All of The Pawns cards

F

FoundationOfRancor

Guest
This is the set so far. We still need about 10-20 cards for each color, and white need alot of work. So what do you guys think!?



White Cards


1)
Strike Back WW
Enchantment
All non-sliver cretures get +1+1

2)
Kindred Souls 3WW
Enchantment
When this card comes into play, choose a creature type and color. All creatures of the chosen type gain protection from the chosen color.

3)
Renewing Sliver 2W
Creature-Sliver
2/2
T, sacrifice: Destoy target creature : That creatures controller looks in its deck for a sliver card and puts that card into play.

4)
Invasion of the Hive 3W
Instant
All creatures lose all abilities until end of turn
Draw a card

5)
Evolved Sliver 3WW
Creature-rebel sliver
XT,: Search your libray for a sliver with casting cost X or less and put it in play. Lose X life
2/3

6)
Trium Soldier 2W
Creature-Soldier
2/2
First Strike, Protection from slivers

7)
Circle of Protection: Creatures 1W
Enchantment
When this card comes into play, choose a creature type.
1: The next time a creature of the choosen type would deal damage to you, prevent it.

8)
Sliver of truth 2W
1/1
All slivers gain: "1, discard a card, remove this creature from the game: This creatures controller gains life equal to its added power and toughness. Any player may play this ability"

9)
Payed Assitance 2W
Enchantment
2: In addition to 1, pay one mana of each color target creature costs. Regenerate that creature.

10)
Benevolent Consciousness
3WW
Enchant World
When this card comes into play, draw a card
Slivers only share the abilities of slivers controlled by the player with the highest life total.

12)
Breeder 1W
T, Sacrifice Breeder, sacrifice target creature: search your deck for target creature with converted mana cost no greater then the converted mana cost of the creature sacrificed
0/1

13)
Trium Infantry W
Summon Infantry
Whenever this creature leaves play, deal one damage to target creature
1/1

14)
Spirit Guide 3WW
Creature-spellshaper
1W: Your Oppenent chooses: Gain 2 life or prevent 2 damage to target creature
1/5
"The Healer cleanses the body, She cleanses the soul"

15)
Trium Gunslinger WW
Creature-Truim
2/2
First Strike, protection from slivers

16)
Trium Shadow 2W
Creature-Gunslinger
First Strike, protection from black and white
Kicker 2W: (Gaines protection from all colors)
2/1

17)
Aging 2W
Instant
Destroy target artifact or enchantment
Kicker: W (Target artifact or enchantment gains protection from a color of your choice untill end of turn)

18)
Brown-out 4WW
Instant
Brown-out cannot be countered
Destory all artifacts and enchatnments
Kicker: WWW (Your artifacts and enchantments are not destroyed by this card)

19)
Myth 2WW
Enchantment
During each players upkeep, that player may go through his or her libray and put an enchantment card into play, then shuffle the library.
At the end of your turn, destory a random enchantment in play

20)
Scapegoating Public 1W
Enchantment
Fading: 2
When this card comes into play, choose a creature type.
1: Destroy all creatures of the chosen type. You may only use this ability once.
When this card leaves play, destory all creatures that are not of the choosen creature type

21)
Torn reality 3W
Instant
Your oppenent chooses: Destroy all lands or destory all creatures.

22)
Paladin Biggot 3W
Creature- Paladin
2/2
When this card comes into play, choose a creature type.
2W,T: Desroy a creature of the choosen type.

23)
United Cause 4WW
Sorcery
Put a 1/1 patriot token into play for each white mana producing land you control.

24)
Truim Priest 2W
Creature- Patriots
2/2
T: Target white creature gets -x+x, where x equals the number of lands you control.

24)
Masked Rider 2w
Creature- Rebel
2/1
Haste.
For each damage this card deals, gain 1 life.
Kicker: WW (Gets a +2+0 counter and gains trample)

25)
Trium Propagandist 2W
Creature- Townsfolk
2/1
T: Prevent the next 1 damage dealt to target creature or player.
T: Target creature gets +1+1

26)
Recruiting Solider 2W
Creature- soldier
2/2
You may have more than 4 Recruiting Solider in your library
T: Look through your library for a recruiting solider card and put it into your hand.

27)
Artillerist 4W
creature- cleric
2/3
Sacrifice a land, T: deal 2 damage to target creature or one damage to target player.

28)
Recruiting Drive 3WW
Enchantment
Sacrifice a non basic land: Put a 2/2 white knight token into play under your control:
Sacrifice a plains: Put a 1/1 creature into play with first strike.

29)
Colony
Enchantment
2W
Pay WW during your upkeep or sacrifice supply lines and destroy all settler tokens.
At the end of your turn, put a 1/1 settler token into play.

30)
Trium Ward W
Enchan Creature
When sanctum ward comes into play, Choose a color. Your oppnent chooses:: Target creature is untargetable to spells or abilities of that color, or target creature suffers no damage from that color, or taret creature cannot be blocked by that color.
When Sanctum ward goes into your graveyard, draw a card and return it to your hand.

31)
Farmland 2W
During your upkeep, tap all lands you control
At the beggining of your main phase, gain life equal to the number of white mana producing lands you control

32)
Soothing Words
WW
Enchantment
You may play Soothing words as an instant.
3, Remove target attacking creature from the game: and put 3 time counters on this card. During your upkeep remove a counter from Soothing Words. When there are no counters on soothing words put target creature back into play with a +0/+2 counter on it.
1: remove a counter from soothing winds. Only your oppenent can play this ability.

33)
John Kane, Rebel Gunslinger 4WW
Creature-Gunslinger legend
3/3
When John comes into play, name a creature type.
T, X+3: Look through your oppenets library for a creature of the named type with a casting cost of X or less. Put that card into play under your control and your oppenent shuffles his library.
T: John deals 1 damage to all creatures you do not control.

34)
Lone Monystary 3WW
Enchantment
During your upkeep put a 2/2 Monk token into play with first stike for each card you have in hand above 5.
"We guard the present, and ensure the future."

35)
Stand Still 2WW
Enchantment
When this card comes into play, destory all your creatures.
Creatures cannot be played.
During your upkeep, put a 1/1 traitor token into play under your oppenents control.

36)
Arc Cleric 2W
Creature-cleric
2/2
Swampwalk and Mountainwalk
When this card goes to the graveyard from play, return it to your hand.

37)
Cleansing Judgment W
Sorcery
All creatures lose with protection lose it untill end of turn
Kicker 2: (All lands you control gain protection from red untill end of turn )

38)
Protective Sheild 3W
Sorcery
Put a Sheild counter on all plains you control.
Spells that target a land with a Sheild counter on it cost an additional 1 and require the caster to sacrifice a land

Im really unhappy with the white cards. They need alot of work and alot more creativity pumped into em.

Artifacts

1)
Mental Buzz 3
Artifact
All slivers get -1-1.
"The sound was not heard...but felt."


2)
Infinite Cage 4
Artifact
Slivers may not untap during there controllers untap phase
"Im not sure which is worse; capture of the mind or the body"
-Barl Sart, philiopsher

3)
Melting Sliver 4
4/4
Fading: 2
The townspeople ran for there lives...untill they looked back and relized they were running from a puddle.

4)
Melting Sun 2
Artifact
All creatures gain +2+2 and have fading: 2
The sun blinded and burnt the warriors...the slivers barely noticed it.

5)
Evolution Grounds 4
Artifact
Fading: 4
When this card comes into play, choose a creature type
Remove a fading counter: All creatures of the choosen type get +1+2, trample, flying, venom, or first strike untill end of turn.

6)
Warriors of Glass 2
Creature- Golem
When any other creature comes into play, sacrifice Warriors of Glass
3/4
Life is to easy to shatter

7)
Memory Catcher 6
Artifact
Whenever a non-permanent spell you play goes to the graveyard, you must pay 3 and return that spell to your hand. If you cannot, you lose 4 life.
"Its to bad she wont live, but then again, who does?"
-Blade Runner

8)
Chimeric Sliver 3
Artifact Creature- Sliver
1/1
All Slivers gain "Sacrifice this creature: Put a +1/+1 counter on target Sliver. That Sliver also gains all printed abilities of the sacrificed creature."
They not only act as one, they now begin to meld into one.

9)
Larva 0
Summon-monster
If you control another creture, Larva gets +1/+0
0/2

10)
The Gathering 6
Artifact
When this card comes into play, each player may look through his or her library for 4 creature cards and put them into play. Then they shuffle their librarys, and you remove all the cards except for the last 2 of your library from the game.

11)
War Golem 5
Summon Golem
Gains +0+1 for each creature in play
2/3
"As the soldiers fell back, the golem only surged forward"

12)
Radiation 2
Artifact
All cards with artifice in all players hands lose artifice.
All cards in all players hands without artifice have "artifice: x+1, where x is this cards casting cost"

13)
Drug 3
Artifact
Fading: 3
During your upkeep, draw and additional 2 cards
When this card leaes play, you lose the game

14)
Rusted Grounds 4
Artifact
T, Sacrifice a creture : put two 1/1 Homarid tokens into play
No one entered the rusted grounds anymore. Not since Joel came back and the monsters burst from his chest

15)
Melding Rig 4
Artefact
T, sacrifice two untapped cretures: Put a thrull Token into play with power and toughness equal to the sum of the sacrified creatures power and toughness.

16)
Political Boundries 3
Artefact
Each player must sacrifice a creatures during his or her upkeep if they control more creatures than any other player.
If you play a land, sacriifce this card.
Politicians never listen to you...they're just waiting for their chance to talk

17)
Grinding Mill 6
Artifact
When this card comes into play, choose a card type (Sorcery, Creature, Instant, Land)
T, X+3: Look at target players library and remove a card of the choosen type with a casting cost X or less from the game. Shuffle the library.

18)
Contricting Wand 3
Artifact
Creatures may be played as instants.
T: Counter target creature spell cast during your turn.
The gunslingers moved silently through the night, never stopping untill their leader gave the word

19)
Molding Guard 5
Creature-Golem
0/1
During your upkeep put either a +1/+0 or +0/+1 counter on Molding Guard.
3: Add a +0/+1 or +1/+0 counter to Molding Guard. Use this ability only once each turn. Play this ability as a sorcery.
It changes for everyone

20)
MindFire Amulet 5
Artifact
Return a creature to owners hand: All artifice spells cost 2 less to play until end of turn.
Whenever a creature comes into play by means of artifice, this card deals damage equal to that creatures casting cost to target player.

21)
Cup of youth 3
Artifact
Fading: 1
Skip your upkeep step
Instead of removing the fading counters from this card during your upkeep, remove them during your draw step
Pay 3 life: put a fading counter on Cup of youth
"Young people..." magneto muttered as he knocked the girl into a deep sleep

22)
Hidden Library X
Artifact
Fading: X
2T: Each player draws X cards.
Deep within the mucks of Luna, the Library breathed

23)
Compensator 3
Artifact
Destory target land: your oppenent gains control of a land of his choice
Artifice: 1G

Red Cards

1)
Falling Sky 2RR
Instant
Destory target land
Artifice: 5 (You may pay 5 instead of this spells normal casting cost to put it into play)


2)
Hive Devotion 2R
Enchantment
When this card comes into play, choose a creature type.
2R, sacrifice a a creature of the chosen type: Destroy target land

3)
Lightining Sliver 2RR
6/1
Haste
All slivers you control cannot block
Fading: 0

4)
Sewer Lurker 5R
Creature- monster
*/*
Sewer Lurker has power and toughness equal to the number of lands in all players graveyards.

5)
Renewal 3RR
Instant
Destory target creature: Put an Orc token into play under the control of the sacrificed creatures caster with power and toughness equal to the sacrificed creatures casting cost.
Artifice: 6

6)
DeEvolve RR
Creature enchantment
When Devolve comes into play, draw a card.
Target creature counts as a creature-scum instead of its normal type.

7)
Body Flow RR
Sorcery
Discard a creature from your hand: Body Flow deals 3 damage to target creature of player. That creature cannot regenerate.

8)
Territorial Consciousness
3RR
Enchant World
When this card comes into play, draw a card.
Slivers only share the abilities of slivers controlled by the player with the greatest number of lands in play.

9)
Explosive Sliver 3R
Creature-Sliver
1/2
All slivers gain: "Sacrifice this sliver and draw a card: This sliver deals damage to all creatures and players equal to its power"

10)
Caervins FireRain RR
Sorcery
Destory target non-basic land

11)
Powder Dealer 3R
Creature-Shapshifter
When this card comes into play, choose its creature type.
When this card leaves play, each player must sacrifice a land equal to the number of creatures of Powder Dealers type
1/2

12)
Natural Selection
1R
Instant
Destroy a creature with power 2 or less. in play. This effect is not targeted.
Kicker: 2 (You may destroy any creature regardless of power)
Artifice: 4

13)
Unlikely Alliance
3R
Sorcery
You control all of target opponent's creatures until end of turn. Until end of turn you may not attack that opponent.

14)
Tactical Sliver 2R
Creature-Sliver
All Slivers have flanking.
2/2


15)
Flowstone Mindbearer
2R
Creature- Monk
1/2
All creatures gain "(1): +1/-1 until the end of turn."

16)
Laccolith Sliver
2RR
Creature- Sliver
2/2
All Slivers gain "Whenever this creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, this creature deals no combat damage this turn."

17)
Mindless Drone 4R
Creature-shapeshifter
When mindless drone comes into play, choose a creature type
Mindless Drone gets +1+1 for each creature of the choosen type in play

18)
Volatile Sliver
Creature-Sliver
2RR
If there are ever six or more slivers in play, destroy all slivers. They can't be regenerated. Each sliver each player controls that is destroyed in this way deals 2 damage to its controller.
0/1


19)
Raid RRR
Sorcery
Destory target land.
Artifice: 2GG or 2BB
If you paid the green artifice cost: draw a card
If you paid the black artifice cost: your oppent discards a card

20)
Totalarian Goblin 1RR
Creature-goblin
1/2
When this card coms into play, sacrifice a land
Artifice: Sacrifice a land
1; This card deals 1 damage to all creatures and players. Each player must sacrifice a land.

21)
Brooding Trium 2R
Creature-mercenary gunslinger
2/2
First Strike
Kicker: 1RR
If you paid kicker, gets +1+2 and gains, haste and "Whenever this creature deals combat damage to a oppenent, that player has to sacrifice an artifact"

22)
Thrashing Drifter 2RR
5/5
Creature-Drifter
Thrashing Drifter cannot be blocked except by red cretures.
Whenever thrashing drifter deals damage to an oppenet, you must discard a card at random, if you cannot, sacrifice this card and skip your draw phase for the next turn.

23)
Sporting R
enchantment
Fading: 2
When sporting comes into play remove a creture you control and a creture your oppents controls from the game
When this card leaves play, return those cretures into play with two +1+1 coutners and first strike

24)
Call of the Minotaur 2RR
enchantment
Sacrifice a creature: all creatures you control get +x/+0 where x is that creatures power. Use this ability only once each turn.

25)
Parralax Blood 2RR
Enchatnment
When this card enters and leaves play, draw a card
Fading: 5
Remove a fading counter: target player loses 1 life
When this card leaves play, that player gains all life back that was lost this way

{Question: Should this be 2R and drop the cantrip?}

26)
Aether lightning 2R
instant
Your oppenent chooses: you opponent sacrifices a creature, or aether lightning deals 3 damage to target creature or player.

27)
Almindhra's Vengence 4R
Sorcery
You oppenent chooses one: deals 4 damage to each creature or player, or each player destroys 4 lands.

28)
Throbbing Pain RR
enchantment
Sacrifice: Deals one damage to target creture or player, that creature cannot regenerate.
When this card goes to your graveyard from play, return it to your hand.

29)
Stroke
R
Enchantment
Whenever a creature deals damage that sends another creature to a graveyard, put a buildup counter on it.
Whenever a creature has three buildup counters on it, sacrifice it and its controller must sacrifice a land.

30)

Tyrithan Upstarts
4RR
Summon Anarchist
3/2
When this creature come into play your opponent chooses: This card deals damage to target oppenent equal to the number of creatures that player controls, or you search your opponents library for a card, and that player is dealt damage equal to that cards casting cost. You put that card in his/her hand and shuffle his library.

31)
Tyrithan Townsfolk
R
Summon Townsfolk
0/1
T; Add R to your pool
T: Discard a card at random from your hand: Add RRR to your mana pool


32)
Drunken Mage 2R
Creature-Wizard
1/2
2r, t: Destroy target random creature in play. This effect is not targeted.

33)
Rebellion
Enchantment
2RR
During your upkeep, sacrifice a creature or destroy Rebellion
At the beginning of your turn you may pay RRR to put a revolt counter on Rebellion. All creatures you control get +X/+X, where x is equal to the number of revolt counters on rebellion.

34)
Orc Ranks RR
Creture-orc
3/2
During your upkeep, take 2 damage.

35)
Orc Mercenary 2RR
Creature-orc
5/5
Haste.
Skip your draw phase.
"When tempers flare, reason tends to run for cover..."
-Lady Whimsical

36)

Heart Attack RR
Sorcery
Target creature gets a -1-1 counter.
Any creature that is targeted by heart Attack a second time is destoryed.
When this card goes to graveyard from play, return it to your hand.

37)
Spiked Dragon 4RR
Creture-dragon
0/0
Flying
Comes into play with 4 +1+1 counters.
4, remove a counter: draw a card.

38)
Luna Peddler 2RR
Creture-dwarve
3/1
Oppenent gains control of a land you control: Add two mana of any color to your mana pool.
Oppenent gains control of an enchantment you control: Gets +2+2 and trample untill end of turn.

39)
Winged Ape
2RR
Creature- Evil flying monkey
2/1
Flying, First Strike
Sacrifice Winged Ape: Deals 3 damage to target Fairie, Spellshaper, or Witch in play.
"Ding, Dong the Witch is dead!"

40)
Almindhra, the Chaotic 3RR
Creature-CPA legend
3/3
At end of your turn destory a random creature in play.
RRR; Target player chooses one: Opponent is dealt damage equal to the number of lands they control. Or: You look at target opponent's hand, choose a card, they are dealt damage equal to the casting cost of that card.
"Do NOT piss her off...She'll open up a can on your ass!"
-Casey Seiter

41)
Captain Caveman, The Uniter 2RR
Creature-CPA Legend
1/2
All Nomads get a +1+1
Captain Caveman counts as a Nomad
If Captain Caveman deals combat damage to an opponent,
gain control of target land. If Captain Caveman leaves play,
return all lands to there owners control.
"I come in peace"


42)
Plane Native 1RR
Creature-Lurker
2/1
1: Target creature gains haste
When Plane Native is placed into graveyard form play, place a +2/+2 counter on all creatures you control.

"When Urza unleased the power of the bowl, the World shook. When the Ice Age began, the World cried in pain. No more shall this planet be pained by our natural defender's weaknesses."


43)
Apollo, The Phoenix RR3
Creature-CPA legend
4/3
Flying
During your upkeep, if Apollo, The Phoenix is in your graveyard, you may pay RR3 to put it into play.

Black cards


1)
Sliver Traitor 2BB
Creature-sliver
1/2
All slivers cannot attack or block
Artifice: 3UU or 3RR

2)
Spawning mass 3B
Enchantment
Upkeep: BB
During each players upkeep, he/she may put a 2/1 thrull token into play

3)
Dark Sliver BBB
0/1
Sacrifice two slivers: put a creature from your graveyard into play.
Artifice: 4

4)
Sliver Assasin 2BB
creature-sliver
2/1
Shadow
2: Target sliver gains shadow. Any player may play this ability
Artifice: 5

5)
Vampiric Sliver BBB
Creature-Sliver legend
5/5
During your upkeep, remove a sliver you control from the game or sacrifice this creature.
When this creature leaves play, sacrifice all permanents you control and discard your hand.

6)
Toxic Mutation
Creature-Abomination
2BB
2/3
All creatures gain "At the beginning of this creature's controller's upkeep, this creature deals 2 damage to its controller."

7)
Sliver Elite 3B
Creature-Hunter
2/2
All slivers get +1+1
All non-slivers get +2+2

8)
Tyrannical Consciousness
3BB
Enchant World
When this card comes into play, draw a card
Each sliver shares its abilities only with those slivers whose total base power and toughness is greater than its own.

9)
Harvest Plague 4BB
Enchantment
During your upkeep put a disease counter on Harvest Plague
During each players upkeep he/she sacrifices a permanent for each counter of sliver plague
When this card leaves play, put all permanent cards in all graveyards into play under their owners control

10)
Sadistic Soldier 2B
Creature-vampire
Whenever a creature leaves play, put a +1+1 counter on all creatures
2/1

11)
Minotaur of the Pit 3BB
Creature-Minatour
Flying, First strike
R:+1/+0 until end of turn
2/2
"You fell from the mountain, there is no returning"

12)

Struggiling death 1BB
Instant
Destroy two target creatures that share the same creature type. They cant regenerate
You lose 2 life.
Kicker: 2 (you gain two life)

13)

Sealed Tomb 2B
Enchantment
During you upkeep, put a 2/2 black Zombie token with Fear into play.
At the end of your turn, sacrifice a non-token creature or sacrifice this card and lose 5 life.

14)
Vampire's Blood 3BB
enchantment
T: Destroy target creature an opponent controls. You opponent then chooses a creature you control and destroys it. Vampires cannot be destroyed in this way.
3B: put a 1/1 black vampire token into play that has flying.

15)
Redirected Slaughter 2BB
Instant
Your Oppenent chooses one:
Destory target creature, it cannot regenerate.
Or
Look through your library and put four cards into your graveyard. Shuffle your library afterwards.

16)
Consumers 2B
Creature-Eaters of the dead
2/1
1B: Remove two cards from target player graveyard from the game.
Artifice: 4

17)
Dead Rising 2BB
Sorcery
You may pick a creature card in any graveyard and put it into play under your control
Your oppenet may choose two creatures from any graveyard and put them into play under their control

18)
Catacombs of Horror
Sorcery
Your Oppenent chooses: Put all creatures from all graveyards into play under their owners control, or, destory all creatures

19)
Evil summoning B
Instant
Your Oppenet chooses: You add BBB to your mana pool, or, you gain 3 life and your Oppenent loses 3 life

20)
Putrefied Agent 3BB
Creature-Oppurtunist
5/5
When this creature comes into play, your Oppenent gains control of it.
During your upkeep, destory all non land permenants you control except for this creature.

21)
Infiltrating Spy 2B
Creature-assasin
2/2
Flying
when Infiltrating spy comes into play, take control of target creature controlled by target opponent. That opponent gains control of Infiltrating spy and a land you control.

22)
Bounty Call 3BB
Enchantment
4, tap a mercenary you control: Look through your library for a creature card with cc of 4 or less. Put that card into play and shuffle your library.

23)
Promotion 2BB
Enchantment
3, tap a mercenary you control: Look through your library for a creature card with cc of 3 or less. Put that card into play and shuffle your library.

24)
Decaying Patient 2B
Creature-monster
0/1
When this card comes into play, all permanents without fading gain "Fading: 2"

25)
Nether Bargain BBB
Enchantment
Sacrifice a creature you control: Add BB to your mana pool

26)
Netherboon 2B
Sorcery
Your oppenent chooses: Target creatre gains either Venom, a +3+2 counter, fear, or "Whenever this creature deals damage, your oppenent loses that amount of life"

27)
The Raven 2B
Creature-Illusion
1/2
Flying
T: target creture gets "Cumalitive Upkeep: This creature gets a -1-1 counter. Put a mark counter on it"
The Raven may not untap as normal if a card with a merk counter on it is in play.

28)
Fetish Vampire 2B
Creature-Vampire
2/1
At the beggining of your upkeep, remove a counter from a permenent you control. If you cannot, sacrifice this creature.

29)
DarkSky Vampire 3BB
Creature-Vampire
4/4
T; Destroy target creature with flying

30)
FreeLance Knight 2BB
Creature - Mercenary Knight
0/4
Fear
Choose a card from your hand and put it aside. Target opponent may play this card as though it were in his or her hand. If he or she does not play the card, remove it from the game. : Put a +2/+0 counter on Freelance Knight. Use this only during your opponents main phase.

31)
Haggard Walker 1BB
Creature-Zombie
3/2
Whenever this creature deals damage to a player, each player must discard a card at random from his or her hand.

32)
Dusk 2B
Enchantment
When dusk comes into play, discard your hand.
Skip your draw phase.
Whenever a creature you control deals damage each player must randonly discard a card.

33)
Shrieking Phyrexian 1B
Creature-mercenary
Fear
When this card comes into play, untap all creatures.
2/1

34)
Azazel 3BB
Enchantment
When this card comes into play, put an azazel counter on target creature you control.
You gain control of all creatures with azazel counters on them.
Whenever a creature with an azazel counter is dealt damage from a creature, remove the azazel counter from that creature and put it on the one that dealt damage.
"I thought I had him...and he thought he had me"
-Azazel, Fallen


35)

Nodnarb, The Carrier 2BB
Creature-CPA legend
If you have more than 5 creatures in play, sacrifice this card
Sacrifice a creature: Put a -1-1 counter on target creature
BBB: Put a rat token into play, treat this card as a 1/1 creature.
2/2

36)
Caervins Encampment 3BB
Enchantment
During your upkeep, target opponent sacrifices a creature for each card in your hand less than 3 you have.
"They difile the land in such a way, that nothing else can live upon it."

37)
Muck Sweeper 1B
Creature-Lurker
First Strike
During your upkeep, you may pay two, if you do your Oppenent decides wheither you put a +1+0 counter or a +0+2 counter on this creature
1/1

38)
Soldider of War 1B
Creature-mercenary
1/1
During your upkeep, take 1 damage
3T: Your oppenent chooses one: Either you look through your library for a creature card with casting cost 4 or less, or this creatures gets a +2+1 counter

Blue Cards


1)
Rhystic Sliver 1UU
Creature-sliver
1/1
All slivers gain "1: untill end of turn, unless any player pays 1, this sliver gains +1+1."

2)
Hive Mind 1UU
Enchant Creature
When Hive Mind comes into play, choose a creature type. Enchanted Creature counts as the choosen creature type as well as its original type.

3)
Desperate Grasp UU
Instant
Discard a card: counter target spell

4)
Ethereal Watcher 3UU
Creature-Homarids
1/3
T: Put a Ethereal counter on target creature unless your Oppenent pays 2
Any creature with a Ethereal counter on it gains "During the controller of this creatures upkeep, that controller must pay the casting cost of this creature or sacrifice it"

5)
Everchanging Rain 4UU
Sorcery
Put 4 Homarid tokens in play. Treat these as 2/1 creatures with haste. Destroy them at the beginning of your next upkeep.

6)
Arcane Consciousness
3UU
Enchant World
When this card comes into play, draw a card
Each sliver shares its abilities only with those slivers whose converted mana cost is less than its own.

7)
Advantge of the enemy 3UU
Enchantment
Sacrifice a creature: Draw cards equal to the number of creatures in your graveyard.

8)
Aqautic Watcher 2UU
Creature- Djinn
2/3
Flying
T; Look at target Oppenent's hand

9)Elder Bodygaurd 1UU
Creature- Merfolk
Sacrifice Elder Bodygaurd: Remove target creature from the game, return it to play at end of turn.
2/1

10)
Nexus Juggernaut 3U
Creature-Knight
When this card comes into play, choose a creature type.
All creatures of the choosen type cost 1 less to play.
2/1

11)
Denial of Sound UUU
Instant
Counter target spell
Artifice: 5

12)
Shattering Touch 2U
Instant
Look at target players hand you may choose 2 cards. Those cards lose artifice. When played in response to an opponent using an artifice cost you may target the spell being cast

13)
Djinn Call 1UU
Sorcery
Artifice: 4
Sacrifice a Island: all merfolk get +2+2 and trample untill end of turn
Sacrifice a Swamp: target creatures power is now at 0
Sacrifice a Plains: Target creature gains protection from red and black untill end of turn

14)
Verv Battle Call 2U
Sorcery
Sacrifice two Mountains: deals 3 damage to all creatures and players. Creatures cannot regenerate.
Sacrifice a forest: Gain control of target Oppenets land
Buyback: Sacrifice a non basic land

15)
Radiating Licid 1UU
1/1
Creature-licid
This card cannot be countered
When this card comes into play, choose a color
1: This card becomes a creature enchantment that reads "Whenever a spell of the choosen color is played, this creature gets a +1+1 counter unless target Oppenent pays 1"

16)
Time ripple 4UU
Sorcery
Your Oppenent chooses: You take an extra turn after this one, or you skip your next turn and draw an additional 7 cards during you next draw phase.

17)
Stumble 2UU
Instant
Your Oppenent chooses: Counter target spell, or draw 2 cards and untap 2 lands.

18)
Knight of the Wild 1uu
Creature-Knight
1/1
When this card comes into play, name a creature type.
Whenever a creature is played of the choosen type, draw a card.

19)
Trium Mage 3U
Summon Mage
1/1
All artifice costs cost 1 less to play.
1: Target card in your hand gets "Artifice: X+3, where X is that cards casting cost."

20)
Cloak of the Artificer U
Enchant Creature
When this card comes into play, your oppenent draws a card
Target creature can only be blocked by artifact cards.

21)
Merchant Caravan 2U
0/3
creature- Townsfolk
Put a -0/-2 token on target creature you control: Add 1 mana of any color to your mana pool.

22)
Verv Scholar
2UU
Creature-Wizard
2/2
You may play Verv Scholar any time you could play an instant. When Verv Scholar comes into play draw 2 cards. Chose 1 and put it on the bottom of your library.
"We weed through the myths to find the truth behind the abominations"

23)
Verv Hoodlum 2U
Creature-Wizard
1/2
You may play Verv Hoodlum any time you could play an instant. When Verv Hoodlum comes into play counter target spell unless its caster plays 2.
"Stupid kid almost broke my concentration..."
-Fer, Verv Task Mage

24)
Verv Tax Collector 2UU
Creature-Wizard
3/2
First Strike
You may play Verv Tax Collector any time you could play an instant. When Verv Tax Collector comes into play, return target creature to it's owner's hand.
"He's two hours late-kill him when he gets here"
-Gartyar, Verv Tax Collector

25)
Verv Battle Armor 3U
Enchantment
You may play Verv Battle Armor any time you could play an instant. When Verv Battle Armor comes into play, select a creature. That creature gets +2/+2 as long as the armor is in play.
"The Verv aren't known for their strength in battle, but their armor is."

26)
Fleeing sprite 1UU
Creature-sprite
2/2
Flying
UU: Return Fleeing Sprite to your hand.

27)
Musing Sprite 1U
Creature-sprite
1/1
Flying
When this card leaves play, draw a card.

28)
Skimmer Faeiries 1U
Creture-faeirie
1/1
Flying
Whenever a spell or ability targets this card, the controller must pay 1 or the ability/spell is countered

29)
Deeper Riddle 2U
Instant
Target creature gains "This creature cannot attack if you control more than one creature, this creature cannot block if you control more than one creature"
Draw a card.
I am never quite what I appear to be. Straight-forward I seem, but it's only skin deep, for mystery most often lies beneath my simple speech. Sharpen your wits, open your eyes, look beyond my exteriors, read me backwards, forwards, upside down. Think critically and answer the question...what am I?

30)
Planar Mutation
Enchantment
UU
When this card comes into play, discard a card or sacrifice this card
Creatures get +3/+2.
During each player's upkeep, that player puts a -1/-1 counter on each creature he/she controls.

31)
Luna Merchant 3UU
Creature-faeirie
2/2
Flying
Target oppenent gains control of a creature you control: Draw two cards.
Target oppenent gains control of a artifact you control: +3/-1 and trample untill end of turn.
No one ever leaves luna with exactly what they came in with

32)
Constant Betrayal 3U
Enchant Creature
Enchanted creature gains "3: Gain control of this creature. Any player may play this ability."
"I would never trust a traitor...even one I created"
-The baron of the Harkonnen house

33)
Madness of Minds 3U
enchantment
All creatues cannot attack or block.
Each player may play 2 to ignore this ability untill end of turn
Kicker 2U: Instead of paying 2, players must play 4.

34)
Jaws, the Enforcer 3UU
Creature-CPA legend
4/1
First strike
Tap all lands you control: Put a 3/1 shark token into play with first strike. You may use this ability only during your upkeep.
Artifice: 4RR

35)
Totalarian Enlightenment 2U
Sorcery
Sacrifice all your lands: draw X cards, where X is the number of lands you sacrificed in this way

36)
Destined Martyr 2U
Creature-Phrophet
1/2
2T: Sacrifice this creature, your oppenent chooses: either draw a card, or target creature gains "Cumalitive upkeep: 1"
When this card leaves play, draw a card

Green Cards

1)
Hive onbreach 3GG
enchanment
All lands are 2/1 creatures that count as slivers

2)
Fertile Sliver 2G
Creature-Sliver
All slivers gain "T: add G to pool"
1/2

3)
Numbing Peackeeper 2GG
Creature- elf
When this card comes into play, choose a creature type.
All creatures of the chossen type cannot be the target of spells or abilites.
2/2

4)
Rancored Elite 2G
Creature-elf
3/1
Trample. When this card goes to graveyard from play, return it to your hand

5)
Gargantuan Titan 3GGG
Creature-Titan
9/1
Trample. Haste. Protection from artifacts
When this card comes into play, destory all green creatures other than this card.

6)
Mold Titan 1G
Creature-Titan
2/1
Trample. Protection from artifacts.

7)
Raging Titan 3G
Creature-Titan
Artifacts may not be played and cards cannot be played by means of artifice.
3/1

8)
Warrior of Wood G
Creature-Treefolk
Whenever any player plays a black spell, you may pay X+2. You may then look through your library and look for a creature card with casting cost X or less, put that card in play and shuffle your library.
1/1

9)
Selective Consciousness
3GG
Enchant World
When this card comes into play, draw a card.
Each sliver shares its abilities only with those slivers that have at least one color in common with it.

10)
RiftWood inspiration GG
Instant
Target creature gets +4+2
Artifice: 3

11)
Predatory Feline 3G
Creature-Cat Warrior
Whenever a creature comes into play, put a -1-1 counter on every other creature you control and a +2+2 counter on this one
1/2

12)
Cavern Lurker G
Creature-Thallid
All creatures cost one less to play. All creatures gain echo.
1/1

13)
Albino Dragon 4GG
Creature-Dragon
Flying
Sacrifice an enchantment: Draw a card
5/5


14)
Wayward Willow 3GG
Creature-Willow
This card cannot be the target of spells or abilities.
Tap two target creatures you control: This card can be the target of spells or abilities untill end of turn. Any player may play this abiltie
4/5

15)
Ending Resources 2GG
Sorcery
Put 3 depletion counters on all lands in play
At the end of each players turn, that player removes a adepletion counter from each land that has one on it.
Whenever any land that had depletion counters on it has no depletion counters on it, destroy it.

16)
Thoughts of Kin 2GG
Instant
Target Creature gets +x+x untill end of turn, where X is equal to the number of creatures in play with the same creature type as target creature.

17)
Echoing call G3
Sorcery
Remove all cretures from the game and return them with echo.
Kicker: GGG (Your cretures do not gain echo)

18)
Seal Of Renewal 4GG
Enchantment
Sacrifice Seal of Renewal: you and your Oppenent switch control of each others lands

19)
Posion Elves GGG
creatue-elf
T: deals 1 damage to target creature or player
Sacrifice a land: deals 1 damage to target creature or player.
2/2

20)
Strenth of the treefolk 3G
sorcery
Your oppenent chooses: all creatures you control gain trample, or return 2 cards from your graveyard to your hand.

21)
Roaming Beast 3G
creature- Monster
Trample, haste
3/3
Kicker 2G (Put two +1+1 counters on this card.)

22)
Lurking Beast G
creature-beast
Venom
1/1

23)
Tribe Cheiftan 2GG
Creature-Wumpus
Trample
2GG; Regenerate
When this card comes into play, your Oppenet may play a sorcery or instant from his hand as an instant and for free
5/1

24)
Natures Resurgence G
Enchantment
Sacrifice a creature: Search your lirary for a land and put it into play

25)
Sphere Mold
4GG
Sorcery
Destroy target creature or land. It cannot be regenerated. Put a */* Elemental token into play under your control. * equals the number of token creatures in play

26)
Running Lion G
Creature-Lion
Creatures you control cannot block
2/2

27)
Lean Predators 2G
Creature-Beast
3/2
Trample.
GG: Regenerate
"They learn to live on nothing, and kill anything."

28)
Cyan Faeries GG
Creature-faeries
0/1
All faries get +1+1 and flying.

29)
Faerie Gaurd 1G
Creature-faerie
0/7
Flying
Fading: 4

30)
Growing Wall 1G
Creature- Wall
(walls cannot attack)
Sacrifice a creature: Put a 0/2 wall into play that counts as a wall

31)
Spore Sliver 2G
Creature- Sliver
All Slivers have "During your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Put a 1/1 green Saproling creature token into play."
2/2

32)
Mutiny 2GG
Sorcery
Target player is dealt damage equal to the added power of all cretures he controls.

33)
Lurking Troll 2GG
Creature-Troll
3/1
Trample
1G: Your oppenent chooses: This creature loses trample and gets +1+2 untill end of turn, or this creatures gets +3+0 and is destoyed at the end of turn. You may only activate this once per turn.

34)
Spore Spreaders 2GG
Creature-Thallid
1/2
This creature cannot be countered.
XT: Your oppenent is dealt X damage, where X equals the number of island that player controls.

35)
Silent Faces 2G
Creature-Lurker
2/2
When this card comes into play, choose a basic land type
2: Target land counts as a land of the choosen type as well as its normal type untill end of turn
Swampwalk

Gold cards

1)
Discrimination 2BW
Instant
Destroy all the creatures of the creature type that has the most creatures in play

2)
Rift and Reality 3RG
Sorcery
You and your opponent each gather all the creatures in play and randomly shuffle and divide them into two piles. You choose a pile and then each other player does. Put the creatures in the piles each player choose into play under their control, and each player shuffles his/her library afterward.

3)
Transplant 3BU
Instant
Sacrifice any number of creatures you control: Put that number of creatures in your graveyard into play with a mark counter.
At the end of your turn, discard cards from your hand equal to the number of creatures with mark counters in play, and your oppenent draws cards equal to that number.

4)
Shivering Death BR
Destroy target creature. It cannot regenerate. Choose two target creatures you control. These creatures are removed from the game for two turns.

5)
Spirit burn WR
instant
Your opponent chooses : you either gain 3 life or your opponent looses 3 life.

Non-Basic Lands

1)
Marsh Setter
land
Comes into play tapped
T: Add 1 mana to your mana pool
1: Regenerate

2)
Drifitng Tumblweeds
land
Comes into play tapped
T: Add W to your mana pool
W; Regenerate

3)
Drifting Landmark
land
Comes into play tapped
T: Add U to your mana pool
U; Regenerate

4)
Sinking Marsh
Land
comes into play tapped
T; Add B to your mana pool
TB, Sacrifice: destroy target land that can produce white mana

5)
Mold Coverings
Land
Comes into play tapped
T; Add G to your mana pool
TG, Sacrifice: Destroy target land that can produce blue mana

6)
Common Room
Land
When this land comes into play, your oppenent and you may each choose a creature type.
T: Add 1 to pool
2T: you and your opponent both put a 1/1 token into play of your chosen creature types

7)
Focusing Rig
Land
T: Add 1 to your mana pool
4,T, discard a card: Put target artifact card from your hand into play.

8)
Riven Waterfall
Land
T: Add one mana of any color to your mana pool
1: Add one mana of any color to your mana pool. Only your oppent may play this ability.

9)
CPA Academy
Land
T; Add 1 to your mana pool, lose 1 life
3T: draw a card. Use this abiltiy only if you have no cards in your hand

10)
Frozen Caverns
Land
T: Your oppenent chooses: add either W or U to your pool.
1T, deals 2 damage to you: add UW to your pool

11)
Tectonic Breaks
land
T: Your oppenent chooses: Add either B or R to your pool
1T, deals 2 damage to you: Add BR to your pool

12)
Devastated Forest
land
T: Your oppenent chooses: Add either G or R to your pool
1T, Deals 2 damage to you: Add GR to your pool

13)
Underwater Caverns
Land
T: Your oppenent chooses: Add either B or U to your pool
1T, Deals 2 damage to you: Add UB to your pool

14)
Holy Circle
land
T: Your oppenent chooses: Add either G or W to your pool
1T, Deals 2 damage to you: Add GW to your pool






[Edited by FoundationOfRancor on September 15th, 2000 at 11:56 PM]
 
A

Apollo

Guest
The ORCS have returned!!! Thank you Rancor!!! Long live the ORCS!!!
:):):):)
 
F

FoundationOfRancor

Guest
I did try to ressurect alot of the forgotten creatures. Thats why I changed many of the "Sliver" aimed cards to "When this card comes into play, choose a creature type"
so they could more interactive.
 
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