Final, Official Upheaval Postings: Full Spoiler

Discussion in 'Home Made Cards' started by Shiro, Time Devourer, Jan 23, 2003.

  1. Shiro Time Devourer I have returned!

    Mechanics:

    Emulation- (Quality). This states that the creature in question has "0: This creature loses this quality" and "0: This creature gains this quality". You choose whether it is that type or not when a spell or ability checks for the emulated quality. Anything that can be protected from can be emulated. In this set, only creature type will be affected. In one of the spinoff sets (Pandemonium and Opposition), however, color and card type will be affected.

    Overdrive. Equivalent to "Kicker: Remove this spell from the game as you play it." Spells removed from the game this way are made better some way. The spell is removed from game whether or not it is countered or otherwise nullified. Except for the Decrees, theses spells carry a penalty on resolution. If you put a spell with OD into the graveyard, you can't take the action back.

    Readiness means 'Attacking doesn't cause this to tap.'

    White- 50 cards. 10 ENCH, 5 INS, 5 SOR, 30 CR

    Factions: Protector, Samurai

    Common (20)

    CR

    Imperial Medic 1W
    Creature- Protector
    T: Prevent the next 1 damage that would be dealt to target creature or player.
    1/1

    Frontline Warrior W
    Creature- Samurai
    First Strike
    1/1

    Tireless Fighter 1W
    Creature- Samurai.
    Attacking doesn't cause this to tap.
    2/1

    Tsumaran Charger 2WW
    Creature- Soldier
    Emulation- Wizard or Elf.
    During your upkeep, target opponent chooses Soldier, Wizard or Elf.
    All of those creatures attack if able. 5/3

    Lifegiver 1W
    Creature- Protector
    When this is put into a graveyard from play, Gain 5 life.
    1/2

    Tsumaran Bodyguard W
    Creature- Protector
    W: TB gets +0/+1 until end of turn.
    1/1

    Heroic Daredevil 2W
    Creature- Samurai
    Sacrifice HD: Destroy target attacking or blocking creature.
    1/1

    Militiaman 3W
    Creature- Soldier
    Readiness, First Strike.
    3/2

    Clergy Deacon 2W
    Creature- Cleric
    T: Prevent the next 2 damage that would be dealt to target creature or player.
    2/1

    Crusading Paladin 3WW
    Creature- Soldier Cleric
    First Strike, Pro-Black.
    3/3

    Mined Fortress 4W
    Creature- Wall
    First Strike.
    5/5

    Blessed Retainer 5W
    Creature- Cleric
    Emulation- Soldier
    Protection from Red, Protection from Black
    4/4

    ENCH

    Honorable cause W
    Whenever ench. creature is dealt damage, gain that much life.

    Total Recovery 1W
    Whenever a creature you control GFP, you may sac TR. If you do, return that creature to play.

    Readiness W
    Ench. Creature has readiness.

    Quickness W
    Ench. Creature has first strike.

    INS

    Complete Exhaustion 1W
    Destroy target creature with power less than the number of cards in your hand.
    OD -> Remove that creature from the game instead.

    Dispel 2W
    Remove target artifact or enchantment from the game.

    SOR

    Shell Cover XWW
    X target creatures gain protection from the color of your choice until end of turn.

    Flash of Vigilance W
    All creatures gain readiness until end of turn.

    Uncommon (18)

    Soulblade Guardian 3WW
    Creature- Samurai Protector
    Pro-Black, Pro-Red, Readiness.
    3/3

    Imperial Guard 1WW
    Creature- Samurai
    Emulation- Soldier.
    First Strike, Protection from Ninjas.
    2/2

    Salve Carrier 2W
    Creature- Protector
    Emulation- Cleric.
    Protection from Red.
    T: prevent the next 1 damage that would be dealt to target creature or player until end of

    turn.
    2/2

    Hopegiver 2W
    Creature- Samurai
    When this is put into a graveyard from play, Attacking creatures become blocked.
    3/2

    Essence of Life W
    Creature- Essence
    First Strike. When this comes into play, target opponent gains 2 life.
    2/1 Essence

    Shield Carrier 5W
    Creature- Flagbearer Protector
    When this comes into play, it gains protection from a color of your choice.
    4/4

    Selfless Fighter 3W
    Creature- Samurai
    Sac: Destroy target creature.
    2/2

    Guardmaster 5WW
    Creature- Protector
    Protection from all colors.
    6/1


    Elite General 3W
    Creature- Soldier
    Soldiers have first strike.
    2/2

    Master Missionary 3W
    Creature- Cleric
    Clerics have protection from creatures.
    2/2

    Aerial Watchman 1W
    Creature- Soldier
    Flying, Emulation- Bird.
    2/1

    ENCH

    Shielding Focus 3WW
    1W, Pay 3 Life: Prevent all damage that would be dealt to you and creatures you control.
    1W: Gain 3 life. Damage dealt to you or creatures you control can't be prevented.

    Compensation 1W
    Whenever a card you own or control is removed from the game, you gain 2 life.

    Prismatic Forcefield 2WW
    Enchanted Creature gets protection from all colors.


    INS

    Shizuka's Decree WWWW
    Target creature you control gains protection from all colors until end of turn.
    Overdrive- All creatures you control gain protection from all colors until end of turn.

    Dazing Hit 1W
    Draw a card. Tap target creature.
    If blue mana was used for this, that creature doesn't untap during its controller's next untap

    step.

    SOR

    Nullify 3WW
    Destroy all enchantments you don't control.

    Revolt 3WW
    Remove target creature from the game. You gain life equal to its power.

    Rare (12)

    Muraku, Honorbound Guardian 3WW
    Creature- Samurai Legend
    Emulation- Soldier
    Creatures you control have readiness.
    W: Target unblocked creature becomes blocked. Use this ability only once for each Samurai in

    play each turn.
    When this comes into play, destroy all Ninjas. They can't be regenerated.
    Pro-black.
    3/3

    Captain Shizuka 4W
    Creature- Protector Legend
    Emulation- Cleric.
    When this comes into play, choose a color. Creatures you control have protection from that

    color.
    Protection from red.
    W: Target creature gains +0/+1 until end of turn.
    If a creature couldn't block, instead it can.
    2/4

    Atsugi Kimura 4WW
    Creature- Samurai Protector Legend
    All Samurai have Emulation- Soldier.
    All Protectors have Emulation- Cleric.
    AK gets +0/+1 per Cleric in play and +1/+0 per Soldier in play.
    First strike, Readiness, Protection from creatures, may block any number of creatures.
    1/1

    Avenger 2WW
    Creature- Samurai Protector Legend
    When this is put into a graveyard from play, Destroy all creatures. They can't be regenerated.
    2/2

    Tsumaran Diplomat 3W
    Creature- Diplomat
    Emulation- Dragoon or Creature- Ranger.
    1U: Target creature can't be the target of spells or abilities until end of turn.
    3G: The owner of target nontoken creature shuffles it into its owner's library.
    3/3

    Banner Carrier 3WW
    Creature- Flagbearer Soldier
    Readiness.
    Whenever an opponent plays a spell or ability that could target a creature you control, you

    choose the target of that spell or ability among creatures you control. 3/3


    Solarium Checkpoint 5W
    Creature- Wall Legend
    First Strike, may block any number of creatures, Pro-black, Pro-red.
    5/7

    ENCH
    Body Control 3WWW
    If you would lose life, instead put the top X cards from your library into your graveyard,

    where X is the life you would lose. If you would gain life, instead shuffle up to X cards from

    your graveyard into your library.

    Courage 4W
    Creatures you control may block any number of creatures.

    Antiguard Shell 3WW
    Enchantments can't be played. If an enchantment would come into play, instead it doesn't. If an

    enchantment card would go into any graveyard from anywhere, RFG it instead.

    SOR

    Prayer of Deliverance 6WW
    You gain life equal to the sums of all converted mana costs on all permanents your opponents

    control.

    INS

    Quelch X2W
    Destroy X target artifacts or enchantments.
    Overdrive- Draw a card for every 2 permanents destroyed this way.

    Blue- 80 cards. 16 INS, 8 SOR, 8 ENCH, 48 CR

    F: Davina, Dragoon

    Common (32)

    CR

    Sonic Adept 1U
    Creature- Davina.
    SA can't be blocked by Creature- Starlets. U: Counter target spell that targets Sonic Adept.
    1/2.

    Waterdance Watcher U
    Creature- Davina
    Remove a card in your hand from the game: Look at target player's hand. At end of turn, put a

    -1/-1 counter on WW.
    0/3.

    Unseen Lancer 2UU
    Creature- Dragoon
    Can't be the target of spells or abilities.
    2/3

    Partisan 4UU
    Creature- Dragoon
    First Strike, Pro-Green.
    4/4

    Hidden Barrier 4U
    Creature- Wall
    Can't be the target of spells or abilities.
    5/5.

    Fledgling Jumper U
    Creature- Dragoon
    Flying.
    1/1.

    Weightless Guardian 1U
    Creature- Dragoon
    Can't be the target of green spells or abilities from a green source.
    U: Flying until end of turn.
    2/1.

    Triskell Pacifist 2UU
    Creature- Wizard
    Emulation- Soldier or Zombie.
    During upkeep, target opponent chooses Zombies, Wizards or Soldiers. Prevent all combat damage

    that would be dealt by creatures of the chosen type until end of turn.
    2/6.

    Fast-Fingered Trickster 3U
    Creature- Wizard
    Unblockable. Whenever it damages a player, look at that player's hand.
    2/1

    Herald Hawk 2U
    Creature- Bird
    Flying.
    When this comes into play Draw a card.
    1/1.

    Spacegiver UU
    Creature- Dragoon
    When this is put into a graveyard from play, Bounce target permanent.
    2/2 Dragoon

    Rocketeer 2UU
    Creature- Wizard
    Rocketeer is unblockable.
    U: Flying until end of turn.
    2/2

    Heroic Mariner 2U
    Creature- Davina
    Sac: Counter target instant or sorcery spell.
    1/1

    Songshaper 3U
    Creature- Davina
    Emulation- Wizard.
    Songshaper is unblockable.
    2/2


    Herald Skyknight 4U
    Creature- Dragoon
    Flying. When this comes into play, draw a card.
    3/3

    Learned Retainer 5U
    Creature- Wizard
    LR is Unblockable.
    4/4.

    Crafty Eagle 3UU
    Creature- Bird
    Flying, Unblockable.
    3/2

    Veil Dancer 2U
    Creature- Davina
    T: Tap target creature.
    2/1

    Disruptive Trickster 1UU
    Creature- Wizard
    T: Counter target spell unless its controller pays 1.
    1/2

    INS

    Frustrate U
    Counter target spell if it was removed from the game, or if an additional cost was paid for it.

    Snoop 1U
    Look at target player's hand. Draw a card. OD- Look at the top X cards of that player's

    library, where X is the number of cards in that player's hand, then put them back on top in any

    order.

    Abort U
    Counter target spell. Its controller untaps all permanents tapped for mana to play that spell.

    Flying Leap 1U
    Three target creatures gain flying until end of turn.

    Sebastian's Ruse U
    Creatures of the type of your choice lose that creature type and gain emulation of that

    creature type until end of turn.

    Drive Away 1UU
    Bounce target permanent. Overdrive- Bounce another target permanent.

    Duck and Cover XUU
    X target creatures can't be the target of spells or abilities until end of turn.

    SOR

    Heavy Research 4U
    Draw 4 cards, then discard 2 cards from your hand.

    Death From Above 2U
    Creatures you control gain flying until end of turn.

    Take Advantage 2U
    Draw a card for each tapped creature target opponent controls.

    ENCH

    Method Acting 1U
    Enchanted creature gains emulation of all its creature types, then loses all creature types.

    Strength of Water 1U
    Ench. Creature gets pro-red and +1/+2

    Harmonic Resonance 1U
    Whenever a spell or ability targets you, you may sacrifice HR. If you do, counter it.

    Uncommon (28)

    CR

    Island Piper 2U
    Creature- Davina
    Unblockable.
    Emulation- Wizard.
    X: Tap target creature. X is half that creature's converted mana cost, rounded up.
    2/1

    Triskell Lancer 1UU
    Creature- Dragoon
    Emulation- Bird
    Flying, Protection from Rangers.
    2/2

    Flock Leader 3U
    Creature- Bird
    Flying. Birds can't be the target of spells or abilities.
    2/1

    Deflector 5U
    Flagbearer Dragoon
    2: Target spell or ability that targets Deflector is assigned to another target.
    4/4

    Selfless Artisan 3U
    Creature- Davina
    Sac: Tap up to 4 target creatures.
    2/2

    Headmaster 3U
    Creature- Wizard
    All Wizards are unblockable.
    2/2.

    Pathfinder 4U
    Creature- Davina
    Unblockable.
    Whenever P deals damage to a player, draw a card.
    2/2

    Air Marshal 2UU
    Creature- Dragoon
    Flying. 1U: Target creature gains flying until end of turn.
    2/2.

    Joust Master 3U
    T: Bounce target creature and JM.
    3/2

    Wingmuse Guardian 3UU
    Creature- Davina Dragoon
    Pro-red, Pro-green, Flying.
    3/3

    Spiketail Dragoon 4UU
    Creature- Dragoon
    2: Counter target spell that targets SD.
    4/4

    Essence of Knowledge U
    Creature- Essence
    Can't be the target of spells or abilities. When this comes into play, target opponent draws a card.
    2/1

    Factgiver 3U
    Creature- Davina
    When this is put into a graveyard from play, Draw 2 cards.
    3/3

    Stormwind Drake 2UU
    Creature- Drake
    Flying
    When this comes into play, choose one: Sacrifice a creature, or put a -2/-2 counter on SD.
    4/4

    Resonant Voice 1U
    Creature- Davina
    Whenever a creature comes into play under an opponent's control, that player draws a card.
    3/3

    Triskell Serpent 5U
    Islandhome, Islandwalk.
    Remove the top card of your library from the game: Target land becomes an island until end of turn. Play this ability only once and during your turn.
    7/3

    Endless Songsmith 1U
    Creature- Davina
    You may choose not to untap this creature.
    T: Tap target creature. As long as ES is tapped, that creature doesn't untap during its controller's untap phase.
    1/1.

    INS

    Evanescence 1UU
    Counter target spell that targets you or a creature you control. Draw a card.

    Separate XUU
    Put the top X*3 cards of target player's library into that player's graveyard.

    Aerial Strike 1U
    Target creature gains flying until end of turn. If black mana was used for this spell, whenever that creature would deal combat damage to a player until end of turn, the player instead loses that much life. Whenever the creature would deal combat damage to another creature until end of turn, that creature instead gets -0/-1 until end of turn for each 1 damage that would be done

    to it.

    Espionage 1UU
    Creatures you control are unblockable until end of turn.

    Suza's Decree UUU
    Counter target spell. Overdrive- Counter all other spells that would be played until end of

    turn except for spells that added mana to a player's pool.

    SOR

    Vanish U
    Bounce target nonland permanent. Overdrive- Bounce target permanent instead.

    Tidal Hiccup 2U
    Tap all nonblue creatures

    Replacement 2U
    Discard any number of cards from your hand, then draw that many plus one.

    ENCH

    Drowsiness 2U
    Whenever a card you own or control is Removed from the game, tap target creature.

    Dragoon Armor 1UU
    Ench. Creature gets +1/+1, flying and Can't be the target of spells or abilities.

    Unifying Focus 3UU
    1U, put a card from your hand on top of your library: Return target permanent to it's owner's hand.
    1U: Draw a card. Target opponent may put an artifact, creature, enchantment or land card into play from his or her hand.

    Rare (20)

    CR

    Suza, Grand Davina 4U
    Creature- Davina Legend
    Nonblue creatures don't untap during their untap phase. UU: Counter target spell that targets you or a Davina you control. Emulation- Wizard. Starlets come into play tapped. Pro-Red.
    2/4

    Triskell Diplomat 3U
    Creature- Diplomat
    Emulation- Protector or Creature- Defiler. 1B: Regenerate target creature. 1W: Prevent all damage that target creature would deal or receive until end of turn.
    3/3

    Maeve, Lady of Drakes 3UU
    Creature- Dragoon Legend
    Creatures you control have flying. Emulation- Bird.
    U: Target Dragoon Can't be the target of spells or abilities until end of turn.
    Pro-green. When this comes into play, return all Rangers to their owners' hands.
    3/3

    Triskell Dreamer 1UU
    Creature- Davina
    Whenever you play an instant spell, draw a card.
    0/2

    Sebastian en-Kreuz 4UU
    Creature- Davina Dragoon Legend
    Flying, Can't be the target of spells or abilities, unblockable.
    Whenever this deals combat damage to a player, draw a card.
    SeK Gets +1/+0 per Bird you control and +0/+1 per Wizard.
    All Davinas have Emulation- Wizard and all Dragoons have Emulation- Bird.
    1/1

    Sleepgiver 4UU
    Creature- Davina Dragoon
    When this is put into a graveyard from play, return all permanents to their owners' hands.
    4/4

    Dodgy Skyknight 2UU
    Creature- Dragoon
    Flying
    2U: Return DS to its owner's hand.
    3/3

    Shapemold 5U
    Emulation- All creature types except for Illusion. 4/6 Illusion.

    Maeve's Champion 5U
    Creature- Dragoon
    Flying. MC can't be the target of spells or abilities.
    3/3

    Waterdance Observer 2U
    Creature- Davina
    Unblockable.
    0: Remove a card in your hand from the game. At end of turn, draw a card and put a -1/-1 counter on WO.
    1/3

    Triskell Exhorter 2UU
    Creature- Rebel Davina
    XXU: Search your library for a Davina card with CMC X or less and put it into play, then shuffle your library.
    2/3

    Creature- Starlet Informer 2U
    Creature- Davina Starlet
    Can't be the target of red spells or abilities from a red source. 4: The owner of target Starlet shuffles that card into his or her library.
    1/2

    INS

    Mental Cleansing X3U
    Look at the top 10 cards of your library. Put X of them into your hand and the rest into your graveyard.

    Double Time 2U
    Untap all nonland permanents you control. Draw a card. OD-> Instead, Take an extra turn after this one.

    Mercurial Tidings 1UU
    Until end of turn, whenever a player discards a card from his or her hand, you may draw a card.

    Whenever a player draws a card, you may discard a card from your hand.

    Delay Order 2UU
    Return all artifacts and enchantments to their owners' hands.

    ENCH
    Antiblast Shell 3UU
    Players can't play sorcery spells. If a sorcery card would enter the graveyard from anywhere, remove it from the game instead.

    Ephemeral Fantasia 2U
    Creatures you control are unblockable. Attacking, unblocked blue creatures may deal their combat damage to target creature instead of the defending player. At the beginning of your upkeep, discard a card from your hand or sacrifice EF.

    SOR
    Suza's Chant 2UU
    For each creature in play, its controller pays 2 or sacrifices it. You may choose two target creatures to ignore this ability.

    Dividends 6UU
    Draw a card for each permanent you control. OD-> You may play this anytime you could play an

    instant.

    Black- 60 cards. 33 CR, 9 SOR, 9 INS, 9 ENCH

    Common (24) 12/4/4/4

    CR

    Excarian Spy 1B
    Creature- Ninja
    When this comes into play, target player discards a card from hand.
    1/1

    Restless Worker 1B/ B: Regenerate U.D. 1/1 Creature- Defiler

    Excarian Mutant 2BB/ Emulation- Goblin or Wizard. During upkeep, an opponent chooses Goblins, Zombies or Wizards. Creatures that player controls gain protection from the chosen creature type.

    Tentacled Choker 2B/ Whenever Choker would deal combat damage to a player, that player instead loses that much life. Whenever it would deal combat damage to a creature, that creature instead gets -0/-1 for each 1 damage that would be dealt to it. 2/2 Nightstalker

    Apprentice Ninja B
    Creature- Ninja
    Fear.
    1/1

    Debilitator B
    Creature- Defiler
    T: Target creature gets -0/-1 or -1/-0 until end of turn.
    1/1

    Heroic Biologist 2B
    Creature- Defiler
    T, Sac: Target creature gets -2/-2 until end of turn.
    1/2

    Fiendish Doctor 2B
    Creature- Minion
    T: TC gets +2/-1 until end of turn.
    2/2

    Sturdy Walker 3B
    Creature- Zombie
    1B: Regenerate.
    3/3

    Cyborg Minion 3BB
    Creature- Minion Zombie
    Pay 1 life: Regenerate, Fear.
    3/3

    Paingiver 2B
    Creature- Defiler
    When this is put into a graveyard from play, target creature gets -2/-2 until end of turn. 2/2

    Slime Wall 4B
    Creature- Wall
    2: Regenerate SW.
    5/5

    SOR

    Poison Cloud B
    Target nonartifact creature gets -1/-1 until end of turn.

    Levy B
    Each player sacrifices a permanent. Draw a card.

    Upset 1B
    Choose one: Target player loses 3 life, or target creature gets -0/-3 until end of turn.

    Betray 1B
    Destroy target black creature. It can't be regenerated.

    ENCH

    Unfortunate Results B
    If a player would gain life, you may sac UR. If you do, that player loses that much life.

    Stupidity 3B
    Enchanted creature can't attack or block, loses all abilities and gets -1/-1 When Stupidity is put into a graveyard from play, you may pay its mana cost. If you do, choose another target for

    it.

    Offensive Tactics 1B
    Enchanted Creature gets +X/-X, where X is that creature's toughness minus 1.

    Ninjitsu Training 2B
    Enchanted Creature gets +1/+0, has fear and is a Creature- Ninja in addition to its other creature types.

    INS

    Disarm 3B
    Target player discards 2 cards from his or her hand.

    Smog Alert 1B
    Prevent all damage that would be dealt by creatures this turn.
    Overdrive- All creatures get -1/-1 until end of turn.

    Blight 3B
    Destroy target land.

    Occupational Hazard B
    Regenerate target creature and put a +1/+1 counter on it.

    Uncommon (21) (12 CR, 3 SOR, 3 INS, 3 ENCH)

    INS

    Critical Blow 1B
    Destroy target creature. If red mana was used for this spell, that creature can't be regenerated.

    Blast 2B
    Destroy target blue creature. It can't be regenerated. Draw a card.

    Halt 2B
    Destroy target red creature. It can't be regenerated. Draw a card.

    ENCH

    Malevolent Focus 3BB
    B, Sacrifice a creature: Gain 4 life.
    B, Pay 4 life: return target creature from your graveyard to play.

    Severe Scrutiny 2BB
    During each opponent's upkeep, name a card. That opponent may reveal a card at random from their hand. If the revealed card's name matches that of the named card, that player discards
    his or her hand.

    Strain 2B
    Whenever a card you control or own is Removed from the game, target player loses 1 life.

    SOR

    Thorme's Decree BBBB
    Target player sacrifices a creature.
    Overdrive- All players sacrifice all creatures instead.

    Repeat Offense 4B
    Return all creature cards from your graveyard to your hand.

    Empty Mind 3BB
    All players discard their hands.

    CR (11/12)

    Selfless Ninja
    Creature- Ninja 3B
    Sac: Destroy target nonblack creature. It can't be regenerated. Its controller discards a card from his or her hand.
    2/2

    Tentacled Strangler 3BB
    Creature- Nightstalker
    Whenever Strangler would deal combat damage to a player, that player instead loses that much life. Whenever it would deal combat damage to a creature, that creature instead gets -0/-1 for each 1 damage that would be dealt to it. 1B: Regenerate TS.
    5/2

    Lifegripper 2B
    Creature- Defiler.
    Whenever LS deals damage, it gets +0/+1 per point of damage dealt until end of turn.
    2/1

    Shadowblight Guardian 3BB
    Creature- Defiler Ninja
    Fear, Pro-white, Pro-green.
    3/3

    Viral Lackey 2B
    Creature- Defiler
    1B: Regenerate, Emulation- Zombie,
    T: Target creature gets -1/-1 until end of turn.
    2/2

    Hidden Striker 1BB
    Ninja
    Emulation- Minion
    Fear
    2/2

    Hideous Experiment 3B
    Creature- Zombie
    All Zombies have fear
    2/2

    Mad Scientist 3B
    Creature- Minion
    All Minions have B: Regenerate
    2/2

    Covert Sentry 4B
    Creature- Ninja
    Fear. Whenever this creature deals combat damage to a player, that player discards a card from his or her hand. 3/3

    Equalizer 3BB
    Creature- Ninja
    When this is put into a graveyard from play, Target player discards 3 cards from his or her hand.
    3/3

    Essence of Fright B
    Essence
    Fear.
    When this comes into play, you lose 2 life.
    2/1

    Revived Retainer 5B
    Creature- Zombie
    1B: Regenerate.
    4/4

    Rare (15) (9 CR, 2 SOR, 2 INS, 2 ENCH)

    ENCH

    Antilife Shell 3BB
    Players can't play creature spells. If a creature would come into play, instead it doesn't. If a creature would enter the graveyard from anywhere, remove it from the game instead.

    Speedy Recovery 2BB

    Creature cards in your graveyard gain 'Pay this creature card's mana cost: Return that creature card from your graveyard to play. Use this ability only anytime you would play a sorcery.'

    SOR

    Maelstrom 6BB
    Each player may pay any amount of mana. If the amount of mana paid is less than that player's current life total, that player's life total becomes the amount of mana paid. Your life total becomes 8 plus the mana you paid for this ability. At the end of your turn, if you have two or less cards in your hand, you lose the game.

    Biohazard XBB
    Biohazard deals X damage to each creature and each player.
    Overdrive- Instead, all creatures get -X/-X until end of turn and each player loses X life.

    INS

    Overexertion 3BB
    Until end of turn, whenever you would pay a mana cost, you may instead pay X life, where X is that mana cost.

    Negate 4B
    Remove target permanent from the game.

    CR

    Kuro, Stealth Assassin
    Creature- Ninja Legend
    3BB
    Emulation- Minion. Creatures you control have fear.
    XX: Destroy target creature with converted mana cost equal to X. It can't be regenerated.
    When this comes into play, search your library for a card with CMC no greater than the number

    of Samurai your opponents control and put it into your hand. Then shuffle your library.
    Protection from White.
    3/3

    Thorme, Master of Illness 4B
    Creature- Defiler Legend
    Emulation- Zombie.
    1B: Target creature gets -1/-1 until end of turn.
    Protection from green.
    When this comes into play, all creatures you don't control get -2/-2 until end of turn.
    Put a -1/-1 counter on all Preservers at end of turn (when the -2/-2 ends).
    Pay 2 life: Regenerate target creature you control.
    2/4

    Tentacled Constrictor 5BB
    Creature- Nightstalker
    Fear.
    Whenever Constrictor would deal combat damage to a player, that player instead loses that much

    life. Whenever it would deal combat damage to a creature, that creature instead gets -0/-1 for each 1 damage that would be dealt to it. 6/6

    Horrid Aberrant 2BBB
    Creature- Specter.
    Flying, Fear.
    Whenever HA deals combat damage to a player, that player gets a drain counter. For each drain counter a player has, that player's spells cost 1 more to play and their maximum handsize is

    reduced by 1. Their maximum life total becomes 100, minus 20 for each drain counter that player

    has. When Horrid Aberrant leaves play, remove all drain counters.
    4/1

    Ayami Thorme 4BB
    Creature- Ninja Defiler Legend
    Fear, Pay 3 life: Regenerate.
    All Defilers have Emulation- Zombie and all Ninja have Emulation- Minion.
    AT gets +1/+0 for each Minion in play and +0/+1 for each Zombie in play.
    Whenever AT would deal combat damage to a player, that player instead loses that much life.

    Whenever AT would deal combat damage to a creature, that creature instead gets -0/-1 for each 1

    damage that would be dealt to it.
    1/1

    Excarian Diplomat 3B
    Creature- Diplomat
    Emulation- Davina or Starlet.
    3U: Target creature is unblockable until end of turn.
    R: Target creature gains haste until end of turn.
    3/3

    Tentacled Snareweaver 4BB
    Creature- Nightstalker
    Whenever a creature you control would deal combat damage to a player, that player instead loses

    that much life. Whenever a creature you control would deal combat damage to a creature, that

    creature instead gets -0/-1 for each 1 damage that would be dealt to it.
    4/4

    Eliminator 5BB
    Creature- Defiler Ninja
    When this is put into a graveyard from play, target player discards his or her hand.
    6/6

    Thorme's Guardian 4BB
    Creature- Ninja
    Whenever this deals combat damage to a player, you may pay 1B. If you do, search your library

    for a card and put it into your hand. Then, shuffle your library.
    4/4

    Red- 80 cards. 8 INS, 16 SOR, 8 ENCH, 48 CR

    Common (32) 3/6/3/20

    Flamejuggler R
    Creature- Starlet.
    T: Deals 1 damage to target creature.
    1/1

    Sprinting Starlet 1R
    Creature- Starlet
    Haste.
    2/1

    Scalding Warrior R
    Creature- Commando
    Damage dealt by Scalding Warrior can't be prevented.
    1/1

    Reckless Commando 1R
    Creature- Commando
    RC Can't block
    R: +1/+0 until end of turn.
    1/1 Commando

    Dorami Squadleader 2RR
    Creature- Goblin
    Emulation- Zombie or Elf. During upkeep, an opponent chooses Zombie, Elf or Goblin. Those

    creatures can't attack until end of turn.
    6/2

    Dragonheart Trainee R
    Creature- Starlet
    Discard a card at random: DT deals 1 damage to target creature or player.
    At end of turn, put a -1/-1 counter on Dragonheart Trainee.
    0/3

    Erratic Goblin 3R
    Creature- Goblin
    2R: Target creature can't block until end of turn.
    FT: He doesn't know where he's going either.
    3/2

    Heroic Snowboarder 2R
    Creature- Starlet
    T, Sac: Deals 2 damage to target creature or player.
    1/2

    Pygmy Runner R
    Creature- Beast
    Whenever PR becomes blocked, you may have it deal damage equal to its power to target creature.

    If it does, it deals no combat damage this turn.
    1/1

    Dustgiver 2R
    Creature- Commando
    When this is put into a graveyard from play, Destroy target land.
    1/2

    Demolition Squad 3R
    Creature- Goblin
    Sacrifice Demolition Squad: DS deals 2 damage to target creature or player.
    2/2

    Rock-skinned Biter RRR
    Creature- Beast
    3/3

    Scorching Wall
    Creature- Wall
    Damage dealt by Scorching Wall can't be prevented.
    5/5

    Dorami Mutant 3RR
    Goblin Beast Mutant
    Haste. Whenever DM deals combat damage to a player, you may have it deal damage equal to its power to target creature.
    3/3

    Swordscale Cutter 3R
    Creature- Beast
    Haste, 1R: +1/+0 until end of turn.
    3/2

    Offensive Charger 1RR
    Creature- Commando
    Whenever this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature.
    2/2

    Drill Sergeant 2RR
    Creature- Commando
    1R: Target creature gets +1/+0 until end of turn
    3/3

    Law-bane Raider 3R
    Creature- Commando
    Can't be blocked by white creatures.
    3/3

    Dragon Hatchling 2R
    Creature- Dragon
    Haste. R: +1/+0 until end of turn. Play this ability no more than once each turn.
    1/3

    Hapless Volunteer 1R
    Creature- Goblin
    Sac: Counter target blue spell with CMC 3 or less.
    1/1

    INS

    Frontal Assault 2R
    Creatures you control have +1/+1 and haste until end of turn.

    Dazzle 2R
    Target creature can't block or use activated abilities until end of turn.
    Overdrive- Creatures can't block or use activated abilities until end of turn.

    Electrocute R
    Electrocute deals 1 damage to each creature.

    SOR

    Spark R
    Spark deals 1 damage to target creature or player. OD- Spark deals 3 damage to target creature

    or player instead.

    Burst of Speed 1R
    All creatures gain haste until end of turn.

    Blown Cover XRR
    Blown Cover deals X damage, divided as you choose, to any number or target creatures or players.

    Uproot 3R
    Destroy target land. If the land targeted was nonbasic, remove that land from the game.

    Uncertainty R
    Each player reveals the top three cards of their library. They may shuffle their library

    afterwards.

    Bombs Away 1R
    As an additional cost to play BA, sacrifice a creature, BA deals 6 damage or damage equal to that creature's power to target creature or player, whichever is higher.

    ENCH

    Mountain Guard 2R
    Whenever a creature comes into play under your control, you may have it deal 1 damage to target

    creature or player

    Hyperion Boon 1R
    Damage dealt by Enchanted Creature can't be prevented

    Strength of Fire 1R
    Enchanted Creature has +2/+1 and protection from blue.


    Uncommon (28) (3/6/3/16)

    CR

    Dorami Blast Corps R
    Creature- Starlet.
    Trample, Haste. At end of turn, remove DBC from the game.
    3/1

    Ground Marshal 2RR
    Creature- Starlet.
    Haste. R: Target creature gains haste until end of turn.
    3/2

    Scalding Sergeant 3R
    Creature- Commando
    Damage dealt by SS can't be prevented.
    3/3

    Flameheart Guardian 3RR
    Creature- Starlet Commando
    Haste, Pro-white, Pro-blue.
    3/3

    Racerunner 3R
    Creature- Goblin
    All Goblins have haste.
    2/2

    Jagged-tooth Firebeast 3R
    Creature- Beast
    Whenever a Beast deals combat damage to a player, that creature may deal damage equal to its power to target creature.
    2/2

    Selfless Raider 3R
    Creature- Commando
    Sac: Creatures you control +2/+0 until end of turn.
    2/2

    Inflamed Retainer 5R
    Haste. Damage dealt by IR can't be prevented.
    4/4

    Shock Rifleman 2R
    Creature- Starlet
    Haste, Pro-Davinas, Emulation- Goblin
    2/2

    Field Major 1RR
    Damage dealt by this creature can't be prevented. Pro-Protectors, Emulation- Beast.
    2/2 Commando

    Flamegiver 3R
    Creature- Starlet
    When this is put into a graveyard from play, deals 4 damage to target creature or player.
    3/3

    Free Agent 2R
    Creature- Goblin
    Haste. 3: Gain control of Free Agent. Any player may play this ability.
    4/4

    Phoenix Starlet 3R
    Creature- Starlet
    R: +1/+0 until end of turn
    RR: Regenerate Phoenix Starlet
    2/2

    Essence of Fury R
    Creature- Essence
    Haste. When this comes into play, sacrifice a land.
    2/1

    Pleasure Seeker 5R
    Creature- Flagbearer Starlet
    If PS is in play, whenever a creature you control would be put into a graveyard, PS is put into a graveyard instead.
    4/4

    Painfighter 2R
    Creature- Starlet
    Whenever P is dealt damage by a source other than itself, it gains +1/+0 until end of turn. 1/2

    ENCH

    Heated Fury 2R
    Whenever a card you own or control is removed from the game, HF deals 1 damage to each creature.

    Dynamic Training 2R
    Enchanted Creature has T: Deals 1 damage to target creature or player and 1R: Untap this creature.

    Burning Focus 3RR
    1R, Sacrifice a land: Deals 2 damage to target player. 1R: Put a land card from your graveyard into play. Target player gains 2 life.

    INS

    Pounce 1R
    Target creature gets +2/+0 and haste until end of turn. If green mana was used for this, that creature gains another +2/+0 and trample until end of turn.

    Brinn's Charge X2R
    Creatures you control get +X/+0 until end of turn.
    Overdrive- Instead those creatures get +X/+X until end of turn.

    Adrenaline Rush 4R
    Target creature gets +10/+0 and haste until end of turn.
    FT: "Just one dose of the stuff. Riiiiiiiiight. I'm such an idiot."

    SOR

    Miranda's Decree XRR
    MD deals X damage to target creature.
    Overdrive- MD deals X damage to target player.

    Chaos Surge RR
    Deals 2 damage to each creature. Damage dealt to white creatures can't be prevented.

    Fighting Spirit 2R
    Until end of turn, creatures can't be the target of spells or abilities that would tap them as part of their effect. Draw a card.

    Heat Exhaustion 2R
    HE deals 2 damage to each creature and an additional 2 damage to each blue creature.

    Exposure R
    All creatures lose emulation until end of turn. Draw a card.

    Fortune Flash XRR
    You and target opponent reveal the top X cards of their library and adds up the sum of the CMCs on all cards. FF deals damage equal to the difference in the totals to the one with the lower total.
    FT: Chaotic battles are usually won by the luck of the draw.

    Rare (20) 2/2/4/12

    CR

    Dorami Engineers 4RR
    Creature- Starlet
    1R: Sacrifice a Creature: DE deals damage equal to that creature's power to target creature or player.
    Sacrifice a Starlet: DE deals damage equal to that creature's power to target creature or player.
    4/4
    FT: Science is the weapon, and the students are your projectiles.

    Dragonheart Penitent 2R
    Creature- Starlet
    Haste
    0, Discard a card at random from your hand: DP gets +3/+0 until end of turn. At end of turn, put a -1/-1 counter on DP.
    1/3
    FT: To say that the inner ring of guards in Miranda's sanctuary were a bunch of hotheads would be an understatement.

    Davina Informer 2R
    Creature- Starlet Davina
    Can't be the target of blue spells or abilities from a blue source. 4: Shuffle target Davina into its owner's library.
    1/2

    Dorami Trumpeter 2RR
    Creature- Starlet Mercenary
    XX: Search your library for a Creature- Starlet card with CMC X or less and put it into play. Then shuffle your library.
    2/3

    Dorami Diplomat 3R
    Creature- Diplomat
    1G: Target creature gets +1/+1 until end of turn. 1B: Regenerate target creature
    3/3

    Miranda, Early Riser 4R
    Creature- Starlet Legend
    Emulation- Goblin.
    Protection from Blue.
    Creatures you control have haste.
    R: Miranda deals 1 damage to target creature or player. Use this ability only as many times each turn as the number of Starlets you control.
    When this comes into play, it deals 2 damage to each non-Starlet creature. Damage dealt to

    Davinas in this way can't be prevented.
    2/4

    Brinn, Berserker Lord 3RR
    Creature- Commando Legend.
    Emulation- Beast. R: Target creature gets +1/+0 until end of turn. 2RR: Destroy target tapped land. Damage dealt to Protectors can't be prevented. Protection from white.
    3/3

    Inigo Cadiz 4RR
    Creature- Starlet Commando Legend
    All Starlets have Emulation- Goblin and all Commandos have Emulation- Beast. Haste. Damage dealt by IC can't be prevented. IC gets +1/+0 per Beast and +0/+1 per Goblin. R: +1/+0 until end of turn. Whenever IC deals combat damage to a player, he may deal that much damage to

    target creature. 1/1

    Dorami Flamedancer 1RR
    Creature- Starlet
    Whenever you play a sorcery spell, you may draw a card.
    0/2

    Scalding General 4RR
    Creature- Commando
    Damage dealt by SG can't be prevented.
    5/5

    Flamespitter 5RR
    Creature- Dragon
    Flying, Haste. 1R: Deals 1 damage to target creature.
    4/4

    Scorcher 5RR
    Creature- Starlet Commando
    Haste. When this is put into a graveyard from play, it deals 6 damage to each creature and player.
    Starlets have a one track mind. It goes "thump thump tweet thump tweet thump BANG!".
    5/5

    INS

    Improvise 1RR
    Draw 4 cards, then discard 3 cards at random.

    Raid 4RR
    You may destroy target artifact, you may destroy target creature, you may destroy target land,

    and you may destroy target enchantment. OD-> Destroy 4 target permanents instead. You lose 4 life.

    SOR

    Prominence X1RR
    Deals X damage to target player and each creature that player controls.

    Alpha Strike 6RR
    Creatures you control gain +10/+0 and haste until end of turn. Damage dealt by those creatures

    can't be prevented. These creatures attack if able. At end of turn, sacrifice all creatures

    that attacked.

    Barren Wastes 3R
    Destroy target land. OD- Destroy all lands of that type instead. You lose 2 life.

    Overtax 5R
    Remove all lands from the game. Each land deals 1 damage to each creature and each player.

    ENCH

    Anticraft Shell 3RR
    Players can't play artifact spells. If an artifact would come into play, instead it doesn't. If an artifact would enter the graveyard from anywhere, remove it from the game instead.

    Bombing Run 4RR
    Whenever a creature comes into play under you control, BR deals damage equal to its power to target creature or player.

    Green 50 (5/5/5/35)

    S I E CR
    Common (20, 2/2/2/14)

    INS

    Moment of Strength 1G
    Target creature gets +3/+3 and trample until end of turn.

    Insurance 2G
    Prevent all combat damage that would be dealt to you or creatures you control this turn

    SOR

    Needle Spray 3G
    Deals 4 dmg to each flying creature.
    Overdrive- Deals 4 dmg to each creature. Flying creatures destroyed this way can't be

    regenerated.

    Primal Charge 1G
    All creatures gain trample until end of turn.

    ENCH

    Wang's Preservation 1G
    Whenever a creature would be put into a graveyard from play, You may sac WP. If you do, instead its owner shuffles it into his or her library.

    Bear Strength 1GG
    Enchanted Creature gets +3/+3 and trample.

    CR

    Xinwa Counselor 2GG
    Creature- Elf
    During upkeep, an opponent chooses Elves, Goblins or Soldiers. You choose one: Put a -2/-0, a -1/-1, or a -0/-2 counter on all creatures of that type.
    4/4

    Xinwa Grappler G
    Creature- Preserver
    Prevent all combat damage that would be dealt by creatures blocked by XG.
    1/1

    Advance Trooper G
    Creature- Ranger
    GG: +1/+1 until end of turn.
    1/1

    Forest Watch GG
    Creature- Elf
    May block as though it had flying.
    2G: Target creature gets trample until end of turn.
    2/2

    Speedy Elf 4G
    Haste, Can't be countered. You may play SE at any time you would play an instant.
    3/3 Elf.

    Dog Trainer XGG
    Creature- Ranger
    When this comes into play, if you played it from your hand, Put X 1/1 green Hound tokens into play.
    1/1

    Mistgiver G
    Creature- Preserver.
    When this is put into a graveyard from play, Prevent all combat damage that would be dealt by creatures until end of turn. 1/1

    Elvish Envoy 3G
    Creature- Elf
    Trample.
    4/3

    Elvish Hybrid 3G
    Creature- Elf Hound
    May block as though it had flying.
    3/3

    Forest Wolf G
    Creature- Hound
    Can't block.
    2/1

    Home Defender G
    Creature- Ranger
    Whenever this blocks, it gets +2/+0 until end of turn.
    1/1

    Xinwa Wolf Pack 1GG
    Creature- Hound
    XWP attacks each turn if able.
    3/4

    Fledgling Archer G
    Creature- Ranger
    May block as though it had flying.
    1/1

    Roaming Strider 4G
    Creature- Preserver Ranger
    Trample. Whenever a creature comes into play, this gets +1/+1 until end of turn.
    3/2

    Uncommon (18, 2/2/2/12)

    INS

    Wang's Decree GGGG
    Prevent all damage that would be dealt to you until end of turn. Overdrive- Gain 1 life for

    every 1 damage that would be dealt to you until end of turn.

    Cleaving Strike 1G
    All creatures block target creature if able until end of turn. If white mana was used for this spell, that creature gains first strike.

    CR

    Forest Scout 2G
    Trample. Whenever a card you own or control is removed from the game, FS gets +1/+1 until end of turn. 2/1 Creature- Ranger

    Keeper of the House 2G
    Creature- Preserver
    Emulation- Elf
    Pro-Defilers.
    1G: All creatures block KOTH until end of turn if able.
    2/2

    Archer Squad 1GG
    Creature- Ranger
    Emulation- Hound, Pro-Dragoons, may block as though it had flying.
    T: Deals 1 damage to target flying creature.
    2/2

    Hardy Tracker 3G
    Creature- Ranger
    Trample. G: +1/+1 until end of turn.
    2/2

    Gang of Bloodhounds 3GG
    Creature- Hound
    Pay 1 life: Until end of turn, you may decide who blocks GOB when they attack, instead of the defending player. 4/4

    Skilled Retainer 5G
    Creature- Elf
    Trample. G: +1/+1 until end of turn.
    4/4

    Elite Hound Squad 3GG
    Creature- Hound Ranger
    Protection from Blue. May block as though it had flying.
    1G: +1/+1 until end of turn.
    G: Trample until end of turn
    3/3

    Sylvan Decoy 3G
    Creature- Elf
    Whenever you attack, you may choose an Elf you control. All creatures able to block that creature do so.
    2/2

    Pack Leader 3G
    Creature- Hound.
    All Hounds have trample.
    3/3

    Seed Carrier 5G
    Creature- Preserver.
    During each player's upkeep, you may pay 2G. If you do, all lands that player controls are 1/1 creatures until end of turn. They're still lands.
    4/4

    Stampeder 2GGG
    Creature- Ranger
    Trample. When this is put into a graveyard from play, creatures you control gain +3/+3 and trample until end of turn.
    4/4

    Windblade Guardian 3GG
    Creature- Preserver Ranger
    All creatures block it if able, Pro-black, pro-blue.
    3/3

    SOR

    Envoy Recruitment X2GG
    Choose a creature type and a color. Put X 1/1 creature tokens of that color and type into play.

    Wang's Taunt 3G
    Instead of defending player, you declare blockers until end of turn.

    ENCH

    Nurturing Focus 3GG
    1G, pay 2 life: Put 2 +1/+1 counters on target creature. 1G, remove 2 +1/+1 counters from target creature: Gain 2 life.

    Needle Trap 3GG
    CIP with 3 needle counters on it. During upkeep, you may put a needle counter on it. Sac: NT Deals X damage to each flying creature, where x is the number of needle counters on it.

    Rare (12, 1/1/1/9)

    SOR

    Start Anew 6GG
    Start Anew can't be countered.
    Overdrive- Remove all tokens from the game, then each player shuffles their hand, graveyard, and all permanents they own into their library. Each player's life total becomes 20.

    INS

    Zheng's Call 4GGG
    Put 5 2/2 green Ranger creature tokens with trample into play.

    ENCH

    Antiguile Shell 3GG
    Instants can't be played. If an instant card would be put into a graveyard from anywhere, instead remove it from the game.

    CR

    Wang, Xinwa Elder 4G
    Creature- Preserver Legend
    Emulation- Elf.
    All creatures block Wang if able.
    Prevent all combat damage that would be dealt to creatures you control.
    Pro-black. Defilers lose all abilities. 2/4

    Zheng, Lady of Wurms 3GG
    Creature- Ranger Legend
    Protection from blue.
    Emulation- Hound.
    Creatures you control have trample.
    G: Target creature gets +1/+1 until end of turn. Use this ability no more times than the number of Rangers you control. Dragoons may be blocked as though they didn't have flying.
    3/3

    Jun Lingxia 4GG
    Creature- Ranger Preserver Legend.
    Trample, All creatures block JL if able. All Rangers have Emulation- Hound, All Preservers have Emulation- Elf, Gets +1/+0 per Hound and +0/+1 per Elf.
    1/1

    Xinwa Diplomat 3G
    1R: Put a +1/+0 counter on target creature. 1W: Put a +0/+1 counter on target creature.
    3/3 Diplomat

    Xinwa Harvester 3G
    Creature- Preserver
    When this comes into play, add 2 mana of any color to your mana pool. When this is put into a graveyard from play, tap all lands you control.
    4/4

    Macetail Crusher 7GG
    Creature- Preserver
    Trample. Whenever a creature dealt damage by MC is put into a graveyard, untap MC.
    8/7

    Spineback Crusher 4GG
    Creature- Wurm
    Trample. Put a +2/+0 counter for each red mana used to pay for SC and a +0/+2 counter for every white mana used to pay for SC.
    4/4

    Empowerer 8G
    Creature- Preserver Ranger
    Trample. When this is put into a graveyard from play, Creatures you control get +7/+7 until end of turn. 8/8

    Frightgaze Basilisk 7G
    Creature- Lizard
    All creatures block FB if able. FB may block any number of creatures. All creatures blocking or blocked by FB are destroyed. They can't be regenerated.
    4/4

    Gold

    Common

    Shieldsong Provider 2UW
    Creature- Davina Protector
    Pro-red, Unblockable, When this comes into play, gain 3 life.
    3/1

    Skyfilth Rider 2UB
    Creature- Dragoon Defiler
    Pro-green, Flying, UB: Regenerate 3/1

    Shadowforge Striker 2RB
    Creature- Commando Ninja
    Fear, BR: +1/+1 until end of turn. Pro-white
    3/1

    Flamewind Cavalier 2RG
    Creature- Starlet Ranger
    Trample, Haste, Pro-blue
    3/1

    Windblade Crusader 2GW
    Creature- Samurai Preserver
    First Strike, all creatures able to block WC do so. Pro-black
    3/1

    Uncommon

    2WU Weariness
    Tap all creatures. OD-> They don't untap during untap step.
    2UB Eject
    Bounce target creature. OD-> RFG that creature.
    2BR Mildew
    Destroy target land OD-> Destroy target nonland permanent
    2RG Surprise Attack
    Deals 3 damage to target creature or player. OD-> Put a 1/2 red Starlet token and a 2/1 green Ranger token into play.
    2GW Revivify
    Prevent all damage that would be dealt to you and creatures you control until end of turn. OD- Put a +1/+1 counter on each creature you control.

    Rare

    Hurricane Agent
    4UG
    Creature- Dragoon Ranger
    Can't be the target of spells or abilities
    2G: Target creature loses flying until end of turn
    2U: Hurricane Agent or target creature gains flying until end of turn.
    2/6

    Cadiz Agent
    4UR
    Creature- Davina Starlet
    Unblockable
    2U: Counter target spell
    2R: Target spell can't be countered.
    3/5

    Ronin Agent
    4WB
    Creature- Ninja Samurai
    Whenever RA deals or is dealt damage, you gain that much life.
    2W: Target unblocked creature becomes blocked
    2B: Target creature gains fear until end of turn
    5/3

    Warrior Agent
    4WR
    Creature- Protector Commando
    First Strike
    2W: Target creature gets +0/+3 until end of turn.
    2R: Target creature gets +3/+0 until end of turn.
    4/4

    Ecosystem Agent
    4GB
    Creature- Preserver Defiler
    Pay 2 life: Regenerate
    2G: Creatures you control get +1/+1 until end of turn
    2B: Creatures target player controls get -1/-1 until end of turn.
    6/2

    Artifacts (All Upheaval artifacts are legendary)

    Nigel's Empowerer 3
    Spells can't be countered except on resolution.

    Darrow's Inhibitor 3
    Cards can't be discarded. Abilities with discard as a cost can't be played.

    Rupert's Vivifier 3
    Creatures can't be sacrificed. Abilities with sacrifice as a cost can't be played.

    Gavin's Penetrator 3
    Damage can't be prevented

    Grand Council Table 4
    During your upkeep, if you control at least four other legendary permanents, you win the game.

    Land

    Common

    Being a big set, the 5 basics are there.

    Uncommon

    All of these faction-lands come into play tapped.

    Tsumaran Solarium
    T: Add W to your mana pool. T, sac: Add W to your mana pool for each Samurai or Protector you control.

    Triskell Beach
    T: Add U to your mana pool. T, sac: Add U to your mana pool for each Davina or Dragoon you control.

    Excarian Capital
    T: Add B to your mana pool. T, sac: Add B to your mana pool for each Defiler or Ninja you control.

    Dorami Sanctuary
    T: Add R to your mana pool. T, sac: Add R to your mana pool for each Starlet or Commando you control

    Xinwa Parliament
    T: Add G to your mana pool. T, sac: Add G to your mana pool for each Preserver or Ranger you control

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