Sickly Whisper5B
Instant
Resonance (This spell costs 1 less to play for each instant you've played before it this turn.)
Destroy target creature. It can't be regenerated.
Clustered Growth1G
Sorcery
Put a 1/1 green Saproling creature token into play.
Recursion (When you play this card from your hand, put all cards in your graveyard that share a name with this card on the stack.)
Allies of JusticeXWW
Instant
Play Allies of Justice only during the declare blockers step.
Put X 1/3 white Soldier creature tokens into play with defender. Remove those creatures from the game at end of the combat phase.
Random guild-mana symbols make my head hurt. 7U is fine.
Fate's Twine7U
Instant
Until end of turn, whenever a player plays a spell, that player may put a copy of that spell on the stack for each card in that player's graveyard that shares a name with the played spell. Remove all cards in that graveyard from the game that share a name with the played spell.
War's Impetus1BBRR
Enchantment
Each creature attacks each turn if able.
Whenever a creature is blocked, destroy it at end of combat.
Whenever a creature attacks, it get +2/+0 until end of turn.
When there are no creatures in play, sacrifice War's Impetus. A war ends only when no one is left standing.
SanctityWWW
Instant
Creatures you control are indestructible until end of turn.
/// ImpurityRRR
Instant
Destroy all non-Cleric creatures. They can't be regenerated.
Skywave Scribe5U
Creature - Human Wizard
Flying
When a player draws a card, Skywave Scribe gets +2/+2 until end of turn.
When Skywave Scribe deals combat damage to a player, you may draw a card.
1/2
Firemind's Mirror4UR
Enchantment
Whenever a player draws a card, you may have Firemind's Mirror deal 1 damage to each creature and player. 0: Draw a card: Play this ability only once a turn and only if four or more creatures have been put into a graveyard from play this turn.
If ten or more cards are drawn in one turn by a single player, sacrifice Firemind's Mirror. If you do, you win the game.
Teferi's RuseUUU
Enchantment
As long as you control no untapped lands, spells in your hand have flash. True wizards portray depleted mana sources, and take advantage of the greed of a simpleton warrior.
Decree of the Wise2WUU
Instant
Until end of turn, all spells have "Draw a card." in addition to all other rules text on that spell. Ruling fairly is something not easily done. Ruling wisely is something not easily kept to one.
Gilt-Leaf EmbraceGG
Enchantment - Aura
Enchant creature
If enchanted creature is an Elf, it gets +2/+0 and trample. If it isn't an Elf, it gets -0/-2. Only those truly worthy of the forest get to traverse it.
Mornsong AriaX2G
Tribal Instant - Elf
You may only play Mornsong Aria if all creatures you control are Elves.
Up to X target creatures you control get +2/+2 and deathtouch until end of turn. The Mornsong clan were unlike the Gilt-Leaf: smaller, less aggravated, and prideful of their beautiful voices, a rallying call for all of their kind.
Emergency Conscript1WWW
Creature - Human Soldier
Flash
Emergency Conscript costs W less to play if it's the combat phase.
When Emergency Conscript comes into play, if it isn't the combat phase, it gains first strike until end of turn.
3/3
Mental Rift4U
Instant
Counter target spell if it isn't the first spell played this turn.
Draw a card. Don't hurry through. Calm and concentrated you must be.
Szadek's Familiar3UBB
Legendary Creature - Vampire
Flying
When Szadek's Familiar deals combat damage to a creature, put a +1/+1 counter on it.
When Szadek's Familiar deals combat damage to a creature that is put into a graveyard this turn, remove the top two cards of that creature's controller's library from the game.
3/3
Instant
Resonance (This spell costs 1 less to play for each instant you've played before it this turn.)
Destroy target creature. It can't be regenerated.
Next: 3WR
[GTC] Gatecrash Patch for MWS (249/249)
Sorcery
Put a 1/1 green Saproling creature token into play.
Recursion (When you play this card from your hand, put all cards in your graveyard that share a name with this card on the stack.)
Next: 3WB
[GTC] Gatecrash Patch for MWS (249/249)
Instant
Play Allies of Justice only during the declare blockers step.
Put X 1/3 white Soldier creature tokens into play with defender. Remove those creatures from the game at end of the combat phase.
Next: 4GG
[GTC] Gatecrash Patch for MWS (249/249)
Fate's Twine 7U
Instant
Until end of turn, whenever a player plays a spell, that player may put a copy of that spell on the stack for each card in that player's graveyard that shares a name with the played spell. Remove all cards in that graveyard from the game that share a name with the played spell.
Confusing, yes.
Next: 2WUR
[GTC] Gatecrash Patch for MWS (249/249)
Enchantment
Each creature attacks each turn if able.
Whenever a creature is blocked, destroy it at end of combat.
Whenever a creature attacks, it get +2/+0 until end of turn.
When there are no creatures in play, sacrifice War's Impetus.
A war ends only when no one is left standing.
Ugh, not elegant at all. >_>
Next: 2(U/B)
[GTC] Gatecrash Patch for MWS (249/249)
Instant
Creatures you control are indestructible until end of turn.
///
Impurity RRR
Instant
Destroy all non-Cleric creatures. They can't be regenerated.
Next: 1GG
[GTC] Gatecrash Patch for MWS (249/249)
Creature - Human Wizard
Flying
When a player draws a card, Skywave Scribe gets +2/+2 until end of turn.
When Skywave Scribe deals combat damage to a player, you may draw a card.
1/2
Next: 3RG
[GTC] Gatecrash Patch for MWS (249/249)
Enchantment
Whenever a player draws a card, you may have Firemind's Mirror deal 1 damage to each creature and player.
0: Draw a card: Play this ability only once a turn and only if four or more creatures have been put into a graveyard from play this turn.
If ten or more cards are drawn in one turn by a single player, sacrifice Firemind's Mirror. If you do, you win the game.
Next: 1WWG
[GTC] Gatecrash Patch for MWS (249/249)
Enchantment
As long as you control no untapped lands, spells in your hand have flash.
True wizards portray depleted mana sources, and take advantage of the greed of a simpleton warrior.
Next: 5G
[GTC] Gatecrash Patch for MWS (249/249)
Instant
Until end of turn, all spells have "Draw a card." in addition to all other rules text on that spell.
Ruling fairly is something not easily done. Ruling wisely is something not easily kept to one.
Next: 2WG
[GTC] Gatecrash Patch for MWS (249/249)
Enchantment - Aura
Enchant creature
If enchanted creature is an Elf, it gets +2/+0 and trample. If it isn't an Elf, it gets -0/-2.
Only those truly worthy of the forest get to traverse it.
Next: 1WWR
[GTC] Gatecrash Patch for MWS (249/249)
Tribal Instant - Elf
You may only play Mornsong Aria if all creatures you control are Elves.
Up to X target creatures you control get +2/+2 and deathtouch until end of turn.
The Mornsong clan were unlike the Gilt-Leaf: smaller, less aggravated, and prideful of their beautiful voices, a rallying call for all of their kind.
Next: 2WU
[GTC] Gatecrash Patch for MWS (249/249)
Creature - Human Soldier
Flash
Emergency Conscript costs W less to play if it's the combat phase.
When Emergency Conscript comes into play, if it isn't the combat phase, it gains first strike until end of turn.
3/3
Next: RG
[GTC] Gatecrash Patch for MWS (249/249)
Instant
Counter target spell if it isn't the first spell played this turn.
Draw a card.
Don't hurry through. Calm and concentrated you must be.
Next: 3GG
[GTC] Gatecrash Patch for MWS (249/249)
Legendary Creature - Vampire
Flying
When Szadek's Familiar deals combat damage to a creature, put a +1/+1 counter on it.
When Szadek's Familiar deals combat damage to a creature that is put into a graveyard this turn, remove the top two cards of that creature's controller's library from the game.
3/3
Next: X1BR
[GTC] Gatecrash Patch for MWS (249/249)