature or player. |
163 | Savannah Lions | W | Summon Lions | 2/1 Creature. |
164 | Seeker | 2WW | Enchant Creature | Target creature cannot be blocked except by white creatures and artifact creatures. |
165 | Seraph | 6W | Summon Angel | 4/4 Creature; Flying. At the end of a turn in which any creature is damaged by Seraph and put into the graveyard, put that creature directly into play under your control as though it were just summoned. If you lose control of Seraph or if Seraph leaves play, bury the creature. |
166 | Serra Angel | 3WW | Summon Angel | 4/4 Creature; Flying; Attacking does not cause Serra Angel to tap. |
167 | Shahrazad | WW | Sorcery | Players must leave game in progress as it is and use the cards left in their libraries as decks with which to play a subgame of Magic. When subgame is over, players shuffle these cards, return them to libraries, and resume game in progress, with any loser of subgame halving his or her remaining life points, rounding down. Effects that prevent damage may not be used to counter this loss of life. The subgame has no ante; using less than forty cards may be necessary. |
168 | Shield Bearer | 1W | Summon Soldier | 0/3 Creature; Banding. |
169 | Shield Wall | 1W | Instant | All you creatures gain +0/+2 until end of turn. |
170 | Snow Hound | 2W | Summon Dog | 1/1 Creature; 1: T: Return Snow Hound to owner's hand and target blue or green creature you control to owner's hand. |
171 | Spirit Link | W | Enchant Creature | Gain 1 life for every 1 damage target creature deals. You may gain more life then the toughness or the total life of the creature or player damaged by the creature Spirit Link enchants. |
172 | Spiritual Sanctuary | 2WW | Enchantment | Any player with plains under his or her control gains 1 life point during upkeep. |
173 | Squire | 1W | Summon Squire | 1/2 Creature; |
174 | Sword to Plowshares | W | Instant | Remove target creature from the game. The creature's controller gains life equal to its power. |
175 | Thunder Spirit | 1WW | Summon Spirit | 2/2 Creature; First strike, flying. |
176 | Tivadar's Crusade | 1WW | Sorcery | All Goblins are destroyed. |
177 | Tundra Wolves | W | Summon Wolves | 1/1 Creature; First Strike. |
178 | Veteran Bodyguard | 3WW | Summon Bodyguard | 2/5 Creature; Unless Bodyguard is tapped, any damage done to you by unblocked, creatures is done instead to Bodyguard. You may not take this damage yourself, though you can prevent it if possible. No more than one Bodyguard of your choice can take damage for you in this manner each turn. |
179 | Visions | W | Sorcery | Look at the top five cards of any library. You may then shuffle that library. |
180 | Wall of Caltrops | 1W | Summon Wall | 2/1 Creature; If Wall of Caltrops and one or more other walls join to block an attacker and no other creatures besides walls block that attacker, Wall of Caltrops gains banding ability until end of turn. |
181 | Wall of Light | 2W | Summon Wall | 1/5 Creature; Protection from black. |
182 | Wall of Swords | 3W | Summon Wall | 3/5 Wall; Flying. |
183 | War Elephant | 3W | Summon Elephant | 2/2 Creature; Trample; Bands. |
184 | Warning | W | Instant | Target attacking creature deals no damage in combat this turn. |
185 | White Knight | WW | Summon Knight | 2/2 Creature; Protection from Black; First Strike. |
186 | White Scarab | W | Enchant Creature | Target creature gets +2/+2 as long as any opponent controls any white cards. That creature cannot be blocked by white creatures. |
187 | White Ward | W | Enchant Creature | Target creature gains protection from white. The protection granted by White Ward does not destroy White Ward. |
188 | Witch Hunter | 2WW | Summon Hunter | 1/1 Creature; T: Witch Hunter does 1 damage to target player. 1WW: T: Return target creature opponent controls from play to owner's hand. Enchantments on target creature are destroyed. |
189 | Wrath of God | 2WW | Sorcery | Bury all creatures. |
190 | ENDOFFILE | | |
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