New Homemade Set - Lunacy: Limited Edition (warning, 350 cards)

H

HumanError

Guest
I'm currently working on turning this into a patch for Apprentice (white is already finished). I spent an extended period of time Oracle-izing the cards, and other than Sanguine Moon (borderline broken), I think the set is very balanced. I'd appreciate criticism, but also, if anyone would be interested in actually joining a league of Apprentice players who would play using this set (and future expansions), please let me know by either posting a reply or by e-mailing me at humanerror@home.com.


White Cards

001U Angelic Escort
3WW, Creature - Angel, 2/5
Flying
During your upkeep, choose a target creature. Until your next upkeep, all damage that would be dealt to that creature is dealt to Angelic Escort instead.

002R Archon's Bane
3WWW, Creature - Spirit, */*
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Archon's Bane's power and toughness are each equal to your life total.
At the beginning of your upkeep, sacrifice Archon's Bane unless you pay 2WW.

003C Aura Flow
1W, Enchant Creature
Enchanted creature gets +X/+X, where X is the number of enchantments in play.

004U Aura of Defense
XW, Enchantment
Aura of Defense comes into play with X ward counters on it.
Remove a ward counter from Aura of Defense: Prevent the next 1 damage that would be dealt to target creature this turn.
XXW: Put X ward counters on Aura of Defense. Play this ability only during your upkeep.

005R Aura of Warding
XW, Enchantment
Aura of Warding comes into play with X ward counters on it.
Remove a ward counter from Aura of Warding: Prevent the next 1 damage that would be dealt to you this turn.
XXW: Put X ward counters on Aura of Warding. Play this ability only during your upkeep.

006R Aura Weaver
1WW, Creature - Cleric, 2/1
T, Sacrifice an enchantment: Destroy target nonwhite enchantment.

007R Blinking Knight
2WW, Creature - Knight, 2/2
First strike
0: Return Blinking Knight to its owner's hand.

008U Cemetery Wall
2WW, Creature - Wall, 0/6
Protection from black
Creatures in graveyards can't be targeted by spells or abilities.

009C Charm of Peace
1W, Instant
Choose one - Target player gains 4 life; or destroy target enchantment; or prevent all combat damage that would be dealt this turn.

010U Colorsnap Pegasus
2W, Creature - Pegasus, 2/1
Flying
Colorsnap Pegasus has protection from each color which you control a permanent of.

011U Conform
1WW, Instant
Remove target nonwhite creature from the game.

012R Contrast
3W, Enchantment
At the beginning of your upkeep, if you control more nonwhite permanents than white permanents, draw a card.

013U Dissipate Aura
W, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Destroy target enchantment.

014U Emergency Medics
1WW, Creature - Cleric, 2/2
You may play Emergency Medics any time you could play an instant.
When Emergency Medics comes into play, choose a target creature or player. Prevent the next 4 damage that would be dealt to that creature or player the turn Emergency Medics came into play.

015C Ethersnare
3W, Sorcery
Choose one - Remove target artifact or enchantment from the game; or remove target artifact or enchantment in a graveyard from the game.

016U Fell
1W, Sorcery
Destroy target black or red creature.

017C Fledgling Angel
WW, Creature - Angel, 2/2
Flying

018C Flickering Spirit
1W, Creature - Spirit, 1/1
0: Return Flickering Spirit to its owner's hand.

019R Force of Healing
2WW, Legendary Sorcery
(Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Target player gains 10 life.

020C Ghosts of Honored Dead
1W, Creature - Spirit, 2/1
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)

021R Glimmer of Ivory
2WWW, Sorcery
Destroy all creatures in play. They can't be regenerated. Then, if you control an island and a forest, you may return target creature card from your graveyard to play.

022C Great Offering
4W, Instant
Remove target artifact or enchantment from the game. You gain life equal to that permanent's converted mana cost.

023U Holy Word
1W, Instant
If a player controls any white creatures, that player may draw a card. Then, if a player controls any black creatures, that player must discard a card from his or her hand.

024C Icatian Scribe
1W, Creature - Townsfolk, 1/1
When Icatian Scribe comes into play, draw a card.

025U Ivory Pegasus
2WW, Creature - Pegasus, 2/3
Flying, first strike
All other Pegasi get +1/+1 and gain first strike.

026R Ivory Retainer
4W, Creature - Cleric, 3/2
If a creature you own was put into a graveyard this turn, you may play Ivory Retainer without paying its mana cost.
You may play Ivory Retainer any time you could play an instant.

027C Juvenile Pegasus
W, Creature - Pegasus, 1/1
Flying

028U Kai Bodyguard
4W, Creature - Soldier, 1/6
Kai Bodyguard may block as though it had flying.
All damage that would be dealt to you by sorceries and instants is dealt to Kai Bodyguard instead.

029C Kai Infantry
W, Creature - Soldier, 0/1
1: Kai Infantry gains first strike until end of turn.
1: Kai Infantry gets +1/+0 until end of turn. Play this ability no more than three times each turn.

030U Life Balm
W, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
You gain 3 life.

031C Lord of Trokair
1W, Creature - Townsfolk, 1/2
Lord of Trokair gets +1/+1 as long as you control five or more plains.

032R Maelstrom Veil
3W, Enchantment
Whenever a creature comes into play, put a 1/1 white Spirit token with first strike into play.

033U Marble Knight
WW, Creature - Knight, 2/2
First strike, protection from artifacts

034R Minutemen
X1WW, Instant
Put X 1/1 white Soldier tokens with first strike into play.

035R Mute Sphere
XWW, Enchantment
Mute Sphere comes into play with X silence counters on it.
At the beginning of your upkeep, remove a silence counter from Mute Sphere. If there are no silence counters on Mute Sphere, sacrifice it.
Spells with converted mana costs less than the number of silence counters on Mute Sphere can't be played.

036R Nexus Fissure
2WW, Sorcery
Destroy target artifact, creature, or enchantment.

037U Opal Aura
2W, Enchant Enchantment
Opal Aura can't enchant local enchantments.
Enchanted enchantment is a creature with power and toughness each equal to its converted mana cost that's still an enchantment.
0: Return Opal Aura to its owner's hand.

038C Purify Soul
W, Instant
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Destroy all enchantments on target creature. Remove all counters from that creature.

039U Quiet Glow
1W, Enchantment
If a player would gain life, that player also gains an additional 1 life.

040C Remembering Innocence
1W, Sorcery
You gain 3 life for each enchantment you control.

041C Ruins Knight
WW, Creature - Knight, 2/2
First strike
Damage dealt to Ruins Knight is reduced by 1.

042R Sevour's Order
2W, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Target opponent skips his or her next combat phase.

043C Sevour's Shotel
1W, Enchant Creature
Sevour's Shotel can only enchant a creature you control.
Enchanted creature gets +2/+0.
Tap enchanted creature, return Sevour's Shotel to its owner's hand: Sevour's Shotel deals 3 damage to target attacking creature.

044U Soulseed Council
3W, Creature - Cleric, 1/4
T: Look at the top card of target player's library. If that card has restore, put it in that player's graveyard.

045R Soulseed Enchanter
2WW, Creature - Cleric, 1/4
1W,T, Sacrifice an enchantment: Search your library for a local enchantment card and put it into play. Then shuffle your library.

046U Soulseed General
1WW, Creature - Lord, 2/2
All Soldiers get +1/+1.

047R Soulseed Guru
2WW, Creature - Cleric, 1/4
1W,T, Sacrifice an enchantment: Search your library for a global enchantment card and put it into play. Then shuffle your library.

048R Soulseed Nomads
WW, Creature - Townsfolk, 1/2
Soulseed Nomads has landwalk for each land type you control.

049U Temple Retainer
2W, Creature - Cleric, 1/3
Sacrifice Temple Retainer: Damage this turn that would reduce your life total to less than 1 reduces it to 1 instead.

050C Thread of Serenity
2W, Instant
Destroy target artifact or enchantment.
If an opponent plays a white spell and Thread of Serenity is in your hand, remove Thread of Serenity from the game. Destroy up to two target artifacts and/or enchantments.

051C Trokair Firewalker
W, Creature - Townsfolk, 1/1
Protection from red

052C Ultralight Squadron
1W, Creature - Soldier, 2/1
W: Ultralight Squadron gains flying and first strike until end of turn.

053U Unruin
3W, Sorcery
Return target artifact or land card from your graveyard to play.

054C Valiant Soldier
W, Creature - Soldier, 1/1
Attacking doesn't cause Valiant Soldier to tap.

055R Visiting Tutor
2W, Sorcery
Search your library for an enchantment card and reveal it. Then put it in your hand and shuffle your library.

056R Warden of the Ruins
2WW, Creature - Soldier Legend, 1/4
First strike
Creatures you control get +1/+1 for each creature an opponent controls in excess of the number of creatures you control.

057C White Cat
W, Enchant Creature
Whenever a white spell is played, put a +1/+1 counter on enchanted creature.

058C Youthful Bodyguard
1W, Creature - Soldier, 1/1
All damage that would be dealt to you is dealt to Youthful Bodyguard instead.


Blue Cards

059R Ancestral Blessing
2U, Legendary Instant (Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Target player draws three cards.

060U Ancestral Radiance
2U, Enchantment
Ancestral Radiance comes into play with three time counters on it.
Remove a time counter from Ancestral Radiance: Draw a card. Play this ability no more than once each turn. If there are no time counters on Ancestral Radiance, sacrifice it.

061C Andor's Guard
UU, Creature - Soldier, 2/1
Flying

062R Andoran Templar
3UU, Creature - Knight, 3/3
Andoran Templar comes into play with four silence counters on it.
If there are any silence counters on Andoran Templar, it can't attack.
XU,T, Remove a silence counter from Andoran Templar: Counter target spell unless its controller pays X.

063C Arcane Restoration
U, Instant
Shuffle up to three target cards from your graveyard into your library.

064C Charm of Illusion
1U, Instant
Choose one - Counter target spell unless its controller pays 2; or target player draws a card; or return target noncreature, nonland permanent to its owner's hand.

065U Cloudgazer
1UU, Creature - Spirit, 2/3
Flying
You may play Cloudgazer any time you could play an instant.
When Cloudgazer comes into play, counter target spell. (If Cloudgazer is the only spell on the stack, it is countered.)

066R Convince
5UU, Enchant Permanent
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
You control enchanted permanent.

067U Diffuse Magic
U, Instant
Counter target spell with a converted mana cost of 2 or less.

068U Drown
UU, Instant
Choose one - Destroy target red permanent; or counter target red spell; or destroy target mountain.

069R Ender Aragorn
3UU, Creature - Wizard Legend, 3/5
Flying, protection from red
If it is the only card in your hand, Ender Aragorn costs 3 less to play.

070C Energy Break
2U, Instant
Counter target spell.

071U Erasure
2U, Enchant Permanent
There is no text in enchanted permanent's text box. (This does not affect abilities added to enchanted permanent by other cards.)

072C False Rune
U, Instant
Look at the top four cards of your library. Put one into your hand, remove one from the game, and put the other two on the bottom of your library in any order.

073C Fissure Flood
U, Enchant Land
Enchanted land is an island.

074U Gustwing Drake
1U, Creature - Drake, 4/4
Flying
All creatures you do not control gain flying.

075C Haze Elemental
1UU, Creature - Elemental, 2/2
When Haze Elemental comes into play, return target noncreature, nonland permanent to its owner's hand.

076R Imitate
2UU, Instant
Imitate resolves as a copy of target instant or sorcery spell except that it doesn't copy the spell's colors and you choose the copy's targets as you play Imitate.

077C Jumping Caltrops
U, Creature - Object, 2/1
At the beginning of your upkeep, you may pay U. If you don't, sacrifice Jumping Caltrops and put a Fallen-Caltrops artifact token into play. It has "Whenever a creature attacks you, this artifact deals 1 damage to that creature for each other Fallen-Caltrops in play."

078U Kimpath Djinn
1U, Creature - Djinn, 4/4
Flying, protection from red
At the end of your upkeep, return all lands you control to their owners' hands.

079U Kimpath Harlequin
4U, Creature - Townsfolk, 3/3
Flying
Kimpath Harlequin gets +2/+2 as long as you control a permanent you don't own.

080U Kimpath Scientist
1U, Creature - Wizard, 1/2
T, Sacrifice an artifact: Counter target spell.

081C Living Crystals
1U, Creature - Object, 2/2
At the beginning of your upkeep, you may pay U. If you don't, sacrifice Living Crystals and put a Crystal artifact token into play. It has "T: Add one colorless mana to your mana pool."

082C Living Mirror
1UU, Creature - Object, 1/1
At the beginning of your upkeep, you may pay U. If you don't, sacrifice Living Mirror and put a 0/1 Mirror artifact creature token into play. It has "If this creature leaves play, it deals 2 damage to target creature or player."
Whenever Living Mirror blocks, it gets -1/+X until end of turn, where X is the total power of the creatures it blocks.

083U Magnadynamics
3UU, Enchantment
If a creature attacks, all creatures controlled by the controller of that creature attack this turn if able.

084U Marionette
1UU, Creature - Object, */*
Marionette's power and toughness are each equal to the number of Objects you control.
At the beginning of your upkeep, you may pay U. If you don't, sacrifice Marionette and put a Doll artifact token into play. It has "1U: Target Object gets +1/+1 until end of turn."

085R Miller's Curse
1UU, Enchantment
At the beginning of each opponent's upkeep, put the top card of that player's library in his or her graveyard.

086U Miller's Nephew
2U, Creature - Townsfolk, 1/1
UU,T: Put the bottom card of target player's library in his or her graveyard.

087R Miller's Wife
3U, Creature - Townsfolk, 2/4
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Return a land you control to its owner's hand: Put the top card of target player's library in his or her graveyard.

088R Mist Assassin
1U, Creature - Mistfolk, 1/1
U: Counter target ability that targets Mist Assassin. Destroy the source of that ability if it is a permanent.

089U Necessity
U, Instant
Counter target spell unless its controller pays X or X life, where X is its converted mana cost.

090R Neural Degeneration
3UU, Enchantment
When Neural Degeneration comes into play, search target player's library for six cards and set those cards aside, face down.
If Neural Degeneration leaves play, shuffle all cards set aside by it into their owner's library.
At the beginning of your upkeep, remove a random card set aside in this way from the game. If there are no cards set aside by Neural Degeneration, sacrifice it.

091U Neverform
UU, Creature - Shapeshifter, 1/1
Neverform gets -1/+1 for each land you control and +1/-1 for each nonland permanent you control.

092R Noridian Shapeshifter
3UU, Creature - Shapeshifter, */*
Noridian Shapeshifter comes into play as a copy of target creature, except that it retains its color and abilities.
At the beginning of your upkeep, you may have Noridian Shapeshifter become a copy of target creature, except that it retains its color and gains this ability.

093C Observation
2U, Enchantment
Whenever an opponent plays a spell, you may put a watch counter on Observation.
1U, Remove two watch counters from Observation: Draw a card.

094R One-eyed Jack
1UU, Creature - Beast Legend, 2/2
When One-eyed Jack comes into play, each player reveals his hand then draws a card for each card in his or her hand with a converted mana cost equal to 3.

095R Overcrowding
1U, Enchantment
Creature spells cost 1 more to play for each creature in play in excess of two.

096R Refract
2UU, Instant
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Target spell with a single target targets another target instead.

097C Refresh Mind
1U, Sorcery
Shuffle your hand into your library, then draw as many cards as you originally held.

098C Regret
1U, Instant
Counter target spell you control. Draw two cards.

099U Rush of Water
1U, Sorcery
Destroy target red or green permanent.

100R Saprazzan Lore
U, Sorcery
Look at the top ten cards of your library. Choose one and reveal it, then put it back on top of your library and put the rest on the bottom of your library in any order.

101R Scholarly Tutor
2U, Sorcery
Search your library for an artifact card and reveal it. Then put it in your hand and shuffle your library.

102C Silent Agreement
1U, Instant
Counter target spell. That spell's controller may shuffle up to three cards from his or her graveyard into his or her library.

103U Skykeeper
4U, Creature - Cleric, 2/2
Flying
All other creatures lose flying.

104C Slithering Eel
1U, Creature - Fish, 2/2
Slithering Eel can't attack unless you control four or more islands.

105U Source Amnesia
2UU, Sorcery
Search target player's library for up to two cards and remove them from the game. Then that player shuffles his or her library.

106R Spatial Fracture
2UU, Sorcery
Each player shuffles up to two cards in his or her hand and up to two cards in his or her graveyard into his or her library. Then that player draws an amount of cards equal to the amount of cards shuffled into his or her library.

107U Spell Seeker
U, Sorcery
As an additional cost to play Spell Seeker, discard an instant card from your hand.
Search your library for an instant card and reveal it. Then put it in your hand and shuffle your library.

108C Stable Automaton
UU, Creature - Object, 2/2

109C Stalking Painting
1UU, Creature - Object, 3/3
When Stalking Painting comes into play, look at target player's hand.
At the beginning of your upkeep, you may pay U. If you don't, sacrifice Stalking Painting and put a Painting artifact token into play. It has "1,T: Look at target player's hand."

110C Swinging Chain
1UU, Creature - Object, 2/2
At the beginning of your upkeep, you may pay U. If you don't, sacrifice Swinging Chain and put a Chain artifact token into play. It has "2,T: Tap target creature without flying."
Whenever Swinging Chain attacks, you may tap target creature without flying.

111C Thread of Reality
2U, Instant
Return target permanent to its owner's hand.
If an opponent plays a blue spell and Thread of Reality is in your hand, remove Thread of Reality from the game. Return up to two target permanents to their owners' hands.

112R Tolarian Sphinx
2UU, Creature - Beast, 2/4
Flying
U,T: Name a card. Target opponent guesses whether or not the named card is in your hand. If their guess is correct, that player draws a card. Otherwise, return target permanent that player controls to its owner's hand.

113R Veyne Magus
4U, Creature - Wizard, 2/3
UU,T, Discard a card: Draw a card for each U in the mana cost of the discarded card.

114U Wall of Clouds
1UU, Creature - Wall, 0/4
Flying
T, Sacrifice Wall of Clouds: Counter target spell.

115C Wash Away
2UU, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Return target permanent to its owner's hand.

116C Whirling Ribbons
3U, Creature - Object, 3/4
At the beginning of your upkeep, you may pay U. If you don't, sacrifice Whirling Ribbons and put a 0/2 Ribbon artifact creature token into play.


Black Cards

117U Ancient Evil
2B, Creature - Horror, */*
Trample
Ancient Evil's power and toughness are equal to the total number of Horrors you control.

118U Archon's Pet
3B, Creature - Minion, 4/4
Trample
At the beginning of your upkeep, sacrifice Archon's Pet unless you pay B for each black creature you control.

119U Argothian Despoiler
3B, Creature - Minion, 3/2
Whenever Argothian Despoiler deals damage to an opponent, destroy target plains or forest.

120C Bone Rat
B, Creature - Rat, 1/1
B, Remove a creature card in your graveyard from the game: Regenerate Bone Rat.

121C Boon of Death
1B, Sorcery
You gain 2 life.
Choose one - Boon of Death deals 2 damage to target creature; or target player loses 2 life.

122U Cemetery Rats
1B, Creature - Rat, 1/1
At the beginning of your upkeep, you may put a 1/1 black Rat creature token into play if there are more creatures in your graveyard than there are in play that you control.

123R Cemetery Whispers
3B, Enchantment
Whenever a creature is put into a graveyard from play, if that creature was not dealt lethal damage by cards named Cemetery Whispers, Cemetery Whispers deals 1 damage to each creature. You gain life equal to the damage dealt this way.

124C Charm of Corruption
1B, Instant
Choose one - Target creature can't be blocked by nonblack, nonartifact creatures this turn; or Charm of Corruption deals 1 damage to target creature or player and you gain 1 life; or target player discards a card at random from his or her hand.

125C Corpse Mangler
1B, Creature - Horror, 1/1
Corpse Mangler gets +1/+1 as long as the top card of your graveyard is a creature card.

126U Crying Demon
3B, Creature - Demon, 1/1
Flying
If Crying Demon is dealt damage, you may look at target opponent's hand and choose a card from it. That player discards that card.

127U Cryptkeeper
BB, Creature - Minion, 2/1
1BB,T: Return target creature card with converted mana cost 3 or less from your graveyard to play.

128R Dark Tutor
1BB, Legendary Sorcery
(Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Search your library for a card and put that card into your hand. Then shuffle your library.

129U Dartain Specter
1B, Creature - Specter, 2/2
Flying
At the beginning of your upkeep, you lose 1 life.
Whenever Dartain Specter deals combat damage to a player, you and that player each discard a card from your hands.

130U Defile
1BB, Enchantment
As Defile comes into play, choose target opponent.
At the beginning of the chosen player's upkeep, that player loses 1 life.

131C Delete
1BB, Sorcery
Remove target nonblack creature from the game.

132C Enderian Darkling
B, Creature - Horror, 1/1
T: Add B to your mana pool.

133U Enderian Despoiler
5B, Creature - Horror, 4/2
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
When Enderian Despoiler comes into play, destroy target land.

134C Endless Shriek
B, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Target player discards a card from his or her hand.

135U Flesh Camouflage
3B, Enchantment
Whenever a creature comes into play under your control, you may remove that creature from the game. If you do, put a creature card from your graveyard into play.

136R Gaikotsu, Master Necromancer
1BB, Creature - Legend, 2/2
All Skeletons get +1/+1.
Whenever a Skeleton regenerates, put a shard counter on Gaikotsu, Master Necromancer.
1B, Remove a shard counter from Gaikotsu: Put a 1/1 black Skeleton creature token into play. It has "B: Regenerate this creature."

137C Gravebound Zombie
B, Creature - Zombie, 2/1
Whenever Gravebound Zombie blocks, it gets -2/-0 until end of turn.

138R Howling Graves
2BB, Instant
Howling Graves deals 1 damage to target creature or player for each creature in your graveyard. You gain life equal to the damage dealt in this way.

139C Lesser Demon
BB, Creature - Demon, 2/1
Flying

140R Midnight
1BB, Enchantment
Black creatures you control get +1/+1.

141R Midnight Falling
BB, Enchantment
If a player would draw a card, that player discards a card from his or her hand instead. If that player does not discard a card, he or she loses 1 life then draws a card. Otherwise, that player draws a card.

142C Minion of the Archon
3BB, Creature - Minion, 4/4

143U Minister of Yawgmoth
2BB, Creature - Wizard, 2/1
B,T: Add BBB to your mana pool.

144C Nailah's Curse
1B, Enchant Creature
Enchanted creature is 0/2.

145R Noridian Dragon
5B, Creature - Dragon, 4/4
Flying
At the beginning of your upkeep, if Noridian Dragon is in your graveyard, you may pay 4 life. If you do, return it to your hand from your graveyard.

146U Noridian Fever
2BB, Instant
Target player sacrifices a nonartifact creature of your choice.

147C Noridian Infantry
B, Creature - Soldier, 0/1
1: Noridian Infantry gains first strike until end of turn.
1: Kai Infantry gets +1/+0 until end of turn. Play this ability no more than three times each turn.

148U Noridian Vampire
3BB, Creature - Vampire, 3/3
Flying
Whenever a creature is put into a graveyard from play, you may pay BB. If you do, put a +1/+1 counter on Noridian Vampire.

149C Noridian Wanderer
B, Creature - Soldier, 1/1
First strike

150R Pale Horse
3BB, Creature - Beast Legend, 4/3
First strike
Whenever Pale Horse deals damage to a creature, destroy that creature.

151R Phyrexian Influence
3B, Enchantment
Whenever a permanent becomes tapped, put a rot counter on it.
If at any time any permanent has two or more rot counters on it, that permanent's controller sacrifices it.

152R Phyrexian Lore
1BBB, Enchantment
If you control more than one Phyrexian Lore, you lose the game.
Skip your draw step.
Pay 1 life: Draw a card. Play this ability only during your upkeep, only if you have less than seven cards in your hand, and no more than five times each turn.

153R Raganorn Assimilator
4B, Creature - Horror, 3/3
Whenever a creature damaged by Raganorn Assimilator this turn is put into a graveyard, Raganorn Assimilator gains all of that creature's abilities. (This does not include text which specifies a creature's power and toughness.)

154U Raganorn Spoils
3B, Sorcery
Return target card from your graveyard to your hand.

155C Ray of Pain
1B, Instant
Target creature gets -3/-2 until end of turn.

156C Ruin Stalker
2BB, Creature - Townsfolk, 3/1
1BB,T: Destroy target creature with a converted mana cost of 2 or less.

157U Sacrilege
2BB, Sorcery
Choose one - Destroy all plains; or destroy all forests.

158R Sanguine Moon
4B, Enchantment
All activation costs of all activated abilities of all nonland permanents in play become "Pay 2 life." (Abilities which formerly had X in their activation costs count X as 0.)

159U Senseless Slaughter
1B, Sorcery
Search target player's library for a creature card and remove it from the game. Then that player shuffles his or her library.

160U Shroud of Darkness
1B, Sorcery
Destroy target white or green enchantment.

161C Skeleton Crew
2BB, Creature - Ship, 2/4
Flying
BBB: Regenerate Skeleton Crew.

162C Skeleton Swarm
3BB, Creature - Skeleton, 2/2
You may pay 1 life and discard a black card from your hand instead of paying Skeleton Swarm's mana cost.
1B: Regenerate Skeleton Swarm.

163U Soul Robbery
1BB, Instant
As an additional cost to play Soul Robbery, sacrifice a creature.
Return target creature card from your graveyard to play.

164C Thread of Night
2B, Instant
Destroy target nonblack, nonartifact creature. It can't be regenerated.
If an opponent plays a black spell and Thread of Night is in your hand, remove Thread of Night from the game. Destroy target creature.

165C Unlive
2B, Instant
Counter target creature spell. Remove that spell card from the game instead of putting it into its owner's graveyard.

166C Vampire's Blood
2B, Instant
Vampire's Blood deals 1 damage to each creature in play. You gain life equal to the damage dealt this way.

167R Vampire's Kiss
XB, Legendary Sorcery
(Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Vampire's Kiss deals X damage to target player.
You gain X life.

168R Vile Tutor
2B, Sorcery
Search your library for an instant card and reveal it. Then put it in your hand and shuffle your library.

169R Vincent Kain
3BB, Creature - Vampire Legend, 4/4
Flying
Whenever a creature damaged by Vincent Kain this turn is put into a graveyard, put a +1/+1 counter on Vincent Kain.
Remove a +1/+1 counter from Vincent Kain: Regenerate Vincent Kain.

170R Vincent's Tomb
1BB, Enchantment
B, Remove a creature card in your graveyard from the game: Vincent's Tomb deals 1 damage to target creature or player. You gain 1 life.

171C Witch Doctor
1B, Creature - Cleric, 1/1
B,T, Pay 1 life: Put a -1/-1 counter on target creature.

172U Yawgmoth's Wrath
2B, Sorcery
Destroy all white creatures.

173R Zith Shadow
BB, Creature - Spirit, 1/1
Haste, restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)

174R Zith Thieves
1BB, Creature - Townsfolk, 2/1
Zith Thieves attacks each turn if able.
Whenever Zith Thieves deals combat damage to a player, that player discards a card from his or her hand. If that player discards a card, draw a card.


Red Cards

175U Alternative Fuel
4RR, Enchantment
Spells cost 1 less to play for each card of the same type in their owner's graveyard.

176U Blazing Comet
X1R, Sorcery
Blazing Comet deals X+2 damage to target creature or player.

177R Breaking Earth
3RR, Enchantment
If a land would go to a graveyard from play, that land's controller must instead sacrifice that land and another land. (This doesn't cause Breaking Earth to trigger on itself.)

178C Brimstone Hail
4R, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Destroy target land.

179U Burning Omen
2R, Instant
Destroy target blue permanent. Burning Omen deals 3 damage to that permanent's controller.

180R Carnage
2RR, Enchantment
Red creatures get +1/+1.

181C Charm of Fire
1R, Instant
Choose one - Charm of Fire deals 2 damage to target creature or player; or destroy target artifact; or destroy target Wall.

182C Cobalt Dagger
1R, Instant
Destroy target creature. If that creature is put into a graveyard this way, it deals damage to you equal to its power.

183C Collapse
R, Sorcery
Destroy target nonbasic land.

184U Confuse
2R, Enchant Creature
At the beginning of enchanted creature's controller's precombat main phase, flip a coin. If the coin lands in your favor, tap enchanted creature. It deals damage equal to its power to its controller.

185R Crater Pyres
2RR, Enchantment
If there are two or more Crater Pyres in play, destroy all Crater Pyres.
At the beginning of each player's upkeep, he or she sacrifices a land. If he or she can't, Crater Pyres deals 1 damage to that player and each creature he or she controls.

186C Disciple of Chaos
1R, Creature - Soldier, 2/1
Protection from white

187C Dj'tan Orc
1RR, Creature - Orc, 3/3
Dj'tan Orc can't block a creature with power 3 or greater.

188R Eizar Carpenter
3R, Creature - Townsfolk, 2/4
G,T, Sacrifice a forest: Put a 0/3 green Bunker Wall creature token into play.
R,T: Destroy target Bunker you control. Eizar Carpenter deals 3 damage to each creature blocked by that Bunker.

189U Eizar Irregulars
3R, Creature - Soldier, 2/2
If an opponent plays a white spell and Eizar Irregulars is in your hand, put it into play.

190U Flash Wall
XR, Creature - Wall, */1
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
You may play Flash Wall any time you could play an instant.
Flash Wall has power equal to X.
At end of turn, sacrifice Flash Wall.

191C Fracture
1RR, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Destroy target artifact.

192R Harlequin Spirit
2RR, Creature - Spirit, 6/5
As Harlequin Spirit comes into play, choose target opponent.
When Harlequin Spirit comes into play, that player searches your library for up to three cards and removes them from the game. Then shuffle your library.

193U Hatchling Dragon
2R, Creature - Dragon, 1/1
R: Hatchling Dragon gains flying until end of turn.
R: Hatchling Dragon gets +1/+0 until end of turn. Play this ability no more than three times each turn.

194U Heat Spirit
3R, Creature - Spirit, 4/4
When you play a red spell, return Heat Spirit to its owner's hand.

195U Igneous Giant
2RR, Creature - Giant, 4/2
R, Sacrifice Igneous Giant: Igneous Giant deals 4 damage to target creature.

196U Infernal Visage
3R, Creature - Visage, 2/3
When Infernal Visage comes into play, search target player's library for one card and remove it from the game. That player then shuffles his or her library.

197C Lightning Bomb
R, Creature - Elemental, 3/1
Haste, trample
At end of turn, sacrifice Lightning Bomb.

198R Lightning Shard
R, Legendary Instant
(Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Lightning Shard deals 3 damage to target creature or player.

199R Living Bomb
1R, Creature - Elemental, 1/1
If Living Bomb would be dealt damage, flip a coin. If the coin lands in your favor, that damage is prevented, and put a +1/+1 counter on Living Bomb. Otherwise, sacrifice Living Bomb and it deals damage to each creature and player equal to its power.

200R Mage Tutor
2R, Sorcery
Search your library for a sorcery card and reveal it. Then put it in your hand and shuffle your library.

201U Omega Vandal
1R, Creature - Townsfolk, 1/2
R, Sacrifice an artifact: Destroy target artifact.

202R Orderly Regiment
2R, Enchantment
Each creature you control has power and toughness each equal to its converted mana cost.

203C Pulse Flare
X2R, Sorcery
Pulse Flare deals X damage to target creature or player.
Draw a card.

204U Pyrotechnician
1RR, Creature - Townsfolk, 2/1
If Pyrotechnician deals combat damage to a creature, it deals 3 damage to that creature's controller.

205R Runic Flame
XRRR, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Put an X/X red Elemental creature token into play.

206U Sandblast
2R, Sorcery
Choose one - Destroy target island or plains; or destroy target white or blue permanent.

207C Sargya Troll
2RR, Creature - Troll, 2/3
Sargya Troll gets +2/+1 as long as you control a forest.
RG: Regenerate Sargya Troll.

208C Sepoltan Goblin
R, Creature - Goblin, 2/2
When Sepoltan Goblin comes into play, sacrifice it unless you sacrifice a land.

209R Sepoltan Roulette
2RR, Legendary Sorcery
(Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Each player discards his or her hand and draws seven cards.

210C Spark Shower
XR, Sorcery
Spark Shower deals 1 damage to X target creatures and/or players.

211C Sparkling
R, Creature - Elemental, 1/1
When Sparkling comes into play, it deals 1 damage to target creature or player.

212U Spilled Blood
2RR, Enchantment
Whenever a creature you own is put into a graveyard from play, you may pay 2R. If you do, put a blood counter on Spilled Blood.
Creatures you control get +X/+X, where X is the number of blood counters on Spilled Blood.

213R Spreading Chasm
1RR, Enchantment
Whenever a land you own is put into a graveyard from play, you may choose to destroy target land.

214C Stalking Soldier
2R, Creature - Soldier, 2/2
First strike
If an opponent controls two or more creatures, Stalking Soldier costs 2 less to play.

215U Steam Burn
1RR, Sorcery
Destroy all blue creatures. They can't be regenerated.

216C Sunspot
R, Instant
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Sunspot deals 1 damage to target creature or player.

217R Tanzane's Inferno
5RR, Instant
Tanzane's Inferno deals 4 damage to each creature and player. Whenever a creature damaged by Tanzane's Inferno this turn is put into a graveyard, that creature's controller sacrifices a land.

218C Thread of Carnage
2R, Instant
Creatures you control get +1/+0 and gain trample until end of turn.
If an opponent plays a red spell and Thread of Carnage is in your hand, remove Thread of Carnage from the game. Creatures you control get +2/+1 and gain first strike until end of turn.

219U Training Camp
2R, Enchantment
RR, Sacrifice a 1/1 creature: Put a 2/2 red Soldier creature token into play.

220C Tsunami-nito Assassin
2R, Creature - Ninja, 2/2
R: Tsunami-nito Assassin gains flying until end of turn.

221R Tsunami-nito Lord
2RR, Creature - Lord, */*
First strike, haste, trample
Tsunami-nito Lord has power equal to the number of Ninjas you control.
Attacking doesn't cause Tsunami-nito Lord to tap.

222U Tsunami-nito Ninja
1R, Creature - Ninja, 1/2
Haste
Attacking doesn't cause Tsunami-nito Ninja to tap.

223C Tsunami-nito Outrider
4R, Creature - Ninja, 4/4
First strike

224C Tsunami-nito Samurai
4R, Creature - Ninja, 4/3
Haste

225U Tsunami-nito Sensei
2RR, Creature - Ninja, 3/2
First strike
T, Tap two untapped Ninjas you control: Destroy target creature.

226R Tsunami-nito Shogun
1RR, Creature - Lord, 2/1
All Ninjas get +1/+1 and attacking doesn't cause them to tap.

227R Tsunami-nito Trainer
3R, Creature - Ninja, 1/1
1R,T: Put a 1/1 red Ninja creature token into play.

228C Tsunami-nito Warrior
2R, Creature - Ninja, 2/2
Attacking doesn't cause Tsunami-nito Warrior to tap.

229U Wall of Ashes
1R, Creature - Wall, 0/4
If Wall of Ashes blocks a creature, sacrifice it to destroy target land at end of combat.

230R Warlord's Balance
R, Sorcery
Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest.

231C Winds of Fire
RR, Sorcery
Destroy target tapped land.

232R Zane, Task Mage
2RR, Creature - Wizard Legend, 2/4
2R,T: Zane, Task Mage deals 2 damage to target creature or player.


Green Cards

233C Aegis Flash
1G, Instant
All 1/1 creatures get +2/+2 until end of turn.

234R Ant Swarm
1G, Creature - Insect, 1/1
All Insects gain "If this creature deals combat damage to a player, put a 1/1 green Insect creature token into play."

235C Blossom Dancer
1G, Creature - Dryad, 1/1
G: Blossom Dancer becomes a basic forest.
G: Blossom Dancer becomes a 1/1 green Dryad creature.

236U Blossom Druid
4G, Creature - Druid, 2/2
G,T, Sacrifice a Dryad: Whenever a forest you control is tapped for mana this turn, it produces an additional G.

237R Blossom Enchantress
1GG, Creature - Enchantress, 2/2
G: Return all enchantments on Blossom Enchantress to their owners' hands. Blossom Enchantress becomes a basic forest.
G: Blossom Enchantress becomes a 2/2 green Enchantress creature.
G: Blossom Enchantress becomes a 6/5 green Enchantress creature. Play this ability only if Blossom Enchantress is enchanted.

238C Blossom Guardian
3G, Creature - Dryad, 3/3
G: Blossom Guardian becomes a basic forest.
G: Blossom Guardian becomes a 3/3 green Dryad creature.

239C Blossom Keeper
2G, Creature - Dryad, 2/2
G: Blossom Keeper becomes a basic forest.
G: Blossom Keeper becomes a 2/2 green Dryad creature.

240C Blossom Mistress
4G, Creature - Dryad, 4/4
G: Blossom Mistress becomes a basic forest.
G: Blossom Mistress becomes a 4/4 green Dryad creature.
G,T: All Dryads get +1/+1 until end of turn.

241C Charm of Fortune
1G, Instant
Choose one - Target creature gets +3/+3 until end of turn; or destroy target local enchantment; or return a card that was played this turn from your graveyard to your hand.

242U Dancing Shaman
1G, Creature - Cleric, 1/1
T: Target creature loses all abilities until end of turn.

243U Darkseed Elf
1G, Creature - Elf, 1/1
Whenever Darkseed Elf blocks or becomes blocked by a black creature, that creature gets -4/-4 until end of combat.
T: Add G to your mana pool.

244U Deadlands Excavator
4G, Creature - Beast, 4/2
When Deadlands Excavator comes into play, destroy target land. Deadlands Excavator gains landwalk for the type of land it destroyed.

245U Deadlands Soil
G, Enchantment
Sacrifice a creature: Put a 2/1 green Saproling creature token into play.

246U Digging Deadfalls
3GG, Instant
Destroy target creature or land.

247R Druid's Ritual
3GG, Sorcery
Discard your hand, then return an amount of target cards from your graveyard to your hand equal to the number of cards you originally held.

248R Dual Generation
3GG, Enchantment
Whenever an opponent plays a creature, search that player's library for a copy of that creature card and put it into play under your control. That player then shuffles his or her library.

249R Edophine
6GG, Creature - Beast Legend, 5/5
Trample
Edophine costs 1 less to play for each green creature you control.

250U Elven Encampment
GG, Enchant Land
Elven Encampment can only enchant a land you control.
If enchanted land is a forest, all Elves get +0/+1.

251U Elven Square
GG, Enchant Land
Elven Square can only enchant a land you control.
If enchanted land is a forest, all Elves get +1/+0.

252C Elvish Assassin
1G, Creature - Elf, 0/1
Elvish Assassin blocks if able.
Whenever Elvish Assassin blocks, it gets +2/+1 until end of combat.
If a creature Elvish Assassin blocks is not in any graveyard at end of turn, but Elvish Assassin is, remove that creature from the game.

253U Elvish Defender
1G, Creature - Elf, 1/1
Elvish Defender gets +1/+2 as long as you control another Elf.

254C Enchanted Conclave
G, Sorcery
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Put a 1/1 green Faerie creature token with flying into play.

255C Galseed Gardener
1G, Creature - Druid, 1/1
T: Untap target basic land if it is enchanted.

256R Galseed Scholar
2G, Creature - Cleric, 1/1
Galseed Scholar has all abilities of all other creatures in play.

257U Galseed Spuzzem
4G, Creature - Beast, 2/2
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
When Galseed Spuzzem comes into play, you may destroy target artifact.

258R Glass Fog
2GG, Enchantment
If an unblocked creature would deal 2 or more combat damage, it deals 1 damage instead.

259U Hippogryph
2GG, Creature - Beast, 2/2
Flying, first strike

260C Imbue
G, Instant
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Target creature gets +2/+2 until end of turn.

261R Inspirational Surroundings
G, Legendary Sorcery
(Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Draw a card for every two forests you control. Discard your hand at end of turn.

262C Lashvine Dryad
G, Enchant Land
If enchanted land is a forest, it is also a 2/2 green Dryad creature with forestwalk. Otherwise, it is also a 1/2 green Dryad creature.
G: Return Lashvine Dryad to its owner's hand.

263C Lashvine Elder
2G, Enchant Land
If enchanted land is a forest, it is also a 3/4 green Druid creature with "T: Untap target land." Otherwise, it is also a 2/3 green Druid creature.
1G: Return Lashvine Elder to owner's hand.

264R Lashvine Elemental
4GG, Enchant Land
If enchanted land is a forest, it is also a 7/7 green Elemental creature with trample. Otherwise, it is also a 5/5 green Elemental creature.
4G: Return Lashvine Elemental to owner's hand.

265C Lashvine Treefolk
2GG, Enchant Land
If enchanted land is a forest, it is also a 5/5 green Treefolk creature with trample. Otherwise, it is also a 3/4 green Treefolk creature.
2G: Return Lashvine Treefolk to owner's hand.

266R Ley Channel
XG, Instant
Untap X target creatures and/or lands.

267R Lost Echo
G, Instant
Return target card that was played this turn from your graveyard to your hand.

268U Mold Monster
3GG, Creature - Beast, 4/4
2G,T, Sacrifice Mold Monster: Destroy target artifact, enchantment, or land.

269R Natural Ruination
5GG, Sorcery
Destroy all nonforest lands.

270U Nevonia's Breath
1GG, Instant
Restore (If this card would be put in a graveyard from anywhere other than its owner's library, instead remove the top card of that player's library from the game and replace it with this card.)
Prevent all combat damage that would be dealt this turn. Nevonia's Breath deals 2 damage to you.

271C Perilisk
1G, Creature - Bird, 1/1
Flying
Whenever Perilisk becomes blocked, destroy that creature at end of combat.

272C Sargya Efreet
1G, Creature - Efreet, 3/3
If you control two or more forests, sacrifice Sargya Efreet.

273C Sargya Wolves
G, Creature - Wolf, 1/1
If you control a forest, you may play Sargya Wolves without paying its mana cost.
If you control no forests, sacrifice Sargya Wolves.

274U Soul Seeker
G, Sorcery
As an additional cost to play Soul Seeker, discard a creature card from your hand.
Search your library for a creature card and reveal it. Then put it in your hand and shuffle your library.

275U Stoneclaw Basilisk
3GG, Creature - Lizard, 1/4
Whenever Stoneclaw Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
2G: Regenerate Stoneclaw Basilisk.

276R Sylvan Preference
G, Legendary Sorcery
(Upon resolution of this spell, its owner must search his or her hand, graveyard, and library for all copies of this card and remove them from the game. That player then shuffles his or her library afterwards.)
Look at the top three cards of target player's library and put them back in any order. You may draw a card or have that player shuffle his or her library.

277R Sylvan Tutor
2G, Sorcery
Search your library for a creature card and reveal it. Then put it in your hand and shuffle your library.

278C Thread of Solitude
2G, Instant
Each player sacrifices an enchantment.
If an opponent plays a green spell and Thread of Solitude is in your hand, remove Thread of Solitude from the game. Destroy all enchantments.

279U Timber Elemental
3GG, Creature - Elemental, 2/5
R: Timber Elemental gets +1/+0 until end of turn.
Sacrifice Timber Elemental: Add RRR to your mana pool.

280C Tunnel Blossoms
G, Enchant Land
As Tunnel Blossoms comes into play, choose a color.
Whenever enchanted land is tapped for mana, Tunnel Blossoms produces an additional one mana of the chosen color.

281C Ubah
1G, Creature - Beast, 2/1
Protection from black, protection from blue

282R Underground Overgrowth
3G, Enchantment
At the beginning of your upkeep, you may reveal your hand. If you do and have no land cards in your hand, you may search your library for a land card. Reveal it, then put it into your hand. Then shuffle your library.

283U Veyne Fugitive
G, Creature - Cleric, 1/1
Protection from blue, protection from artifacts

284U Volundra Gardener
G, Creature - Elf, 1/1
2G, Sacrifice Volundra Gardener: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

285R Volundra Irrigation
3G, Enchantment
During your upkeep, you may put a drop counter on a target land you control.
When Volundra Irrigation leaves play, remove all drop counters from all permanents you control.
Lands you control have "T: Add one colorless mana to your mana pool for each drop counter on this land."

286R Wall of Spores
1G, Creature - Wall, 3/3
Put a -1/-1 counter on Wall of Spores: Prevent all combat damage that would be dealt this turn.

287C Wall of Vines
G, Creature - Wall, 0/4
When Wall of Vines comes into play, sacrifice it unless you sacrifice a land.
Wall of Vines may block as though it had flying.

288C Wandering Djinn
2GG, Creature - Djinn, 5/4
Wandering Djinn gets -2/-0 as long as you control another creature.

289U Wild Impulse
2G, Instant
Target creature gets +3/+3 until end of turn and can be blocked only by creatures with flying this turn.

290R Wormwood Enchantress
GG, Creature - Enchantress, 1/3
G,T: Remove target enchantment card in a graveyard from the game. Draw a card.


Artifact Cards

291U Air Compressor
3, Artifact
As long as Air Compressor is untapped, all creatures may block as though they had flying.

292C Assassin's Knife
3, Artifact
Assassin's Knife comes into play tapped.
3,T, Sacrifice Assassin's Knife: Destroy target creature.

293U Aura Sphere
3, Artifact
Enchantments' activated abilities cost 1 less to play. This doesn't reduce an ability's converted mana cost to less than 1.

294U Brass Monolith
1, Artifact
Brass Monolith doesn't untap during your untap step.
T, Pay 2 life: Add three colorless mana to your mana pool.
4, Pay 1 life: Untap Brass Monolith.

295R Cemetery Stone
0, Artifact
Sacrifice a creature: Gain 1 life.

296U Chess Bishop
3, Artifact Creature - Chessman, 4/3
If there are no other Chessmen in play, sacrifice Chess Bishop.

297R Chess King
4, Artifact Creature - Chessman, */*
Chess King's power and toughness are each equal to the number of Chessmen in play.

298C Chess Knight
3, Artifact Creature - Chessman, 2/2
First strike

299C Chess Pawn
1, Artifact Creature - Chessman, 1/1

300R Chess Queen
4, Artifact Creature - Chessman, 2/2
As Chess Queen comes into play, choose a creature type.
T: Destroy target creature of the chosen type.

301U Chess Rook
5, Artifact Creature - Chessman, 1/7

302R Darkside Construct
4, Legendary Artifact
When Darkside Construct comes into play, sacrifice it unless you set target permanent in your graveyard aside.
Whenever a player plays a permanent other than Darkside Construct, exchange that permanent with the permanent set aside by Darkside Construct.

303C Defender
2, Artifact Creature - Wall, 0/5
Flying
Whenever Defender blocks, return it to its owner's hand at end of combat.

304R Diopside Tear
0, Artifact
When Diopside Tear comes into play, sacrifice it unless you discard a green card from your hand and pay 2 life.
Diopside Tear comes into play tapped.
T: Add G to your mana pool.

305R Drive Crystal
4, Artifact
As long as Drive Crystal is untapped, skip your draw step. Restore no longer causes cards on top of players' libraries to be removed from the game.
2,T: Draw a card.

306U Fiery Manipulator
4, Artifact
1,T: Untap target artifact, creature, or land.

307C Force Barrier
2, Artifact
3,T: Target unblocked attacking creature becomes blocked. (This ability works on unblockable creatures.)

308U Furnace Stone
0, Artifact
Sacrifice an artifact: Gain 2 life.

309R Garden Stone
0, Artifact
Sacrifice a basic land: Gain 1 life.
Sacrifice a nonbasic land: Gain 2 life.

310R Garnet Tear
0, Artifact
When Garnet Tear comes into play, sacrifice it unless you discard a red card from your hand and pay 2 life.
Garnet Tear comes into play tapped.
T: Add R to your mana pool.

311U Gear Bomb
4, Artifact
Sacrifice an artifact: Put two gear counters on Gear Bomb.
T, Sacrifice Gear Bomb: Gear Bomb deals X total damage to up to X target creatures and/or players, where X is the number of gear counters on Gear Bomb.

312R Gemstone Blossom
0, Artifact
When Gemstone Blossom comes into play, sacrifice it unless you discard three cards from your hand and pay 3 life.
Gemstone Blossom comes into play tapped.
T, Sacrifice Gemstone Blossom: Add three mana of any one color to your mana pool.

313U Gigathron
3, Artifact Creature, 1/2
Gigathron gets +2/+1 as long as you control a nonbasic land.

314R Iolite Tear
0, Artifact
When Iolite Tear comes into play, sacrifice it unless you discard a blue card from your hand and pay 2 life.
Iolite Tear comes into play tapped.
T: Add U to your mana pool.

315R Onyx Tear
0, Artifact
When Onyx Tear comes into play, sacrifice it unless you discard a black card from your hand and pay 2 life.
Onyx Tear comes into play tapped.
T: Add B to your mana pool.

316R Opal Tear
0, Artifact
When Opal Tear comes into play, sacrifice it unless you discard a white card from your hand and pay 2 life.
Opal Tear comes into play tapped.
T: Add W to your mana pool.

317U Peace Treaty
4, Artifact
3, Remove a nontoken creature you control from the game: Remove target creature an opponent controls from the game.

318U Power Cell
3, Artifact
Artifacts' activated abilities cost 1 less to play. This doesn't reduce an ability's converted mana cost to less than 1.

319U Resonance Cane
1, Artifact
Resonance Cane comes into play with one lore counter on it.
At end of turn, if a spell was played, put a lore counter on Resonance Cane. (This does not count each spell, only if a spell was played.)
1, Remove a lore counter from Resonance Cane: Put the top card of your graveyard on the bottom of your library.

320U Sanctuary Stone
0, Artifact
Skip drawing a card: Gain 2 life.

321U Smoke Bomb
1, Artifact
Smoke Bomb comes into play tapped.
1,T, Sacrifice Smoke Bomb: Prevent all combat damage that would be dealt this turn.

322R Steel Rack
1, Artifact
At the beginning of each player's upkeep, Steel Rack deals X damage to that player where X is the number of cards in his or her hand fewer than three.

323R Steel Tower
1, Artifact
At the beginning of each player's upkeep, that player gains 1 life for each card in his or her hand in excess of four.

324R Steel Vise
1, Artifact
At the beginning of each player's upkeep, Steel Vise deals X damage to that player, where X is the number of cards greater than four in his or her hand.

325U Temple Stone
0, Artifact
Sacrifice an enchantment: Gain 3 life.

326R Thread of Jade
3, Artifact
T, Sacrifice Thread of Jade: Put an artifact card from your hand into play.
If an opponent plays an artifact spell and Thread of Jade is in your hand, remove Thread of Jade from the game. Search your library for an artifact card and reveal it. Then put it in your hand and shuffle your library.

327U Tonic Bomb
4, Artifact
1,T, Sacrifice Tonic Bomb: Tonic Bomb deals 3 damage to target creature or player.

328U Urza's Crystal
1, Artifact
Urza's Crystal comes into play tapped.
T: Add one colorless mana to your mana pool.

329C White Lotus
0, Artifact
White Lotus comes into play tapped.
1,T, Sacrifice White Lotus: Add two mana of a single color to your mana pool.

330C Wood Golem
2, Artifact Creature - Golem, 1/3


Land Cards

331C Andoran Market
Land
Andoran Market comes into play tapped.
T: Add U to your mana pool.
T: Add UU to your mana pool. Play this ability only if you control three or more artifacts.

332U Dain Laboratory
Land
Dain Laboratory comes into play tapped.
T: Add one colorless mana to your mana pool for each Dain Laboratory in play.

333C Dj'tan Outpost
Land
Dj'tan Outpost comes into play tapped.
T: Add R to your mana pool.
T: Add RR to your mana pool. Play this ability only if you control three or more nonbasic lands.

334C Galseed Hollow
Land
Galseed Hollow comes into play tapped.
T: Add G to your mana pool.
T: Add GG to your mana pool. Play this ability only if you control three or more creatures.

335U Glass City
Land
T: Add one colorless mana to your mana pool.
T: Add three colorless mana to your mana pool. An opponent gains control of Glass City.

336R Kai Battleground
Legendary Land
2,T: Choose target creature you control. An opponent chooses target creature he or she controls. Tap both creatures. Each of those creatures deals damage equal to its power to the other creature. If a creature would be put into a graveyard this way, its owner instead shuffles it into his or her library.

337R Mineral Mine
Land
Mineral Mine comes into play tapped.
T: Add one colorless mana to your mana pool.
T, Sacrifice Mineral Mine: Destroy target basic land.

338U Nexus Sphere
Legendary Land
T, Tap three untapped lands you control: Add four mana of a single color to your mana pool.

339R Noridian Market
Land
T, Discard your hand: Draw two cards. Play this ability only if you have three or fewer cards in your hand.

340R Plaza Workshop
Land
T: Add one colorless mana to your mana pool. If you have less than three cards in your hand, add an additional colorless mana to your mana pool.

341R Quasi-Reality
Land
At end of turn, Quasi-Reality deals 2 damage to you if it is untapped.
T, Sacrifice an untapped land: Add one mana of any color to your mana pool. Target opponent gains control of Quasi-Reality.

342C Sevour's Fortress
Land
Sevour's Fortress comes into play tapped.
T: Add W to your mana pool.
T: Add WW to your mana pool. Play this ability only if you control three or more enchantments.

343R Shapeshifting Landscape
Legendary Land
At the beginning of each player's draw step, that player draws a card for each creature controlled by the player that controls the fewest creatures.

344U Solitary Temple
Land
T: Add to your mana pool one mana of any color and type that a land an opponent controls could produce.

345R Tainted Atmosphere
Land
T: Add one colorless mana to your mana pool.
3,T: Return target permanent you control to its owner's hand.

346U Thread of the Nexus
Land
T: Add one colorless mana to your mana pool.
If an opponent plays a nonbasic land and Thread of the Nexus is in your hand, remove Thread of the Nexus from the game. Destroy that nonbasic land.

347R Trokair Brig
Land
T: Add one colorless mana to your mana pool.
2,T: Target creature can't attack this turn. Play this ability only during your precombat main phase.

348R Velzere's Citadel
Legendary Land
As Velzere's Citadel comes into play, and during your upkeep, choose a target land. Velzere's Citadel gains all abilities of that land in addition to its own until your next upkeep.
T: Add one colorless mana to your mana pool.

349R Whirlwood Cabin
Legendary Land
T: Add one colorless mana to your mana pool.
1: Whirlwood Cabin is a 3/2 artifact creature this turn. It's still a land.

350C Zith Cemetery
Land
Zith Cemetery comes into play tapped.
T: Add B to your mana pool.
T: Add BB to your mana pool. Play this ability only if there are three or more creature cards in your graveyard.
 
I

Istanbul

Guest
Charm of Peace - Fog is really green's thing.
Emergency Medics - 3 mana for a 2/2 AND 4 points of damage prevention? Sure!!
Ivory Retainer - So...if any creature of mine dies, I get a 3/2 for free? Good lord!
Maelstrom Veil - WAY broken. I'll summon any one creature. Since it came into play, I get a 1/1 first strike creature. Since THAT creature came into play, I get another. And another. And another. And another...
Sevour's Order - Howling Mine + Sevour's Order = You may never attack me.
Ultralight Squadron - 2 mana for a 2/1 flying first-strike? You're darn right I'll leave one measly mana untapped!

Andoran Templar - So, I get four Power Sinks...and then a 3/3 Knight? For 5 mana, that's way cheap.
Cloudgazer - Okay, come ON. 3 mana for a 2/3 flyer is incredible. 3 mana for a 2/3 flyer with a counterspell attached is a four-in-every-deck card. WAY broken.
Ender Aragorn - Too cheap at its NORMAL casting cost. 3UU should get a 4/4 flyer (Air Elemental), which translates out to a 3/5 flyer. Giving it protection from red is an added bonus. Making you able to cast him for UU is just not fair.
Miller's Wife - So...not only do I get double-duty out of one of my lands, but I get to mill you for a card each time I do it? Yikes!
Necessity - Oh, GOD no. Rethink for 1 mana, or they pay a fair sum of life? BAH-ROKEN!

Dark Tutor - Another 4-in-every-deck card. I thin out my library by 4 cards AND get a card of my choice for 3 mana?
Midnight Falling - Huh?
Phyrexian Influence - Look, ma! I can Turnabout all of my opponent's lands twice and destroy them all!
Raganorn Assimilator - And you thought Vesuvan Doppleganger needed errata...

Blazing Comet - An exact Blaze reprint, except one mana cheaper. 3 mana does 3 damage. 4 mana does 4 damage.

Blossom Enchantress - Ummmm. Lessee. First turn, Forest, Llanowar Elf. Second turn, Forest, Blossom Enchantress. Third turn, Rancor on Blossom Enchantress, attack with 8/5 trampling creature.
Glass Fog - This card was broken in its first printing, when it was called 'Forcefield'.
Natural Ruination - Hey, I know! Let's give the one color that has NO problems coming up with a ton of mana the ability to destroy all non-forest lands!
Wild Impulse - I liked this card the first time I saw it...when it was white, and called 'Angelic Blessing'.

Drive Crystal - No one will play with this. Sure, it's a cheaper Jayemdae Tome...but if you don't activate it, you don't draw at *all*.

Noridian Market - Ummm. Sure, I'll empty out my hand, and draw THREE cards every turn with this.
Trokair Brig - Huh? Why would you want to stop your OWN creatures from attacking? And since you can play it only on YOUR precombat main phase, it'll never stop your opponent's creatures from attacking.
Whirlwood Cabin - Great. The return of Mishra's Factories, except with an extra point of power.

Seriously, dude. Pretty good overall, but a lot of these cards need some serious work.
 
H

HumanError

Guest
I think the sarcasm really wasn't necessary. That wasn't cool, man.

But, I'll reply to your criticism anyhow.

Charm of Peace - I actually always thought Fog could be a white effect, too, considering it's a global damage prevention effect. Besides, it's good to play with the colors a little bit. So this card is kosher.

Emergency Medics - I think it's power and might deserve a little tweaking. CC up to 3W?

Ivory Retainer - I'll reduce the P/T to 2/2. And I'll reduce the casting cost, in turn, to 2WW.

Maelstrom Veil - I'll simply errata the card to "nontoken creature." That way it doesn't set itself off. I actually had this problem with Cemetery Whispers a while back and so I had to errata that, too.

Sevour's Order - Sure, okay, yeah, your opponent can't ever attack you. And then you'll mill yourself out. But keep in mind that I don't intend this set for use with normal cards. There's plenty of artifact removal in my set anyhow, though, for Howling Mine.

Ultralight Squadron - Good call. But I'll up it to WW. When it gets to 2W it becomes directly inferior to the Gliders in Masques.

Andoran Templar - I'll up the CC to 3UUU.

Cloudgazer - The thing that keeps Cloudgazer balanced is that it's a situational card. You can't just randomly play it, it'll counter itself. But, I'll up the CC to 2UU anyhow.

Ender Aragorn - It's also a Legend, though, which means you won't be putting four of them into play anytime soon. I think the card's still kosher.

Miller's Wife - I'll change the ability to return two lands instead of one.

Necessity - You know, you'd think this card was horribly, horribly broken. But I've actually playtested it extensively. I always thought Rethink was a bit weak. This card is actually pretty balanced after I've played it.

Dark Tutor - But you can only use it once. It's balanced. I've playtested it, too.

Midnight Falling - I know the wording's really awkward but that tends to happen when you Oracle-ize something. Read it again, it makes sense.

Phyrexian Influence - Like Turnabout's really a terribly balanced card? Okay, sure, cast two Turnabouts. That's fine, then either four mana sources of yours die, or eight get really damn close.

Raganorn Assimilator - I'll deal with it when the time comes. I experimented with this one.

Blazing Comet - Because Blaze is "balanced"? Come on. Blaze is horrible. This is playable.

Blossom Enchantress - I'll weaken her to...4/4 with an enchantment on her.

Glass Fog - But it affects everyone. Nobody's creatures are gonna deal more than 1 damage.

Natural Ruination - Eh, I don't think its too bad. I'll see what I can do about adding a drawback, but I don't think it's too bad.

Wild Impulse - Angelic Blessing granted +3/+3 and flying. This is a Treetop Bracers in an instant.

Drive Crystal - This actually was designed to help recycle restore cards. It's pretty effective that way.

Noridian Market - I screwed up when I Oracle-ized this card. It's supposed to only be usable if you have four or more cards in your hand. It was late, and I was tired when I worked on this.

Trokair Brig - Another Oracle-ization screwup. It's supposed to only be usable during ANY precombat main phase.

Whirlwood Cabin - But it's a Legendary Land. You don't get more than 1. Besides, Mishra's Factories pump each other up.

Also, as a note, the Sanguine Moon was adjusted when I put it into Apprentice. It now only changes MANA COSTs, so its not disgustingly broken.
 
N

Namielus

Guest
All I can say is thats pretty damn neat, I see how there is somework that needs to be done on a few cards, but that looks really cool.
 
C

Cateran Emperor

Guest
:WOW: That's some good stuff there. I'm quite impressed that you made a whole expansion by yourself. I have yet to read it all yet and see just how broken some of it is, but good work anyhoo :cool:
 
D

dw51688

Guest
awesome although i have to say power of healing is a bit out of proprotion. It is a duper cheap opposite of searing wind. :p i am blown away by the rest though. How long did it take you?
 
H

HumanError

Guest
The Force of Healing can only be used once a game, though. Besides, nobody's going to accuse Blessed Wind of being a great card. =)

I spent about a year making all the blocks that this set came from, as it's really just a collection of most of my best work condensed into one set.
 
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