Most of these are not common, and I think that the four color cards have to be mythic or rare by default, which means most of them wont get in to the first set, but I thought I would post them here for comments.
Elder Dragon Tag! R
Enchantment Aura
Enchant Creature
Enchanted creature can not block or use activated abilities.
When enchanted creature becomes tapped move CARDNAME to target creature an opponent controls.
Time Step 4UU
Sorcery
Shuffle all exiled cards into their owners library.
Elder Dragon Boon 1WUBG
Sorcery
Each player puts a 4/4 Angel with Flying on the battlefield.
Each player returns a non-land permanent they control to owners hand.
Each player returns a permanent card from their graveyard to hand.
Each player gains four life.
Elder Dragon Debt 1UBRG
Sorcery
Each other player exiles the top ten cards of their library.
Each other player discards a card.
Each other player sacrifices a permanent.
Each other player loses four life,
Elder Dragon Auction 1WUBR
Sorcery
Each player gives control of a creature they control to another player.
Each player gives control of a land they control to another player.
Each player gives control of a non-land non-creature permanent they control to another player.
Elder Dragon Card Game 4UU
Sorcery
Each player shuffles their library and removes the top card face down. Each player guesses higher, or lower, or same then each player chooses an opponent and reveals the card. If that player card is correct they draw two cards. Otherwise each opponent draws a card. Exile the revealed cards.
Double Agent 1B
Creature Rogue
When CARDNAME enters the battlefield each player shuffles their library and reveals the top card. They lose life equal to the converted mana cost and put it in to their hand.
2/1
Elder Dragon Balance 1WURG
Sorcery
If any player has less cards than any other player draw a card.
If any player has less life than any other player gain five life.
If any player controls less land than any other player you may search your library for a land.
If any player controls less creatures than any other player you may search your library for a creature.
Elder Dragon Bargain 1WBRG
Sorcery
Each player chooses a permanent they do not control, and gains control of it.
Each player chooses a permanent they control and exiles it.
Each player discards their hand and draws that many cards.
Each player shuffles their graveyard in to their library.
Elder Dragon Kudzu 1G
Creature Plant
Whenever an opponent plays a land put a +1+1 counter on CARDNAME.
1/2
Intervention 1WUBRG
Sorcery
Choose one
Target player gains fifteen life.
Target player draws five cards.
Target player exiles the top twenty cards of their library.
Group Think 2(B/U)(B/U)(B/U)
Sorcery
Each player shuffles their hand into their library then exiles their graveyard and half their library.
Each player draws cards equal to the number of cards shuffled into their library.
Elder Dragon Game BBB
Sorcery
Target opponent reveals the top card of their library. Reveal the the top card of your library if it has a higher converted mana cost your opponent loses life equal to their revealed card converted mana cost. If your revealed card is lower, gain life life equal to its converted mana cost. If both are the same you lose life and they gain life equal to the revealed cards converted mana cost. Repeat for each opponent.
The reason for this (that I failed to account for) is cards that have */* stats, where their P/T are defined by their abilities. If they lose those abilities, the comp rules have no way to tell what their P/T is, so that is something to avoid.
As far as I know attribute defining characteristics are not abilities.
Some cards Ive been working on the last week. Lots of typos I presume,
Oracle's Crystal 2
Artifact
Tap: Look at the top card two cards of your library. Put them back in any order.
Necromany Oracle 2
Artifact 2 tap: Look at the top two cards of your library. Put one of them in your graveyard and the other on top of your library.
Riot 2RR
Creature Warrior
Creatures you control gain Bushido 1.
3/3
Centaur 2G
Creature Centaur
Tap: Put a +1+1 counter on target land. It gains Graft.
Trample
3/2
Magi 3U
Creature Wizard
CARDNAME enters the battlefield with a +1+1 counter.
Tap: Proliferate
0/0
Invisible Girl 2W
Creature Cleric
Creatures you control gain Absorb 1
1/3
Demagogue 1R
Creature Advisor
Attacking creatures you control gain Frenzy 1.
0/1
Mercenary Torturer 2R
Creature Mercenary
Tap: Target creature, and each creature blocking or blocked by it gain Wither until end of turn. Can only target a creature that is blocked or blocking.
2/2
Madness Engine 2
Artifact 1 discard a card: CARDNAME deals one damage to target creature or player.
Rampage 4R
Creature Berserker
Attacking creatures you control get +1+1 for each creature blocking it.
Trample
5/4
Knight 4WW
Creature Knight
Creatures blocking your attacking creatures get -1-1 until end of turn.
First-Strike
4/4
Ogre 3B
Creature Ogre
At the beginning of your upkeep but a black 1/1 Rat token on the battlefield.
Rats you control have Frenzy 1
First Strike
3/2
Hex Hunter 2B
Creature Vampire
CARDNAME enters the battlefield with two +1+1 counters.
Remove a +1+1 counter: Remove a counter from target permanent.
0/0
Turbine Machine 5
Artifact
As long as you control no other Creatures CARDNAME is a 4/4 Gargoyle with Flying.
Creature spells cost 1 more to cast.
Turbine 4
Artifact
As long as you control no other Creatures CARDNAME is a 3/3 Golem with Trample.
Artifact creatures you control get +1+1.
Turbine Armor 4
Artifact Equipment
As long as you control no other Creatures CARDNAME is a 2/4 Construct creature with Reach.
Equipped creature gets +0+2 and Reach. 2: Equip
Annihilation 4WW
Sorcery
Choose a permanent type. Destroy all permanents of the chosen type.
Maze, Hand of Bolas 2U
Creature Knight
Creatures blocked by or blocking CARDNAME do not untap as normal next upkeep.
Hex-proof U: CARDNAME gets +1+1 until end of turn.
2/2
Instigator R
Creature Crocodile
Sacrifice: Target creature gains Haste and +1+1 until end of turn.
1/1
Peacock-Pheonix Cloak. 1
Equipment
Equipped creature gets +0+2 has Reach and is all colors. 2: Equip
Recurring Machine 7
Artifact Creature Gargoyle
When CARNDAME enters the battlefield draw a card.
If CARDNAME would leave play you may shuffle it in to your library instead and draw a card.
Flying
4/5
Invasive Plant G
Creature Plant 2G: Put a green 0/1 plant on the battlefield.
0/1
Nature Spirit 1G
Creature Sprit
CARDNAME can not be blocked except by creatures with Reach or Flying.
2/1
Prodigal Witch 2B
Creature Wizard
Tap: Target creature gets -1-1 until end of turn.
1/1
Boon 0
Instant
CARDNAME is white.
Prevent the next one damage to target creature or player.
You may pay W as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.
Bestow 0
Instant
CARDNAME is green
Gain three life.
You may pay G as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.
Benefit 0
Sorcery
CARDNAME is red.
Target creature gets +1+1 until end of turn.
You may pay R as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.
Fae 2UU
Creature Faerie
CARDNAME power and toughness are equal to the number of blue permanents you control.
Other blue creatures you control get +1+1.
Flying
*/*
Leviathan 6U
Creature Fish
CARDNAME has Shroud.
5/5
Mercenary Academy 4
Artifact
At the beginning of each players upkeep if they control more creatures than an opponent they draw a card.
Dimensional Retreat 3
Artifact
As long as you have less life than an opponent you can to be the target of spells or abilities you do not control.
Magic Fire 1R
Creature Elemental
Whenever you cast a red sorcery or instant put a +1+1 counter on CARDNAME
1/1
Spectral Horseman 2B:
Creature Shade B: CARDNAME gets +1+1 until end of turn.
As long as CARDNAME has five or more power damage it deals can not be prevented or redirected.
Creatures damaged by CARDNAME can not be regenerated.
2/2
Hostile 2R
Creature Berserker
Blood-thirst 2
Remove a +1+1 counter: CARDNAME gets +2+0 until end of turn.
1/1
Briar Bear 1G:
Creature Elemental
Flash
When CARDNAME enters the battlefield target creature gets +2+2 until end of turn
2/2
Guardian Enchantment 2WW
Enchantment
At the beginning of your upkeep if you control no creatures you may pay four life and put a white 4/4 Angel with Flying on the battlefield.
Telepathic 1U
Creature Bird
When CARDNAME enters the battlefield target player reveals their hand.
Flying
1/3
Fates 2UB
Creature Celestial
Flying
When CARDNAME deals combat damage to a player you may look at the top two cards of defending players library and put one into the graveyard and the other on top of the library.
2/2
Counter Magic 4UUU
Instant
Counter target spell unless its controller pays [mana]7[/man]. If you do return it and CARDNAME to owners hand.
Grave Robber 2B
When CARDNAME enters the battlefield if you have three or more creatures in your graveyard you may return target creature from your graveyard to your hand.
2/2
Pack Master 2G
Creature Elf
Discard a card, tap: Put a green 2/2 Wolf on the battlefield.
2/2
Hex Zombie 2B
Creature Zombie B, discard a card, tap: Target creature gets -2-2 until end of turn.
2/2
Drain 4B
Sorcery
CARDNAME deals three damage to target creature or player. Gain three life.
Winds 1W
Sorcery
Put a 1/1 Bird with Flying on the battlefield.
Flip a coin, if you win return CARDNAME to your hand.
Verdict 2B
Instant
Target player discards two cards.
Undiscovered Afterlife B
Sorcery
Search your library for four cards with different names. Your opponent chooses two of those cards. The chosen cards are shuffled into your library. Put the rest into your graveyard.
Delif Pentad 2
Artifact Equipment 1: Gain life equal to the damage that equipped creature would deal this turn. Prevent that damage. Sacrifice equipped creature at end of turn. 2: Equip
Gravity Mage 1U
Creature Wizard
When CARDNAME attacks target creature gets Flying until end of turn.
2/1
Hell Hound 2R
Creature Elemental
When CARDNAME dies you may pay 2 if you do it deals two damage to target creature.
2/2
Bestow 2W
Enchantment Aura
Enchant permanent
When CARDNAME enters the battlefield you may tap permanent it enchants.
When enchanted permanent deals damage you gain that much life.
Smokestack 3B
Creature Wizard
When CARDNAME enters the battlefield each player sacrifices a permanent.
2/2
Lamb 1B
Creature Horror
Sacrifice a creature: Target creature gets -1-1 until end of turn.
1/2
Rainbow Maker 1(U/R)
Creature Artificer
Whenever you cast a multicolored spell put a colorless 0/1 artifact Prism on the battlefield.
1/2
Modern Weaponry 2
Artifact Equipment
As long as equipped creature is tapped it gets +2+0 and gains Trample.
As long as equipped creature is untapped it gets +0+2 and gains Reach. 2: Equip
Skirmish 3WW
Creature
If you control three attacking creatures, you may pay 1W and put CARDNAME on the battlefield tapped and attacking. Use only during the declare attacker phase.
Other creatures you control get +1+1.
Whenever a creature you control gets blocked you may pay 2 untap it and remove it from combat.
3/4
Spectre 2B
Creature Spectre
Flying
Whenever an opponent discards a card put a +1+1 counter on CARDNAME.
Remove a +1+1 counter from CARDNAME: Target player loses one life and you gain one life.
2/1
Black Dragon 4BB
Creature Dragon
Flying
Protection from Black
Whenever a non-black creature blocks CARDNAME it gets -0-3 until end of turn.
4/4
Knight Errant WW
Creature Knight
First Strike
3/1
Mercenary Knight WR
Creature Mercenary Knight
Haste
First Strike
2/2
Daylight Angel 1WW
Creature Angel
Flying
Vigilance
Life Link
2/2
Refract Magic 2(R/G)U
Copy target spell if G if was used to cast CARDNAME. You may choose new targets.
Choose new targets for target spell if R if was used to cast CARDNAME.
Butterfly Pheonix R
Creature Elemental
Flying
When CARDNAME would leave play flip a coin, if you win you may exile CARDNAME and return play at the beginning of next turn.
0/1
Book of the Dead 1B
Sorcery
Search your library for a black creature card and put it in to your hand.
Writ 1W
Sorcery
Search your library for a white enchantment card and put it in to your hand.
Chia Pet 2G
Creature Treefolk
At the beginning of your upkeep put a green 0/1 Plant on the battlefield.
If you control five or more land put two Plants on the battlefield instead.
0/3
Protection 6WW
Sorcery
Gain eight life.
Put two white 4/4 Angel with Flying on the battlefield.
Plague 4BB
Legendary Creature Zombie Giant
You may sacrifice three creatures and pay six life to return CARDNAME from your graveyard to the battlefield. Use this ability only as a sorcery.
Creatures you do not control get -1-1.
Trample.
5/5
Ivory Thrull 1W
Creature Thrull
Vigilance
Sacrifice CARDNAME: Put a +1+1 counter on target creature.
1/2
Benthic Explorer (Reprint) 3U
Creature Scout
Tap: Target land becomes the basic land type of your choice until end of turn.
2/4
Force Mage 3U
Creature Wizard
Tap: Target attacking creature gets -1-0 until end of turn.
2/4
Color Mage 3U
Creature Scout
Tap: Target permanent becomes the color of your choice until end of turn.
2/4
Oracle 3U
Creature Wizard
Tap: Look at the top card or your library, you may put it on the bottom of your library.
2/4
Growing Spider 3G
Creature Spider
When CARDNAME blocks or becomes blocked by a flying creature put a +1+1 counter on CARDNAME at end of turn.
Reach
2/4
Bodyguard W
Creature Soldier
Sacrifice CARDNAME: Remove target creature from combat.
1/1
Javelineer 1W
Creature Soldier
Tap: Put a Javelin counter on CARDNAME x remove all Javelin counters, tap: CARDNAME deals X damage to target attacking or blocking creature where X is the number of counters removed.
1/2
Grasshopper GG
Creature Insect G: CARDNAME gets Flying until end of turn. G: CARDNAME gets +1+1 until end of turn.
2/1
Rainbow Butterfly W
Creature Insect
CARDNAME is all colors.
When CARDNAME attacks or blocks gain two life.
0/1
Death 2B
Sorcery
Creatures get -2-2 until end of turn.
If an opponent controls four or more creature you may pay 4BB and cast CARDNAME from your graveyard. If you do exile CARDNAME.
Famine 2R
Sorcery
Lands do not untap as normal during their controllers next upkeep.
If you spent only red mana on CARDNAME draw a card.
Hide (2/G)(2/G)
Instant
CARDNAME is green.
Target creature gains Shroud and Defender until end of turn.
Reinforce (2/W)(2/W)
Instant
CARDNAME is white.
Put a +1+1 counter on target creature.
Put a +1+1 counter on target creature.
Decay (2/B)(2/B)
Instant
CARDNAME is black.
Target creature gets -1-1 until end of turn.
Target creature gets -1-1 until end of turn.
Sacrificial Shrine 3
Sacrifice an artifact creature or land: Look at the top card of your library you may put that card into your graveyard.
Grey Lord-Stone 3
As CARDNAME enters the battlefield choose a color.
Creatures of the chosen color can not activate abilities.
Mass Exile 3B
Sorcery
Exile target creature and each creature that shares a name with it, then go through its controllers graveyard, hand, and library and exile all creatures that share a name with it. Shuffle their library.
Vampire General 4BB
Creature Vampire
When CARDNAME enters the battlefield put a black 0/1 Serf, 1/1 Rat, 2/2 Zombie, and 1/1 Bat with Flying on the battlefield.
Flying
2/2
Enforcer 2B
When CARDNAME enters the battlefield target creature gets Intimidate until end of turn.
Intimidate
2/1
Smith 1WU
Creature Soldier
Damage dealt to CARDNAME from red sources are prevented. Gain life for each damage prevented this way.
First Strike
Vigilance
2/2
Necromancer 1B
Creature Wizard
When CARDNAME enters the battlefield search your library for a creature card and put it in to the graveyard.
2/1
Truce WW
Enchantment
Each player names a card
The named cards can not be played.
Three Card Monte 4R
Sorcery
Turn target permanent you do not control, and two permanents you do control face down. Target permanent controller picks one at random and gains control of it. You gain control of the rest. Turn the cards face up.
Punisher 6
Artifact
Tap: Gain control of target creature it gains Haste and loses Defender. Sacrifice CARDNAME and target creature at end of turn.
Rainbow Pentad 2
Artifact
CARDNAME is all colors
Sunburst
Remove a Charge counter: Add one mana of any color to your pool.
Deadly Machine 4BB
Artifact Creature Construct
Sacrifice three artifacts: Return CARDNAME to the battlefield from your graveyard.
Death-touch
5/5
Hell-fire 1R
Sorecry
You may cast CARDNAME as an instant if you sacrifice a Mountain in addition to its other costs.
CARDNAME deals two damage to each creature.
Duel Champion 2R
Creature Warrior
Whenever a creature enters the battlefield you may have CARDNAME Fight it. If you do sacrifice CARDNAME at end of turn.
3/2
Black Market Tutor B
Sorcery
Search your library for a card. Target opponent guesses which card type it is. Reveal the card, and if it shares a type with the chosen type shuffle it into your library and lose life equal to its converted mana cost. Otherwise put it into your hand and shuffle your library.
Ally G
Sorcery
Search your library for a creature that shares the same creature type as a creature you control and put it in to your hand. Shuffle your library afterwards.
Peach Eater 3G
Creature Spike
CARDNAME enters the battlefield with a +1+1 counter.
Remove any counter from CARDNAME: Gain two life.
Reach
1/3
Dryad Liege 1G
Creature Dryad
Forests with counters on them are green 1/1 Dryad creatures.
Tap: Put a +1+1 counter on target land.
2/1
Tectonic Activity 3R
Sorcery
Destroy target Plains or Island.
CARDNAME deals one damage to each white and blue creature.
Rat Catcher B
Creature Human
At the beginning of your upkeep if you control three or more swamps put a black 1/1 Rat on the battlefield.
Rats can not block.
1/1
Ivy G
Creature Thallid
At the beginning of your upkeep flip a coin, if you win put three 0/1 green Plant on the battlefield and sacrifice CARDNAME. Otherwise lose one life.
0/1
Gauntlet 3U
Creature Merfolk
Tap: Tap target creature. It becomes blue until end of turn.
2/4
Penguin 1U
Creature Bird
Whenever a creature blocks CARDNAME put a Feather counter on blocking creature. It gains Flying and can only block creatures with Flying as long as that creature has a Flying counter on it.
1/3
Dark Oracle 1B
Creature Vampire
Whenever a creature dies you may pay 1 if you do Scry 1.
2/1
Rats! 2B
Instant
Put two black 1/1 Rat on the battlefield.
[Revelation] Reveal the top card of your library as CARDNAME resolves, if it is a black card those Rat gain Death-touch until end of turn.
Medium 1W
Creature Cleric 1, remove a card from your graveyard: Gain one life.
1/2
Medic 2W
Creature Cleric 1W: Prevent the next one damage that would be dealt to target creature.
0/4
Flaming Sword 1
Artifact Equipment
Equiped creature becomes Red. 3: Equipped creature gets +2+1 until end of turn. 1: Equip
Colonist 1G
Creature Scout
[Revelation] When CARDNAME enters the battlefield reveal the top card of your library, if it is a land put it on the battlefield.
2/2
Poison Wellspring 4
Artifact
CARDNAME enters the battlefield with Charge counters equal to the amount of Swamps on the battlefield. 2, remove a charge counter, tap: Target creature gets -2-2 until end of turn.
Tap: Add a charge counter to CARDNAME.
Corruption 3
Artifact Equipment
Equipped creature is black and has Death-touch. 4: Equip
Console 2
Artifact Equipment
Equipped creature is white and has Life-link. 4: Equip
Mizzet Machine 3
Artifact 1UR: CARDNAME becomes a red and blue 3/3 Construct until end of turn.
Tap: Target permanent becomes an Artifact until next upkeep.
Elder Dragon Elemental Gate 2(R/G)U
Enchantment Aura
Enchant Land
Enchanted Land becomes a 2/2 Elemental.
If enchanted land is an Island it gains Flying.
Otherwise it gets +1+1.
When CARDNAME goes to the graveyard from play return it your hand.
Mark of Third 1(B/R)W
Enchantment Aura
Enchant Creature
Enchanted creature gets +2-1
If CARDNAME would go to the graveyard from play return it to your hand.
Embrace B
Enchantment Aura
Enchant Creature
Enchanted creature is a black Vampire and gains Flying.
Whenever a creature dies that was dealt damage by enchanted creature put a +1+1 counter on it.
Chaos Warrior 2R
Creature Warrior
[Revelation] When CARDNAME becomes blocked reveal the top card of your library. If the revealed card is red CARDNAME deals four damage to target creature blocking it. Put the revealed card on the bottom of your library.
2/2
Impenetrable Darkness 1B
Creature Elemental
Defender
Protection from Creatures
0/2
Celestial Journey W
Instant
Exile target permanent. Return it to the battlefield tapped next upkeep.
Flail 3(G/B)R
Creature Beast
If CARDNAME would deal damage to a creature it deals double instead.
If a creature would deal damage to CARDNAME it deals two damage instead.
3/3
Dissipate UU
Instant
Counter target creature spell.
Or return target creature to owners hand.
Ritual U
Sorcery
Look at the top three cards of your library and put on in to your hand and the rest in to your graveyard.
Evolve G
Enchantment Aura
Enchant Creature
At the beginning of your upkeep put a +1+1 counter on enchanted creature.
At the beginning of your upkeep pay 1 for each +1+1 counter on enchanted creature or sacrifice CARDNAME.
Investor 5U
Creature Beast
When CARDNAME enters the battlefield draw two cards.
2/4
Diabolist 1B
Creature Vampire
Whenever you lose five or more life in a turn draw a card.
2/1
Predator B
Creature Vampire
CARDNAME enters the battlefield with a +1+1 counter on it if an opponent is at ten or less life.
Haste
1/1
Extinction xx2BB
Creature Demon
When CARDNAME enters the battlefield destroy all creatures with converted mana cost X or less.
CARDNAME enters the battlefield with X +1+1 counters.
Intimidate
2/2
Electric Phantom xR
Creature Spirit Elemental
CARDNAME enters the battlefield with X +1+1 counters.
If a creature would deal damage to CARDNAME remove a +1+1 counter and CARDNAME deals one damage to that creature.
1/1
Destruction 3RG
Sorcery
CARDNAME can not be countered.
Destroy target non-creature permanent.
Ruin 3(B/R)(B/R)(B/R)
Sorcery
Destroy each non-basic land.
Lose one life for each land destroyed this way.
Dragon 2BBRR
Sorcery
Destroy all creatures.
Put a red 4/4 Dragon with Flying on the battlefield.
Escape 1WUG
Instant
Choose one
Prevent all damage that would be dealt to you and creatures you control this turn.
Or creatures you control gain Shroud and Life-link until end of turn.
Absorb Mana 1(W/B)U
Instant
Counter target spell unless its controller pays 3
Gain three life.
Soul Hunter 3B
Creature Warrior
First Strike
Whenever a creature dies gain one life.
3/2
Brain Bug 3R
Creature Insect
Flying
Haste
When CARDNAME deals combat damage to an opponent each player discards their hand and draws that many cards.
2/2
Heart Seeker 2B
Creature Vampire
When CARDNAME deals combat damage to an opponent gain three life.
Flying
1/3
Haunted 2B
Creature Spirit
Flying
When CARDNAME dies exile it instead.
When CARDNAME leaves the battlefield target creature gets -X-X until end of turn where X is CARDNAME power.
2/2
Caryatid W
Enchantment
At the beginning of your upkeep put a Charge counter on CARDNAME. WW: Put a Charge counter on CARDNAME. W remove X Charge counters: CARDNAME becomes a X/X Spirit Creature until end of turn.
Fast Hands 1(R/W)
Instant
Target creature gets +2+0 and gains First Strike
Point 3W
Creature Scout
Trample
[Revelation] When CARDNAME attacks reveal the top card of your library. If the revealed card is white untap target target permanent.
3/3
Horde R
Sorcery
As an additional cost to play CARDNAME sacrifice X lands and lose X life.
Put X red 2/2 Berserker in to play.
Illuminated 1UR
Creature Djinn 0 exile CARDNAME: Flip a coin. If you win return CARDNAME to the battlefield.
Flying
2/2
Copper Construct 4
Artifact
Pay four life: CARDNAME becomes a 4/4 Construct creature with First Strike and Trample until end of turn.
Shape Changer 7
Artifact
Whenever a creature enters the battlefield you may CARDNAME become a copy of that creature except it retains this ability and is an artifact in addition to its other types.
Surrakar UB
Creature Surrakar
Whenever you cast an instant or sorcery put a charge counter on CARDNAME.
Whenever CARDNAME deals combat damage to an opponent each player puts the top X cards of their library into the graveyard.
2/2
Fetter 2W
Creature Spirit
Life-link
[Haunt] If CARDNAME would die exile it attached to target creature instead.
Permanents that have CARDNAME imprinted can not use non-mana activated abilities.
2/2
Ghost-fire Ghost 1(W/B)
Creature Spirit
Permanents that are imprinted are colorless Sprits.
[Haunt] If CARDNAME would die exile it attached to target creature instead. The imprinted card gains this cards abilities.
2/2
Kamigawa Honden Guardain 3GG
Creature Spirit
Protection from colorless.
Whenever a creature blocks CARDNAME gain three life.
5/4
Covert Operative UB
Creature Rogue
Protection from enchantment.
Can only be blocked by creatures with Defender
2/2
Isolation W
Instant
Prevent all combat damage.
If a spell or ability an opponent controls causes you to discard CARDNAME gain five life.
Hidden Weapons 2
Artifact Equipment
Equipped creature gains +2+0
If equipped creature is red it gains Haste. 2: Equip
Witch Doctor 2BG
Creature Cleric
At the beginning of your upkeep target creature power or toughness becomes two until your next upkeep.
Pay two life: CARDNAME gets +2+2 until end of turn. Use only once per turn.
0/4
Twin 2BB
Legendary Creature Avatar
At end of turn if you lost five or more life you may return CARDNAME from your graveyard to play.
Death-touch
4/3
Intercept U
Instant
Reveal the top card of target players library. You may exile that card.
Draw a card at the beginning of next upkeep.
Study 3UGB
Sorecry
Exile the top seven cards of your library.
Search your library for any number of cards and exile them. Shuffle your library.
Utvara Way-Finder 1G
Creature Scout
When CARDNAME enters the battlefield look at the top five cards of your library you may reveal a land and put it in to your hand. Put the rest of the cards on the bottom of your library in any order.
Water Carrier 1U
Creature Merfolk
Island-walk
Tap: Put a Flood counter on target permanent it becomes an Island in addition to its other types.
1/3
You really like going all-or-nothing when posting cards huh?
[b]I still have another fifty plus cards that are not lands.[/b]
Station: Uncommon or rare, depending on how many artifacts you have in the set. Also, rewording last ability: Add one mana of any color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts. From Vedalken Engineer.
[b]Okay thanks.[/b]
Acedemy: Common or uncommon, depending on number of activated mana abilities in the set.
[b]It has a lot of off color activation, but I dont think it warrants a place in the first set.[/b]
Paradise: Uncommon. As an added oomph to this card, you might want to consider making it the color you choose as a bonus to your tapped land, like your next card.
[b]Was thinking of that only because it means a counter can represent the color of mana, so things dont get confused.[/b]
Cerulean Sea: Rare.
Lumber Yard, Mausoleum, Tribal Lands, Barren, Waterfall: Sets like Zendikar and the Planar Chaos block say that this is a rare. Actually, I really like how Mausoleum works. I'd advise you to change all the lands to be more like Mausoleum.
[b]I dont think the other effects are anything like a free uncountered Angel. But hear what you are saying.[/b]
Sheltered Utopia: This card presents a problem in constructed. Players are going to want to run it (It's almost strictly better than the SOM duels) but it severely punishes you for having more than 1 out. I have varied feelings about how this card would actually play out in constructed formats.
[b]It needs a very restrictive drawback for that reason.[/b]
Ravnica: Change the name, then make it a rare. Zuran Orb says this is really good!
Kamigawa Cloud Castle: Definitely a rare.
Maze of Mirrors: I don't think it needs to be legendary, but i don't think it should tap for mana on its own either. A rare.
[b]Yeah, probably not.[/b]
Hanging Garden: I think this and the Maze are too similar to exist in the same block/set. Picking one or the other would be best. I'd prefer the Maze. This one just feels like a miss to me.
[b]Okay[/b]
Mine: A common.
Volcano: You could use the blaze counters from Zendikar. Probably uncommon.
Teferi's Lighthouse: Interesting riff on Teferi's Isle. Definitely a rare.
[b]It is very similar to the Ravina Karoo which were common.[/b]
Ghost-flame Rift: Futuresight bordered common.
Pass, Clearing: WotC has tried to phase out these types of lands. Something like this hasn't made a serious impact since Urborg. I feel like making these is unnecessary.
Anti-magic Zone: Interesting in a wedge themed set. Legendary not necessary. Uncommon.
[b]It makes a dead hand a threat in counter wars. It is a very strong ability to attach to a land imo.[/b]
Station: Probably a little too strong. Compare to Primal Beyond (more limited in scope, and has a conditional ETB tapped clause), Ancient Ziggurat (can't produce unrestricted colorless mana or pay for activated abilities), and Glimmervoid (has a sacrifice clause). Academy: This is fine, as long as your set has an emphasis on activated abilities. Paradise: Fine as a common. Cerulean Sea: Your set would need multiple cards that care about the color of your permanents; if so, this could be interesting. The blue-making ability can probably cost either just U (Grand Architect) or just T. This would maybe upset some Vorthoses -- the only precedent for colored land is Dryad Arbor. Lumber Yard: Better off as an enchantment; get rid of the mana production and strengthen the token ability. Mausoleum: Ditto. Sheltered Utopia: If you want the last ability, you should just make this legendary -- it's a waste of card space, even if your set has cards that care about sacrificing. But honestly, it's fine without being legendary. The rest of the card could stand to be cleaned up. Maybe something like this:
T: Add 1 to your mana pool. T: Add one mana of any color to your mana pool. Activate this ability only if you control two or fewer other lands.
Tribal Lands: This is fine. But, you should add a race to the Berserker (unless it's Phyrexian :)) and maybe specify that it remains a land. Waterfall: I have no idea what this is supposed to mean. Could you re-template this? Barren: Too wordy. Ravnica: Unplayable. Straight lifegain is okay on a common, but to be that small and require a land sacrifice -- while only producing colorless mana -- makes this unusable. It's fine without the land sacrifice, but even then I would only ever use it in a lifegain deck. Kamigawa Cloud Castle: The bounce ability can be cheaper; land destruction doesn't come up very often, so it isn't as meaningful as, say, Arcanis the Omnipotent's bouncing. Even then, this is a huge tempo killer for a small gain in a dedicated mill deck.
Okay, there are a lot of cards here :o. I really think you should focus on which of these cycles you like the most -- and they would be easier to comment on if you template them properly. And happy New Year to you, too.
I changed the first ability of Station to ETBT.
Most probably only going to use the utopia lands. There are six of them that can produce more than one color, and it is in a gold heavy set.
Maybe I can increase Ravnica to three life a sacrificed land?
Sheltered Utopia is based off Sheltered Valley but your wording makes a lot more sense. Thanks.
Not Land, but mana and Land related.
Prospect G
Creature Scout G sacrifice CARDNAME: Return target land from your graveyard to your hand.
1/1
Traveller 2G
Creature Scout
[Revelation] When CARDNAME attacks reveal the top card of your library, if it is a land put it in to your hand.
2/2
Ancient Talisman
Artifact
Tap: Add one mana of any color it can only be used to cast creature spells.
Adventurer 2G
Legendary Creature Scout
When CARDNAME deals combat damage to a player you pay [mana]2[/man] and search defending players library for a land and put on the battlefield under your control. Shuffle the library afterwards.
Protection from lands.
2/2
Elementalist 2UU
Creature Wizard
Tap: Target Island becomes a blue 2/2 Elemental with Flying indefinitely.
2/2
Rainbow Stone 2
Artifact
As CARDNAME enters the battlefield choose a color.
Tap: Add one mana of the chosen color to your pool. Lose one life.
Tap: CARDNAME becomes the chosen color indefinitely.
Urborg Explorer 2G
Creature Elf
If CARDNAME deals combat damage to an opponent second main phase add [mana]ub[/man] to your pool.
2/2
Burnwillow Garden 1G
Enchantment
Landfall - Whenever a land enters the battlefield under your control gain one life. 1, sacrifice CARDNAME: WR
Tourist 1G
Creature Elf
When CARDNAME enters the battlefield search your library for two basic lands with different names. An opponent chooses one you put that card in to your graveyard and the other in to your hand.
1/1
Mountain Smilodon (color shift) 2R
Creature Cat
When CARDNAME deals combat damage to an opponent you may search your library for a Mountain and put it in to your hand.
2/2
Elder Dragon Tag! R
Enchantment Aura
Enchant Creature
Enchanted creature can not block or use activated abilities.
When enchanted creature becomes tapped move CARDNAME to target creature an opponent controls.
Time Step 4UU
Sorcery
Shuffle all exiled cards into their owners library.
Elder Dragon Boon 1WUBG
Sorcery
Each player puts a 4/4 Angel with Flying on the battlefield.
Each player returns a non-land permanent they control to owners hand.
Each player returns a permanent card from their graveyard to hand.
Each player gains four life.
Elder Dragon Debt 1UBRG
Sorcery
Each other player exiles the top ten cards of their library.
Each other player discards a card.
Each other player sacrifices a permanent.
Each other player loses four life,
Elder Dragon Auction 1WUBR
Sorcery
Each player gives control of a creature they control to another player.
Each player gives control of a land they control to another player.
Each player gives control of a non-land non-creature permanent they control to another player.
Elder Dragon Card Game 4UU
Sorcery
Each player shuffles their library and removes the top card face down. Each player guesses higher, or lower, or same then each player chooses an opponent and reveals the card. If that player card is correct they draw two cards. Otherwise each opponent draws a card. Exile the revealed cards.
Double Agent 1B
Creature Rogue
When CARDNAME enters the battlefield each player shuffles their library and reveals the top card. They lose life equal to the converted mana cost and put it in to their hand.
2/1
Elder Dragon Balance 1WURG
Sorcery
If any player has less cards than any other player draw a card.
If any player has less life than any other player gain five life.
If any player controls less land than any other player you may search your library for a land.
If any player controls less creatures than any other player you may search your library for a creature.
Elder Dragon Bargain 1WBRG
Sorcery
Each player chooses a permanent they do not control, and gains control of it.
Each player chooses a permanent they control and exiles it.
Each player discards their hand and draws that many cards.
Each player shuffles their graveyard in to their library.
Elder Dragon Kudzu 1G
Creature Plant
Whenever an opponent plays a land put a +1+1 counter on CARDNAME.
1/2
Intervention 1WUBRG
Sorcery
Choose one
Target player gains fifteen life.
Target player draws five cards.
Target player exiles the top twenty cards of their library.
Group Think 2(B/U)(B/U)(B/U)
Sorcery
Each player shuffles their hand into their library then exiles their graveyard and half their library.
Each player draws cards equal to the number of cards shuffled into their library.
Elder Dragon Game BBB
Sorcery
Target opponent reveals the top card of their library. Reveal the the top card of your library if it has a higher converted mana cost your opponent loses life equal to their revealed card converted mana cost. If your revealed card is lower, gain life life equal to its converted mana cost. If both are the same you lose life and they gain life equal to the revealed cards converted mana cost. Repeat for each opponent.
Some Land cards that I was thinking of using for my custom set.
Station
Land
CARDNAME enters the battlefield tapped.
Tap: Add one mana of any color it can only be used to cast artifact spells pay for activated abilities of artifacts.
Academy
Land
Tap: 1
Tap: Add one mana of any color it can only be used to pay for activated abilities.
Paradise
Land
As CARDNAME enters the battlefield choose a color.
CARDNAME enters the battlefield tapped.
Tap: Add one mana of the chosen color to your pool.
Cerulean Sea
Land
CARDNAME enters the battlefield tapped.
CARDNAME is blue.
Tap: U U tap: Target permanent becomes blue until end of turn.
Lumber Yard
Land
CARDNAME enters the battlefield tapped.
Tap: G
At the beginning of your upkeep if you control five or more Forest put two green 0/1 Plant on the battlefield.
Mausoleum
Land
CARDNAME enters the battlefield tapped.
Tap: W
At the beginning of your upkeep if you control six or more Plain put a white 4/4 Angel on the battlefield and sacrifice CARDNAME.
Sheltered Utopia
Legendary Land
Tap: 1
Tap: Add one mana of any color to your mana pool. Activate this ability only if you control two or fewer other lands.
Tribal Lands
Land
CARDNAME enters the battlefield tapped.
Tap: R
At the beginning of your upkeep if you control two or more Mountain you may have CARDNAME become a red 2/2 Berserker until end of turn.
Waterfall
Land
CARDNAME enters the battlefield tapped.
Tap: U
At the beginning of your upkeep if you control three or more Island each player puts the top two cards of their library into the graveyard.
Barren
Land
CARDNAME enters the battlefield tapped.
Tap: B
At the beginning of your upkeep if you control four or more Swamp and an target opponent controls four or more land you may sacrifice CARDNAME if you do each opponent sacrifices a land as long as they control four or more lands.
Ravnica
Land
Tap: 1
Sacrifice a land, tap: Gain two life.
Kamigawa Cloud Castle
Legendary Land
When CARDNAME enters or leaves play target player puts the top card of their library into their graveyard.
Tap: U 1UU: Return CARDNAME to owners hand.
Maze of Mirrors
Legendary Land
Tap: 1
Whenever a basic land enters the battlefield you may have CARDNAME become a copy of that land.
Hanging Garden
Legendary Land
As CARDNAME enters the battlefield choose a basic land type. CARDNAME is the basic land type in addition to its other types.
CARDNAME enters the battlefield tapped.
Mine
Land
CARDNAME enters the battlefield tapped.
Tap: 1 2 tap: Add a storage counter to CARDNAME.
Remove three storage counters, sacrifice CARDNAME: Draw two cards.
Volcano
Land
CARDNAME enters the battlefield tapped.
Tap: R
Sacrifice CARDNAME, tap: Put a Volcano counter on target land becomes a basic Mountain.
Teferi's Lighthouse
Land
When CARDNAME enters the battlefield return a land you control to owners hand.
CARDNAME enters the battlefield tapped.
Tap: UU
Ghost-flame Rift
Land
When CARDNAME enters the battlefield target permanent becomes colorless.
Tap: 1
Hospital
Land
CARDNAME enters the battlefield tapped.
Tap: W
Sacrifice CARDNAME, tap: Gain three life.
Anti-magic Zone
Legendary Land
CARDNAME enters the battlefield tapped.
Tap: 1 1URG, sacrifice CARDNAME: Counter target spell unless its controller pays 1
Pass
Land
Tap: 1
Tap: Target creature loses Mountain-walk and Trample until end of turn.
Clearing
Land
Tap: 1
Tap: Target creature loses Forest-walk and becomes green until end of turn.
Neutral Zone
Land
CARDNAME enters the battlefield tapped
Tap: U 2U, tap: Each player reveals their hand. Play only as a sorcery.
Lighthouse
Land
CARDNAME enters the battlefield tapped.
Tap:U U, tap, sacrifice CARDNAME: Draw a card and discard a card.
Cemetery
Land
CARDNAME enters the battlefield tapped.
Tap:B B, tap, sacrifice CARDNAME: Look at the top two cards of your library, you may put any number of those cards in to your graveyard and the rest on top of your library in any order.
Stronghold
Land
CARDNAME enters the battlefield tapped.
Tap:R R, tap sacrifice CARDNAME: All players shuffle their libraries.
Field
Land
CARDNAME enters the battlefield tapped.
Tap:W W, tap sacrifice CARDNAME: Put target exiled card on the bottom of your library.
Bush
Land
CARDNAME enters the battlefield tapped.
Tap:G G, tap, sacrifice CARDNAME: Shuffle target card from your graveyard in to your library.
Library
Land
CARDNAME enters the battlefield tapped.
Tap:U U, tap, sacrifice CARDNAME: Draw a card and discard a card.
Prison
Land
CARDNAME enters the battlefield tapped.
Tap:B B, tap, sacrifice CARDNAME: Target creature does not untap as normal next upkeep. Play only as a sorcery.
Stadium
Land
CARDNAME enters the battlefield tapped.
Tap:R R, tap sacrifice CARDNAME: Target creature gains Haste until end of turn.
Superior Ground
Land
CARDNAME enters the battlefield tapped.
Tap:W W, tap sacrifice CARDNAME: Tap target permanent.
Training Ground
Land
CARDNAME enters the battlefield tapped.
Tap:G G, tap, sacrifice CARDNAME: Put a +1+1 counter on target creature. Play only as a sorcery.
Turtle Cove
Land
CARDNAME enters the battlefield tapped.
Tap:U 1U: CARDNAME becomes a blue 1/2 Turtle with Hex-proof until end of turn.
Zombie Marsh
Land
CARDNAME enters the battlefield tapped.
Tap:B 1B: CARDNAME becomes a black 2/2 Zombie with Intimidate until end of turn.
Serpent Ridge
Land
CARDNAME enters the battlefield tapped.
Tap:R 1R: CARDNAME becomes a red 4/2 Lizard creature with at end of turn return CARDNAME to owners hand.
Burial Ground
Land
CARDNAME enters the battlefield tapped.
Tap:W 1W: CARDNAME becomes a white 2/2 Spirit creature with Life-link until end of turn.
Treefolk Trees
Land
CARDNAME enters the battlefield tapped.
Tap:G 1G: CARDNAME becomes a green 1/1 Treefolk creature with G CARDNAME gets +1+1 until end of turn.
Not all of these cards are going into the set. But since I had typed them..
As this isnt my custom set thread, feel free to bash cards or offer input, whichever.
Restless Armor Artifact - Equipment (U)
Equipped creature gets +2/+2 and has first strike. As long as you control no other creatures, Haunted Armor is a 2/2 colorless artifact Spirit Soldier with first strike.
Equip
Thanks for the input guys.
In fact I wasn't capitalizing on "don't play cards", but instead, "draw cards or make him discard" power of dimir colors.
Btw, fixed the wording.
Forget about my cards for a second. If you have to design more Surrakar (and maybe a tribal lord to stitch them together) how would you do that?
Couldnt help my self, I thought I would be christian and share some fish with you all.
Jelly Fish; Bounce a creature
A Fish Tutor; Search your library for a Fish!
Intimidate; Marauder has this. It could be in blue too as blue gets very little Intimidate normally, but would suit the cards.
Island-Walk; Theyre Fish, they swim.
Swamp-walk; Like Lung-Fish they can flip around in mud.
Looting; Fish related activity from the past
Protection from Artifacts; They dont like Equipment or Robots
Steal Artifact; But they steal Trinkets
Return an Artifact to hand from graveyard: Fish related treasure hunting.
If you contol three or more Island/ Swamp XYZ; something simple like +1+1 and Intimidate/ Islandwalk
Fight target blue creature; Epic sea battles
Surakar Monarch 1(U/B)(U/B)(U/B)
Creature Surrakar
Black and Blue creatures you control gain Frenzy X. Where X is their converted mana cost.
If CARDNAME attacks and is not blocked untap each Island and Swamp you control.
3/3 "Out of the almost infinite number of Surrakar spawned one simply is not born a king. Tradition holds that the one that eats all other competition claims the throne."
Surrakar Shaman 3UB
Creature Surrakar
When CARDNAME attacks and is not blocked you may exile an Instant or Sorcery from defending players graveyard.
As long as CARDNAME remains in play you may cast the exiled card as though it were in your hand.
3/3
"Ichytheomany is the practice among some cultures of divination by studying the innards of sacrificial fish. Most Surrakar that use this practice to divine the future see a tasty meal in front of them."
Surrakar Atlantis 3U
Enchantment
Sacrifice a Swamp or Island: Put a +1+1 counter on target creature. Helen: Did you see anything out there? Mariner: See what? Helen: An end, to all this water? Mariner: That old woman they buried today? She found the only end there is." - Kevin Costner's Waterworld
Underwaterworld
Land
CARDNAME enters the battlefield tapped.
Tap: U UU, tap, sacrifice: Search your library for an Island and put it in to your hand. Shuffle your library. "Nord: Which way are we rowin'? Deacon: I don't have a goddamn clue. Don't worry, they'll row for a month before they figure out I'm fakin' it." - Kevin Costner's Waterworld
Leviathan Caller 3U
Creature Surrakar
When CARDNAME enters the battlefield search your library for a Fish and put it into your hand. Shuffle your library.
Sacrifice CARDNAME: Target Fish gets +1+1 and gains Haste and Trample until end of turn.
3/3 "Its not the the millennia old ritual chants passed down for the last ten thousand generations that calls the great sea monsters. It is because the Surrakar smell like bait!"
For some reason I reckon they should do something with the bottom of the library, like Cellar Door; or something. Because it is like the Abyss or something.
Sorry for the nonsense, but they are genuine suggestions.
PLEASE EXCUSE ANY SPELLING MISTAKES OR ERRORS OF GRAMMAR AND SYNTAX. THIS IS A WORK IN PROGRESS.
Okay, these are the gold; hybrid; and off color activation cards.
They are unsorted and may have a few shorthand abbreviations, Ill fix them before putting them in MSE.
Mostly uncommon cards,
Spirit Form 3(W/B)(W/B)
Sorcery
Return target creature in a graveyard to play under your control it is becomes colorless, and is a Spirit in addition to its other types.
If U was spent to cast CARDNAME target creature enters the battlefield with a +1+1 counter.
Lost Dinosaur 4(R/G)(R/G)
Creature Lizard 1UU: Gains can only be blocked by two or more creatures untl end of turn.
Trample
4/5
Scrap Etherium 1(W/R)
Sorcery
Destroy target artifact
If G was used to cast CARDNAME draw a card.
Personal Weird 1(U/R)
Sorcery
Put a 2/2 blue Illusion token OtBF.
If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.
Utvara Poison Ritual 1(B/G)
Instant
Target creature gains Death-touch.
If R was used to cast CARDNAME Regenerate that creature.
Coax with Law 1(W/B)
Sorcery
Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
If U was used to cast CARDNAME draw a card.
Evade 1UG
Sorcery
Put target artifact, enchantment, or creature on top of its owners library.
Survival 1(W/R)(W/R)
Instant
Remove target creature from combat.
And either remove all counters from it or put a +1+1 counter on it.
AEther Battlemage 2U
Creature Merfolk
Kicker R and/ or G.
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield destroy Non-Creature artifact.
When you cast CARDNAME you may pay G in addition to its mana cost, if you do when CARDNAME enters the battlefield search your library for a basic land.
2/2
Dark Oracle 1B
Creature Elf W: Gain one life 1G: Regenerate
2/1
Maneuver 3W
Sorcery
Creatures you control gain Life-link until end of turn.
If R was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
If B was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
Magical Beast 1U
Creature Beast 1R: CARDNAME gets -1+2 until end of turn. G, tap: CARDNAME Fights target creature.
2/1
Black Market Trader 1B
Creature Wizard U, tap: Each player draws a card. Play only as a sorcery. R, tap: Each player discards a card. Play only as a sorcery.
2/1
Highway Knight 1G
Creature Knight W: CARDNAME gains Vigilance until end of turn R: CARDNAME gains First Strike until end of turn
2/1
Cyborg Spy 1U
Artifact Creature Vedelken Rogue 1W: Shroud B: Target player puts the top card of their library into the graveyard.
2/1
Spectral Jaguar 1R
Creature Spirit Cat
Can not be countered
Protection from Blue W: Regenerate
2/1
Cabal Elf 1G
Creature Elf U: Put the top card of target players library into the graveyard. B: Exile target card from a graveyard.
2/2
Barbary Ape 1R
Creature Ape 2B: CARDNAME gets +1+1 gains Intimidate until end of turn 2G: CARDNAME gets +1+1 gains Trample until end of turn.
2/1
Anti-Paladin 2B
Creature Paladin
Tap: Put CARDNAME in combat blocking target attacking creature. WG: Regenerate
2/3
Battle Cleric 1W
Creature Cleric
Kicker R and, or B
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield target player puts the top 7 cards of their library in to their graveyard.
When you cast CARDNAME you may pay B in addition to its mana cost, if you do when CARDNAME enters the battlefield you may return a creature in your graveyard to hand
2/2
Herald Appentice R
Creature Wizard W, tap: Tap target creature. U, tap: Untap target creature.
0/1
Re-Incarnation 1B
Creature Spirit W: CARDNAME gains Vigilance until end of turn 1G: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Spirit Mage 1W
Creature Wizard R, tap: Deal one damage to target creature or player. B, tap: Target creature gets -1-1 until end of turn.
2/1
Naya Jungle Berserker 1G
Creature Berserker 2W: CARDNAME gets +1+2 until end of turn R: CARDNAME gains trample until end of turn
2/1
Fleet-foot Fox 1BB
Creature Fox Ninja
Flash U: Return CARDNAME to owners hand. 2W: Exile CARDNAME and then return on the battlefield.
2/1
Phyrexian Plague 1B
Creature Horror W: Prevent one damage to CARDNAME G: CARDNAME deals damage in the form of -1-1 counters.
2/1
Jund Nactayl Assassin 1R
Creature Cat G: CARDNAME gains Frenzy 1 until end of turn. Play only as a sorcery. B: CARDNAME gains trample until end of turn
2/2
Pure Elementalist 1W
Creature Wizard UU: Target creature gains Flying until end of turn 2R: Target creature gets +1+1 until end of turn
2/2
Wild Elementalist 1G
Creature Wizard 3U: Target creature gets Shroud until end of turn. 3R: CARDNAME deals one damage to target creature or player.
2/1
Animist (W/B)(W/B)(W/B)
Creature Cleric B, tap: Put a 2/2 black Zombie on the battlefield tapped. W, tap: Put a 1/1 white Spirit with Flying on the battlefield.
2/2
Steal Soul xB
Sorcery
Target creature gets -X-X UEOT.
If W was spent to cast CARDNAME gain X life.
If G was spent to cast CARDNAME gain X life.
Unnatural Magic 3GG
Sorcery
Return target non-creature permanent to owners hand.
If B was spent to cast CARDNAME each opponent discards a card.
If U was spent to cast CARDNAME each opponent discards a card.
Trash to Treasure 2R
Sorcery
Destroy target artifact.
If W was spent to cast CARDNAME draw a card.
If U was spent to cast CARDNAME draw a card.
Dark Elf Enchanter 1B(W/G)
Creature Elf B: Remove a counter from target artifact or creature. WG discard a card, tap: Exile target artifact or enchantment.
2/2
Rain Missiles 2(W/R)
Instant
Until end of turn creatures you control have "Tap: This creature deals one damage to target attacking or blocking creature."
Wolf Woods 1WG
Enchantment
Whenever a Plains or Forest enters the battlefield under your control put a 2/2 green Wolf token on the battlefield
Wolves you control can not block black or artifact creatures.
Blood-lust Succubus 3RB
Creature Demon Blood-Lust If an opponent was dealt combat damage this turn ~ costs 2 less to play.
Can not block.
4/5
Primal Lore UGR
Enchantment
Spells you cast have Scry 1.
At the beginning of your upkeep gain two life.
Spirit Ley Line WBG
Enchantment
Graft 2.
At the beginning of your upkeep you may move a +1+1 counter from any permanent onto CARDNAME.
Art of Warfare 3WR
Sorcery
Choose one.
Creatures you control gain When this creature attacks it gets +1+0 for each other attacking creature until end of turn.
Or target creature gains Double Strike and Life-link until end of turn.
Dark Knight WB
Creature Spirit Knight
Creatures blocked by or blocking CARDNAME get -1-1 until end of turn.
2/2
Mystic Beast 1UG
Creauture
Flash
When CARDNAME enters the battlefield counter target spell or activated ability unless its controller pays 2.
2/2
Extort Mana 1UB
Instant
Counter target spell unless its controller pays 2.
Draw a card unless they pay 2.
Viashino Triskelion Hunter 1R(B/G)
CARDNAME enters the battlefield with one +1+1 counter on it.
First Strike. 1, remove a +1+1 counter from CARDNAME: deal one damage to target creature.
1/1
Mystic Medusa BG
Creature Shaman
[Revelation] Whenever CARDNAME attacks reveal the top card of your library, if it shares a color with CARDNAME put a +1+1 counter on it. 1U: Scry 1
1/1
Bound WU
Enchantment Aura
Enchanted creature gains Defender.
When CARDNAME enters the battlefield draw a card.
Hivemind 1UB
Sorcery
Draw two cards.
Each player discards a card at random.
Lust for Nothing 5RG
Sorcery Blood-lust If an opponent was dealt combat damage this turn CARDNAME costs 3 less to cast.
Destroy target permanent. It cant regenerate.
Fatigue (W/U)
Instant
Tap target creature, it doesnt untap as normal next upkeep.
Erasure WB
Instant
Reveal target opponents hand and top card of their library.
Exile a non-land card revealed this way or a card from their graveyard.
AEther Void 2UG
Sorcery
Shuffle target non-land permanent into its owners library.
Spike Thief (U/G)
Creature Spike
Flash
When CARDNAME enters the battlefield you may move a +1+1 from a permanent to CARDNAME.
CARDNAME enters the battlefield with a +1+1 counter.
0/0
Boros Escort 2(W/R)
Creature Soldier
Flash
First Strike
2/1
Warlord 1WR
Creature Soldier
At the beginning of each Combat Phase tap target creature.
2/2
Fae Magician 2UB
Creature Faerie
Whenever CARDNAME deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard.
Flying
2/2
Hawk Familiar 1WU
Creature Bird
When CARDNAME enters the battlefield look at the top two cards of your library put one in your hand and the other on the bottom of your library.
Flying
Vigilance
1/2
Martyr WR
Creature Soldier
When CARDNAME dies you may have it deal two damage to target creature.
2/2
Partisan 1WR
Creature Soldier
Flash
When CARDNAME enters the battlefield target creature you control gets +2+0 or +0+2 until end of turn.
2/2
Medusa Spy UB
Creature Medusa
When CARDNAME deals combat damage to a player, look at the top card of their library. You may put it on the bottom of their library.
CARDNAME can not be blocked by creatures with less power.
2/2
Medusa Cabal UB
Creature Medusa
When CARDNAME enters the battlefield exile the top card of each library face down.
When CARDNAME leaves the battlefield return exiled cards to their owners hand.
Death-touch.
2/2
Garden Elf 1WB
Creature Elf
Whenever a non-token creature you control dies put a 1/1 green Saproling on the battlefield.
2/2
Saproling Zombie Overlord 1(B/G)(B/G)
Creature Plant Zombie
Saprolings you control are black and get +1+1. (B/G), tap: Exile target creature card from a graveyard and put a 1/1 green Saproling OtBF.
2/2
Demon Horde 2RB
Creature Demon
Whenever you cast a red spell, CARDNAME gets a +1+1 counter.
Whenever you cast a black spell, CARDNAME gets a +1+1 counter.
CARDNAME can not block.
1/1
Altar Cleric 2WB
Creature Cleric
Life-link
Sacrifice a creature: Put a +1+1 counter on CARDNAME. Can only be used once per turn.
2/2
Stomping Beast RG
Creature Beast
Can only be blocked by one creature.
3/2
Chameleon 1RG
Creature Lizard
Haste
Can not be blocked by creatures with Flying. U: CARDNAME becomes color of your choice until end of turn. RG: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Thrull Reinforcements 1B
Creature Thrull
Can block creatures with Intimidate as though they did not have that ability.
When CARDNAME dies you may put a +1+1 counter on target creature.
Reinforce 1: 1W
1/2
Rift Watcher 1G
Creature Elf
When CARDNAME enters the battlefield you may shuffle up to three cards from a graveyard into the library.
Forecast (W/U): Put an exiled card on the bottom of its owners library.
2/2
Web-Spinner Assassin 2BG
Creature Spider
Tap: Destroy target Insect or Saproling.
Spiders you control have +0+2 and Reach.
2/2
Urborg Pest G
Creature Faerie
As long as you control an Island CARDNAME has Flying
As long as you control a Swamp CARDNAME has Death-touch
1/1
Engagement R
Instant
Target creature must attack or must block this turn.
Flashback U
Distortion U
Instant
Target creatures power becomes 0 until end of turn
Flashback R
Energize B
Sorcery
Gain 5 life.
Flashback W
Catacomb Reclamation G
Sorcery
Return a target creature card from a graveyard to owners hand.
Flashback B
Requiem W
Sorcery
Exile a creature card in a graveyard.
Put a 1/1 white Spirit with Flying on the battlefield.
Flashback B
Distraction R
Instant
Target creature can not attack and can not block until end of turn.
Flashback W
Deflection W
Instant
CARDNAME deals two damage to target attacking or blocking creature.
Flashback R
Dissipate U
Instant
Counter target activated ability from a non-land non-planeswalker source.
Flashback G
Hell-fire R
Sorcery
CARDNAME deals one damage to target creature or player. It can not regenerate.
Flashback B
Reflection W
Instant
Target non-creature permanent you control gains Shroud until end of turn.
Flashback U
Energy Blast B
Sorcery
CARDNAME deals two damage to target player and one damage to you.
Flashback R
Destruction G
Sorcery
Destroy target non-creature artifact.
Flashback R
Auspice B
Sorcery
Fate-seal 1 target player.
Flashback U
Charge G
Sorcery
Target creature gets +1+1 and gains Haste until end of turn.
Flashback R
Strength R
Instant
Target creature gets +1+1 and gains Trample until end of turn.
Flashback G
Guidance U
Sorcery
Scry 3
Flashback B
Manifest Nightmare B
Sorcery
Deals three damage to target non-black creature.
MadnessR
Psychosis U
Sorcery
Look at target players hand and discard a non-land card of their choice.
Madness1BB
Prey Demon 3BR
Creature Demon x, lose X life, tap: Destroy target non-legendary creature with power X and each creature that shares a name with it.
3/4
Circle of Death 1B(G/W)
Sorcery
Put a 1/1 green Saproling, 1/1 white Spirit with flying, and 2/2 black Zombie OtBF.
Primal Divination G(U/B)
Sorcery
Scry 4.
Draw a card.
Discard a card.
Lake Dinosaur U(R/G)
Creature Lizard
Protection from artifact
Can only be blocked by two or more creatures.
2/2
Marsh Beast B(G/W)
Creature Beast
Protection from land
Can only be blocked by one creature.
2/2
Mountain Beast R(U/W)
Creature Beast
Protection from enchantment
Can not be blocked by Flying creatures.
2/2
Forest Beast G(U/B)
Creature Beast
Protection from instant
Can not be blocked by creatures with less power.
2/2
Plains Beast W(B/R)
Creature Beast
Protection from Sorcery
Creatures must pay 1 to block CARDNAME.
2/2
Tempest 1B
Instant
Prevent all combat damage this turn.
Cycling: 2W. When you Cycle CARDNAME creatures get -1-1 until end of turn.
Madness: B, discard a card.
Flashback: 1G, sacrifice a land.
Pure Centaur 1WG
Creature Centaur 3: Destroy a target Enchantment, any player may play this ability.
Life-link
3/2
Champion 1BR
Creature Warrior BR Tap: CARDNAME Fights a creature you dont control of target opponent choice.
3/3
Blue Wedge Charm URG
Instant
Choose one
Gain control of target non-creature Artifact.
Return target spell to owners hand.
Put target non-land permanent on top of its owners library.
Red Wedge Charm RWU
Instant
Choose one
Gain control of target creature until end of turn. Untap it, it gains haste.
Each creature must attack and block until end of turn.
Copy target Instant.
Green Wedge Charm GUB
Instant
Choose one
Put target land from your graveyard on the battlefield, and put up to one other target land into your hand.
Creatures you control gain Shroud until end of turn.
Return target permanent to owners hand.
White Wedge Charm WRB
Instant
Choose one
Creatures you dont control get -1-1 until end of turn.
Destroy non-artifact creature.
Put three 1/1 white Spirits with Flying on the battlefield.
Black Wedge Charm BWG
Instant
Choose one
Exile any number of cards from a graveyard.
Put a -1-1 counter on all creatures.
Each player sacrifices a non-creature non-land permanent.
Coax 1UB
Sorcery
Gain control of target creature or artifact with a converted mana cost of two or less.
Wedge Spike URG
Creature Spike
CARDNAME enters the battlefield with three +1+1 counters on it 1: Move a +1+1 counter to target creature. 1 remove a +1+1 counter: CARDNAME gains Shroud until end of turn.
0/0
Mycosynth BWG
Creature Fungus
Indestructible
Protection from Artifacts
0/1
Little Angel RWU
Creature Angel
Flying
Vigilance
3/3
Dark-Water Spider 1BUG
Creature Spider
Reach
Protection from Saproling and Insect
2/7
Thrull WBR
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Sacrifice CARDNAME: put a +1+1 counter on target creature.
2/2
Haunting Specter WBR
Creature Spirit
When CARDNAME enters or leaves the battlefield put a 1/1 white Spirit with Flying on the battlefield.
Flying
2/2
Loch Monster URG
Creature Beast
Island-walk
3/6
Giant Artisan RUW
Creature Giant
Vanilla
4/5
Locust 2G
Sacrifice a Forest: Put a 1/1 green Insect on the battlefield.
Insects you control have Flying.
2/2
Blood-thirst Mercenary 1RB
Creature Mercenary
Blood-thirst 2
Can not be blocked by walls.
Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
1/1
Brain Eating Zombie 1UB
Creature Zombie
When CARDNAME becomes tapped target opponent puts the top four cards of their library into the graveyard. 1UB: Regenerate.
2/2
Mercenary Encampment 2R
Tribal Enchantment Mercenary R: Target Mercenary gains Frenzy 1 until end of turn. Use only as a Sorcery. 1R, tap: Target land becomes a 2/2 red Mercenary. Sacrifice it at end of turn.
Ghostfire Mercenary 1RB
Creature Mercenary
CARDNAME is colorless.
3/3
Infiltrator WR
Creature Scout
[Saboteur] When CARDNAME attacks and is not blocked you may assign its power in damage to target creature instead of dealing damage to the defending player.
Frenzy 2
0/2
Dark Force Transmuter 3UB
Legendary Creature Wizard
Flash
When CARDNAME deals damage to a player you may Scry 3.
Transmute 1UB
3/4
Exalted Snake 1UG
Creature Snake
Exalted
When a creature attacks alone it gains Trample.
2/2
Gold Beast U(G/R)
Creature Beast
If you control another multi-colored permanent CARDNAME gets +1+1.
Must be blocked if able.
2/2
Exalted Dead 1WB
Creature Zombie
Exalted
When a creature attacks alone it gets Life-link
2/2
Yuntai Retainer BR
Creature Snake
Vanilla
4/1
Watchwolf (reprint) WG
Creature Wolf
Vanilla
3/3
Dark Water Dinosaur UB
Creature Dinosaur
Vanilla
1/5
Powerless Ghost WU
Creature Spirit
Vanilla
0/7
Taiga Tiger RG
Creature Cat
Vanilla
2/4
Kraj Frog Experiment 1UG
Creature Frog
If one or more counters would be put on CARDNAME you may put a +1+1 counter on it instead. R: Can not be blocked by creatures with less power.
2/2
Ghost Exile 1W
Creature Spirit
Whenever another creature dies exile it instead and gain one life.
Cards in graveyards lose all abilities. B: First Strike
2/1
Laboratory Laborer 1UB
Creature Zombie
Whenever another creature you control dies you may put it on the bottom your library.
Death-touch
Transmute: UB
2/2
Demon Harbinger 1BR
Creature Human Cultist
When CARDNAME enters the battlefield you may search your library for a Demon and put it on top of your library.
Tap, sacrifice CARDNAME, lose two life: W
2/2
Oona, Queen of Fae's Gambit 1U
Tribal Instant Faerie
Scry 1.
Scry 1.
Scry 1.
Draw a card.
Dark Elf Ritual 1B
Tribal Sorcery Elf
Add GG to your pool.
Draw two cards.
Discard a card.
Lose two life.
Iron-Bark Ritual G
Tribal Instant Treefolk
Remove all counters from target creature and gets +1+2 until end of turn
Flashback BW
Voodoo Poison Ritual 2G
Tribal Instant Snake
Distribute two -1-1 counters among one or two creatures.
If a Snake had counters put on by CARDNAME draw two cards and discard a card.
Flashback UB
Spirit Guide W(R/B)
Creature Monk
When CARDNAME enters or leaves the battlefield put a 1/1 white Spirits with flying on the battlefield.
1/1
Negative Energy 1BR
Instant
CARDNAME deals 4 damage to target creature and remove all counters and auras from it.
Banishment 1WU
Instant
Put target creature on either the top or bottom of owners library.
Fatigue WU
Enchantment Aura
Flash
Enchanted creature does not untap as normal.
Blood and Fire 3BR
Instant
[Blood Lust] If opponent has lost life this turn CARDNAME costs 2 less to play.
Deal two damage to each creature and player.
Sequester Magic WG
Instant
Exile target spell if it is an enchantment or artifact; or exile target enchantment or artifact.
Mana Cascade 1UG
Instant
Counter target spell unless its controller pays 2
Cascade
Steal Mana UG
Instant
Counter target spell unless its controller pays 1
You may put a +1/+1 counter on target creature.
Elf Enchantress 1WG
Creature Elf
CARDNAME gets +1+1 for each enchantment OtBF.
As long as CARDNAME is enchanted it has Vigilance and Life-link.
2/2
Aura Thief 1WG
Creature Elf
When CARDNAME enters the battlefield you may move an Aura to another legal permanent that shares a type with it.
Whenever an enchantment spell is cast you may gain two life.
2/2
Ranger WG
Creature Soldier Scout
When CARDNAME enters the battlefield search your library for a creature with converted mana cost of one or less.
Forest-walk
2/1
Berserker Fury 2(R/W)
Sorcery
Target creature gets Double Strike until end of turn.
Draw a card.
Fire-Storm Elemental 4RR
Creature Elemental
When CARDNAME enters the battlefield you may sacrifice two Mountains, if you do CARDNAME deals four damage divided as you choose among any number of target creatures.
4/4
Spike Strength G(U/B)
Instant
Put a +1+1 counter on target creature.
Put a -1-1 counter on another target creature.
Jund Dinosaur 4R(B/G)
Creature Lizard
When CARDNAME enters the battlefield destroy target land, or artifact, or creature.
4/4
Harmless Aura UG
Enchantment Aura
Enchanted creature becomes a 0/1 blue and green Frog.
Enchanted creature can not activate abilities.
Exile Magic WUB
Instant
Exile target spell or enchantment.
AEther Bodyguard 1WU
Creature Wizard 1WU, tap: Return CARDNAME and target creature in combat with CARDNAME to owners hand.
Flying
1/2
Recall Spell (U/R)
Sorcery
Return target Instant card from your graveyard to hand.
Selesnya Unicorn 1WG
Creature Unicorn
If any source would deal damage to a creature you control prevent one damage to that creature.
2/2
Retreat WU
Instant
Put target attacking creature on top of its owners library or return it to owners hand.
Partisan Spy 1WR
Creature Scout
If CARDNAME would become blocked you may have target creature blocking it block another legal target instead.
Shroud
First Strike
2/2
Dark Elf Oracle 1G(U/B)
Creature Elf
Tap: Put the top five cards from your library into your graveyard. Then put a card from your graveyard on top of your library.
2/2
Strategic Artillery 1(W/R)
Instant
Deal two damage among target attacking or blocking creatures.
Alectryomancer Archer 1W(R/B)
Creature Archer Monk
When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on the battlefield.
Reach
2/1
Imperial Dinosaur 2RG
Creature Lizard
Trample
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter and has Haste.
3/3
Supreme Dinosaur 2BG
Creature Lizard
Damage from CARDNAME can not be prevented.
If only basic land were used to pay for CARDNAME it enters the battlefield with two +1+1 counters.
3/3
Noble Dinosaur 2WG
Creature Lizard
Vigilance
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Royal Dinosaur 3UG
Creature Lizard Bird
Flying
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Primal Dinosaur 2GG
Creature Lizard
If only basic land were used to pay for CARDNAME it enters the battlefield with three +1+1 counters tapped.
3/3
Mana Burn 1UR
Instant
Choose one.
Counter target spell unless its controller pays 3.
Or deal three damage to target creature.
Strategic Artillery (W/R)
Instant
Deal two damage divided among target attacking or blocking creatures.
Ghostfire Mercenary 1RB
Creature Mercenary
CARDNAME is colorless.
3/3
Blood-thirst Mercenary 1RB
Creature Mercenary
Blood-thirst 2
Can not be blocked by walls.
Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
1/1
Thrull Reinforcements 1B
Creature Thrull
Can block creatures with Intimidate as though they did not have that ability.
When CARDNAME dies you may put a +1+1 counter on target creature. 1W: Reinforce 1
1/2
Stomping Beast RG
Creature Beast
Can only be blocked by one creature.
3/2
Blood-thirst Mercenary 1RB
Creature Mercenary
Blood-thirst 2
Can not be blocked by walls.
Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
1/1
Lost Dinosaur 4(R/G)(R/G)
Creature Lizard 1UU: CARDNAME gains can only be blocked by two or more creatures until end of turn.
4/6
Personal Weird 1(U/R)
Sorcery
Put a 2/2 blue Illusion token on the battlefield.
If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.
Conclave Veil 1(U/G)
Instant
Target creature gains Shroud.
If W was used to cast CARDNAME you may have it gains Life-link until end of turn.
Selesnya Gift 1(W/G)
Instant
If W was spent to cast CARDNAME target creature gets +2+2 UEOT
If G was spent to cast CARDNAME target creature gets +2+2 UEOT
Fire Armor 1(W/R)
Instant
If W was spent to cast CARDNAME prevent two damage to target creature or player.
If R was spent to cast CARDNAME it deals two damage to target creature or player.
Sanctuary 2(W/U)
Instant
If W was spent to cast CARDNAME put two 1/1 white Birds with Flying on the battlefield.
If U was spent to cast CARDNAME counter target non-creature spell.
Alectryomancer Archer 1W(R/B)
Creature Archer Monk
When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on to the battlefield.
Reach
2/1
Energy Drain 1(U/B)
Instant
If U was spent to cast CARDNAME target creature gets -3-0 until end of turn.
If B was spent to cast CARDNAME target creature gets -0-3 until end of turn.
Mana Burn 1UR
Instant
Choose one.
Counter target spell unless its controller pays 3.
Or CARDNAME deals three damage to target creature.
Bound 1WU
Enchantment Aura
Enchanted creature gains Defender.
When CARDNAME enters the battlefield draw a card.
Spirit Form 3(W/B)(W/B)
Sorcery
Return target creature in a graveyard to play under your control it is becomes colorless, and is a Spirit in addition to its other types.
If U was spent to cast CARDNAME target creature enters the battlefield with a +1+1 counter.
Lost Dinosaur 4(R/G)(R/G)
Creature Lizard 1UU: Gains can only be blocked by two or more creatures untl end of turn.
Trample
4/5
Scrap Etherium 1(W/R)
Sorcery
Destroy target artifact
If G was used to cast CARDNAME draw a card.
Personal Weird 1(U/R)
Sorcery
Put a 2/2 blue Illusion token OtBF.
If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.
Utvara Poison Ritual 1(B/G)
Instant
Target creature gains Death-touch.
If R was used to cast CARDNAME Regenerate that creature.
Coax with Law 1(W/B)
Sorcery
Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
If U was used to cast CARDNAME draw a card.
Evade 1UG
Sorcery
Put target artifact, enchantment, or creature on top of its owners library.
Survival 1(W/R)(W/R)
Instant
Remove target creature from combat.
And either remove all counters from it or put a +1+1 counter on it.
AEther Battlemage 2U
Creature Merfolk
Kicker R and/ or G.
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield destroy Non-Creature artifact.
When you cast CARDNAME you may pay G in addition to its mana cost, if you do when CARDNAME enters the battlefield search your library for a basic land.
2/2
Dark Oracle 1B
Creature Elf W: Gain one life 1G: Regenerate
2/1
Maneuver 3W
Sorcery
Creatures you control gain Life-link until end of turn.
If R was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
If B was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
Magical Beast 1U
Creature Beast 1R: CARDNAME gets -1+2 until end of turn. G, tap: CARDNAME Fights target creature.
2/1
Black Market Trader 1B
Creature Wizard U, tap: Each player draws a card. Play only as a sorcery. R, tap: Each player discards a card. Play only as a sorcery.
2/1
Highway Knight 1G
Creature Knight W: CARDNAME gains Vigilance until end of turn R: CARDNAME gains First Strike until end of turn
2/1
Cyborg Spy 1U
Artifact Creature Vedelken Rogue 1W: Shroud B: Target player puts the top card of their library into the graveyard.
2/1
Spectral Jaguar 1R
Creature Spirit Cat
Can not be countered
Protection from Blue W: Regenerate
2/1
Cabal Elf 1G
Creature Elf U: Put the top card of target players library into the graveyard. B: Exile target card from a graveyard.
2/2
Barbary Ape 1R
Creature Ape 2B: CARDNAME gets +1+1 gains Intimidate until end of turn 2G: CARDNAME gets +1+1 gains Trample until end of turn.
2/1
Anti-Paladin 2B
Creature Paladin
Tap: Put CARDNAME in combat blocking target attacking creature. WG: Regenerate
2/3
Battle Cleric 1W
Creature Cleric
Kicker R and, or B
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield target player puts the top 7 cards of their library in to their graveyard.
When you cast CARDNAME you may pay B in addition to its mana cost, if you do when CARDNAME enters the battlefield you may return a creature in your graveyard to hand
2/2
Herald Appentice R
Creature Wizard W, tap: Tap target creature. U, tap: Untap target creature.
0/1
Re-Incarnation 1B
Creature Spirit W: CARDNAME gains Vigilance until end of turn 1G: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Spirit Mage 1W
Creature Wizard R, tap: Deal one damage to target creature or player. B, tap: Target creature gets -1-1 until end of turn.
2/1
Naya Jungle Berserker 1G
Creature Berserker 2W: CARDNAME gets +1+2 until end of turn R: CARDNAME gains trample until end of turn
2/1
Fleet-foot Fox 1BB
Creature Fox Ninja
Flash U: Return CARDNAME to owners hand. 2W: Exile CARDNAME and then return on the battlefield.
2/1
Phyrexian Plague 1B
Creature Horror W: Prevent one damage to CARDNAME G: CARDNAME deals damage in the form of -1-1 counters.
2/1
Jund Nactayl Assassin 1R
Creature Cat G: CARDNAME gains Frenzy 1 until end of turn. Play only as a sorcery. B: CARDNAME gains trample until end of turn
2/2
Pure Elementalist 1W
Creature Wizard UU: Target creature gains Flying until end of turn 2R: Target creature gets +1+1 until end of turn
2/2
Wild Elementalist 1G
Creature Wizard 3U: Target creature gets Shroud until end of turn. 3R: CARDNAME deals one damage to target creature or player.
2/1
Animist (W/B)(W/B)(W/B)
Creature Cleric B, tap: Put a 2/2 black Zombie on the battlefield tapped. W, tap: Put a 1/1 white Spirit with Flying on the battlefield.
2/2
Steal Soul xB
Sorcery
Target creature gets -X-X UEOT.
If W was spent to cast CARDNAME gain X life.
If G was spent to cast CARDNAME gain X life.
Unnatural Magic 3GG
Sorcery
Return target non-creature permanent to owners hand.
If B was spent to cast CARDNAME each opponent discards a card.
If U was spent to cast CARDNAME each opponent discards a card.
Trash to Treasure 2R
Sorcery
Destroy target artifact.
If W was spent to cast CARDNAME draw a card.
If U was spent to cast CARDNAME draw a card.
Dark Elf Enchanter 1B(W/G)
Creature Elf B: Remove a counter from target artifact or creature. WG discard a card, tap: Exile target artifact or enchantment.
2/2
Rain Missiles 2(W/R)
Instant
Until end of turn creatures you control have "Tap: This creature deals one damage to target attacking or blocking creature."
Wolf Woods 1WG
Enchantment
Whenever a Plains or Forest enters the battlefield under your control put a 2/2 green Wolf token on the battlefield
Wolves you control can not block black or artifact creatures.
Blood-lust Succubus 3RB
Creature Demon Blood-Lust If an opponent was dealt combat damage this turn ~ costs 2 less to play.
Can not block.
4/5
Primal Lore UGR
Enchantment
Spells you cast have Scry 1.
At the beginning of your upkeep gain two life.
Spirit Ley Line WBG
Enchantment
Graft 2.
At the beginning of your upkeep you may move a +1+1 counter from any permanent onto CARDNAME.
Art of Warfare 3WR
Sorcery
Choose one.
Creatures you control gain When this creature attacks it gets +1+0 for each other attacking creature until end of turn.
Or target creature gains Double Strike and Life-link until end of turn.
Dark Knight WB
Creature Spirit Knight
Creatures blocked by or blocking CARDNAME get -1-1 until end of turn.
2/2
Mystic Beast 1UG
Creauture
Flash
When CARDNAME enters the battlefield counter target spell or activated ability unless its controller pays 2.
2/2
Extort Mana 1UB
Instant
Counter target spell unless its controller pays 2.
Draw a card unless they pay 2.
Viashino Triskelion Hunter 1R(B/G)
CARDNAME enters the battlefield with one +1+1 counter on it.
First Strike. 1, remove a +1+1 counter from CARDNAME: deal one damage to target creature.
1/1
Mystic Medusa BG
Creature Shaman
[Revelation] Whenever CARDNAME attacks reveal the top card of your library, if it shares a color with CARDNAME put a +1+1 counter on it. 1U: Scry 1
1/1
Bound WU
Enchantment Aura
Enchanted creature gains Defender.
When CARDNAME enters the battlefield draw a card.
Hivemind 1UB
Sorcery
Draw two cards.
Each player discards a card at random.
Lust for Nothing 5RG
Sorcery Blood-lust If an opponent was dealt combat damage this turn CARDNAME costs 3 less to cast.
Destroy target permanent. It cant regenerate.
Erasure WB
Instant
Reveal target opponents hand and top card of their library.
Exile a non-land card revealed this way or a card from their graveyard.
AEther Void 2UG
Sorcery
Shuffle target non-land permanent into its owners library.
Spike Thief (U/G)
Creature Spike
Flash
When CARDNAME enters the battlefield you may move a +1+1 from a permanent to CARDNAME.
CARDNAME enters the battlefield with a +1+1 counter.
0/0
Warlord 1WR
Creature Soldier
At the beginning of each Combat Phase tap target creature.
2/2
Fae Magician 2UB
Creature Faerie
Whenever CARDNAME deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard.
Flying
2/2
Hawk Familiar 1WU
Creature Bird
When CARDNAME enters the battlefield look at the top two cards of your library put one in your hand and the other on the bottom of your library.
Flying
Vigilance
1/2
Martyr WR
Creature Soldier
When CARDNAME dies you may have it deal two damage to target creature.
2/2
Partisan 1WR
Creature Soldier
Flash
When CARDNAME enters the battlefield target creature you control gets +2+0 or +0+2 until end of turn.
2/2
Medusa Spy UB
Creature Medusa
When CARDNAME deals combat damage to a player, look at the top card of their library. You may put it on the bottom of their library.
CARDNAME can not be blocked by creatures with less power.
2/2
Medusa Cabal UB
Creature Medusa
When CARDNAME enters the battlefield exile the top card of each library face down.
When CARDNAME leaves the battlefield return exiled cards to their owners hand.
Death-touch.
2/2
Garden Elf 1WB
Creature Elf
Whenever a non-token creature you control dies put a 1/1 green Saproling on the battlefield.
2/2
Saproling Zombie Overlord 1(B/G)(B/G)
Creature Plant Zombie
Saprolings you control are black and get +1+1. (B/G), tap: Exile target creature card from a graveyard and put a 1/1 green Saproling OtBF.
2/2
Demon Horde 2RB
Creature Demon
Whenever you cast a red spell, CARDNAME gets a +1+1 counter.
Whenever you cast a black spell, CARDNAME gets a +1+1 counter.
CARDNAME can not block.
1/1
Altar Cleric 2WB
Creature Cleric
Life-link
Sacrifice a creature: Put a +1+1 counter on CARDNAME. Can only be used once per turn.
2/2
Chameleon 1RG
Creature Lizard
Haste
Can not be blocked by creatures with Flying. U: CARDNAME becomes color of your choice until end of turn. RG: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Rift Watcher 1G
Creature Elf
When CARDNAME enters the battlefield you may shuffle up to three cards from a graveyard into the library.
Forecast (W/U): Put an exiled card on the bottom of its owners library.
2/2
Web-Spinner Assassin 2BG
Creature Spider
Tap: Destroy target Insect or Saproling.
Spiders you control have +0+2 and Reach.
2/2
Urborg Pest G
Creature Faerie
As long as you control an Island CARDNAME has Flying
As long as you control a Swamp CARDNAME has Death-touch
1/1
Engagement R
Instant
Target creature must attack or must block this turn.
Flashback U
Distortion U
Instant
Target creatures power becomes 0 until end of turn
Flashback R
Energize B
Sorcery
Gain 5 life.
Flashback W
Catacomb Reclamation G
Sorcery
Return a target creature card from a graveyard to owners hand.
Flashback B
Requiem W
Sorcery
Exile a creature card in a graveyard.
Put a 1/1 white Spirit with Flying on the battlefield.
Flashback B
Distraction R
Instant
Target creature can not attack and can not block until end of turn.
Flashback W
Deflection W
Instant
CARDNAME deals two damage to target attacking or blocking creature.
Flashback R
Dissipate U
Instant
Counter target activated ability from a non-land non-planeswalker source.
Flashback G
Hell-fire R
Sorcery
CARDNAME deals one damage to target creature or player. It can not regenerate.
Flashback B
Reflection W
Instant
Target non-creature permanent you control gains Shroud until end of turn.
Flashback U
Energy Blast B
Sorcery
CARDNAME deals two damage to target player and one damage to you.
Flashback R
Destruction G
Sorcery
Destroy target non-creature artifact.
Flashback R
Auspice B
Sorcery
Fate-seal 1 target player.
Flashback U
Charge G
Sorcery
Target creature gets +1+1 and gains Haste until end of turn.
Flashback R
Strength R
Instant
Target creature gets +1+1 and gains Trample until end of turn.
Flashback G
Guidance U
Sorcery
Scry 3
Flashback B
Manifest Nightmare B
Sorcery
Deals three damage to target non-black creature.
MadnessR
Psychosis 2U
Sorcery
Look at target players hand and discard a card of their choice.
Madness2B
Prey Demon 3BR
Creature Demon x, lose X life, tap: Destroy target non-legendary creature with power X and each creature that shares a name with it.
3/4
Circle of Death 1B(G/W)
Sorcery
Put a 1/1 green Saproling, 1/1 white Spirit with flying, and 2/2 black Zombie OtBF.
Primal Divination G(U/B)
Sorcery
Scry 4.
Draw a card.
Discard a card.
Lake Dinosaur U(R/G)
Creature Lizard
Protection from artifact
Can only be blocked by two or more creatures.
2/2
Marsh Beast B(G/W)
Creature Beast
Protection from land
Can only be blocked by one creature.
2/2
Mountain Beast R(U/W)
Creature Beast
Protection from enchantment
Can not be blocked by Flying creatures.
2/2
Forest Beast G(U/B)
Creature Beast
Protection from instant
Can not be blocked by creatures with less power.
2/2
Plains Beast W(B/R)
Creature Beast
Protection from Sorcery
Creatures must pay 1 to block CARDNAME.
2/2
Tempest 1B
Instant
Prevent all combat damage this turn.
Cycling: 2W. When you Cycle CARDNAME creatures get -1-1 until end of turn.
Madness: B, discard a card.
Flashback: 1G, sacrifice a land.
Pure Centaur 1WG
Creature Centaur 3: Destroy a target Enchantment, any player may play this ability.
Life-link
3/2
Champion 1BR
Creature Warrior BR Tap: CARDNAME Fights a creature you dont control of target opponent choice.
3/3
Blue Wedge Charm URG
Instant
Choose one
Gain control of target non-creature Artifact.
Return target spell to owners hand.
Put target non-land permanent on top of its owners library.
Red Wedge Charm RWU
Instant
Choose one
Gain control of target creature until end of turn. Untap it, it gains haste.
Each creature must attack and block until end of turn.
Copy target Instant.
Green Wedge Charm GUB
Instant
Choose one
Put target land from your graveyard on the battlefield, and put up to one other target land into your hand.
Creatures you control gain Shroud until end of turn.
Return target permanent to owners hand.
White Wedge Charm WRB
Instant
Choose one
Creatures you dont control get -1-1 until end of turn.
Destroy non-artifact creature.
Put three 1/1 white Spirits with Flying on the battlefield.
Black Wedge Charm BWG
Instant
Choose one
Exile any number of cards from a graveyard.
Creatures get -2-2 until end of turn.
Each player sacrifices a non-creature non-land permanent.
Coax 1UB
Sorcery
Gain control of target creature or artifact with a converted mana cost of two or less.
Wedge Spike URG
Creature Spike
CARDNAME enters the battlefield with three +1+1 counters on it 1: Move a +1+1 counter to target creature. 1 remove a +1+1 counter: CARDNAME gains Shroud until end of turn.
0/0
Mycosynth BWG
Creature Fungus
Indestructible
Protection from Artifacts
0/1
Little Angel RWU
Creature Angel
Flying
Vigilance
3/3
Dark-Water Spider 1BUG
Creature Spider
Reach
Protection from Saproling and Insect
2/7
Thrull WBR
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Sacrifice CARDNAME: put a +1+1 counter on target creature.
2/2
Brain Eating Zombie 1UB
Creature Zombie
When CARDNAME becomes tapped target opponent puts the top four cards of their library into the graveyard. 1UB: Regenerate.
2/2
Mercenary Encampment 2R
Tribal Enchantment Mercenary R: Target Mercenary gains Frenzy 1 until end of turn. Use only as a Sorcery. 1R, tap: Target land becomes a 2/2 red Mercenary. Sacrifice it at end of turn.
Infiltrator WR
Creature Scout
[Saboteur] When CARDNAME attacks and is not blocked you may assign its power in damage to target creature instead of dealing damage to the defending player.
Frenzy 2
0/2
Dark Force Transmuter 3UB
Legendary Creature Wizard
Flash
When CARDNAME deals damage to a player you may Scry 3.
Transmute 1UB
3/4
Exalted Snake 1UG
Creature Snake
Exalted
When a creature you control attacks alone it gains Trample until end of combat.
2/2
Gold Beast U(G/R)
Creature Beast
If you control another multi-colored permanent CARDNAME gets +1+1.
Must be blocked if able.
2/2
Exalted Dead 1WB
Creature Zombie
Exalted
When a creature you control attacks alone it gets Life-link until end of turn.
2/2
Yuntai Retainer BR
Creature Snake
Vanilla
Full Art Text-Less
4/1
Watchwolf (reprint) WG
Creature Wolf
Vanilla
Full Art Text-Less
3/3
Dark Water Dinosaur UB
Creature Dinosaur
Vanilla
Full Art Text-Less
1/5
Powerless Ghost WU
Creature Spirit
Vanilla
Full Art Text-Less
0/6
Taiga Tiger RG
Creature Cat
Vanilla
Full Art Text-Less
2/4
Kraj Frog Experiment 1UG
Creature Frog
If one or more counters would be put on CARDNAME you may put a +1+1 counter on it instead. R: Until end of turn CARDNAME can not be blocked by creatures with less power.
2/2
Ghost Exile 1W
Creature Spirit
Whenever another creature dies exile it instead and gain one life.
Cards in graveyards lose all abilities. B: First Strike
2/1
Laboratory Laborer 1UB
Creature Zombie
Whenever another creature you control dies you may put it on the bottom your library.
Death-touch
Transmute: UB
2/2
Demon Harbinger 1BR
Creature Human Cultist
When CARDNAME enters the battlefield you may search your library for a Demon and put it on top of your library.
Tap, sacrifice CARDNAME, lose two life: W
2/2
Oona, Queen of Fae's Gambit 1U
Tribal Instant Faerie
Scry 1.
Scry 1.
Scry 1.
Draw a card.
Dark Elf Ritual 1B
Tribal Sorcery Elf
Add GG to your pool.
Draw two cards.
Discard a card.
Lose two life.
Iron-Bark Ritual G
Tribal Instant Treefolk
Remove all counters from target creature and gets +1+2 until end of turn
Flashback BW
Voodoo Poison Ritual 2G
Tribal Instant Snake
Distribute two -1-1 counters among one or two creatures.
If a Snake had counters put on by CARDNAME draw two cards and discard a card.
Flashback UB
Spirit Guide W(R/B)
Creature Monk
When CARDNAME enters or leaves the battlefield put a 1/1 white Spirits with flying on the battlefield.
1/1
Negative Energy 1BR
Instant
CARDNAME deals 4 damage to target creature and remove all counters and auras from it.
Banishment 1WU
Instant
Put target creature on either the top or bottom of owners library.
Fatigue WU
Enchantment Aura
Flash
Enchanted creature does not untap as normal.
Blood and Fire 3BR
Instant
[Blood Lust] If opponent has lost life this turn CARDNAME costs 2 less to play.
Deal two damage to each creature and player.
Sequester Magic WG
Instant
Exile target spell if it is an enchantment or artifact; or exile target enchantment or artifact.
Mana Cascade 1UG
Instant
Counter target spell unless its controller pays 2
Cascade
Steal Mana UG
Instant
Counter target spell unless its controller pays 1
You may put a +1/+1 counter on target creature.
Elf Enchantress 1WG
Creature Elf
CARDNAME gets +1+1 for each enchantment OtBF.
As long as CARDNAME is enchanted it has Vigilance and Life-link.
2/2
Aura Thief 1WG
Creature Elf
When CARDNAME enters the battlefield you may move an Aura to another legal permanent that shares a type with it.
Whenever an enchantment spell is cast you may gain two life.
2/2
Ranger WG
Creature Soldier Scout
When CARDNAME enters the battlefield search your library for a creature with converted mana cost of one or less.
Forest-walk
2/1
Berserker Fury 2(R/W)
Sorcery
Target creature gets Double Strike until end of turn.
Draw a card.
Fire-Storm Elemental 4RR
Creature Elemental
When CARDNAME enters the battlefield you may sacrifice two Mountains, if you do CARDNAME deals four damage divided as you choose among any number of target creatures.
4/4
Spike Strength G(U/B)
Instant
Put a +1+1 counter on target creature.
Put a -1-1 counter on another target creature.
Jund Dinosaur 4R(B/G)
Creature Lizard
When CARDNAME enters the battlefield destroy target land, or artifact, or creature.
4/4
Harmless Aura UG
Enchantment Aura
Enchanted creature becomes a 0/1 blue and green Frog.
Enchanted creature can not activate abilities.
Exile Magic WUB
Instant
Exile target spell or enchantment.
AEther Bodyguard 1WU
Creature Wizard 1WU, tap: Return CARDNAME and target creature in combat with CARDNAME to owners hand.
Flying
1/2
Recall Spell (U/R)
Sorcery
Return target Instant card from your graveyard to hand.
Selesnya Unicorn 1WG
Creature Unicorn
If any source would deal damage to a creature you control prevent one damage to that creature.
2/2
Retreat WU
Instant
Put target attacking creature on top of its owners library or return it to owners hand.
Partisan Spy 1BR
Creature Scout
If CARDNAME would become blocked you may have target creature blocking it block another legal target instead.
Shroud
First Strike
2/2
Dark Elf Oracle 1G(U/B)
Creature Elf
Tap: Put the top five cards from your library into your graveyard. Then put a card from your graveyard on top of your library.
2/2
Alectryomancer Archer 1W(R/B)
Creature Archer Monk
When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on the battlefield.
Reach
2/1
Imperial Dinosaur 2RG
Creature Lizard
Trample
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter and has Haste.
3/3
Supreme Dinosaur 2BG
Creature Lizard
Damage from CARDNAME can not be prevented.
If only basic land were used to pay for CARDNAME it enters the battlefield with two +1+1 counters.
3/3
Noble Dinosaur 2WG
Creature Lizard
Vigilance
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Royal Dinosaur 3UG
Creature Lizard Bird
Flying
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Primal Dinosaur 2GG
Creature Lizard
If only basic land were used to pay for CARDNAME it enters the battlefield with three +1+1 counters tapped.
3/3
Mana Burn 1UR
Instant
Choose one.
Counter target spell unless its controller pays 3.
Or deal three damage to target creature.
Duel 1(W/R)
Sorcery
Target creature you control Fights target creature you do not control.
If G was spent to cast CARDNAME put a +1+1 counter on the fighting creature you control.
Coax with Law 1(W/B)
Sorcery
Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
If U was used to cast CARDNAME draw a card.
Fates UB
Creature Medusa
When CARDNAME deals combat damage to a player, [Fate-seal] look at the top card of their library. You may put it on the bottom of their library.
CARDNAME can not be blocked by creatures with less power.
2/2
Gold Beast U(G/R)
Creature Beast
If you control another multi-colored permanent CARDNAME gets +1+1 and gains Must be blocked if able.
2/2
Exhaust 1(U/R)
Sorcery
Tap target permanent.
Draw a card.
If you paid both U and R to cast CARDNAME target permanent does not untap as normal next upkeep.
Infiltrator RB
Creature Mercenary
Frenzy 3
0/3
Berserker Fury 2(R/G)
Sorcery
Target creature gets Double Strike until end of turn.
Survival 1(W/R)(W/R)
Instant
Remove target creature from combat.
Then either tap it or put a +1+1 counter on it.
Erasure WB
Instant
Reveal target opponents hand and top card of their library.
Exile a non-land card revealed this way.
Hive-mind 1UB
Sorcery
Draw two cards.
Each player discards a card at random.
Celestial Divination U(B/W)
Sorcery
Look at the top seven cards of your library and put any number on the bottom of your library in any order, put the rest in to your graveyard.
Draw a card.
Ponder, yes you are allowed to create cards how you like them, and when you post them, I have to right to critique and criticisms them. I use a basic set of rules when I do so. Does the card fit in the color pie as we know it. Do I understand the card? And is this really one or two cards? Most of us do it using the color pie, as what a general guideline for what the cards can do. When you are posting cards that are blatantly outside of the standards YOU have no right to get upset when we make comments on them. If you don't want to hear what I have to say, then don't read my comments, if you are posting unfinished cards, don't be upset when we comment on them being unfinished. There is a guide here sticked on this page that gives a basic guideline. Read it. From what I have seen here, you obviously have not.
My comments on the regrowthis cards, were a little off, up until recently a card was called by it's type if it was out of play, This practice started in M10, and to date there are 5 cards with that text on the card themselves, sorry for missing that change.
No you do NOT have that right Lord_Kaos, it is a privilege. You have to follow the rules and guidelines of this forum. You dont own this website. And this is not a thread for your entertainment if you are here just to make yourself feel better by acting superior and continually trying to get an emotional response from me.
DO NOT POST IN THIS THREAD FROM NOW ON.
OR I WILL CONTACT A MODERATOR.
THIS IS MY THREAD FOR THE PUBLIC, IT IS NOT YOURS.
So these are the cards from above that are mostly likely uncommon, and possible inclusions in to the white skeleton.
Mastery of Peace 2W
Instant
Prevent all combat damage.
If only white mana was used to play CARDNAME you may gain five life.
Bird Call 3W
Sorcery
Put a 1/1 white Bird with on to the battlefield for each Plains or Island you control.
Pearl Priest W
Creature Cleric
Whenever you cast a white spell you may gain one life.
1/1
Ghostly Aura 1WW
Enchantment Aura
When CARDNAME enters the battlefield gain three life.
Enchanted creature can block any creature, and gains +1+2.
When CARDNAME goes to the graveyard, return it to hand instead.
Master of Strategy 3W
Creature Soldier
Whenever you are attacked, if CARDNAME is untapped you may have CARDNAME deal 2 damage to target attacking creature.
2/4
Conclave Guardian 1W
Creature Vedelkin Wizard
Protection from red
Cards named CARDNAME get +1+1 if your opponent controls a Legendary Land.
1/1
Wall of Force 3W
Creature Wall
Creatures get -1-0
Defender
Reach
0/3
Alchemist 1W
Creature Artificer
Tap, sacrifice an Artifact: U
Whenever an artifact goes to the graveyard you may gain one life.
1/2
Engineer 1WW
Creature Advisor
When CARDNAME enters the battlefield search your library for a creature with Defender and put it into your hand. Shuffle your library.
1/2
Healer 1WW
Creature Cleric
Tap a white creature: Gain one life.
0/1
Dryad Spirit Guide
[Reserved]
Plains Spirit 2W
Creature Spirit
Flying
CARDNAME gets +0+1 for each Plains you control.
2/1
Alabaster Thrull WW
Creature Thrull
Tap: Prevent one damage to target creature.
When CARDNAME dies you may put a +1+1 counter on target creature.
1/2
Pearl Charm W
Instant
Choose one
Prevent the next two damage a source of your choice would deal.
Target creature gets +0+3 until end of turn.
Gain four life
Karmic Reprisal WW
Sorcery
Exile target creature.
That creatures controller targets a non-land permanent you control, it is destroyed.
If no permanent is destroyed return the exiled card to the battlefield.
Phyrexian Claim W
Sorcery
Exile target artifact.
Cycling 3
Expatriate WW
Sorcery
Exile target creature. Its controller gains life equal to its converted mana cost.
Guardian Ghost W
Creature Spirit
Flying;
Tap: Prevent one damage.
0/1
Thrull Hand-servant 1W
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Vigilance
1/2.
Intervention 1WW
Instant
Exile target spell.
Lose five life.
Possessed Caryatid 2W
Creature Wall
CARDNAME enters the battlefield with two +1+1 counters.
Defender
Remove a +1+1 counter: Regenerate CARDNAME
0/1
Celestial Re-Incarnate 5W
Creature Cleric
When CARDNAME dies put a 4/4 white Angel with Flying on the battlefield.
Life-link
2/2
Marble Caryatid 2W
Creature Wall
Defender
Tap: Prevent one damage to target creature. If it is white prevent two damage instead.
0/3
Cat Companion W
Creature Cat
As long as CARDNAME is enchanted gains Hex-proof.
2/1
Reserved Leader 2W
Creature Soldier
Flash
When CARDNAME enters the battlefield creatures you control get +1+1 until end of turn.
1/1
Elder Dragon White Ritual 2WW
Sorcery
Each player may draw a card,
may gain four life,
may return a permanent from graveyard to hand,
and may put a +1+1 counter on a creature they control.
Drive W
Instant
Target blocking or blocked creature gets +4+4 until end of turn.
Feint 1W
Instant Trap
Attacking creatures get -1-1 until end of turn.
Trap! If only one creature is attacking you you may pay W instead and it gets -3-3 until end of turn.
Rebuke 1W
Instant
Counter spell or ability that targets a permanent you control.
Draw a card.
Protection Magic WW
Instant
Counter target spell that targets you, or a creature you control.
Gain three life.
Myr Storm 1WW
Tribal Sorcery Myr
Put an artifact 1/1 Myr on the Battlefield.
Storm
Dredge 3
Holy Ritual W
Tribal Sorcery Cleric
Gain 3 life.
Buyback 1WW.
Corsair Reserves 3W
Instant Trap
Put three 1/1 white Soldier OtBFs
Trap! You may pay WW and lose three life if you are being attacked and you have no creatures.
Colossus Sentinel 3WW
Creature Avatar
At the beginning of your upkeep gain two life.
Vigilance
Cycling 2W When you cycle CARDNAME prevent all combat damage.
3/7
Spirit Mount 2W
Creature Spirit 2W, tap: Remove target creature from combat.
2/2
Squire Guard 1W
Creature Soldier 1: CARDNAME gets +0+1 until end of turn.
Can block any number of creatures.
1/2
Trade Caravan W
Creature Camel
If a Camel would attack and not be blocked you gain life equal to the trade counters on it.
When CARDNAME attacks put a trade counter on it.
Non-basic Land-walk.
0/2
Bard W
Creature Wizard W, tap: Target creatures power becomes 0 until end of turn.
0/1
Communications Engineer W
Creature Soldier 1, tap: Target creature gains or loses Defender until end of turn.
0/2
I just want to point out it needs to say "permanent card". Like Nature's Spiral.
Yep, thanks. I did intend to use the wording from Nature's Spiral on those cards, because they basically are variants of that card. I just overlooked a word, it was typed in shorthand. I think that is pretty easy for people to understand by now.
I appreciate when people show me how to correct the mistakes on the cards, as even if I only get one word wrong on one in ten cards, there is still going to be dozens or errors, and it is pretty easy for me to overlook a word here or there.
When I have all the cards down, and before the set is completed, I will go though the wording on Gatherer, or MagicInfo, and make sure that it uses the modern Oracle wording. These cards are not the finished result, so thanks for pointing out the ways to fix the errors. Terminology is not faultless, and a lot of the cards were originally written in short hand. So there are to be some errors while im typing them up.
By the time they get into Magic Set Editor, as a finished product, Im sure they will have the correct modern terminology and syntax.
I hope though I dont have to continue to say multiple times each and every post that there are errors, and this is a work in progress, and I am here for helpful positive comments, rather than criticisms and critiques.
I understand that people like to correct people, and I 100% appreciate that, but please if you could just communicate that you have noticed a grammatical error (And c'mon we are all human we say CIP instead of ETB, it is no big deal.) in the cards I have posted then please just do what you Ninja Caterpie have done.
Just point out how to fix it. It nine times out of ten is an oversight in my typing shorthand, not a lack of understanding or the rules.
So these are the white uncommon, rare and mythic designed for the set, I dont need all of them as there are too many for one set. So please ignore redundancy.
Im just trying to find out which cards produce desirable synergy in limited, or seem interesting, or ones that people like at first glance, or look like decent build around me cards for the kitchen table.
Not every card here is perfect, and a lot of them are not the most desired cards for the set either for limited play, or for the various formats of constructed. But that is okay, Im going to go through them and sort them in to uncommon, and rares, and mythic, and cull the surplus cards, the redundancy and the cards that dont work well because of the key-word or mechanic.
So key words might only appear on two or three cards, and may only be intended for there to be one card with that key-word in the set, where possible the ability un-key-worded or written differently.
Anyway, thank you to the people that have replied with logical and well meaning comments, I have taken a lot of the comments on board and made some changes regarding rarity.
Hopefully I will get the primary colors typed up soon in to rarity, and cull the unneeded and redundant cards. And I think I just need to get the secondary and tertiary colors typed and that is the categories up. And then I can start on the number and types of uncommon needed for the skeleton.
Feather, Serra Archangel 5WW
Legendary Creature Angel
Delve
Flying
Spells your opponents control are counted unless they pay 1.
5/6
Mastery of Peace 2W
Instant
Prevent all combat damage.
If only white mana was used to play CARDNAME you may gain five life.
Bird Call 2WU
Sorcery
Put a 1/1 white Bird with on to the battlefield for each Plains or Island you control.
Armor Mage 2W
Creature ClericC
reatures you control have Absorb 1.
1/4
Pearl Priest W
Creature Cleric
Whenever you cast a white spell you may gain one life.
1/1
Ghost Hunter WW
Creature Cleric
Tap: Destroy target creature with Swamp-walk. It can not regenerate.
Protection from Spirit and Zombie
2/2
Ghostly Aura 1WW
Enchantment Aura
When CARDNAME enters the battlefield gain three life.
Enchanted creature can block any creature, and gains +1+2.
When CARDNAME goes to the graveyard, return it to hand instead.
Mystic 1WG
Creature Shaman
When CARDNAME enters the battlefield you may return an Aura from your graveyard enchanting CARDNAME.
1/1
Master of Strategy 3W
Creature Soldier
Whenever you are attacked, if CARDNAME is untapped you may have CARDNAME deal 2 damage to target attacking creature.
2/4
Conclave Guardian 1W
Creature Vedelkin Wizard
Protection from red
Cards named CARDNAME get +1+1 if your opponent controls a Legendary Land.
1/1
Wall of Force 3W
Creature Wall
Creatures get -1-0
Defender
Reach
0/3
Auramancer 2W
Creature Shaman
Enchantments and Enchanted creatures you control get +1+1. 2W, tap: Return target enchantment to owners hand.
1/2
Angel Guardian 3WW
Creature Angel
As long as your life total is less than an opponents CARDNAME is Indestructible.
Life-Link
Flying
4/5
Alchemist 1W
Creature Artificer
Tap, sacrifice an Artifact: U
When an Artifact goes to the graveyard gain one life.
1/2
Engineer 1WW
Creature Advisor
When CARDNAME enters the battlefield search your library for a creature with Defender and put it into your hand.
1/2
Healer 1WW
Creature Cleric
Tap a white creature: Gain one life.
0/1
Dryad Spirit Guide
[Reserved]
Plains Spirit 2W
Creature Spirit
Flying
CARDNAME gets +0+1 for each Plains you control.
2/1
Alabaster Thrull WW
Creature Thrull
Tap: Prevent one damage to target creature.
When CARDNAME dies you may put a +1+1 counter on target creature.
1/2
Pearl Charm W
Instant
Choose one
Prevent the next two damage a source of your choice would deal.
Target creature gets +0+3 until end of turn.
Gain four life
Strategic Artillery (W/R)
Instant
Deal 2 damage divided as you choose among any number of target attacking or blocking creatures.
Karmic Reprisal WW
Sorcery
Exile target creature.
That creatures controller targets a non-land permanent you control, it is destroyed.
If no permanent is destroyed return the exiled card to the battlefield.
Phyrexian Claim W
Sorcery
Exile target artifact.
Cycling 3
Expatriate WW
Sorcery
Exile target creature. Its controller gains life equal to its converted mana cost.
Guardian Ghost W
Creature Spirit
Flying;
Tap: Prevent one damage.
0/1
Thrull Hand-servant 1W
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Vigilance
1/2.
Matrix Mage 1WW
Creature Wizard
Activated abilities that are not mana abilities cost 1 more to activate.
2/2
Manipulator W
Creature Wizard
Tap, exile two cards from your graveyard: Tap target creature it does not untap as normal next untap.
0/1
Tower Mage 2WW
Legendary Creature Wizard
At the beginning of your upkeep draw a card.
At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four.
0/4
Intervention 1WW
Instant
Exile target spell.
Lose five life.
Possessed Caryatid 2W
Creature Wall
CARDNAME enters the battlefield with two +1+1 counters.
Defender
Remove a +1+1 counter: Regenerate CARDNAME
0/1
Angel Avatar 1WW
Creature Angel Avatar
Flying
Damage dealt to CARDNAME is dealt to its controller instead.
2/1
Conscipts 1WW
Creature Soldier
CARDNAME enters the battlefield with three +1+1 counters
Whenever a +1+1 counter is removed from CARDNAME put a white 0/1 Deserter on the battlefield.
Whenever CARDNAME attacks or blocks remove a +1+1 counter from it.
0/1
Ivory Caryatid 1WW
Enchantment 0: CARDNAME becomes indefinitely a 2/2 Gargoyle with Flying and First Strike. 1WW: CARDNAME stops being a creature, untap it.
At the beginning of your upkeep gain one life.
Celestial Re-Incarnate 5W
Creature Cleric
When CARDNAME dies put a 4/4 white Angel with Flying on the battlefield.
Life-link
2/2
Dinosaur Rider 3G
Creature Scout
When CARDNAME enters the battlefield search your library for a Lizard, and put it in to your hand.
CARDNAME gets +2+2 and Trample as long as you control a Lizard.
2/2
Marble Caryatid 2W
Creature Wall
Defender
Tap: Prevent one damage to target creature. If it is white prevent two damage instead.
0/3
Cat Companion W
Creature Cat
If enchanted CARDNAME gains Hex-proof.
2/1
Reserved Leader 2W
Creature Soldier
Flash
When CARDNAME enters the battlefield creatures you control get +1+1 until end of turn.
1/1
White Ritual 2WW
Sorcery
Each player draws a card, gains four life, returns a permanent from graveyard to hand, and puts a +1+1 counter on a creature they control.
Intervention Magic 3W
Instant
The next time a source of your choice would deal damage, prevent it.
You gain life equal to the damage prevented this way.
Shuffle CARDNAME in to your library.
Drive W
Instant
Target blocking or blocked creature gets +4+4 until EOT.
Feint 1W
Instant Trap
Attacking creatures get -1-1 until end of turn.
Trap! If only one creature is attacking you you may pay W instead and it gets -3-3 until end of turn.
Rebuke 1W
Instant
Counter spell or ability that targets a permanent you control.
Draw a card.
Protection Magic WW
Instant
Counter target spell that targets you, or a creature you control.
Gain three life.
Myr Storm 1WW
Tribal Sorcery Myr
Put an artifact 1/1 Myr on the Battlefield.
Storm
Dredge 3
Holy Ritual W
Tribal Sorcery Cleric
Gain 3 life.
Buyback 1WW.
Exodus Leader 1WW
Creature Soldier
At the beginning of your upkeep put a 0/1 Deserter on the battlefield.
Creatures you control can block an additional creature.
1/4
Angel Avatar 1WW
Creature Angel Avatar
Flying
Damage dealt to CARDNAME is dealt to its controller instead.
2/1
Corsair Reserves 3W
Instant Trap
Put three 1/1 white Soldier OtBFs
Trap! You may pay WW and lose three life if you are being attacked and you have no creatures.
Vedelken Artificer 1W
Artifact Creature Vedelken Artificer
At the beginning of your upkeep put a 0/1 artifact Prism token on to the battlefield.
1/2
Colossus Sentinel 3WW
Creature Avatar
At the beginning of your upkeep gain two life.
Vigilance
Cycling 2W When you cycle CARDNAME prevent all combat damage.
3/7
Robot Overlord 2W
Artifact Creature Artificer
Artifact creatures you control get +1+1.
Tap, WW: Return an artifact with converted mana cost one or less from your graveyard to hand.
1/1
Brass Mage 2W
Creature Wizard
Creatures cost an additional 1 to untap.
1/3
Magus of Conversion 2W
Creature
Activated abilities of lands that are not mana abilities can not be played.
2/2
Library Exile-Spirit 1WW
Creature Spirit
Whenever you discard a card you may put it on top of your library.
Whenever you exile a card gain one life. 1WW, tap: Remove target creature from combat.
2/2
Darken Spirit 1WW
Creature Spirit
Spirits you control are black and get +1+1.
Life-link
1/1
Resistance Leader 1WW
Creature Soldier
Flash
Defending creatures you control get +1+1.
2/2
Squire Guard 1W
Creature Soldier 1: +0+1
Can block any number of creatures.
1/2
Decree xWW
Tribal Sorcery Knight
X creatures you control gain Exalted until end of turn.
Gain X life.
X can not equal zero.
Buyback xx
Trade Caravan W
Creature Camel
If a Camel would attack and not be blocked you gain life equal to the trade counters on it.
When CARDNAME attacks put a trade counter on it.
Non-basic Land-walk.
0/2
Parliment Owl 1WR
Creature Bird
Flash
Flying
When CARDNAME enters the battlefield redirect the next two damage target source would deal to target creature or player.
2/1
Guildpact Nemesis 2W
Creature Wizard
Multicolored permanents cost an additional 2 to untap.
2/2
Archers 1W
Creature Archer
Reach
Tap: CARDNAME deals one damage to target attacking or blocking creature.
2/1
Bard W
Creature Wizard W, tap: Target creatures power becomes 0 until end of turn.
0/1
Communications Engineer W
Creature Soldier 1, tap: Target creature gains or loses Defender until end of turn.
0/2
Cool Cool.
Ill be seeing you soon in person Matt Armstrong.
Ponder
Most of these are not common, and I think that the four color cards have to be mythic or rare by default, which means most of them wont get in to the first set, but I thought I would post them here for comments.
Elder Dragon Tag!
R
Enchantment Aura
Enchant Creature
Enchanted creature can not block or use activated abilities.
When enchanted creature becomes tapped move CARDNAME to target creature an opponent controls.
Time Step
4UU
Sorcery
Shuffle all exiled cards into their owners library.
Elder Dragon Boon
1WUBG
Sorcery
Each player puts a 4/4 Angel with Flying on the battlefield.
Each player returns a non-land permanent they control to owners hand.
Each player returns a permanent card from their graveyard to hand.
Each player gains four life.
Elder Dragon Debt
1UBRG
Sorcery
Each other player exiles the top ten cards of their library.
Each other player discards a card.
Each other player sacrifices a permanent.
Each other player loses four life,
Elder Dragon Auction
1WUBR
Sorcery
Each player gives control of a creature they control to another player.
Each player gives control of a land they control to another player.
Each player gives control of a non-land non-creature permanent they control to another player.
Elder Dragon Card Game
4UU
Sorcery
Each player shuffles their library and removes the top card face down. Each player guesses higher, or lower, or same then each player chooses an opponent and reveals the card. If that player card is correct they draw two cards. Otherwise each opponent draws a card. Exile the revealed cards.
Double Agent
1B
Creature Rogue
When CARDNAME enters the battlefield each player shuffles their library and reveals the top card. They lose life equal to the converted mana cost and put it in to their hand.
2/1
Elder Dragon Balance
1WURG
Sorcery
If any player has less cards than any other player draw a card.
If any player has less life than any other player gain five life.
If any player controls less land than any other player you may search your library for a land.
If any player controls less creatures than any other player you may search your library for a creature.
Elder Dragon Bargain
1WBRG
Sorcery
Each player chooses a permanent they do not control, and gains control of it.
Each player chooses a permanent they control and exiles it.
Each player discards their hand and draws that many cards.
Each player shuffles their graveyard in to their library.
Elder Dragon Kudzu
1G
Creature Plant
Whenever an opponent plays a land put a +1+1 counter on CARDNAME.
1/2
Intervention
1WUBRG
Sorcery
Choose one
Target player gains fifteen life.
Target player draws five cards.
Target player exiles the top twenty cards of their library.
Group Think
2(B/U)(B/U)(B/U)
Sorcery
Each player shuffles their hand into their library then exiles their graveyard and half their library.
Each player draws cards equal to the number of cards shuffled into their library.
Elder Dragon Game
BBB
Sorcery
Target opponent reveals the top card of their library. Reveal the the top card of your library if it has a higher converted mana cost your opponent loses life equal to their revealed card converted mana cost. If your revealed card is lower, gain life life equal to its converted mana cost. If both are the same you lose life and they gain life equal to the revealed cards converted mana cost. Repeat for each opponent.
As far as I know attribute defining characteristics are not abilities.
I could be wrong though.
Oracle's Crystal
2
Artifact
Tap: Look at the top card two cards of your library. Put them back in any order.
Necromany Oracle
2
Artifact
2 tap: Look at the top two cards of your library. Put one of them in your graveyard and the other on top of your library.
Riot
2RR
Creature Warrior
Creatures you control gain Bushido 1.
3/3
Centaur
2G
Creature Centaur
Tap: Put a +1+1 counter on target land. It gains Graft.
Trample
3/2
Magi
3U
Creature Wizard
CARDNAME enters the battlefield with a +1+1 counter.
Tap: Proliferate
0/0
Invisible Girl
2W
Creature Cleric
Creatures you control gain Absorb 1
1/3
Demagogue
1R
Creature Advisor
Attacking creatures you control gain Frenzy 1.
0/1
Mercenary Torturer
2R
Creature Mercenary
Tap: Target creature, and each creature blocking or blocked by it gain Wither until end of turn. Can only target a creature that is blocked or blocking.
2/2
Madness Engine
2
Artifact
1 discard a card: CARDNAME deals one damage to target creature or player.
Rampage
4R
Creature Berserker
Attacking creatures you control get +1+1 for each creature blocking it.
Trample
5/4
Knight
4WW
Creature Knight
Creatures blocking your attacking creatures get -1-1 until end of turn.
First-Strike
4/4
Ogre
3B
Creature Ogre
At the beginning of your upkeep but a black 1/1 Rat token on the battlefield.
Rats you control have Frenzy 1
First Strike
3/2
Hex Hunter
2B
Creature Vampire
CARDNAME enters the battlefield with two +1+1 counters.
Remove a +1+1 counter: Remove a counter from target permanent.
0/0
Turbine Machine
5
Artifact
As long as you control no other Creatures CARDNAME is a 4/4 Gargoyle with Flying.
Creature spells cost 1 more to cast.
Turbine
4
Artifact
As long as you control no other Creatures CARDNAME is a 3/3 Golem with Trample.
Artifact creatures you control get +1+1.
Turbine Armor
4
Artifact Equipment
As long as you control no other Creatures CARDNAME is a 2/4 Construct creature with Reach.
Equipped creature gets +0+2 and Reach.
2: Equip
Annihilation
4WW
Sorcery
Choose a permanent type. Destroy all permanents of the chosen type.
Maze, Hand of Bolas
2U
Creature Knight
Creatures blocked by or blocking CARDNAME do not untap as normal next upkeep.
Hex-proof
U: CARDNAME gets +1+1 until end of turn.
2/2
Instigator
R
Creature Crocodile
Sacrifice: Target creature gains Haste and +1+1 until end of turn.
1/1
Peacock-Pheonix Cloak.
1
Equipment
Equipped creature gets +0+2 has Reach and is all colors.
2: Equip
Recurring Machine
7
Artifact Creature Gargoyle
When CARNDAME enters the battlefield draw a card.
If CARDNAME would leave play you may shuffle it in to your library instead and draw a card.
Flying
4/5
Elite Berserker
2R
Creature Berserker
Vanilla
4/1
Turtle
1UU
Creature Turtle
Vanilla
2/4
Dinosaur
3GG
Creature Dinosaur
Vanilla
6/3
Guard
3WW
Creature Giant
Vanilla
3/6
Zombie Dinosaur
2BB
Creature Zombie Lizard
Vanilla
5/2
Berserker
1R
Creature Berserker
Vanilla
3/1
Aquatic Dinosaur
4U
Creature Lizard
Vanilla
3/5
Savannah Tiger
G
Creature Cat
Vanilla
2/1
White-Orchid Dryad
W
Creature Dryad
Vanilla
1/3
Zombie Warrior
BB
Creature Zombie Warrior
Vanilla
2/3
Invasive Plant
G
Creature Plant
2G: Put a green 0/1 plant on the battlefield.
0/1
Nature Spirit
1G
Creature Sprit
CARDNAME can not be blocked except by creatures with Reach or Flying.
2/1
Prodigal Witch
2B
Creature Wizard
Tap: Target creature gets -1-1 until end of turn.
1/1
Boon
0
Instant
CARDNAME is white.
Prevent the next one damage to target creature or player.
You may pay W as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.
Bestow
0
Instant
CARDNAME is green
Gain three life.
You may pay G as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.
Benefit
0
Sorcery
CARDNAME is red.
Target creature gets +1+1 until end of turn.
You may pay R as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.
Fae
2UU
Creature Faerie
CARDNAME power and toughness are equal to the number of blue permanents you control.
Other blue creatures you control get +1+1.
Flying
*/*
Leviathan
6U
Creature Fish
CARDNAME has Shroud.
5/5
Mercenary Academy
4
Artifact
At the beginning of each players upkeep if they control more creatures than an opponent they draw a card.
Dimensional Retreat
3
Artifact
As long as you have less life than an opponent you can to be the target of spells or abilities you do not control.
Magic Fire
1R
Creature Elemental
Whenever you cast a red sorcery or instant put a +1+1 counter on CARDNAME
1/1
Spectral Horseman
2B:
Creature Shade
B: CARDNAME gets +1+1 until end of turn.
As long as CARDNAME has five or more power damage it deals can not be prevented or redirected.
Creatures damaged by CARDNAME can not be regenerated.
2/2
Hostile
2R
Creature Berserker
Blood-thirst 2
Remove a +1+1 counter: CARDNAME gets +2+0 until end of turn.
1/1
Briar Bear
1G:
Creature Elemental
Flash
When CARDNAME enters the battlefield target creature gets +2+2 until end of turn
2/2
Unicorn Exile
2W
Creature Unicorn
Sacrifice CARDNAME: Exile target enchantment.
2/3
Guardian Enchantment
2WW
Enchantment
At the beginning of your upkeep if you control no creatures you may pay four life and put a white 4/4 Angel with Flying on the battlefield.
Telepathic
1U
Creature Bird
When CARDNAME enters the battlefield target player reveals their hand.
Flying
1/3
Fates
2UB
Creature Celestial
Flying
When CARDNAME deals combat damage to a player you may look at the top two cards of defending players library and put one into the graveyard and the other on top of the library.
2/2
Counter Magic
4UUU
Instant
Counter target spell unless its controller pays [mana]7[/man]. If you do return it and CARDNAME to owners hand.
Grave Robber
2B
When CARDNAME enters the battlefield if you have three or more creatures in your graveyard you may return target creature from your graveyard to your hand.
2/2
Pack Master
2G
Creature Elf
Discard a card, tap: Put a green 2/2 Wolf on the battlefield.
2/2
Hex Zombie
2B
Creature Zombie
B, discard a card, tap: Target creature gets -2-2 until end of turn.
2/2
Drain
4B
Sorcery
CARDNAME deals three damage to target creature or player. Gain three life.
Winds
1W
Sorcery
Put a 1/1 Bird with Flying on the battlefield.
Flip a coin, if you win return CARDNAME to your hand.
Verdict
2B
Instant
Target player discards two cards.
Undiscovered Afterlife
B
Sorcery
Search your library for four cards with different names. Your opponent chooses two of those cards. The chosen cards are shuffled into your library. Put the rest into your graveyard.
Delif Pentad
2
Artifact Equipment
1: Gain life equal to the damage that equipped creature would deal this turn. Prevent that damage. Sacrifice equipped creature at end of turn.
2: Equip
Gravity Mage
1U
Creature Wizard
When CARDNAME attacks target creature gets Flying until end of turn.
2/1
Hell Hound
2R
Creature Elemental
When CARDNAME dies you may pay 2 if you do it deals two damage to target creature.
2/2
Bestow
2W
Enchantment Aura
Enchant permanent
When CARDNAME enters the battlefield you may tap permanent it enchants.
When enchanted permanent deals damage you gain that much life.
Smokestack
3B
Creature Wizard
When CARDNAME enters the battlefield each player sacrifices a permanent.
2/2
Lamb
1B
Creature Horror
Sacrifice a creature: Target creature gets -1-1 until end of turn.
1/2
Rainbow Maker
1(U/R)
Creature Artificer
Whenever you cast a multicolored spell put a colorless 0/1 artifact Prism on the battlefield.
1/2
Modern Weaponry
2
Artifact Equipment
As long as equipped creature is tapped it gets +2+0 and gains Trample.
As long as equipped creature is untapped it gets +0+2 and gains Reach.
2: Equip
Skirmish
3WW
Creature
If you control three attacking creatures, you may pay 1W and put CARDNAME on the battlefield tapped and attacking. Use only during the declare attacker phase.
Other creatures you control get +1+1.
Whenever a creature you control gets blocked you may pay 2 untap it and remove it from combat.
3/4
Spectre
2B
Creature Spectre
Flying
Whenever an opponent discards a card put a +1+1 counter on CARDNAME.
Remove a +1+1 counter from CARDNAME: Target player loses one life and you gain one life.
2/1
Black Dragon
4BB
Creature Dragon
Flying
Protection from Black
Whenever a non-black creature blocks CARDNAME it gets -0-3 until end of turn.
4/4
Knight Errant
WW
Creature Knight
First Strike
3/1
Mercenary Knight
WR
Creature Mercenary Knight
Haste
First Strike
2/2
Daylight Angel
1WW
Creature Angel
Flying
Vigilance
Life Link
2/2
Refract Magic
2(R/G)U
Copy target spell if G if was used to cast CARDNAME. You may choose new targets.
Choose new targets for target spell if R if was used to cast CARDNAME.
Butterfly Pheonix
R
Creature Elemental
Flying
When CARDNAME would leave play flip a coin, if you win you may exile CARDNAME and return play at the beginning of next turn.
0/1
Book of the Dead
1B
Sorcery
Search your library for a black creature card and put it in to your hand.
Writ
1W
Sorcery
Search your library for a white enchantment card and put it in to your hand.
Chia Pet
2G
Creature Treefolk
At the beginning of your upkeep put a green 0/1 Plant on the battlefield.
If you control five or more land put two Plants on the battlefield instead.
0/3
Protection
6WW
Sorcery
Gain eight life.
Put two white 4/4 Angel with Flying on the battlefield.
Plague
4BB
Legendary Creature Zombie Giant
You may sacrifice three creatures and pay six life to return CARDNAME from your graveyard to the battlefield. Use this ability only as a sorcery.
Creatures you do not control get -1-1.
Trample.
5/5
Ivory Thrull
1W
Creature Thrull
Vigilance
Sacrifice CARDNAME: Put a +1+1 counter on target creature.
1/2
Benthic Explorer (Reprint)
3U
Creature Scout
Tap: Target land becomes the basic land type of your choice until end of turn.
2/4
Force Mage
3U
Creature Wizard
Tap: Target attacking creature gets -1-0 until end of turn.
2/4
Color Mage
3U
Creature Scout
Tap: Target permanent becomes the color of your choice until end of turn.
2/4
Oracle
3U
Creature Wizard
Tap: Look at the top card or your library, you may put it on the bottom of your library.
2/4
Growing Spider
3G
Creature Spider
When CARDNAME blocks or becomes blocked by a flying creature put a +1+1 counter on CARDNAME at end of turn.
Reach
2/4
Bodyguard
W
Creature Soldier
Sacrifice CARDNAME: Remove target creature from combat.
1/1
Javelineer
1W
Creature Soldier
Tap: Put a Javelin counter on CARDNAME
x remove all Javelin counters, tap: CARDNAME deals X damage to target attacking or blocking creature where X is the number of counters removed.
1/2
Grasshopper
GG
Creature Insect
G: CARDNAME gets Flying until end of turn.
G: CARDNAME gets +1+1 until end of turn.
2/1
Rainbow Butterfly
W
Creature Insect
CARDNAME is all colors.
When CARDNAME attacks or blocks gain two life.
0/1
Death
2B
Sorcery
Creatures get -2-2 until end of turn.
If an opponent controls four or more creature you may pay 4BB and cast CARDNAME from your graveyard. If you do exile CARDNAME.
Famine
2R
Sorcery
Lands do not untap as normal during their controllers next upkeep.
If you spent only red mana on CARDNAME draw a card.
Hide
(2/G)(2/G)
Instant
CARDNAME is green.
Target creature gains Shroud and Defender until end of turn.
Reinforce
(2/W)(2/W)
Instant
CARDNAME is white.
Put a +1+1 counter on target creature.
Put a +1+1 counter on target creature.
Decay
(2/B)(2/B)
Instant
CARDNAME is black.
Target creature gets -1-1 until end of turn.
Target creature gets -1-1 until end of turn.
Sacrificial Shrine
3
Sacrifice an artifact creature or land: Look at the top card of your library you may put that card into your graveyard.
Grey Lord-Stone
3
As CARDNAME enters the battlefield choose a color.
Creatures of the chosen color can not activate abilities.
Mass Exile
3B
Sorcery
Exile target creature and each creature that shares a name with it, then go through its controllers graveyard, hand, and library and exile all creatures that share a name with it. Shuffle their library.
Vampire General
4BB
Creature Vampire
When CARDNAME enters the battlefield put a black 0/1 Serf, 1/1 Rat, 2/2 Zombie, and 1/1 Bat with Flying on the battlefield.
Flying
2/2
Enforcer
2B
When CARDNAME enters the battlefield target creature gets Intimidate until end of turn.
Intimidate
2/1
Smith
1WU
Creature Soldier
Damage dealt to CARDNAME from red sources are prevented. Gain life for each damage prevented this way.
First Strike
Vigilance
2/2
Necromancer
1B
Creature Wizard
When CARDNAME enters the battlefield search your library for a creature card and put it in to the graveyard.
2/1
Truce
WW
Enchantment
Each player names a card
The named cards can not be played.
Three Card Monte
4R
Sorcery
Turn target permanent you do not control, and two permanents you do control face down. Target permanent controller picks one at random and gains control of it. You gain control of the rest. Turn the cards face up.
Punisher
6
Artifact
Tap: Gain control of target creature it gains Haste and loses Defender. Sacrifice CARDNAME and target creature at end of turn.
Rainbow Pentad
2
Artifact
CARDNAME is all colors
Sunburst
Remove a Charge counter: Add one mana of any color to your pool.
Deadly Machine
4BB
Artifact Creature Construct
Sacrifice three artifacts: Return CARDNAME to the battlefield from your graveyard.
Death-touch
5/5
Hell-fire
1R
Sorecry
You may cast CARDNAME as an instant if you sacrifice a Mountain in addition to its other costs.
CARDNAME deals two damage to each creature.
Duel Champion
2R
Creature Warrior
Whenever a creature enters the battlefield you may have CARDNAME Fight it. If you do sacrifice CARDNAME at end of turn.
3/2
Black Market Tutor
B
Sorcery
Search your library for a card. Target opponent guesses which card type it is. Reveal the card, and if it shares a type with the chosen type shuffle it into your library and lose life equal to its converted mana cost. Otherwise put it into your hand and shuffle your library.
Ally
G
Sorcery
Search your library for a creature that shares the same creature type as a creature you control and put it in to your hand. Shuffle your library afterwards.
Reliquary
WBG
Creature Cleric
Tap: Regenerate target permanent.
0/1
Peach Eater
3G
Creature Spike
CARDNAME enters the battlefield with a +1+1 counter.
Remove any counter from CARDNAME: Gain two life.
Reach
1/3
Dryad Liege
1G
Creature Dryad
Forests with counters on them are green 1/1 Dryad creatures.
Tap: Put a +1+1 counter on target land.
2/1
Tectonic Activity
3R
Sorcery
Destroy target Plains or Island.
CARDNAME deals one damage to each white and blue creature.
Rat Catcher
B
Creature Human
At the beginning of your upkeep if you control three or more swamps put a black 1/1 Rat on the battlefield.
Rats can not block.
1/1
Ivy
G
Creature Thallid
At the beginning of your upkeep flip a coin, if you win put three 0/1 green Plant on the battlefield and sacrifice CARDNAME. Otherwise lose one life.
0/1
Gauntlet
3U
Creature Merfolk
Tap: Tap target creature. It becomes blue until end of turn.
2/4
Penguin
1U
Creature Bird
Whenever a creature blocks CARDNAME put a Feather counter on blocking creature. It gains Flying and can only block creatures with Flying as long as that creature has a Flying counter on it.
1/3
Dark Oracle
1B
Creature Vampire
Whenever a creature dies you may pay 1 if you do Scry 1.
2/1
Rats!
2B
Instant
Put two black 1/1 Rat on the battlefield.
[Revelation] Reveal the top card of your library as CARDNAME resolves, if it is a black card those Rat gain Death-touch until end of turn.
Medium
1W
Creature Cleric
1, remove a card from your graveyard: Gain one life.
1/2
Medic
2W
Creature Cleric
1W: Prevent the next one damage that would be dealt to target creature.
0/4
Flaming Sword
1
Artifact Equipment
Equiped creature becomes Red.
3: Equipped creature gets +2+1 until end of turn.
1: Equip
Colonist
1G
Creature Scout
[Revelation] When CARDNAME enters the battlefield reveal the top card of your library, if it is a land put it on the battlefield.
2/2
Poison Wellspring
4
Artifact
CARDNAME enters the battlefield with Charge counters equal to the amount of Swamps on the battlefield.
2, remove a charge counter, tap: Target creature gets -2-2 until end of turn.
Tap: Add a charge counter to CARDNAME.
Corruption
3
Artifact Equipment
Equipped creature is black and has Death-touch.
4: Equip
Console
2
Artifact Equipment
Equipped creature is white and has Life-link.
4: Equip
Mizzet Machine
3
Artifact
1UR: CARDNAME becomes a red and blue 3/3 Construct until end of turn.
Tap: Target permanent becomes an Artifact until next upkeep.
Elder Dragon Elemental Gate
2(R/G)U
Enchantment Aura
Enchant Land
Enchanted Land becomes a 2/2 Elemental.
If enchanted land is an Island it gains Flying.
Otherwise it gets +1+1.
When CARDNAME goes to the graveyard from play return it your hand.
Mark of Third
1(B/R)W
Enchantment Aura
Enchant Creature
Enchanted creature gets +2-1
If CARDNAME would go to the graveyard from play return it to your hand.
Embrace
B
Enchantment Aura
Enchant Creature
Enchanted creature is a black Vampire and gains Flying.
Whenever a creature dies that was dealt damage by enchanted creature put a +1+1 counter on it.
Chaos Warrior
2R
Creature Warrior
[Revelation] When CARDNAME becomes blocked reveal the top card of your library. If the revealed card is red CARDNAME deals four damage to target creature blocking it. Put the revealed card on the bottom of your library.
2/2
Impenetrable Darkness
1B
Creature Elemental
Defender
Protection from Creatures
0/2
Celestial Journey
W
Instant
Exile target permanent. Return it to the battlefield tapped next upkeep.
Zombie Pterodactyl
(U/R)B
Creature Zombie Bird Lizard
Flying
Death-touch
1/2
Flail
3(G/B)R
Creature Beast
If CARDNAME would deal damage to a creature it deals double instead.
If a creature would deal damage to CARDNAME it deals two damage instead.
3/3
Dissipate
UU
Instant
Counter target creature spell.
Or return target creature to owners hand.
Ritual
U
Sorcery
Look at the top three cards of your library and put on in to your hand and the rest in to your graveyard.
Evolve
G
Enchantment Aura
Enchant Creature
At the beginning of your upkeep put a +1+1 counter on enchanted creature.
At the beginning of your upkeep pay 1 for each +1+1 counter on enchanted creature or sacrifice CARDNAME.
Investor
5U
Creature Beast
When CARDNAME enters the battlefield draw two cards.
2/4
Diabolist
1B
Creature Vampire
Whenever you lose five or more life in a turn draw a card.
2/1
Predator
B
Creature Vampire
CARDNAME enters the battlefield with a +1+1 counter on it if an opponent is at ten or less life.
Haste
1/1
Extinction
xx2BB
Creature Demon
When CARDNAME enters the battlefield destroy all creatures with converted mana cost X or less.
CARDNAME enters the battlefield with X +1+1 counters.
Intimidate
2/2
Electric Phantom
xR
Creature Spirit Elemental
CARDNAME enters the battlefield with X +1+1 counters.
If a creature would deal damage to CARDNAME remove a +1+1 counter and CARDNAME deals one damage to that creature.
1/1
Destruction
3RG
Sorcery
CARDNAME can not be countered.
Destroy target non-creature permanent.
Ruin
3(B/R)(B/R)(B/R)
Sorcery
Destroy each non-basic land.
Lose one life for each land destroyed this way.
Dragon
2BBRR
Sorcery
Destroy all creatures.
Put a red 4/4 Dragon with Flying on the battlefield.
Escape
1WUG
Instant
Choose one
Prevent all damage that would be dealt to you and creatures you control this turn.
Or creatures you control gain Shroud and Life-link until end of turn.
Absorb Mana
1(W/B)U
Instant
Counter target spell unless its controller pays 3
Gain three life.
Soul Hunter
3B
Creature Warrior
First Strike
Whenever a creature dies gain one life.
3/2
Brain Bug
3R
Creature Insect
Flying
Haste
When CARDNAME deals combat damage to an opponent each player discards their hand and draws that many cards.
2/2
Heart Seeker
2B
Creature Vampire
When CARDNAME deals combat damage to an opponent gain three life.
Flying
1/3
Haunted
2B
Creature Spirit
Flying
When CARDNAME dies exile it instead.
When CARDNAME leaves the battlefield target creature gets -X-X until end of turn where X is CARDNAME power.
2/2
Caryatid
W
Enchantment
At the beginning of your upkeep put a Charge counter on CARDNAME.
WW: Put a Charge counter on CARDNAME.
W remove X Charge counters: CARDNAME becomes a X/X Spirit Creature until end of turn.
Fast Hands
1(R/W)
Instant
Target creature gets +2+0 and gains First Strike
Point
3W
Creature Scout
Trample
[Revelation] When CARDNAME attacks reveal the top card of your library. If the revealed card is white untap target target permanent.
3/3
Horde
R
Sorcery
As an additional cost to play CARDNAME sacrifice X lands and lose X life.
Put X red 2/2 Berserker in to play.
Illuminated
1UR
Creature Djinn
0 exile CARDNAME: Flip a coin. If you win return CARDNAME to the battlefield.
Flying
2/2
Copper Construct
4
Artifact
Pay four life: CARDNAME becomes a 4/4 Construct creature with First Strike and Trample until end of turn.
Shape Changer
7
Artifact
Whenever a creature enters the battlefield you may CARDNAME become a copy of that creature except it retains this ability and is an artifact in addition to its other types.
Surrakar
UB
Creature Surrakar
Whenever you cast an instant or sorcery put a charge counter on CARDNAME.
Whenever CARDNAME deals combat damage to an opponent each player puts the top X cards of their library into the graveyard.
2/2
Fetter
2W
Creature Spirit
Life-link
[Haunt] If CARDNAME would die exile it attached to target creature instead.
Permanents that have CARDNAME imprinted can not use non-mana activated abilities.
2/2
Ghost-fire Ghost
1(W/B)
Creature Spirit
Permanents that are imprinted are colorless Sprits.
[Haunt] If CARDNAME would die exile it attached to target creature instead. The imprinted card gains this cards abilities.
2/2
Kamigawa Honden Guardain
3GG
Creature Spirit
Protection from colorless.
Whenever a creature blocks CARDNAME gain three life.
5/4
Covert Operative
UB
Creature Rogue
Protection from enchantment.
Can only be blocked by creatures with Defender
2/2
Anti-magic Mage
[mana]2{wb}[/man]
Creature Cleric
2U sacrifice CARDNAME: Counter target non-creature spell.
0/4
Invisible Giant
2UR
Creature Giant Illusion
Shroud
Trample
4/4
Isolation
W
Instant
Prevent all combat damage.
If a spell or ability an opponent controls causes you to discard CARDNAME gain five life.
Hidden Weapons
2
Artifact Equipment
Equipped creature gains +2+0
If equipped creature is red it gains Haste.
2: Equip
Witch Doctor
2BG
Creature Cleric
At the beginning of your upkeep target creature power or toughness becomes two until your next upkeep.
Pay two life: CARDNAME gets +2+2 until end of turn. Use only once per turn.
0/4
Twin
2BB
Legendary Creature Avatar
At end of turn if you lost five or more life you may return CARDNAME from your graveyard to play.
Death-touch
4/3
Intercept
U
Instant
Reveal the top card of target players library. You may exile that card.
Draw a card at the beginning of next upkeep.
Study
3UGB
Sorecry
Exile the top seven cards of your library.
Search your library for any number of cards and exile them. Shuffle your library.
Utvara Way-Finder
1G
Creature Scout
When CARDNAME enters the battlefield look at the top five cards of your library you may reveal a land and put it in to your hand. Put the rest of the cards on the bottom of your library in any order.
Water Carrier
1U
Creature Merfolk
Island-walk
Tap: Put a Flood counter on target permanent it becomes an Island in addition to its other types.
1/3
[/b]Thanks for your feedback.[/b]
I changed the first ability of Station to ETBT.
Most probably only going to use the utopia lands. There are six of them that can produce more than one color, and it is in a gold heavy set.
Maybe I can increase Ravnica to three life a sacrificed land?
Sheltered Utopia is based off Sheltered Valley but your wording makes a lot more sense. Thanks.
Not Land, but mana and Land related.
Prospect
G
Creature Scout
G sacrifice CARDNAME: Return target land from your graveyard to your hand.
1/1
Traveller
2G
Creature Scout
[Revelation] When CARDNAME attacks reveal the top card of your library, if it is a land put it in to your hand.
2/2
Ancient Talisman
Artifact
Tap: Add one mana of any color it can only be used to cast creature spells.
Adventurer
2G
Legendary Creature Scout
When CARDNAME deals combat damage to a player you pay [mana]2[/man] and search defending players library for a land and put on the battlefield under your control. Shuffle the library afterwards.
Protection from lands.
2/2
Elementalist
2UU
Creature Wizard
Tap: Target Island becomes a blue 2/2 Elemental with Flying indefinitely.
2/2
Rainbow Stone
2
Artifact
As CARDNAME enters the battlefield choose a color.
Tap: Add one mana of the chosen color to your pool. Lose one life.
Tap: CARDNAME becomes the chosen color indefinitely.
Urborg Explorer
2G
Creature Elf
If CARDNAME deals combat damage to an opponent second main phase add [mana]ub[/man] to your pool.
2/2
Burnwillow Garden
1G
Enchantment
Landfall - Whenever a land enters the battlefield under your control gain one life.
1, sacrifice CARDNAME: WR
Tourist
1G
Creature Elf
When CARDNAME enters the battlefield search your library for two basic lands with different names. An opponent chooses one you put that card in to your graveyard and the other in to your hand.
1/1
Mountain Smilodon (color shift)
2R
Creature Cat
When CARDNAME deals combat damage to an opponent you may search your library for a Mountain and put it in to your hand.
2/2
Elder Dragon Tag!
R
Enchantment Aura
Enchant Creature
Enchanted creature can not block or use activated abilities.
When enchanted creature becomes tapped move CARDNAME to target creature an opponent controls.
Time Step
4UU
Sorcery
Shuffle all exiled cards into their owners library.
Elder Dragon Boon
1WUBG
Sorcery
Each player puts a 4/4 Angel with Flying on the battlefield.
Each player returns a non-land permanent they control to owners hand.
Each player returns a permanent card from their graveyard to hand.
Each player gains four life.
Elder Dragon Debt
1UBRG
Sorcery
Each other player exiles the top ten cards of their library.
Each other player discards a card.
Each other player sacrifices a permanent.
Each other player loses four life,
Elder Dragon Auction
1WUBR
Sorcery
Each player gives control of a creature they control to another player.
Each player gives control of a land they control to another player.
Each player gives control of a non-land non-creature permanent they control to another player.
Elder Dragon Card Game
4UU
Sorcery
Each player shuffles their library and removes the top card face down. Each player guesses higher, or lower, or same then each player chooses an opponent and reveals the card. If that player card is correct they draw two cards. Otherwise each opponent draws a card. Exile the revealed cards.
Double Agent
1B
Creature Rogue
When CARDNAME enters the battlefield each player shuffles their library and reveals the top card. They lose life equal to the converted mana cost and put it in to their hand.
2/1
Elder Dragon Balance
1WURG
Sorcery
If any player has less cards than any other player draw a card.
If any player has less life than any other player gain five life.
If any player controls less land than any other player you may search your library for a land.
If any player controls less creatures than any other player you may search your library for a creature.
Elder Dragon Bargain
1WBRG
Sorcery
Each player chooses a permanent they do not control, and gains control of it.
Each player chooses a permanent they control and exiles it.
Each player discards their hand and draws that many cards.
Each player shuffles their graveyard in to their library.
Elder Dragon Kudzu
1G
Creature Plant
Whenever an opponent plays a land put a +1+1 counter on CARDNAME.
1/2
Intervention
1WUBRG
Sorcery
Choose one
Target player gains fifteen life.
Target player draws five cards.
Target player exiles the top twenty cards of their library.
Group Think
2(B/U)(B/U)(B/U)
Sorcery
Each player shuffles their hand into their library then exiles their graveyard and half their library.
Each player draws cards equal to the number of cards shuffled into their library.
Elder Dragon Game
BBB
Sorcery
Target opponent reveals the top card of their library. Reveal the the top card of your library if it has a higher converted mana cost your opponent loses life equal to their revealed card converted mana cost. If your revealed card is lower, gain life life equal to its converted mana cost. If both are the same you lose life and they gain life equal to the revealed cards converted mana cost. Repeat for each opponent.
Station
Land
CARDNAME enters the battlefield tapped.
Tap: Add one mana of any color it can only be used to cast artifact spells pay for activated abilities of artifacts.
Academy
Land
Tap: 1
Tap: Add one mana of any color it can only be used to pay for activated abilities.
Paradise
Land
As CARDNAME enters the battlefield choose a color.
CARDNAME enters the battlefield tapped.
Tap: Add one mana of the chosen color to your pool.
Cerulean Sea
Land
CARDNAME enters the battlefield tapped.
CARDNAME is blue.
Tap: U
U tap: Target permanent becomes blue until end of turn.
Lumber Yard
Land
CARDNAME enters the battlefield tapped.
Tap: G
At the beginning of your upkeep if you control five or more Forest put two green 0/1 Plant on the battlefield.
Mausoleum
Land
CARDNAME enters the battlefield tapped.
Tap: W
At the beginning of your upkeep if you control six or more Plain put a white 4/4 Angel on the battlefield and sacrifice CARDNAME.
Sheltered Utopia
Legendary Land
Tap: 1
Tap: Add one mana of any color to your mana pool. Activate this ability only if you control two or fewer other lands.
Tribal Lands
Land
CARDNAME enters the battlefield tapped.
Tap: R
At the beginning of your upkeep if you control two or more Mountain you may have CARDNAME become a red 2/2 Berserker until end of turn.
Waterfall
Land
CARDNAME enters the battlefield tapped.
Tap: U
At the beginning of your upkeep if you control three or more Island each player puts the top two cards of their library into the graveyard.
Barren
Land
CARDNAME enters the battlefield tapped.
Tap: B
At the beginning of your upkeep if you control four or more Swamp and an target opponent controls four or more land you may sacrifice CARDNAME if you do each opponent sacrifices a land as long as they control four or more lands.
Ravnica
Land
Tap: 1
Sacrifice a land, tap: Gain two life.
Kamigawa Cloud Castle
Legendary Land
When CARDNAME enters or leaves play target player puts the top card of their library into their graveyard.
Tap: U
1UU: Return CARDNAME to owners hand.
Maze of Mirrors
Legendary Land
Tap: 1
Whenever a basic land enters the battlefield you may have CARDNAME become a copy of that land.
Hanging Garden
Legendary Land
As CARDNAME enters the battlefield choose a basic land type. CARDNAME is the basic land type in addition to its other types.
CARDNAME enters the battlefield tapped.
Mine
Land
CARDNAME enters the battlefield tapped.
Tap: 1
2 tap: Add a storage counter to CARDNAME.
Remove three storage counters, sacrifice CARDNAME: Draw two cards.
Volcano
Land
CARDNAME enters the battlefield tapped.
Tap: R
Sacrifice CARDNAME, tap: Put a Volcano counter on target land becomes a basic Mountain.
Teferi's Lighthouse
Land
When CARDNAME enters the battlefield return a land you control to owners hand.
CARDNAME enters the battlefield tapped.
Tap: UU
Ghost-flame Rift
Land
When CARDNAME enters the battlefield target permanent becomes colorless.
Tap: 1
Hospital
Land
CARDNAME enters the battlefield tapped.
Tap: W
Sacrifice CARDNAME, tap: Gain three life.
Anti-magic Zone
Legendary Land
CARDNAME enters the battlefield tapped.
Tap: 1
1URG, sacrifice CARDNAME: Counter target spell unless its controller pays 1
Pass
Land
Tap: 1
Tap: Target creature loses Mountain-walk and Trample until end of turn.
Clearing
Land
Tap: 1
Tap: Target creature loses Forest-walk and becomes green until end of turn.
Neutral Zone
Land
CARDNAME enters the battlefield tapped
Tap: U
2U, tap: Each player reveals their hand. Play only as a sorcery.
Lighthouse
Land
CARDNAME enters the battlefield tapped.
Tap:U
U, tap, sacrifice CARDNAME: Draw a card and discard a card.
Cemetery
Land
CARDNAME enters the battlefield tapped.
Tap:B
B, tap, sacrifice CARDNAME: Look at the top two cards of your library, you may put any number of those cards in to your graveyard and the rest on top of your library in any order.
Stronghold
Land
CARDNAME enters the battlefield tapped.
Tap:R
R, tap sacrifice CARDNAME: All players shuffle their libraries.
Field
Land
CARDNAME enters the battlefield tapped.
Tap:W
W, tap sacrifice CARDNAME: Put target exiled card on the bottom of your library.
Bush
Land
CARDNAME enters the battlefield tapped.
Tap:G
G, tap, sacrifice CARDNAME: Shuffle target card from your graveyard in to your library.
Library
Land
CARDNAME enters the battlefield tapped.
Tap:U
U, tap, sacrifice CARDNAME: Draw a card and discard a card.
Prison
Land
CARDNAME enters the battlefield tapped.
Tap:B
B, tap, sacrifice CARDNAME: Target creature does not untap as normal next upkeep. Play only as a sorcery.
Stadium
Land
CARDNAME enters the battlefield tapped.
Tap:R
R, tap sacrifice CARDNAME: Target creature gains Haste until end of turn.
Superior Ground
Land
CARDNAME enters the battlefield tapped.
Tap:W
W, tap sacrifice CARDNAME: Tap target permanent.
Training Ground
Land
CARDNAME enters the battlefield tapped.
Tap:G
G, tap, sacrifice CARDNAME: Put a +1+1 counter on target creature. Play only as a sorcery.
Turtle Cove
Land
CARDNAME enters the battlefield tapped.
Tap:U
1U: CARDNAME becomes a blue 1/2 Turtle with Hex-proof until end of turn.
Zombie Marsh
Land
CARDNAME enters the battlefield tapped.
Tap:B
1B: CARDNAME becomes a black 2/2 Zombie with Intimidate until end of turn.
Serpent Ridge
Land
CARDNAME enters the battlefield tapped.
Tap:R
1R: CARDNAME becomes a red 4/2 Lizard creature with at end of turn return CARDNAME to owners hand.
Burial Ground
Land
CARDNAME enters the battlefield tapped.
Tap:W
1W: CARDNAME becomes a white 2/2 Spirit creature with Life-link until end of turn.
Treefolk Trees
Land
CARDNAME enters the battlefield tapped.
Tap:G
1G: CARDNAME becomes a green 1/1 Treefolk creature with G CARDNAME gets +1+1 until end of turn.
Not all of these cards are going into the set. But since I had typed them..
As this isnt my custom set thread, feel free to bash cards or offer input, whichever.
Also Happy New Year
That design is brilliant. Hope you win!
Im changing my IIW, to you.
Couldnt help my self, I thought I would be christian and share some fish with you all.
Jelly Fish; Bounce a creature
A Fish Tutor; Search your library for a Fish!
Intimidate; Marauder has this. It could be in blue too as blue gets very little Intimidate normally, but would suit the cards.
Island-Walk; Theyre Fish, they swim.
Swamp-walk; Like Lung-Fish they can flip around in mud.
Looting; Fish related activity from the past
Protection from Artifacts; They dont like Equipment or Robots
Steal Artifact; But they steal Trinkets
Return an Artifact to hand from graveyard: Fish related treasure hunting.
Kill Island-walk; Merfolk Assasin
Psychotog-esque ability; Knowledge is not power, a spear is!
Giant Oyster; Fighting Sea creatures is a hobby
Saboteur Abilities; "If not blocked then XYZ" Mindstab Thrull; Thieving Magpie; Looter Il-Vec;
Frenzy; This is a Saboteur ability
Assistance; Tap to give +1+1 or Islandwalk
Target Island does not untap; Occupy Island
If you contol three or more Island/ Swamp XYZ; something simple like +1+1 and Intimidate/ Islandwalk
Fight target blue creature; Epic sea battles
Surakar Monarch
1(U/B)(U/B)(U/B)
Creature Surrakar
Black and Blue creatures you control gain Frenzy X. Where X is their converted mana cost.
If CARDNAME attacks and is not blocked untap each Island and Swamp you control.
3/3
"Out of the almost infinite number of Surrakar spawned one simply is not born a king. Tradition holds that the one that eats all other competition claims the throne."
Surrakar Shaman
3UB
Creature Surrakar
When CARDNAME attacks and is not blocked you may exile an Instant or Sorcery from defending players graveyard.
As long as CARDNAME remains in play you may cast the exiled card as though it were in your hand.
3/3
"Ichytheomany is the practice among some cultures of divination by studying the innards of sacrificial fish. Most Surrakar that use this practice to divine the future see a tasty meal in front of them."
Surrakar Atlantis
3U
Enchantment
Sacrifice a Swamp or Island: Put a +1+1 counter on target creature.
Helen: Did you see anything out there? Mariner: See what? Helen: An end, to all this water? Mariner: That old woman they buried today? She found the only end there is." - Kevin Costner's Waterworld
Underwaterworld
Land
CARDNAME enters the battlefield tapped.
Tap: U
UU, tap, sacrifice: Search your library for an Island and put it in to your hand. Shuffle your library.
"Nord: Which way are we rowin'? Deacon: I don't have a goddamn clue. Don't worry, they'll row for a month before they figure out I'm fakin' it." - Kevin Costner's Waterworld
Leviathan Caller
3U
Creature Surrakar
When CARDNAME enters the battlefield search your library for a Fish and put it into your hand. Shuffle your library.
Sacrifice CARDNAME: Target Fish gets +1+1 and gains Haste and Trample until end of turn.
3/3
"Its not the the millennia old ritual chants passed down for the last ten thousand generations that calls the great sea monsters. It is because the Surrakar smell like bait!"
For some reason I reckon they should do something with the bottom of the library, like Cellar Door; or something. Because it is like the Abyss or something.
Sorry for the nonsense, but they are genuine suggestions.
Okay, these are the gold; hybrid; and off color activation cards.
They are unsorted and may have a few shorthand abbreviations, Ill fix them before putting them in MSE.
Mostly uncommon cards,
Spirit Form
3(W/B)(W/B)
Sorcery
Return target creature in a graveyard to play under your control it is becomes colorless, and is a Spirit in addition to its other types.
If U was spent to cast CARDNAME target creature enters the battlefield with a +1+1 counter.
Lost Dinosaur
4(R/G)(R/G)
Creature Lizard
1UU: Gains can only be blocked by two or more creatures untl end of turn.
Trample
4/5
Scrap Etherium
1(W/R)
Sorcery
Destroy target artifact
If G was used to cast CARDNAME draw a card.
Personal Weird
1(U/R)
Sorcery
Put a 2/2 blue Illusion token OtBF.
If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.
Utvara Poison Ritual
1(B/G)
Instant
Target creature gains Death-touch.
If R was used to cast CARDNAME Regenerate that creature.
Coax with Law
1(W/B)
Sorcery
Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
If U was used to cast CARDNAME draw a card.
Evade
1UG
Sorcery
Put target artifact, enchantment, or creature on top of its owners library.
Survival
1(W/R)(W/R)
Instant
Remove target creature from combat.
And either remove all counters from it or put a +1+1 counter on it.
AEther Battlemage
2U
Creature Merfolk
Kicker R and/ or G.
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield destroy Non-Creature artifact.
When you cast CARDNAME you may pay G in addition to its mana cost, if you do when CARDNAME enters the battlefield search your library for a basic land.
2/2
Dark Oracle
1B
Creature Elf
W: Gain one life
1G: Regenerate
2/1
Maneuver
3W
Sorcery
Creatures you control gain Life-link until end of turn.
If R was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
If B was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
Magical Beast
1U
Creature Beast
1R: CARDNAME gets -1+2 until end of turn.
G, tap: CARDNAME Fights target creature.
2/1
Black Market Trader
1B
Creature Wizard
U, tap: Each player draws a card. Play only as a sorcery.
R, tap: Each player discards a card. Play only as a sorcery.
2/1
Highway Knight
1G
Creature Knight
W: CARDNAME gains Vigilance until end of turn
R: CARDNAME gains First Strike until end of turn
2/1
Cyborg Spy
1U
Artifact Creature Vedelken Rogue
1W: Shroud
B: Target player puts the top card of their library into the graveyard.
2/1
Spectral Jaguar
1R
Creature Spirit Cat
Can not be countered
Protection from Blue
W: Regenerate
2/1
Cabal Elf
1G
Creature Elf
U: Put the top card of target players library into the graveyard.
B: Exile target card from a graveyard.
2/2
Barbary Ape
1R
Creature Ape
2B: CARDNAME gets +1+1 gains Intimidate until end of turn
2G: CARDNAME gets +1+1 gains Trample until end of turn.
2/1
Anti-Paladin
2B
Creature Paladin
Tap: Put CARDNAME in combat blocking target attacking creature.
WG: Regenerate
2/3
Battle Cleric
1W
Creature Cleric
Kicker R and, or B
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield target player puts the top 7 cards of their library in to their graveyard.
When you cast CARDNAME you may pay B in addition to its mana cost, if you do when CARDNAME enters the battlefield you may return a creature in your graveyard to hand
2/2
Herald Appentice
R
Creature Wizard
W, tap: Tap target creature.
U, tap: Untap target creature.
0/1
Re-Incarnation
1B
Creature Spirit
W: CARDNAME gains Vigilance until end of turn
1G: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Spirit Mage
1W
Creature Wizard
R, tap: Deal one damage to target creature or player.
B, tap: Target creature gets -1-1 until end of turn.
2/1
Naya Jungle Berserker
1G
Creature Berserker
2W: CARDNAME gets +1+2 until end of turn
R: CARDNAME gains trample until end of turn
2/1
Fleet-foot Fox
1BB
Creature Fox Ninja
Flash
U: Return CARDNAME to owners hand.
2W: Exile CARDNAME and then return on the battlefield.
2/1
Phyrexian Plague
1B
Creature Horror
W: Prevent one damage to CARDNAME
G: CARDNAME deals damage in the form of -1-1 counters.
2/1
Jund Nactayl Assassin
1R
Creature Cat
G: CARDNAME gains Frenzy 1 until end of turn. Play only as a sorcery.
B: CARDNAME gains trample until end of turn
2/2
Pure Elementalist
1W
Creature Wizard
UU: Target creature gains Flying until end of turn
2R: Target creature gets +1+1 until end of turn
2/2
Wild Elementalist
1G
Creature Wizard
3U: Target creature gets Shroud until end of turn.
3R: CARDNAME deals one damage to target creature or player.
2/1
Animist
(W/B)(W/B)(W/B)
Creature Cleric
B, tap: Put a 2/2 black Zombie on the battlefield tapped.
W, tap: Put a 1/1 white Spirit with Flying on the battlefield.
2/2
Steal Soul
xB
Sorcery
Target creature gets -X-X UEOT.
If W was spent to cast CARDNAME gain X life.
If G was spent to cast CARDNAME gain X life.
Unnatural Magic
3GG
Sorcery
Return target non-creature permanent to owners hand.
If B was spent to cast CARDNAME each opponent discards a card.
If U was spent to cast CARDNAME each opponent discards a card.
Trash to Treasure
2R
Sorcery
Destroy target artifact.
If W was spent to cast CARDNAME draw a card.
If U was spent to cast CARDNAME draw a card.
Dark Elf Enchanter
1B(W/G)
Creature Elf
B: Remove a counter from target artifact or creature.
WG discard a card, tap: Exile target artifact or enchantment.
2/2
Rain Missiles
2(W/R)
Instant
Until end of turn creatures you control have "Tap: This creature deals one damage to target attacking or blocking creature."
Wolf Woods
1WG
Enchantment
Whenever a Plains or Forest enters the battlefield under your control put a 2/2 green Wolf token on the battlefield
Wolves you control can not block black or artifact creatures.
Blood-lust Succubus
3RB
Creature Demon
Blood-Lust If an opponent was dealt combat damage this turn ~ costs 2 less to play.
Can not block.
4/5
Primal Lore
UGR
Enchantment
Spells you cast have Scry 1.
At the beginning of your upkeep gain two life.
Spirit Ley Line
WBG
Enchantment
Graft 2.
At the beginning of your upkeep you may move a +1+1 counter from any permanent onto CARDNAME.
Art of Warfare
3WR
Sorcery
Choose one.
Creatures you control gain When this creature attacks it gets +1+0 for each other attacking creature until end of turn.
Or target creature gains Double Strike and Life-link until end of turn.
Dark Knight
WB
Creature Spirit Knight
Creatures blocked by or blocking CARDNAME get -1-1 until end of turn.
2/2
Mystic Beast
1UG
Creauture
Flash
When CARDNAME enters the battlefield counter target spell or activated ability unless its controller pays 2.
2/2
Extort Mana
1UB
Instant
Counter target spell unless its controller pays 2.
Draw a card unless they pay 2.
Viashino Triskelion Hunter
1R(B/G)
CARDNAME enters the battlefield with one +1+1 counter on it.
First Strike.
1, remove a +1+1 counter from CARDNAME: deal one damage to target creature.
1/1
Mystic Medusa
BG
Creature Shaman
[Revelation] Whenever CARDNAME attacks reveal the top card of your library, if it shares a color with CARDNAME put a +1+1 counter on it.
1U: Scry 1
1/1
Bound
WU
Enchantment Aura
Enchanted creature gains Defender.
When CARDNAME enters the battlefield draw a card.
Wojeck Sky-Jet
WR
Creature Knight
Haste
Flying
2/2
Nest Spider
2WG
Creature Spider
When CARDNAME enters or leaves play put a 1/1 green Insect token OtBF.
Reach
2/4
AEther Spike
1UG
Creature Spike
Flash
When CARDNAME distribute three +1+1 counters among any number of creatures.
Graft
0/0
Spirit Wolf
W(B/R)
Creature Spirit Wolf
When CARDNAME attacks, target creature can not block.
2/2
Rakdos Thrull
1(B/R)
Creature Thrull
1, sacrifice CARDNAME: Add BR to your pool.
1/2
Sequester
2WG
Sorcery
Exile target non-creature permanent.
Hivemind
1UB
Sorcery
Draw two cards.
Each player discards a card at random.
Lust for Nothing
5RG
Sorcery
Blood-lust If an opponent was dealt combat damage this turn CARDNAME costs 3 less to cast.
Destroy target permanent. It cant regenerate.
Fatigue
(W/U)
Instant
Tap target creature, it doesnt untap as normal next upkeep.
Erasure
WB
Instant
Reveal target opponents hand and top card of their library.
Exile a non-land card revealed this way or a card from their graveyard.
AEther Void
2UG
Sorcery
Shuffle target non-land permanent into its owners library.
Spike Thief
(U/G)
Creature Spike
Flash
When CARDNAME enters the battlefield you may move a +1+1 from a permanent to CARDNAME.
CARDNAME enters the battlefield with a +1+1 counter.
0/0
Selesnya Escort
1(W/G)
Creature Archer
Flash.
Reach
2/1
Azorius Escort
(W/U)
Creature Spirit
Flash
1/2
Faerie Escort
(U/G)
Creature Faerie
Flash.
Flying.
1/1
Boros Escort
2(W/R)
Creature Soldier
Flash
First Strike
2/1
Warlord
1WR
Creature Soldier
At the beginning of each Combat Phase tap target creature.
2/2
Fae Magician
2UB
Creature Faerie
Whenever CARDNAME deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard.
Flying
2/2
Hawk Familiar
1WU
Creature Bird
When CARDNAME enters the battlefield look at the top two cards of your library put one in your hand and the other on the bottom of your library.
Flying
Vigilance
1/2
Martyr
WR
Creature Soldier
When CARDNAME dies you may have it deal two damage to target creature.
2/2
Partisan
1WR
Creature Soldier
Flash
When CARDNAME enters the battlefield target creature you control gets +2+0 or +0+2 until end of turn.
2/2
Medusa Spy
UB
Creature Medusa
When CARDNAME deals combat damage to a player, look at the top card of their library. You may put it on the bottom of their library.
CARDNAME can not be blocked by creatures with less power.
2/2
Medusa Cabal
UB
Creature Medusa
When CARDNAME enters the battlefield exile the top card of each library face down.
When CARDNAME leaves the battlefield return exiled cards to their owners hand.
Death-touch.
2/2
Orzhov Assassin
WB
Creature Assassin
Life-link.
Deathtouch.
2/2
Pixie
UG
Creature Faerie
Flying
Shroud
2/2
Garden Elf
1WB
Creature Elf
Whenever a non-token creature you control dies put a 1/1 green Saproling on the battlefield.
2/2
Saproling Zombie Overlord
1(B/G)(B/G)
Creature Plant Zombie
Saprolings you control are black and get +1+1.
(B/G), tap: Exile target creature card from a graveyard and put a 1/1 green Saproling OtBF.
2/2
Highway Gaurdian
2WG
Creature Knight
Reach.
Vigilance.
Life-link.
2/4
Demon Horde
2RB
Creature Demon
Whenever you cast a red spell, CARDNAME gets a +1+1 counter.
Whenever you cast a black spell, CARDNAME gets a +1+1 counter.
CARDNAME can not block.
1/1
Altar Cleric
2WB
Creature Cleric
Life-link
Sacrifice a creature: Put a +1+1 counter on CARDNAME. Can only be used once per turn.
2/2
Stomping Beast
RG
Creature Beast
Can only be blocked by one creature.
3/2
Chameleon
1RG
Creature Lizard
Haste
Can not be blocked by creatures with Flying.
U: CARDNAME becomes color of your choice until end of turn.
RG: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Thrull Reinforcements
1B
Creature Thrull
Can block creatures with Intimidate as though they did not have that ability.
When CARDNAME dies you may put a +1+1 counter on target creature.
Reinforce 1: 1W
1/2
Rift Watcher
1G
Creature Elf
When CARDNAME enters the battlefield you may shuffle up to three cards from a graveyard into the library.
Forecast (W/U): Put an exiled card on the bottom of its owners library.
2/2
Web-Spinner Assassin
2BG
Creature Spider
Tap: Destroy target Insect or Saproling.
Spiders you control have +0+2 and Reach.
2/2
Urborg Pest
G
Creature Faerie
As long as you control an Island CARDNAME has Flying
As long as you control a Swamp CARDNAME has Death-touch
1/1
Poison Spider
UB
Creature Spider
Death-touch
Reach
2G, tap: CARDNAME Fights target creature.
1/2
Engagement
R
Instant
Target creature must attack or must block this turn.
Flashback U
Distortion
U
Instant
Target creatures power becomes 0 until end of turn
Flashback R
Energize
B
Sorcery
Gain 5 life.
Flashback W
Catacomb Reclamation
G
Sorcery
Return a target creature card from a graveyard to owners hand.
Flashback B
Requiem
W
Sorcery
Exile a creature card in a graveyard.
Put a 1/1 white Spirit with Flying on the battlefield.
Flashback B
Distraction
R
Instant
Target creature can not attack and can not block until end of turn.
Flashback W
Deflection
W
Instant
CARDNAME deals two damage to target attacking or blocking creature.
Flashback R
Dissipate
U
Instant
Counter target activated ability from a non-land non-planeswalker source.
Flashback G
Hell-fire
R
Sorcery
CARDNAME deals one damage to target creature or player. It can not regenerate.
Flashback B
Reflection
W
Instant
Target non-creature permanent you control gains Shroud until end of turn.
Flashback U
Energy Blast
B
Sorcery
CARDNAME deals two damage to target player and one damage to you.
Flashback R
Destruction
G
Sorcery
Destroy target non-creature artifact.
Flashback R
Auspice
B
Sorcery
Fate-seal 1 target player.
Flashback U
Charge
G
Sorcery
Target creature gets +1+1 and gains Haste until end of turn.
Flashback R
Strength
R
Instant
Target creature gets +1+1 and gains Trample until end of turn.
Flashback G
Guidance
U
Sorcery
Scry 3
Flashback B
Manifest Nightmare
B
Sorcery
Deals three damage to target non-black creature.
MadnessR
Psychosis
U
Sorcery
Look at target players hand and discard a non-land card of their choice.
Madness1BB
Prey Demon
3BR
Creature Demon
x, lose X life, tap: Destroy target non-legendary creature with power X and each creature that shares a name with it.
3/4
Circle of Death
1B(G/W)
Sorcery
Put a 1/1 green Saproling, 1/1 white Spirit with flying, and 2/2 black Zombie OtBF.
Primal Divination
G(U/B)
Sorcery
Scry 4.
Draw a card.
Discard a card.
Lake Dinosaur
U(R/G)
Creature Lizard
Protection from artifact
Can only be blocked by two or more creatures.
2/2
Marsh Beast
B(G/W)
Creature Beast
Protection from land
Can only be blocked by one creature.
2/2
Mountain Beast
R(U/W)
Creature Beast
Protection from enchantment
Can not be blocked by Flying creatures.
2/2
Forest Beast
G(U/B)
Creature Beast
Protection from instant
Can not be blocked by creatures with less power.
2/2
Plains Beast
W(B/R)
Creature Beast
Protection from Sorcery
Creatures must pay 1 to block CARDNAME.
2/2
Tempest
1B
Instant
Prevent all combat damage this turn.
Cycling: 2W. When you Cycle CARDNAME creatures get -1-1 until end of turn.
Madness: B, discard a card.
Flashback: 1G, sacrifice a land.
Pure Centaur
1WG
Creature Centaur
3: Destroy a target Enchantment, any player may play this ability.
Life-link
3/2
Champion
1BR
Creature Warrior
BR Tap: CARDNAME Fights a creature you dont control of target opponent choice.
3/3
Blue Wedge Charm
URG
Instant
Choose one
Gain control of target non-creature Artifact.
Return target spell to owners hand.
Put target non-land permanent on top of its owners library.
Red Wedge Charm
RWU
Instant
Choose one
Gain control of target creature until end of turn. Untap it, it gains haste.
Each creature must attack and block until end of turn.
Copy target Instant.
Green Wedge Charm
GUB
Instant
Choose one
Put target land from your graveyard on the battlefield, and put up to one other target land into your hand.
Creatures you control gain Shroud until end of turn.
Return target permanent to owners hand.
White Wedge Charm
WRB
Instant
Choose one
Creatures you dont control get -1-1 until end of turn.
Destroy non-artifact creature.
Put three 1/1 white Spirits with Flying on the battlefield.
Black Wedge Charm
BWG
Instant
Choose one
Exile any number of cards from a graveyard.
Put a -1-1 counter on all creatures.
Each player sacrifices a non-creature non-land permanent.
Chaos Warrior
R(B/G)
Creature Beserker
Bloodthirst 1
Trample
2/2
Coax
1UB
Sorcery
Gain control of target creature or artifact with a converted mana cost of two or less.
Wedge Spike
URG
Creature Spike
CARDNAME enters the battlefield with three +1+1 counters on it
1: Move a +1+1 counter to target creature.
1 remove a +1+1 counter: CARDNAME gains Shroud until end of turn.
0/0
Mycosynth
BWG
Creature Fungus
Indestructible
Protection from Artifacts
0/1
Little Angel
RWU
Creature Angel
Flying
Vigilance
3/3
Dark-Water Spider
1BUG
Creature Spider
Reach
Protection from Saproling and Insect
2/7
Thrull
WBR
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Sacrifice CARDNAME: put a +1+1 counter on target creature.
2/2
Nacatyl Berserker
WRG
Creature Cat
Haste
4/3
Etherium Sentinel
WUB
Artifact Creature Construct
Vigilance
4/4
Deadwood
BWG
Creature Zombie Treefolk
When CARDNAME dies, put three 1/1 green Saproling OtBF.
0/3
Convlave Medusa
GBU
Creature Gorgon
Death-touch
Madness GBU
3/3
Haunting Specter
WBR
Creature Spirit
When CARDNAME enters or leaves the battlefield put a 1/1 white Spirit with Flying on the battlefield.
Flying
2/2
Loch Monster
URG
Creature Beast
Island-walk
3/6
Giant Artisan
RUW
Creature Giant
Vanilla
4/5
Locust
2G
Sacrifice a Forest: Put a 1/1 green Insect on the battlefield.
Insects you control have Flying.
2/2
Blood-thirst Mercenary
1RB
Creature Mercenary
Blood-thirst 2
Can not be blocked by walls.
Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
1/1
Taiga Spider
2RG
Creature Spider
Reach
(R/G): Haste
3/4
Savannah Spider
2WG
Reach
WG: Vigilance
2/5
Herald
1WU
Creature Spirit
Flying
Vigilance
Life-link
1/3
Brain Eating Zombie
1UB
Creature Zombie
When CARDNAME becomes tapped target opponent puts the top four cards of their library into the graveyard.
1UB: Regenerate.
2/2
Frenzy Mercenary
RB
Creature Mercenary
Frenzy 3
0/3
Mercenary Encampment
2R
Tribal Enchantment Mercenary
R: Target Mercenary gains Frenzy 1 until end of turn. Use only as a Sorcery.
1R, tap: Target land becomes a 2/2 red Mercenary. Sacrifice it at end of turn.
Ghostfire Mercenary
1RB
Creature Mercenary
CARDNAME is colorless.
3/3
Infiltrator
WR
Creature Scout
[Saboteur] When CARDNAME attacks and is not blocked you may assign its power in damage to target creature instead of dealing damage to the defending player.
Frenzy 2
0/2
Dark Force Transmuter
3UB
Legendary Creature Wizard
Flash
When CARDNAME deals damage to a player you may Scry 3.
Transmute 1UB
3/4
Exalted Bird
W(U/G)
Creature Bird
Exalted
Flying
2/1
Exalted Snake
1UG
Creature Snake
Exalted
When a creature attacks alone it gains Trample.
2/2
Gold Beast
U(G/R)
Creature Beast
If you control another multi-colored permanent CARDNAME gets +1+1.
Must be blocked if able.
2/2
Exalted Dead
1WB
Creature Zombie
Exalted
When a creature attacks alone it gets Life-link
2/2
Yuntai Retainer
BR
Creature Snake
Vanilla
4/1
Watchwolf (reprint)
WG
Creature Wolf
Vanilla
3/3
Dark Water Dinosaur
UB
Creature Dinosaur
Vanilla
1/5
Powerless Ghost
WU
Creature Spirit
Vanilla
0/7
Taiga Tiger
RG
Creature Cat
Vanilla
2/4
Kraj Frog Experiment
1UG
Creature Frog
If one or more counters would be put on CARDNAME you may put a +1+1 counter on it instead.
R: Can not be blocked by creatures with less power.
2/2
Ghost Exile
1W
Creature Spirit
Whenever another creature dies exile it instead and gain one life.
Cards in graveyards lose all abilities.
B: First Strike
2/1
Laboratory Laborer
1UB
Creature Zombie
Whenever another creature you control dies you may put it on the bottom your library.
Death-touch
Transmute: UB
2/2
Demon Harbinger
1BR
Creature Human Cultist
When CARDNAME enters the battlefield you may search your library for a Demon and put it on top of your library.
Tap, sacrifice CARDNAME, lose two life: W
2/2
Oona, Queen of Fae's Gambit
1U
Tribal Instant Faerie
Scry 1.
Scry 1.
Scry 1.
Draw a card.
Dark Elf Ritual
1B
Tribal Sorcery Elf
Add GG to your pool.
Draw two cards.
Discard a card.
Lose two life.
Iron-Bark Ritual
G
Tribal Instant Treefolk
Remove all counters from target creature and gets +1+2 until end of turn
Flashback BW
Voodoo Poison Ritual
2G
Tribal Instant Snake
Distribute two -1-1 counters among one or two creatures.
If a Snake had counters put on by CARDNAME draw two cards and discard a card.
Flashback UB
Spirit Guide
W(R/B)
Creature Monk
When CARDNAME enters or leaves the battlefield put a 1/1 white Spirits with flying on the battlefield.
1/1
Negative Energy
1BR
Instant
CARDNAME deals 4 damage to target creature and remove all counters and auras from it.
Banishment
1WU
Instant
Put target creature on either the top or bottom of owners library.
Fatigue
WU
Enchantment Aura
Flash
Enchanted creature does not untap as normal.
Blood and Fire
3BR
Instant
[Blood Lust] If opponent has lost life this turn CARDNAME costs 2 less to play.
Deal two damage to each creature and player.
Sequester Magic
WG
Instant
Exile target spell if it is an enchantment or artifact; or exile target enchantment or artifact.
Mana Cascade
1UG
Instant
Counter target spell unless its controller pays 2
Cascade
Steal Mana
UG
Instant
Counter target spell unless its controller pays 1
You may put a +1/+1 counter on target creature.
Elf Enchantress
1WG
Creature Elf
CARDNAME gets +1+1 for each enchantment OtBF.
As long as CARDNAME is enchanted it has Vigilance and Life-link.
2/2
Aura Thief
1WG
Creature Elf
When CARDNAME enters the battlefield you may move an Aura to another legal permanent that shares a type with it.
Whenever an enchantment spell is cast you may gain two life.
2/2
Resistance Fighter
2WR
Creature Knight
Vigilance
Tap: Tap target creature.
2/2
Moon-beam
(U/R)
Instant
Target spell or permanent becomes colorless indefinitely.
Draw a card.
Exhaust
(U/R)(U/R)
Sorcery
Tap target permanent.
Draw a card.
If you paid both U and R target permanent does not untap as normal next upkeep.
Veteran Experience
1(W/R)
Tribal Instant Soldier
Untap target creature put a +1+1 counter on it.
Cloud Cat1(W/U)
Creature Elemental Cat
Flying
Forecast (W/U): Scry 1.
2/1
Ranger
WG
Creature Soldier Scout
When CARDNAME enters the battlefield search your library for a creature with converted mana cost of one or less.
Forest-walk
2/1
Berserker Fury
2(R/W)
Sorcery
Target creature gets Double Strike until end of turn.
Draw a card.
Fire-Storm Elemental
4RR
Creature Elemental
When CARDNAME enters the battlefield you may sacrifice two Mountains, if you do CARDNAME deals four damage divided as you choose among any number of target creatures.
4/4
Spike Strength
G(U/B)
Instant
Put a +1+1 counter on target creature.
Put a -1-1 counter on another target creature.
Jund Dinosaur
4R(B/G)
Creature Lizard
When CARDNAME enters the battlefield destroy target land, or artifact, or creature.
4/4
Harmless Aura
UG
Enchantment Aura
Enchanted creature becomes a 0/1 blue and green Frog.
Enchanted creature can not activate abilities.
Exile Magic
WUB
Instant
Exile target spell or enchantment.
AEther Bodyguard
1WU
Creature Wizard
1WU, tap: Return CARDNAME and target creature in combat with CARDNAME to owners hand.
Flying
1/2
Recall Spell
(U/R)
Sorcery
Return target Instant card from your graveyard to hand.
Selesnya Unicorn
1WG
Creature Unicorn
If any source would deal damage to a creature you control prevent one damage to that creature.
2/2
Retreat
WU
Instant
Put target attacking creature on top of its owners library or return it to owners hand.
Partisan Spy
1WR
Creature Scout
If CARDNAME would become blocked you may have target creature blocking it block another legal target instead.
Shroud
First Strike
2/2
Dark Elf Oracle
1G(U/B)
Creature Elf
Tap: Put the top five cards from your library into your graveyard. Then put a card from your graveyard on top of your library.
2/2
Strategic Artillery
1(W/R)
Instant
Deal two damage among target attacking or blocking creatures.
Alectryomancer Archer
1W(R/B)
Creature Archer Monk
When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on the battlefield.
Reach
2/1
Imperial Dinosaur
2RG
Creature Lizard
Trample
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter and has Haste.
3/3
Supreme Dinosaur
2BG
Creature Lizard
Damage from CARDNAME can not be prevented.
If only basic land were used to pay for CARDNAME it enters the battlefield with two +1+1 counters.
3/3
Noble Dinosaur
2WG
Creature Lizard
Vigilance
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Royal Dinosaur
3UG
Creature Lizard Bird
Flying
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Primal Dinosaur
2GG
Creature Lizard
If only basic land were used to pay for CARDNAME it enters the battlefield with three +1+1 counters tapped.
3/3
Mana Burn
1UR
Instant
Choose one.
Counter target spell unless its controller pays 3.
Or deal three damage to target creature.
Bayou Boa
(B/G)(B/G)
Creature Snake
Swamp-walk
Forest-walk
2/2
The above list somewhat sorted into rarity.
Not 100% but a fair start.
Mindless Destruction
BR
Sorcery
Destroy target Artifact.
[Blood-lust] If target's controller was dealt combat damage this turn they discard a card.
Stompy Beast
RG
Creature Beast
Can only be blocked by one creature.
3/2
Giant Shiny Trap
4R
Instant Trap
Put a 4/4 green and red Giant OtBF.
Trap! 1GG If an opponent cast a spell during your turn.
Selesnya Ambush
1(W/G)(W/G)
Creature Archer
Flash
Reach
2/3
Strategic Artillery
(W/R)
Instant
Deal two damage divided among target attacking or blocking creatures.
Ghostfire Mercenary
1RB
Creature Mercenary
CARDNAME is colorless.
3/3
Blood-thirst Mercenary
1RB
Creature Mercenary
Blood-thirst 2
Can not be blocked by walls.
Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
1/1
Chaos Warrior
R(B/G)
Creature Beserker
Bloodthirst 1
Trample
2/2
Thrull Reinforcements
1B
Creature Thrull
Can block creatures with Intimidate as though they did not have that ability.
When CARDNAME dies you may put a +1+1 counter on target creature.
1W: Reinforce 1
1/2
Stomping Beast
RG
Creature Beast
Can only be blocked by one creature.
3/2
Selesnya Escort
1(W/G)
Creature Archer
Flash.
Reach
2/1
Azorius Escort
(W/U)
Creature Spirit
Flash
1/2
Faerie Escort
(U/G)
Creature Faerie
Flash.
Flying.
1/1
Boros Escort
2(W/R)
Creature Soldier
Flash
First Strike
2/1
Fatigue
(W/U)
Instant
Tap target creature, it doesnt untap as normal next upkeep.
Rakdos Thrull
1(B/R)
Creature Thrull
1, sacrifice CARDNAME: Add BR to your pool.
1/2
Viashino Marauder
RG
Creature Viashino
Frenzy 1
1, sacrifice CARDNAME: Destroy target Artifact.
2/2
Simic Doppleganger
3(U/G)
Creature Shapeshifter
As CARDNAME enters the battlefield it is your choice of a 1/5, 3/3, or 5/1 creature.
*/*
Infiltration
1(B/R)
Sorcery
Creatures you control gain Frenzy 2 until end of turn.
Utvara Poison Ritual
1(B/G)
Instant
Target creature gains Death-touch.
If R was used to cast CARDNAME Regenerate that creature.
Chaos Warrior
R(B/G)
Creature Berserker
Bloodthirst 1
Trample
2/2
Blood-thirst Mercenary
1RB
Creature Mercenary
Blood-thirst 2
Can not be blocked by walls.
Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
1/1
Lost Dinosaur
4(R/G)(R/G)
Creature Lizard
1UU: CARDNAME gains can only be blocked by two or more creatures until end of turn.
4/6
Personal Weird
1(U/R)
Sorcery
Put a 2/2 blue Illusion token on the battlefield.
If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.
Conclave Veil
1(U/G)
Instant
Target creature gains Shroud.
If W was used to cast CARDNAME you may have it gains Life-link until end of turn.
Selesnya Gift
1(W/G)
Instant
If W was spent to cast CARDNAME target creature gets +2+2 UEOT
If G was spent to cast CARDNAME target creature gets +2+2 UEOT
Fire Armor
1(W/R)
Instant
If W was spent to cast CARDNAME prevent two damage to target creature or player.
If R was spent to cast CARDNAME it deals two damage to target creature or player.
Sanctuary
2(W/U)
Instant
If W was spent to cast CARDNAME put two 1/1 white Birds with Flying on the battlefield.
If U was spent to cast CARDNAME counter target non-creature spell.
Orzhov Templar
2(W/B)
Creature Soldier
Vigilance
Life-link
2/2
Alectryomancer Archer
1W(R/B)
Creature Archer Monk
When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on to the battlefield.
Reach
2/1
Energy Drain
1(U/B)
Instant
If U was spent to cast CARDNAME target creature gets -3-0 until end of turn.
If B was spent to cast CARDNAME target creature gets -0-3 until end of turn.
Mana Burn
1UR
Instant
Choose one.
Counter target spell unless its controller pays 3.
Or CARDNAME deals three damage to target creature.
Bound
1WU
Enchantment Aura
Enchanted creature gains Defender.
When CARDNAME enters the battlefield draw a card.
Spirit Form
3(W/B)(W/B)
Sorcery
Return target creature in a graveyard to play under your control it is becomes colorless, and is a Spirit in addition to its other types.
If U was spent to cast CARDNAME target creature enters the battlefield with a +1+1 counter.
Lost Dinosaur
4(R/G)(R/G)
Creature Lizard
1UU: Gains can only be blocked by two or more creatures untl end of turn.
Trample
4/5
Scrap Etherium
1(W/R)
Sorcery
Destroy target artifact
If G was used to cast CARDNAME draw a card.
Personal Weird
1(U/R)
Sorcery
Put a 2/2 blue Illusion token OtBF.
If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.
Utvara Poison Ritual
1(B/G)
Instant
Target creature gains Death-touch.
If R was used to cast CARDNAME Regenerate that creature.
Coax with Law
1(W/B)
Sorcery
Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
If U was used to cast CARDNAME draw a card.
Evade
1UG
Sorcery
Put target artifact, enchantment, or creature on top of its owners library.
Survival
1(W/R)(W/R)
Instant
Remove target creature from combat.
And either remove all counters from it or put a +1+1 counter on it.
AEther Battlemage
2U
Creature Merfolk
Kicker R and/ or G.
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield destroy Non-Creature artifact.
When you cast CARDNAME you may pay G in addition to its mana cost, if you do when CARDNAME enters the battlefield search your library for a basic land.
2/2
Dark Oracle
1B
Creature Elf
W: Gain one life
1G: Regenerate
2/1
Maneuver
3W
Sorcery
Creatures you control gain Life-link until end of turn.
If R was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
If B was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
Magical Beast
1U
Creature Beast
1R: CARDNAME gets -1+2 until end of turn.
G, tap: CARDNAME Fights target creature.
2/1
Black Market Trader
1B
Creature Wizard
U, tap: Each player draws a card. Play only as a sorcery.
R, tap: Each player discards a card. Play only as a sorcery.
2/1
Highway Knight
1G
Creature Knight
W: CARDNAME gains Vigilance until end of turn
R: CARDNAME gains First Strike until end of turn
2/1
Cyborg Spy
1U
Artifact Creature Vedelken Rogue
1W: Shroud
B: Target player puts the top card of their library into the graveyard.
2/1
Spectral Jaguar
1R
Creature Spirit Cat
Can not be countered
Protection from Blue
W: Regenerate
2/1
Cabal Elf
1G
Creature Elf
U: Put the top card of target players library into the graveyard.
B: Exile target card from a graveyard.
2/2
Barbary Ape
1R
Creature Ape
2B: CARDNAME gets +1+1 gains Intimidate until end of turn
2G: CARDNAME gets +1+1 gains Trample until end of turn.
2/1
Anti-Paladin
2B
Creature Paladin
Tap: Put CARDNAME in combat blocking target attacking creature.
WG: Regenerate
2/3
Battle Cleric
1W
Creature Cleric
Kicker R and, or B
When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield target player puts the top 7 cards of their library in to their graveyard.
When you cast CARDNAME you may pay B in addition to its mana cost, if you do when CARDNAME enters the battlefield you may return a creature in your graveyard to hand
2/2
Herald Appentice
R
Creature Wizard
W, tap: Tap target creature.
U, tap: Untap target creature.
0/1
Re-Incarnation
1B
Creature Spirit
W: CARDNAME gains Vigilance until end of turn
1G: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Spirit Mage
1W
Creature Wizard
R, tap: Deal one damage to target creature or player.
B, tap: Target creature gets -1-1 until end of turn.
2/1
Naya Jungle Berserker
1G
Creature Berserker
2W: CARDNAME gets +1+2 until end of turn
R: CARDNAME gains trample until end of turn
2/1
Fleet-foot Fox
1BB
Creature Fox Ninja
Flash
U: Return CARDNAME to owners hand.
2W: Exile CARDNAME and then return on the battlefield.
2/1
Phyrexian Plague
1B
Creature Horror
W: Prevent one damage to CARDNAME
G: CARDNAME deals damage in the form of -1-1 counters.
2/1
Jund Nactayl Assassin
1R
Creature Cat
G: CARDNAME gains Frenzy 1 until end of turn. Play only as a sorcery.
B: CARDNAME gains trample until end of turn
2/2
Pure Elementalist
1W
Creature Wizard
UU: Target creature gains Flying until end of turn
2R: Target creature gets +1+1 until end of turn
2/2
Wild Elementalist
1G
Creature Wizard
3U: Target creature gets Shroud until end of turn.
3R: CARDNAME deals one damage to target creature or player.
2/1
Animist
(W/B)(W/B)(W/B)
Creature Cleric
B, tap: Put a 2/2 black Zombie on the battlefield tapped.
W, tap: Put a 1/1 white Spirit with Flying on the battlefield.
2/2
Steal Soul
xB
Sorcery
Target creature gets -X-X UEOT.
If W was spent to cast CARDNAME gain X life.
If G was spent to cast CARDNAME gain X life.
Unnatural Magic
3GG
Sorcery
Return target non-creature permanent to owners hand.
If B was spent to cast CARDNAME each opponent discards a card.
If U was spent to cast CARDNAME each opponent discards a card.
Trash to Treasure
2R
Sorcery
Destroy target artifact.
If W was spent to cast CARDNAME draw a card.
If U was spent to cast CARDNAME draw a card.
Dark Elf Enchanter
1B(W/G)
Creature Elf
B: Remove a counter from target artifact or creature.
WG discard a card, tap: Exile target artifact or enchantment.
2/2
Rain Missiles
2(W/R)
Instant
Until end of turn creatures you control have "Tap: This creature deals one damage to target attacking or blocking creature."
Wolf Woods
1WG
Enchantment
Whenever a Plains or Forest enters the battlefield under your control put a 2/2 green Wolf token on the battlefield
Wolves you control can not block black or artifact creatures.
Blood-lust Succubus
3RB
Creature Demon
Blood-Lust If an opponent was dealt combat damage this turn ~ costs 2 less to play.
Can not block.
4/5
Primal Lore
UGR
Enchantment
Spells you cast have Scry 1.
At the beginning of your upkeep gain two life.
Spirit Ley Line
WBG
Enchantment
Graft 2.
At the beginning of your upkeep you may move a +1+1 counter from any permanent onto CARDNAME.
Art of Warfare
3WR
Sorcery
Choose one.
Creatures you control gain When this creature attacks it gets +1+0 for each other attacking creature until end of turn.
Or target creature gains Double Strike and Life-link until end of turn.
Dark Knight
WB
Creature Spirit Knight
Creatures blocked by or blocking CARDNAME get -1-1 until end of turn.
2/2
Mystic Beast
1UG
Creauture
Flash
When CARDNAME enters the battlefield counter target spell or activated ability unless its controller pays 2.
2/2
Extort Mana
1UB
Instant
Counter target spell unless its controller pays 2.
Draw a card unless they pay 2.
Viashino Triskelion Hunter
1R(B/G)
CARDNAME enters the battlefield with one +1+1 counter on it.
First Strike.
1, remove a +1+1 counter from CARDNAME: deal one damage to target creature.
1/1
Mystic Medusa
BG
Creature Shaman
[Revelation] Whenever CARDNAME attacks reveal the top card of your library, if it shares a color with CARDNAME put a +1+1 counter on it.
1U: Scry 1
1/1
Bound
WU
Enchantment Aura
Enchanted creature gains Defender.
When CARDNAME enters the battlefield draw a card.
SkyJek Legionnaire
WR
Creature Knight
Haste
Flying
2/2
Nest Spider
2WG
Creature Spider
When CARDNAME enters or leaves play put a 1/1 green Insect token OtBF.
Reach
2/4
AEther Spike
1UG
Creature Spike
Flash
When CARDNAME distribute three +1+1 counters among any number of creatures.
Graft
0/0
Spirit Wolf
W(B/R)
Creature Spirit Wolf
When CARDNAME attacks, target creature can not block.
2/2
Sequester
2WG
Sorcery
Exile target non-creature permanent.
Hivemind
1UB
Sorcery
Draw two cards.
Each player discards a card at random.
Lust for Nothing
5RG
Sorcery
Blood-lust If an opponent was dealt combat damage this turn CARDNAME costs 3 less to cast.
Destroy target permanent. It cant regenerate.
Erasure
WB
Instant
Reveal target opponents hand and top card of their library.
Exile a non-land card revealed this way or a card from their graveyard.
AEther Void
2UG
Sorcery
Shuffle target non-land permanent into its owners library.
Spike Thief
(U/G)
Creature Spike
Flash
When CARDNAME enters the battlefield you may move a +1+1 from a permanent to CARDNAME.
CARDNAME enters the battlefield with a +1+1 counter.
0/0
Warlord
1WR
Creature Soldier
At the beginning of each Combat Phase tap target creature.
2/2
Fae Magician
2UB
Creature Faerie
Whenever CARDNAME deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard.
Flying
2/2
Hawk Familiar
1WU
Creature Bird
When CARDNAME enters the battlefield look at the top two cards of your library put one in your hand and the other on the bottom of your library.
Flying
Vigilance
1/2
Martyr
WR
Creature Soldier
When CARDNAME dies you may have it deal two damage to target creature.
2/2
Partisan
1WR
Creature Soldier
Flash
When CARDNAME enters the battlefield target creature you control gets +2+0 or +0+2 until end of turn.
2/2
Medusa Spy
UB
Creature Medusa
When CARDNAME deals combat damage to a player, look at the top card of their library. You may put it on the bottom of their library.
CARDNAME can not be blocked by creatures with less power.
2/2
Medusa Cabal
UB
Creature Medusa
When CARDNAME enters the battlefield exile the top card of each library face down.
When CARDNAME leaves the battlefield return exiled cards to their owners hand.
Death-touch.
2/2
Orzhov Assassin
WB
Creature Assassin
Life-link.
Deathtouch.
2/2
Pixie
UG
Creature Faerie
Flying
Shroud
2/2
Garden Elf
1WB
Creature Elf
Whenever a non-token creature you control dies put a 1/1 green Saproling on the battlefield.
2/2
Saproling Zombie Overlord
1(B/G)(B/G)
Creature Plant Zombie
Saprolings you control are black and get +1+1.
(B/G), tap: Exile target creature card from a graveyard and put a 1/1 green Saproling OtBF.
2/2
Highway Gaurdian
2WG
Creature Knight
Reach.
Vigilance.
Life-link.
2/4
Demon Horde
2RB
Creature Demon
Whenever you cast a red spell, CARDNAME gets a +1+1 counter.
Whenever you cast a black spell, CARDNAME gets a +1+1 counter.
CARDNAME can not block.
1/1
Altar Cleric
2WB
Creature Cleric
Life-link
Sacrifice a creature: Put a +1+1 counter on CARDNAME. Can only be used once per turn.
2/2
Chameleon
1RG
Creature Lizard
Haste
Can not be blocked by creatures with Flying.
U: CARDNAME becomes color of your choice until end of turn.
RG: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
2/2
Rift Watcher
1G
Creature Elf
When CARDNAME enters the battlefield you may shuffle up to three cards from a graveyard into the library.
Forecast (W/U): Put an exiled card on the bottom of its owners library.
2/2
Web-Spinner Assassin
2BG
Creature Spider
Tap: Destroy target Insect or Saproling.
Spiders you control have +0+2 and Reach.
2/2
Urborg Pest
G
Creature Faerie
As long as you control an Island CARDNAME has Flying
As long as you control a Swamp CARDNAME has Death-touch
1/1
Poison Spider
UB
Creature Spider
Death-touch
Reach
2G, tap: CARDNAME Fights target creature.
1/2
Engagement
R
Instant
Target creature must attack or must block this turn.
Flashback U
Distortion
U
Instant
Target creatures power becomes 0 until end of turn
Flashback R
Energize
B
Sorcery
Gain 5 life.
Flashback W
Catacomb Reclamation
G
Sorcery
Return a target creature card from a graveyard to owners hand.
Flashback B
Requiem
W
Sorcery
Exile a creature card in a graveyard.
Put a 1/1 white Spirit with Flying on the battlefield.
Flashback B
Distraction
R
Instant
Target creature can not attack and can not block until end of turn.
Flashback W
Deflection
W
Instant
CARDNAME deals two damage to target attacking or blocking creature.
Flashback R
Dissipate
U
Instant
Counter target activated ability from a non-land non-planeswalker source.
Flashback G
Hell-fire
R
Sorcery
CARDNAME deals one damage to target creature or player. It can not regenerate.
Flashback B
Reflection
W
Instant
Target non-creature permanent you control gains Shroud until end of turn.
Flashback U
Energy Blast
B
Sorcery
CARDNAME deals two damage to target player and one damage to you.
Flashback R
Destruction
G
Sorcery
Destroy target non-creature artifact.
Flashback R
Auspice
B
Sorcery
Fate-seal 1 target player.
Flashback U
Charge
G
Sorcery
Target creature gets +1+1 and gains Haste until end of turn.
Flashback R
Strength
R
Instant
Target creature gets +1+1 and gains Trample until end of turn.
Flashback G
Guidance
U
Sorcery
Scry 3
Flashback B
Manifest Nightmare
B
Sorcery
Deals three damage to target non-black creature.
MadnessR
Psychosis
2U
Sorcery
Look at target players hand and discard a card of their choice.
Madness2B
Prey Demon
3BR
Creature Demon
x, lose X life, tap: Destroy target non-legendary creature with power X and each creature that shares a name with it.
3/4
Circle of Death
1B(G/W)
Sorcery
Put a 1/1 green Saproling, 1/1 white Spirit with flying, and 2/2 black Zombie OtBF.
Primal Divination
G(U/B)
Sorcery
Scry 4.
Draw a card.
Discard a card.
Lake Dinosaur
U(R/G)
Creature Lizard
Protection from artifact
Can only be blocked by two or more creatures.
2/2
Marsh Beast
B(G/W)
Creature Beast
Protection from land
Can only be blocked by one creature.
2/2
Mountain Beast
R(U/W)
Creature Beast
Protection from enchantment
Can not be blocked by Flying creatures.
2/2
Forest Beast
G(U/B)
Creature Beast
Protection from instant
Can not be blocked by creatures with less power.
2/2
Plains Beast
W(B/R)
Creature Beast
Protection from Sorcery
Creatures must pay 1 to block CARDNAME.
2/2
Tempest
1B
Instant
Prevent all combat damage this turn.
Cycling: 2W. When you Cycle CARDNAME creatures get -1-1 until end of turn.
Madness: B, discard a card.
Flashback: 1G, sacrifice a land.
Pure Centaur
1WG
Creature Centaur
3: Destroy a target Enchantment, any player may play this ability.
Life-link
3/2
Champion
1BR
Creature Warrior
BR Tap: CARDNAME Fights a creature you dont control of target opponent choice.
3/3
Blue Wedge Charm
URG
Instant
Choose one
Gain control of target non-creature Artifact.
Return target spell to owners hand.
Put target non-land permanent on top of its owners library.
Red Wedge Charm
RWU
Instant
Choose one
Gain control of target creature until end of turn. Untap it, it gains haste.
Each creature must attack and block until end of turn.
Copy target Instant.
Green Wedge Charm
GUB
Instant
Choose one
Put target land from your graveyard on the battlefield, and put up to one other target land into your hand.
Creatures you control gain Shroud until end of turn.
Return target permanent to owners hand.
White Wedge Charm
WRB
Instant
Choose one
Creatures you dont control get -1-1 until end of turn.
Destroy non-artifact creature.
Put three 1/1 white Spirits with Flying on the battlefield.
Black Wedge Charm
BWG
Instant
Choose one
Exile any number of cards from a graveyard.
Creatures get -2-2 until end of turn.
Each player sacrifices a non-creature non-land permanent.
Coax
1UB
Sorcery
Gain control of target creature or artifact with a converted mana cost of two or less.
Wedge Spike
URG
Creature Spike
CARDNAME enters the battlefield with three +1+1 counters on it
1: Move a +1+1 counter to target creature.
1 remove a +1+1 counter: CARDNAME gains Shroud until end of turn.
0/0
Mycosynth
BWG
Creature Fungus
Indestructible
Protection from Artifacts
0/1
Little Angel
RWU
Creature Angel
Flying
Vigilance
3/3
Dark-Water Spider
1BUG
Creature Spider
Reach
Protection from Saproling and Insect
2/7
Thrull
WBR
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Sacrifice CARDNAME: put a +1+1 counter on target creature.
2/2
Nacatyl Berserker
WRG
Creature Cat
Haste
4/3
Etherium Sentinel
WUB
Artifact Creature Construct
Vigilance
4/4
Deadwood
BWG
Creature Zombie Treefolk
When CARDNAME dies, put three 1/1 green Saproling OtBF.
0/3
Convlave Medusa
GBU
Creature Gorgon
Death-touch
Madness GBU
3/3
Haunting Specter
WBR
Creature Spirit
When CARDNAME enters or leaves the battlefield put a 1/1 white Spirit with Flying on the battlefield.
Flying
2/2
Loch Monster
URG
Creature Beast
Island-walk
3/6
Giant Artisan
RUW
Creature Giant
Vanilla
4/5
Locust
2G
Sacrifice a Forest: Put a 1/1 green Insect on the battlefield.
Insects you control have Flying.
2/2
Taiga Spider
2RG
Creature Spider
Reach
(R/G): Haste
3/4
Savannah Spider
2WG
Reach
WG: Vigilance
2/5
Herald
1WU
Creature Spirit
Flying
Vigilance
Life-link
1/3
Brain Eating Zombie
1UB
Creature Zombie
When CARDNAME becomes tapped target opponent puts the top four cards of their library into the graveyard.
1UB: Regenerate.
2/2
Frenzy Mercenary
RB
Creature Mercenary
Frenzy 3
0/3
Mercenary Encampment
2R
Tribal Enchantment Mercenary
R: Target Mercenary gains Frenzy 1 until end of turn. Use only as a Sorcery.
1R, tap: Target land becomes a 2/2 red Mercenary. Sacrifice it at end of turn.
Infiltrator
WR
Creature Scout
[Saboteur] When CARDNAME attacks and is not blocked you may assign its power in damage to target creature instead of dealing damage to the defending player.
Frenzy 2
0/2
Dark Force Transmuter
3UB
Legendary Creature Wizard
Flash
When CARDNAME deals damage to a player you may Scry 3.
Transmute 1UB
3/4
Exalted Bird
W(U/G)
Creature Bird
Exalted
Flying
2/1
Exalted Snake
1UG
Creature Snake
Exalted
When a creature you control attacks alone it gains Trample until end of combat.
2/2
Gold Beast
U(G/R)
Creature Beast
If you control another multi-colored permanent CARDNAME gets +1+1.
Must be blocked if able.
2/2
Exalted Dead
1WB
Creature Zombie
Exalted
When a creature you control attacks alone it gets Life-link until end of turn.
2/2
Yuntai Retainer
BR
Creature Snake
Vanilla
Full Art Text-Less
4/1
Watchwolf (reprint)
WG
Creature Wolf
Vanilla
Full Art Text-Less
3/3
Dark Water Dinosaur
UB
Creature Dinosaur
Vanilla
Full Art Text-Less
1/5
Powerless Ghost
WU
Creature Spirit
Vanilla
Full Art Text-Less
0/6
Taiga Tiger
RG
Creature Cat
Vanilla
Full Art Text-Less
2/4
Kraj Frog Experiment
1UG
Creature Frog
If one or more counters would be put on CARDNAME you may put a +1+1 counter on it instead.
R: Until end of turn CARDNAME can not be blocked by creatures with less power.
2/2
Ghost Exile
1W
Creature Spirit
Whenever another creature dies exile it instead and gain one life.
Cards in graveyards lose all abilities.
B: First Strike
2/1
Laboratory Laborer
1UB
Creature Zombie
Whenever another creature you control dies you may put it on the bottom your library.
Death-touch
Transmute: UB
2/2
Demon Harbinger
1BR
Creature Human Cultist
When CARDNAME enters the battlefield you may search your library for a Demon and put it on top of your library.
Tap, sacrifice CARDNAME, lose two life: W
2/2
Oona, Queen of Fae's Gambit
1U
Tribal Instant Faerie
Scry 1.
Scry 1.
Scry 1.
Draw a card.
Dark Elf Ritual
1B
Tribal Sorcery Elf
Add GG to your pool.
Draw two cards.
Discard a card.
Lose two life.
Iron-Bark Ritual
G
Tribal Instant Treefolk
Remove all counters from target creature and gets +1+2 until end of turn
Flashback BW
Voodoo Poison Ritual
2G
Tribal Instant Snake
Distribute two -1-1 counters among one or two creatures.
If a Snake had counters put on by CARDNAME draw two cards and discard a card.
Flashback UB
Spirit Guide
W(R/B)
Creature Monk
When CARDNAME enters or leaves the battlefield put a 1/1 white Spirits with flying on the battlefield.
1/1
Negative Energy
1BR
Instant
CARDNAME deals 4 damage to target creature and remove all counters and auras from it.
Banishment
1WU
Instant
Put target creature on either the top or bottom of owners library.
Fatigue
WU
Enchantment Aura
Flash
Enchanted creature does not untap as normal.
Blood and Fire
3BR
Instant
[Blood Lust] If opponent has lost life this turn CARDNAME costs 2 less to play.
Deal two damage to each creature and player.
Sequester Magic
WG
Instant
Exile target spell if it is an enchantment or artifact; or exile target enchantment or artifact.
Mana Cascade
1UG
Instant
Counter target spell unless its controller pays 2
Cascade
Steal Mana
UG
Instant
Counter target spell unless its controller pays 1
You may put a +1/+1 counter on target creature.
Elf Enchantress
1WG
Creature Elf
CARDNAME gets +1+1 for each enchantment OtBF.
As long as CARDNAME is enchanted it has Vigilance and Life-link.
2/2
Aura Thief
1WG
Creature Elf
When CARDNAME enters the battlefield you may move an Aura to another legal permanent that shares a type with it.
Whenever an enchantment spell is cast you may gain two life.
2/2
Resistance Fighter
2WR
Creature Knight
Vigilance
Tap: Tap target creature.
2/2
Moon-beam
(U/R)
Instant
Target spell or permanent becomes colorless indefinitely.
Draw a card.
Exhaust
(U/R)(U/R)
Sorcery
Tap target permanent.
Draw a card.
If you paid both U and R target permanent does not untap as normal next upkeep.
Veteran Experience
1(W/R)
Tribal Instant Soldier
Untap target creature put a +1+1 counter on it.
Cloud Cat
1(W/U)
Creature Elemental Cat
Flying
Forecast (W/U): Scry 1.
2/1
Ranger
WG
Creature Soldier Scout
When CARDNAME enters the battlefield search your library for a creature with converted mana cost of one or less.
Forest-walk
2/1
Berserker Fury
2(R/W)
Sorcery
Target creature gets Double Strike until end of turn.
Draw a card.
Fire-Storm Elemental
4RR
Creature Elemental
When CARDNAME enters the battlefield you may sacrifice two Mountains, if you do CARDNAME deals four damage divided as you choose among any number of target creatures.
4/4
Spike Strength
G(U/B)
Instant
Put a +1+1 counter on target creature.
Put a -1-1 counter on another target creature.
Jund Dinosaur
4R(B/G)
Creature Lizard
When CARDNAME enters the battlefield destroy target land, or artifact, or creature.
4/4
Harmless Aura
UG
Enchantment Aura
Enchanted creature becomes a 0/1 blue and green Frog.
Enchanted creature can not activate abilities.
Exile Magic
WUB
Instant
Exile target spell or enchantment.
AEther Bodyguard
1WU
Creature Wizard
1WU, tap: Return CARDNAME and target creature in combat with CARDNAME to owners hand.
Flying
1/2
Recall Spell
(U/R)
Sorcery
Return target Instant card from your graveyard to hand.
Selesnya Unicorn
1WG
Creature Unicorn
If any source would deal damage to a creature you control prevent one damage to that creature.
2/2
Retreat
WU
Instant
Put target attacking creature on top of its owners library or return it to owners hand.
Partisan Spy
1BR
Creature Scout
If CARDNAME would become blocked you may have target creature blocking it block another legal target instead.
Shroud
First Strike
2/2
Dark Elf Oracle
1G(U/B)
Creature Elf
Tap: Put the top five cards from your library into your graveyard. Then put a card from your graveyard on top of your library.
2/2
Alectryomancer Archer
1W(R/B)
Creature Archer Monk
When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on the battlefield.
Reach
2/1
Imperial Dinosaur
2RG
Creature Lizard
Trample
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter and has Haste.
3/3
Supreme Dinosaur
2BG
Creature Lizard
Damage from CARDNAME can not be prevented.
If only basic land were used to pay for CARDNAME it enters the battlefield with two +1+1 counters.
3/3
Noble Dinosaur
2WG
Creature Lizard
Vigilance
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Royal Dinosaur
3UG
Creature Lizard Bird
Flying
If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
3/3
Primal Dinosaur
2GG
Creature Lizard
If only basic land were used to pay for CARDNAME it enters the battlefield with three +1+1 counters tapped.
3/3
Mana Burn
1UR
Instant
Choose one.
Counter target spell unless its controller pays 3.
Or deal three damage to target creature.
Bayou Boa
(B/G)(B/G)
Creature Snake
Swamp-walk
Forest-walk
2/2
Duel
1(W/R)
Sorcery
Target creature you control Fights target creature you do not control.
If G was spent to cast CARDNAME put a +1+1 counter on the fighting creature you control.
Coax with Law
1(W/B)
Sorcery
Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
If U was used to cast CARDNAME draw a card.
Fates
UB
Creature Medusa
When CARDNAME deals combat damage to a player, [Fate-seal] look at the top card of their library. You may put it on the bottom of their library.
CARDNAME can not be blocked by creatures with less power.
2/2
Gold Beast
U(G/R)
Creature Beast
If you control another multi-colored permanent CARDNAME gets +1+1 and gains Must be blocked if able.
2/2
Exhaust
1(U/R)
Sorcery
Tap target permanent.
Draw a card.
If you paid both U and R to cast CARDNAME target permanent does not untap as normal next upkeep.
Infiltrator
RB
Creature Mercenary
Frenzy 3
0/3
Berserker Fury
2(R/G)
Sorcery
Target creature gets Double Strike until end of turn.
Survival
1(W/R)(W/R)
Instant
Remove target creature from combat.
Then either tap it or put a +1+1 counter on it.
Erasure
WB
Instant
Reveal target opponents hand and top card of their library.
Exile a non-land card revealed this way.
Hive-mind
1UB
Sorcery
Draw two cards.
Each player discards a card at random.
Celestial Divination
U(B/W)
Sorcery
Look at the top seven cards of your library and put any number on the bottom of your library in any order, put the rest in to your graveyard.
Draw a card.
No you do NOT have that right Lord_Kaos, it is a privilege. You have to follow the rules and guidelines of this forum. You dont own this website. And this is not a thread for your entertainment if you are here just to make yourself feel better by acting superior and continually trying to get an emotional response from me.
DO NOT POST IN THIS THREAD FROM NOW ON.
OR I WILL CONTACT A MODERATOR.
THIS IS MY THREAD FOR THE PUBLIC, IT IS NOT YOURS.
THAT SHOULD BE CLEAR.
REFRAIN FROM ANY AND ALL COMMENTS.
Mastery of Peace
2W
Instant
Prevent all combat damage.
If only white mana was used to play CARDNAME you may gain five life.
Bird Call
3W
Sorcery
Put a 1/1 white Bird with on to the battlefield for each Plains or Island you control.
Pearl Priest
W
Creature Cleric
Whenever you cast a white spell you may gain one life.
1/1
Ghostly Aura
1WW
Enchantment Aura
When CARDNAME enters the battlefield gain three life.
Enchanted creature can block any creature, and gains +1+2.
When CARDNAME goes to the graveyard, return it to hand instead.
Master of Strategy
3W
Creature Soldier
Whenever you are attacked, if CARDNAME is untapped you may have CARDNAME deal 2 damage to target attacking creature.
2/4
Binding Spirit
4WW
Creature Spirit
Tap: Tap target permanent
4: Untap CARDNAME.
2/2
Conclave Guardian
1W
Creature Vedelkin Wizard
Protection from red
Cards named CARDNAME get +1+1 if your opponent controls a Legendary Land.
1/1
Wall of Force
3W
Creature Wall
Creatures get -1-0
Defender
Reach
0/3
Alchemist
1W
Creature Artificer
Tap, sacrifice an Artifact: U
Whenever an artifact goes to the graveyard you may gain one life.
1/2
Engineer
1WW
Creature Advisor
When CARDNAME enters the battlefield search your library for a creature with Defender and put it into your hand. Shuffle your library.
1/2
Healer
1WW
Creature Cleric
Tap a white creature: Gain one life.
0/1
Dryad Spirit Guide
[Reserved]
Plains Spirit
2W
Creature Spirit
Flying
CARDNAME gets +0+1 for each Plains you control.
2/1
Alabaster Thrull
WW
Creature Thrull
Tap: Prevent one damage to target creature.
When CARDNAME dies you may put a +1+1 counter on target creature.
1/2
Pearl Charm
W
Instant
Choose one
Prevent the next two damage a source of your choice would deal.
Target creature gets +0+3 until end of turn.
Gain four life
Karmic Reprisal
WW
Sorcery
Exile target creature.
That creatures controller targets a non-land permanent you control, it is destroyed.
If no permanent is destroyed return the exiled card to the battlefield.
Phyrexian Claim
W
Sorcery
Exile target artifact.
Cycling 3
Expatriate
WW
Sorcery
Exile target creature. Its controller gains life equal to its converted mana cost.
Guardian Ghost
W
Creature Spirit
Flying;
Tap: Prevent one damage.
0/1
Thrull Hand-servant
1W
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Vigilance
1/2.
Intervention
1WW
Instant
Exile target spell.
Lose five life.
Possessed Caryatid
2W
Creature Wall
CARDNAME enters the battlefield with two +1+1 counters.
Defender
Remove a +1+1 counter: Regenerate CARDNAME
0/1
Domesticated Moloch
5WW
Creature Dinosaur
Vigilance
Cycling 2
5/5
Celestial Re-Incarnate
5W
Creature Cleric
When CARDNAME dies put a 4/4 white Angel with Flying on the battlefield.
Life-link
2/2
Marble Caryatid
2W
Creature Wall
Defender
Tap: Prevent one damage to target creature. If it is white prevent two damage instead.
0/3
Cat Companion
W
Creature Cat
As long as CARDNAME is enchanted gains Hex-proof.
2/1
Reserved Leader
2W
Creature Soldier
Flash
When CARDNAME enters the battlefield creatures you control get +1+1 until end of turn.
1/1
Elder Dragon White Ritual
2WW
Sorcery
Each player may draw a card,
may gain four life,
may return a permanent from graveyard to hand,
and may put a +1+1 counter on a creature they control.
Drive
W
Instant
Target blocking or blocked creature gets +4+4 until end of turn.
Feint
1W
Instant Trap
Attacking creatures get -1-1 until end of turn.
Trap! If only one creature is attacking you you may pay W instead and it gets -3-3 until end of turn.
Rebuke
1W
Instant
Counter spell or ability that targets a permanent you control.
Draw a card.
Protection Magic
WW
Instant
Counter target spell that targets you, or a creature you control.
Gain three life.
Myr Storm
1WW
Tribal Sorcery Myr
Put an artifact 1/1 Myr on the Battlefield.
Storm
Dredge 3
Holy Ritual
W
Tribal Sorcery Cleric
Gain 3 life.
Buyback 1WW.
Corsair Reserves
3W
Instant Trap
Put three 1/1 white Soldier OtBFs
Trap! You may pay WW and lose three life if you are being attacked and you have no creatures.
Colossus Sentinel
3WW
Creature Avatar
At the beginning of your upkeep gain two life.
Vigilance
Cycling 2W When you cycle CARDNAME prevent all combat damage.
3/7
Spirit Mount
2W
Creature Spirit
2W, tap: Remove target creature from combat.
2/2
Squire Guard
1W
Creature Soldier
1: CARDNAME gets +0+1 until end of turn.
Can block any number of creatures.
1/2
Trade Caravan
W
Creature Camel
If a Camel would attack and not be blocked you gain life equal to the trade counters on it.
When CARDNAME attacks put a trade counter on it.
Non-basic Land-walk.
0/2
Bard
W
Creature Wizard
W, tap: Target creatures power becomes 0 until end of turn.
0/1
Communications Engineer
W
Creature Soldier
1, tap: Target creature gains or loses Defender until end of turn.
0/2
Yep, thanks. I did intend to use the wording from Nature's Spiral on those cards, because they basically are variants of that card. I just overlooked a word, it was typed in shorthand. I think that is pretty easy for people to understand by now.
I appreciate when people show me how to correct the mistakes on the cards, as even if I only get one word wrong on one in ten cards, there is still going to be dozens or errors, and it is pretty easy for me to overlook a word here or there.
When I have all the cards down, and before the set is completed, I will go though the wording on Gatherer, or MagicInfo, and make sure that it uses the modern Oracle wording. These cards are not the finished result, so thanks for pointing out the ways to fix the errors. Terminology is not faultless, and a lot of the cards were originally written in short hand. So there are to be some errors while im typing them up.
By the time they get into Magic Set Editor, as a finished product, Im sure they will have the correct modern terminology and syntax.
I hope though I dont have to continue to say multiple times each and every post that there are errors, and this is a work in progress, and I am here for helpful positive comments, rather than criticisms and critiques.
I understand that people like to correct people, and I 100% appreciate that, but please if you could just communicate that you have noticed a grammatical error (And c'mon we are all human we say CIP instead of ETB, it is no big deal.) in the cards I have posted then please just do what you Ninja Caterpie have done.
Just point out how to fix it. It nine times out of ten is an oversight in my typing shorthand, not a lack of understanding or the rules.
Thank you.
Im just trying to find out which cards produce desirable synergy in limited, or seem interesting, or ones that people like at first glance, or look like decent build around me cards for the kitchen table.
Not every card here is perfect, and a lot of them are not the most desired cards for the set either for limited play, or for the various formats of constructed. But that is okay, Im going to go through them and sort them in to uncommon, and rares, and mythic, and cull the surplus cards, the redundancy and the cards that dont work well because of the key-word or mechanic.
So key words might only appear on two or three cards, and may only be intended for there to be one card with that key-word in the set, where possible the ability un-key-worded or written differently.
Anyway, thank you to the people that have replied with logical and well meaning comments, I have taken a lot of the comments on board and made some changes regarding rarity.
Hopefully I will get the primary colors typed up soon in to rarity, and cull the unneeded and redundant cards. And I think I just need to get the secondary and tertiary colors typed and that is the categories up. And then I can start on the number and types of uncommon needed for the skeleton.
Feather, Serra Archangel
5WW
Legendary Creature Angel
Delve
Flying
Spells your opponents control are counted unless they pay 1.
5/6
Mastery of Peace
2W
Instant
Prevent all combat damage.
If only white mana was used to play CARDNAME you may gain five life.
Bird Call
2WU
Sorcery
Put a 1/1 white Bird with on to the battlefield for each Plains or Island you control.
Armor Mage
2W
Creature ClericC
reatures you control have Absorb 1.
1/4
Pearl Priest
W
Creature Cleric
Whenever you cast a white spell you may gain one life.
1/1
Ghost Hunter
WW
Creature Cleric
Tap: Destroy target creature with Swamp-walk. It can not regenerate.
Protection from Spirit and Zombie
2/2
Ghostly Aura
1WW
Enchantment Aura
When CARDNAME enters the battlefield gain three life.
Enchanted creature can block any creature, and gains +1+2.
When CARDNAME goes to the graveyard, return it to hand instead.
Mystic
1WG
Creature Shaman
When CARDNAME enters the battlefield you may return an Aura from your graveyard enchanting CARDNAME.
1/1
Master of Strategy
3W
Creature Soldier
Whenever you are attacked, if CARDNAME is untapped you may have CARDNAME deal 2 damage to target attacking creature.
2/4
Binding Spirit
4WW
Creature Spirit
Tap: Tap target permanent
4: Untap CARDNAME.
2/2
Conclave Guardian
1W
Creature Vedelkin Wizard
Protection from red
Cards named CARDNAME get +1+1 if your opponent controls a Legendary Land.
1/1
Wall of Force
3W
Creature Wall
Creatures get -1-0
Defender
Reach
0/3
Auramancer
2W
Creature Shaman
Enchantments and Enchanted creatures you control get +1+1.
2W, tap: Return target enchantment to owners hand.
1/2
Angel Guardian
3WW
Creature Angel
As long as your life total is less than an opponents CARDNAME is Indestructible.
Life-Link
Flying
4/5
Alchemist
1W
Creature Artificer
Tap, sacrifice an Artifact: U
When an Artifact goes to the graveyard gain one life.
1/2
Engineer
1WW
Creature Advisor
When CARDNAME enters the battlefield search your library for a creature with Defender and put it into your hand.
1/2
Healer
1WW
Creature Cleric
Tap a white creature: Gain one life.
0/1
Dryad Spirit Guide
[Reserved]
Plains Spirit
2W
Creature Spirit
Flying
CARDNAME gets +0+1 for each Plains you control.
2/1
Alabaster Thrull
WW
Creature Thrull
Tap: Prevent one damage to target creature.
When CARDNAME dies you may put a +1+1 counter on target creature.
1/2
Pearl Charm
W
Instant
Choose one
Prevent the next two damage a source of your choice would deal.
Target creature gets +0+3 until end of turn.
Gain four life
Strategic Artillery
(W/R)
Instant
Deal 2 damage divided as you choose among any number of target attacking or blocking creatures.
Karmic Reprisal
WW
Sorcery
Exile target creature.
That creatures controller targets a non-land permanent you control, it is destroyed.
If no permanent is destroyed return the exiled card to the battlefield.
Phyrexian Claim
W
Sorcery
Exile target artifact.
Cycling 3
Expatriate
WW
Sorcery
Exile target creature. Its controller gains life equal to its converted mana cost.
Guardian Ghost
W
Creature Spirit
Flying;
Tap: Prevent one damage.
0/1
Thrull Hand-servant
1W
Creature Thrull
When CARDNAME dies you may put a +1+1 counter on target creature.
Vigilance
1/2.
Matrix Mage
1WW
Creature Wizard
Activated abilities that are not mana abilities cost 1 more to activate.
2/2
Manipulator
W
Creature Wizard
Tap, exile two cards from your graveyard: Tap target creature it does not untap as normal next untap.
0/1
Tower Mage
2WW
Legendary Creature Wizard
At the beginning of your upkeep draw a card.
At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four.
0/4
Intervention
1WW
Instant
Exile target spell.
Lose five life.
Possessed Caryatid
2W
Creature Wall
CARDNAME enters the battlefield with two +1+1 counters.
Defender
Remove a +1+1 counter: Regenerate CARDNAME
0/1
Angel Avatar
1WW
Creature Angel Avatar
Flying
Damage dealt to CARDNAME is dealt to its controller instead.
2/1
Conscipts
1WW
Creature Soldier
CARDNAME enters the battlefield with three +1+1 counters
Whenever a +1+1 counter is removed from CARDNAME put a white 0/1 Deserter on the battlefield.
Whenever CARDNAME attacks or blocks remove a +1+1 counter from it.
0/1
Domesticated Moloch
5WW
Creature Dinosaur
Vigilance
Cycling 2
5/5
Ivory Caryatid
1WW
Enchantment
0: CARDNAME becomes indefinitely a 2/2 Gargoyle with Flying and First Strike.
1WW: CARDNAME stops being a creature, untap it.
At the beginning of your upkeep gain one life.
Celestial Re-Incarnate
5W
Creature Cleric
When CARDNAME dies put a 4/4 white Angel with Flying on the battlefield.
Life-link
2/2
Dinosaur Rider
3G
Creature Scout
When CARDNAME enters the battlefield search your library for a Lizard, and put it in to your hand.
CARDNAME gets +2+2 and Trample as long as you control a Lizard.
2/2
Marble Caryatid
2W
Creature Wall
Defender
Tap: Prevent one damage to target creature. If it is white prevent two damage instead.
0/3
Cat Companion
W
Creature Cat
If enchanted CARDNAME gains Hex-proof.
2/1
Reserved Leader
2W
Creature Soldier
Flash
When CARDNAME enters the battlefield creatures you control get +1+1 until end of turn.
1/1
White Ritual
2WW
Sorcery
Each player draws a card, gains four life, returns a permanent from graveyard to hand, and puts a +1+1 counter on a creature they control.
Intervention Magic
3W
Instant
The next time a source of your choice would deal damage, prevent it.
You gain life equal to the damage prevented this way.
Shuffle CARDNAME in to your library.
Drive
W
Instant
Target blocking or blocked creature gets +4+4 until EOT.
Feint
1W
Instant Trap
Attacking creatures get -1-1 until end of turn.
Trap! If only one creature is attacking you you may pay W instead and it gets -3-3 until end of turn.
Rebuke
1W
Instant
Counter spell or ability that targets a permanent you control.
Draw a card.
Protection Magic
WW
Instant
Counter target spell that targets you, or a creature you control.
Gain three life.
Myr Storm
1WW
Tribal Sorcery Myr
Put an artifact 1/1 Myr on the Battlefield.
Storm
Dredge 3
Holy Ritual
W
Tribal Sorcery Cleric
Gain 3 life.
Buyback 1WW.
Exodus Leader
1WW
Creature Soldier
At the beginning of your upkeep put a 0/1 Deserter on the battlefield.
Creatures you control can block an additional creature.
1/4
Angel Avatar
1WW
Creature Angel Avatar
Flying
Damage dealt to CARDNAME is dealt to its controller instead.
2/1
Corsair Reserves
3W
Instant Trap
Put three 1/1 white Soldier OtBFs
Trap! You may pay WW and lose three life if you are being attacked and you have no creatures.
Vedelken Artificer
1W
Artifact Creature Vedelken Artificer
At the beginning of your upkeep put a 0/1 artifact Prism token on to the battlefield.
1/2
Colossus Sentinel
3WW
Creature Avatar
At the beginning of your upkeep gain two life.
Vigilance
Cycling 2W When you cycle CARDNAME prevent all combat damage.
3/7
Robot Overlord
2W
Artifact Creature Artificer
Artifact creatures you control get +1+1.
Tap, WW: Return an artifact with converted mana cost one or less from your graveyard to hand.
1/1
Brass Mage
2W
Creature Wizard
Creatures cost an additional 1 to untap.
1/3
Magus of Conversion
2W
Creature
Activated abilities of lands that are not mana abilities can not be played.
2/2
Library Exile-Spirit
1WW
Creature Spirit
Whenever you discard a card you may put it on top of your library.
Whenever you exile a card gain one life.
1WW, tap: Remove target creature from combat.
2/2
Darken Spirit
1WW
Creature Spirit
Spirits you control are black and get +1+1.
Life-link
1/1
Resistance Leader
1WW
Creature Soldier
Flash
Defending creatures you control get +1+1.
2/2
Squire Guard
1W
Creature Soldier
1: +0+1
Can block any number of creatures.
1/2
Decree
xWW
Tribal Sorcery Knight
X creatures you control gain Exalted until end of turn.
Gain X life.
X can not equal zero.
Buyback xx
Trade Caravan
W
Creature Camel
If a Camel would attack and not be blocked you gain life equal to the trade counters on it.
When CARDNAME attacks put a trade counter on it.
Non-basic Land-walk.
0/2
Parliment Owl
1WR
Creature Bird
Flash
Flying
When CARDNAME enters the battlefield redirect the next two damage target source would deal to target creature or player.
2/1
Guildpact Nemesis
2W
Creature Wizard
Multicolored permanents cost an additional 2 to untap.
2/2
Archers
1W
Creature Archer
Reach
Tap: CARDNAME deals one damage to target attacking or blocking creature.
2/1
Bard
W
Creature Wizard
W, tap: Target creatures power becomes 0 until end of turn.
0/1
Communications Engineer
W
Creature Soldier
1, tap: Target creature gains or loses Defender until end of turn.
0/2