Planeshift Spoiler to read through!

G

Gizmo

Guest
The one linked to by Superguy had a couple of mistakes in (Aurora Griffin is 3/4? No, I don`t think so).
This one is more accurate I believe.

Sources withheld, you know how it is...

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White
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Aura Blast - 1W (C)
Instant
Destroy target enchantment. Draw a card.

Aurora Griffin - 3W (C)
Creature - Griffin; 2/2
Flying. W: Target permanent becomes white until end of turn.

Disciple of Kangee - 2W (C)
Creature - Wizard; 2/2
U, T: Target creature gains flying and becomes blue until end of turn.

Dominaria's Judgment - 2W (R) Instant
Until end of turn, creatures you control gain protection from white if you control a plains, from blue if you control an island, from black if you control a
swamp, from red if you control a mountain, and from green if you control a forest.

Guard Dogs - 3W (U)
Creature - Hound; 2/2
2W, T: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent.

Heroic Defiance - 1W (C)
Enchant Creature
Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.

Hobble - 2W (C)
Enchant Creature
When Hobble comes into play, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black.

Honorable Scout - W (C)
Creature - Soldier; 1/1
When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls.

Lashknife Barrier - 2W (U)
Enchantment
When Lashknife Barrier comes into play, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1
to that creature instead.

March of Souls - 4W (R)
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with
flying into play. Orim's Chant - W (R)
Instant
Kicker W. Target player can't play spells this turn. If you paid the kicker cost, creatures can't attack this turn.

Planeswalker's Mirth - 2W (R)
Enchantment
3W: Target opponent reveals a card at random from his or her hand. You gain life equal to that card's converted mana cost.

Pollen Remedy - W (C)
Instant
Kicker-Sacrifice a land. Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you
choose. If you paid the kicker cost, prevent the next 6 damage this way instead.

Samite Elder - 2W (R)
Creature (C)leric; 1/2
T: Creatures you control gain protection from the color(s) of target permanent you control until end of turn.

Samite Pilgrim - 1W (C)
Creature (C)leric; 1/1
T: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.

Sunscape Battlemage - 2W (U)
Creature - Wizard; 2/2
Kicker 1G and/or 2U. When Sunscape Battlemage comes into play, if you paid the 1G kicker cost, destroy target creature with flying. When
Sunscape Battlemage comes into play, if you paid the 2U kicker cost, draw two cards.

Sunscape Familiar - 1W (C)
Creature - Wall; 0/3
Green spells and blue spells you play cost 1 less to play.

Surprise Deployment - 3W (U)
Instant
Play Surprise Deployment only during combat. Put a nonwhite creature card from your hand into play. At end of turn, return that creature to your
hand. (Return it only if it's in play.)

Voice of All - 2WW (U)
Creature - Angel; 2/2
Flying. As Voice of All comes into play, choose a color. Voice of All has protection from the chosen color.

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Blue
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Allied Strategies - 4U (U)
Sorcery
Target player draws a card for each basic land type among lands he or she controls.

Arctic Merfolk - 1U (C)
Creature - Merfolk; 1/1
Kicker-Return a creature you control to its owner's hand. If you paid the kicker cost, Arctic Merfolk comes into play with a +1/+1 counter on it.

Confound - 1U (C)
Instant
Counter target spell that targets one or more creatures. Draw a card.

Dralnu's Pet - 2UU (R)
Creat. - Shapeshifter; 2/2
Kicker-1B, Discard a creature card from your hand. Flying. If you paid the kicker cost, Dralnu's Pet comes into play with X +1/+1 counters on it,
where X is the discarded card's converted mana cost.

Ertai's Trickery - U (U)
Instant
Counter target spell if a kicker cost was paid for it.

Escape Routes - 2U
Enchantment
2U: Return target white or black creature you control to its owner's hand.

Gainsay - 1U (U)
Instant
Counter target blue spell.

Hunting Drake - 4U (C)
Creature - Drake; 2/2
Flying. When Hunting Drake comes into play, put target red or green creature on top of its owner's library.

Planar Overlay - 2U (R)
Sorcery
Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands.

Planewalker's Mischief - 2U (R)
Enchantment
3U: Target opponent reveals a card at random from his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains
removed from the game, you may play it as though it were in your hand without paying its mana cost. If it has X in its mana cost, X is 0. At end of
turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery.

Rushing River - 2U (C)
Instant
Kicker-Sacrifice a land. Return target nonland permanent to its owner's hand. If you paid the kicker cost, return another target nonland permanent to
its owner's hand.

Sea Snidd - 4U (C)
Creature - Beast; 3/3
T: Target land's type becomes the basic land type of your choice until end of turn.

Shifting Sky - 2U (U)
Enchantment
As Shifting Sky comes into play, choose a color. All nonland permanents are the chosen color.

Sisay's Ingenuity - U (U)
Enchant Creature
When Sisay's Ingenuity comes into play, draw a card. Enchanted creature has "2U: Target creature becomes the color of your choice until end of
turn."

Sleeping Potion - 1U (C)
Enchant Creature
When Sleeping Potion comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. When
enchanted creature becomes the target of a spell or ability, sacrifice Sleeping Potion.

Stormscape Battlemage - 2U (U)
Creature - Wizard; 2/2
Kicker W and/or 2B
When Stormscape Battlemage comes into play, if you paid the W kicker cost, you gain 3 life.
When Stormscape Battlemage comes into play, if you paid the 2B kicker cost, destroy target nonblack creature. That creature can't be regenerated.

Stormscape Familiar - 1U (C)
Creature - Bird; 1/1
Flying. White spells and black spells you play cost 1 less to play.

Sunken Hope - 3UU (R)
Enchantment
At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand.

Waterspout Elemental - 3UU (R)
Creature - Elemental; 3/4
Kicker U. Flying. When
Waterspout Elemental comes into play, if you paid the kicker cost, return all other creatures to their owners' hands and you skip your next turn.

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Black
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Bog Down - 2B (C)
Sorcery
Kicker-Sacrifice two lands. Target player discards two cards from his or her hand. If you paid the kicker cost, that player discards three cards from
his or her hand instead.

Dark Suspicions - 2BB (R)
Enchantment
At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand.

Death Bomb - 3B (C)
Instant
As an additional cost to play Death Bomb, sacrifice a creature.
Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life.

Diabolic Intent - 1B (R)
Sorcery
As an additional cost to play Diabolic Intent, sacrifice a creature. Search your library for a card and put that card into your hand. Then shuffle your
library.

Exotic Disease - 4B (U)
Sorcery
Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.

Lord of the Undead - 1BB (R)
Creature - Lord; 2/2
All Zombies get +1/+1.
1B, T: Return target Zombie card from your graveyard to your hand.

Maggot Carrier - B (C)
Creature - Zombie; 1/1
When Maggot Carrier comes into play, each player loses 1 life.

Morgue Toad - 2B (C)
Creature - Toad; 2/2
Sacrifice Morgue Toad: Add UR to your mana pool.

Nightscape Battlemage - 2B (U)
Creature - Wizard; 2/2
Kicker 2U and/or 2R
When Nightscape Battlemage comes into play, if you paid the 2U kicker cost, return up to two target nonblack creatures to their owners' hands.
When Nightscape Battlemage comes into play, if you paid the 2R kicker cost, destroy target land.

Nightscape Familiar - 1B (C)
Creature - Zombie; 1/1
Blue spells and red spells you play cost 1 less to play. 1B: Regenerate Nightscape Familiar.

Noxious Vapors - 1BB (U)
Sorcery
Each player reveals his or her hand and chooses one card of each color from it, then discards all other nonland cards from it.

Phyrexian Bloodstock - 4B (C)
Creature - Zombie; 3/3
When Phyrexian Bloodstock leaves play, destroy target white creature. It can't be regenerated.

Phyrexian Scuta - 3B (R)
Creature - Zombie; 3/3
Kicker-Pay 3 life. If you paid the kicker cost, Phyrexian Scuta comes into play with two +1/+1 counters on it.

Planeswalker's Scorn - 2B (R)
Enchantment
3B: Target opponent reveals a card at random from his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card's
converted mana cost. Play this ability only any time you could play a sorcery.

Shriek of Dread - 1B (C)
Instant
Target creature can't be blocked this turn except by artifact creatures and/or black creatures.

Sinister Strength - 1B (C)
Enchant Creature
Enchanted creature gets +3/+1 and is black.

Slay - 2B (U)
Instant
Destroy target green creature. It can't be regenerated. Draw a card.

Volcano Imp - 3B (C)
Creature - Imp; 2/2
Flying
1R: Volcano Imp gains first strike until end of turn.

Warped Devotion - 2B (U)
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card from his or her hand.

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Red
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Caldera Kavu - 2R (C)
Creature - Kavu; 2/2
1B: Caldera Kavu gets +1/+1 until end of turn. G: Caldera Kavu becomes the color of your choice until end of turn.

Deadapult - 2R (R)
Enchantment
R, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player.

Flametongue Kavu - 3R (U)
Creature - Kavu; 4/2
When Flametongue Kavu comes into play, it deals 4 damage to target creature.

Goblin Game - 5RR (R)
Sorcery
Each player hides at least one object, then all players reveal them simultaneously. Each player loses life equal to the number of objects he or
she revealed. The player who revealed the fewest objects then loses half his or her life, rounded up. If two or more players are tied for fewest, each
loses half his or her life, rounded up.

Implode - 4R (U)
Sorcery
Destroy target land. Draw a card.

Insolence - 2R (C)
Enchant Creature
Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller.

Kavu Recluse - 2R (C)
Creature - Kavu; 2/2
T: Target land becomes a forest until end of turn.

Keldon Mantle - 1R (C)
Enchant Creature
B: Regenerate enchanted creature. R: Enchanted creature gets +1/+0 until end of turn.
G: Enchanted creature gains trample until end of turn.

Magma Burst - 3R (C)
Instant
Kicker-Sacrifice two lands. Magma Burst deals 3 damage to target creature or player. If you paid the kicker cost, Magma Burst deals 3 damage to
another target creature or player.

Mire Kavu - 3R (C)
Creature - Kavu; 3/2
Mire Kavu gets +1/+1 as long as you control a swamp.

Mogg Jailer - 1R (U)
Creature - Goblin; 2/2
Mogg Jailer can't attack if defending player controls an untapped creature with power 2 or less.

Mogg Sentry - R (R)
Creature - Goblin
1/1
Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn.

Planeswalker's Fury - 2R (R)
Enchantment
3R: Target opponent reveals a card at random from his or her hand. Planeswalker's Fury deals damage equal to that card's converted mana cost to
that player. Play this ability only any time you could play a sorcery.

Singe - R (C)
Instant
Singe deals 1 damage to target creature. That creature becomes black until end of turn.

Slingshot Goblin - 2R (C)
Creature - Goblin; 2/2 R, T: Slingshot Goblin deals 2 damage to target blue creature.

Strafe - R (U)
Sorcery
Strafe deals 3 damage to target nonred creature.

Tahngarth, Talruum Hero - 3RR (R)
Creature - Minotaur Legend; 4/4
Attacking doesn't cause Tahngarth, Talruum Hero to tap.
1R, T: Tahngarth deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.

Thunderscape Battlemage - 2R (U)
Creature - Wizard; 2/2
Kicker 1B and/or G. When Thunderscape Battlemage comes into play, if you paid the 1B kicker cost, target player discards two cards from his or
her hand. When Thunderscape Battlemage comes into play, if you paid the G kicker cost, destroy target enchantment.

Thunderscape Familiar - 1R (C)
Creature - Kavu; 1/1
First strike. Black spells and green spells you play cost 1 less to play.

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Green
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Alpha Kavu - 2G (U)
Creature - Kavu; 2/2
1G: Target Kavu gets -1/+1 until end of turn.

Amphibious Kavu - 2G (C)
Creature - Kavu; 2/2
Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn.

Falling Timber - 2G (C)
Instant
Kicker-Sacrifice a land. Prevent all combat damage target creature would deal this turn. If you paid the kicker cost, prevent all combat damage
another target creature would deal this turn.

Gaea's Herald - 1G (R)
Creature - Elf; 1/1
Creature spells can't be countered by spells or abilities.

Gaea's Might - G (C)
Instant
Target creature gets +X/+X until end of turn, where X is the number of basic land types among lands you control.

Magnigoth Treefolk - 4G (R)
Creature - Treefolk; 2/6
For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type.

Mirrorwood Treefolk - 3G (U)
Creature - Treefolk; 2/4
2RW: The next time damage would be dealt to Mirrorwood
Treefolk this turn, that damage is dealt to target creature or player instead.

Multani's Harmony - G (U)
Enchant Creature
Enchanted creature has "T: Add one mana of any color to your mana pool."

Nemata, Grove Guardian - 4GG (R)
Creature - Treefolk Legend; 4/5
2G: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: All Saprolings get +1/+1 until end of turn.

Planeswalker's Favor - 2G (R)
Enchantment
3G: Target opponent reveals a card at random from his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card's
converted mana cost.

Primal Growth - 2G (C)
Sorcery
Kicker-Sacrifice a creature. Search your library for a basic land card, put that card into play, then shuffle your library. If you paid the kicker cost,
instead search your library for two basic land cards, put them into play, then shuffle your library.

Pygmy Kavu - 3G (C)
Creature - Kavu; 1/2
When Pygmy Kavu comes into play, draw a card for each black creature your opponents control.

Quirion Dryad - 1G (R)
Creature - Dryad; 1/1
Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.

Quirion Explorer - 1G (C)
Creature - Elf; 1/1
T: Add to your mana pool one mana of any color that a land an opponent controls could produce.

Root Greevil - 3G (C)
Creature - Beast; 2/3
2G, T, Sacrifice Root Greevil: Destroy all enchantments of the color of your choice.

Skyshroud Blessing - 1G (U)
Instant
Lands can't be the targets of spells or abilities this turn.
Draw a card.

Stone Kavu - 4G (C)
Creature - Kavu; 3/3
R: Stone Kavu gets +1/+0 until end of turn. W: Stone Kavu gets +0/+1 until end of turn.

Thornscape Battlemage - 2G (U)
Creature - Wizard; 2/2
Kicker R and/or W. When Thornscape Battlemage comes into play, if you paid the R kicker cost, Thornscape Battlemage deals 2 damage to
target creature or player. When Thornscape Battlemage comes into play, if you paid the W kicker cost, destroy target artifact.

Thornscape Familiar - 1G (C)
Creature - Insect; 2/1
Red spells and white spells you play cost 1 less to play.

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Multicolored
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Ancient Spider - 2GW (R)
Creature - Spider; 2/5
First strike. Ancient Spider may block as though it had flying.

Cavern Harpy - UB (C)
Creature - Harpy; 2/1
Flying. When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its
owner's hand.

Cloud Cover - 2WU (R)
Enchantment
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's
hand.

Crosis's Charm - UBR (U)
Instant
Choose one - Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target
artifact.

Darigaaz's Charm - BRG (U)
Instant
Choose one - Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or
target creature gets +3/+3 until end of turn.

Daring Leap - 1WU (C)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.

Destructive Flow - BRG (R)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.

Doomsday Specter - 2UB (R)
Creature - Specter; 2/3
Flying. When Doomsday Specter comes into play, return a blue or black creature you control to its owner's hand. Whenever Doomsday Specter
deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card.

Dralnu's Crusade - 1BR (R)
Enchantment
All Goblins get +1/+1, are black, and are Zombies in addition to their creature types.

Dromar's Charm - WUB (U) Instant
Choose one - You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn.

Eladamri's Call - GW (R)
Instant
Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.

Ertai, the Corrupted - 2WUB (R)
Creature - Wizard Legend; 3/4
U, T, Sacrifice a creature or enchantment: Counter target spell.

Fleetfoot Panther - 1GW (U)
Creature (C)at; 3/4
You may play Fleetfoot Panther any time you could play an instant. When Fleetfoot Panther comes into play, return a green or white creature you
control to its owner's hand.

Gerrard's Command - GW (C)
Instant
Untap target creature. It gets +3/+3 until end of turn.

Horned Kavu - RG (C)
Creature - Kavu; 3/4
When Horned Kavu comes into play, return a red or green creature you control to its owner's hand.

Hull Breach - RG (C)
Sorcery
Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.

Keldon Twilight - 1BR (R)
Enchantment
At the end of each player's turn, if no creatures attacked that turn, that player sacrifices a creature he or she controlled since the beginning of the
turn.

Lava Zombie - 1BR (C)
Creature - Zombie; 4/3
When Lava Zombie comes into play, return a black or red creature you control to its owner's hand. 2: Lava Zombie gets +1/+0 until end of turn.

Malicious Advice - XUB (C)
Instant
Tap X target artifacts, creatures, and/or lands. You lose X life.

Marsh Crocodile - 2UB (U)
Creature (C)rocodile; 4/4
When Marsh Crocodile comes into play, return a blue or black creature you control to its owner's hand. When Marsh Crocodile comes into play,
each player discards a card from his or her hand.

Meddling Mage - WU (R)
Creature - Wizard; 2/2
As Meddling Mage comes into play, name a spell. The named spell can't be played.

Natural Emergence - 2RG (R)
Enchantment
When Natural Emergence comes into play, return a red or green enchantment you control to its owner's hand. Lands you control are 2/2 creatures
with first strike. They're still lands.

Phyrexian Tyranny - UBR (R) Enchantment
Whenever a player draws a card, that player loses 2 life unless he or she pays 2.

Questing Phelddagrif - 1GWU (R) Creature -
Phelddagrif; 4/4
G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. W: Questing Phelddagrif
gains protection from black and from red until end of turn. Target opponent gains 2 life. U: Questing Phelddagrif gains flying until end of turn. Target
opponent may draw a card.

Radiant Kavu - RGW (R)
Creature - Kavu; 3/3
RGW: Prevent all combat damage blue creatures and black creatures would deal this turn.

Razing Snidd - 4BR (U)
Creature - Beast; 3/3
When Razing Snidd comes into play, return a black or red
creature you control to its owner's hand. When Razing Snidd comes into play, each player sacrifices a land.

Rith's Charm - RGW (U)
Instant
Choose one - Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens into play; or prevent all damage a source of your
choice would deal this turn.

Sawtooth Loon - 2WU (U)
Creature - Bird; 2/2
Flying. When Sawtooth Loon comes into play, return a white or blue creature you control to its owner's hand. When Sawtooth Loon comes into play,
draw two cards, then put two cards from your hand on the bottom of your library.

Shivan Wurm - 3RG (R)
Creature - Wurm; 7/7
Trample. When Shivan Wurm comes into play, return a red or green creature you control to its owner's hand.

Silver Drake - 1WU (C)
Creature - Drake; 3/3
Flying. When Silver Drake comes into play, return a white or blue
creature you control to its owner's hand.

Sparkcaster - 2RG (U)
Creature - Kavu; 5/3
When Sparkcaster comes into play, return a red or green creature you control to its owner's hand. When Sparkcaster comes into play, it deals 1
damage to target player.

Steel Leaf Paladin - 4GW (C)
Creature - Knight; 4/4
First strike. When Steel Leaf Paladin comes into play, return a green or white creature you control to its owner's hand.

Terminate - BR (C)
Instant
Destroy target creature. It can't be regenerated.

Treva's Charm - GWU (U)
Instant
Choose one - Destroy target enchantment; or remove target attacking creature from the game; or draw two cards, then discard a card from your
hand.

Urza's Guilt - 2UB (R)
Sorcery
Each player draws two cards, then discards three cards from his or her hand, then loses 4 life.

---------
Artifacts
---------

Draco - 16 (R)
Artifact Creature - Dragon; 9/9
Flying. Attacking doesn't cause Draco to tap. Draco costs 2 less to play for each basic land type among lands you control.
If Draco would be put into a graveyard from anywhere, remove Draco from the game instead.

Mana Cylix - 1 (U)
Artifact
1, T: Add one mana of any color to your mana pool.

Skyship Weatherlight - 4 (R)
Legendary Artifact
When Skyship Weatherlight comes into play, search your library for any number of artifact and/or creature cards and remove them from the game.
Then shuffle
your library. 4, T: Choose a card at random removed from the game with Skyship Weatherlight and put that card into your hand.

Star Compass - 2 (U)
Artifact
Star Compass comes into play tapped. T: Add to your mana pool one mana of any color a basic land you control could produce.

Stratadon - 10 (U)
Artifact Creature; 5/5
Trample. Stratadon costs 1 less to play for each basic land type among lands you control.
-----
Lands
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Crosis's Catacombs (U)
Land
Crosis's Catacombs is a Lair in addition to its land type. When Crosis's Catacombs comes into play, sacrifice it unless you return a non-Lair land
you control to its owner's hand. T: Add U, B, or R to your mana pool.

Darigaaz's Caldera (U)
Land
Darigaaz's Caldera is a Lair in addition to its land type. When Darigaaz's Caldera comes into play, sacrifice it unless you return a non-Lair land you
control to its owner's hand. T: Add B, R, or G to your mana pool.

Dromar's Cavern (U)
Land
Dromar's Cavern is a Lair in addition to its land type. When Dromar's Cavern comes into play, sacrifice it unless you return a non-Lair land you
control to its owner's hand. T: Add W, U, or B to your mana pool.

Forsaken City(R)
Land
Forsaken City doesn't untap during your untap step. At the beginning of your upkeep, you
may remove a card in your hand from the game. If you do, untap Forsaken City. T: Add one mana of any color to your mana pool.

Meteor Crater (R)
Land
T: Choose a color of a permanent you control. Add one mana of that color to your mana pool.

Rith's Grove (U)
Land
Rith's Grove is a Lair in addition to its land type. When Rith's Grove comes into play, sacrifice it unless you return a non-Lair land you control to its
owner's hand. T: Add R, G, or W to your mana pool.

Terminal Moraine (U)
Land
T: Add one colorless mana to your mana pool. 2, T, Sacrifice Terminal Moraine: Search your library for a basic land card and put that card into play
tapped. Then shuffle your library.

Treva's Ruins (U)
Land
Treva's Ruins is a Lair in addition to its land type. When Treva's Ruins comes into play, sacrifice it unless you return a non-Lair land you control to
its owner's hand. T: Add G, W, or U to your mana pool.
 
C

Chaos Turtle

Guest
Are you certain this is the correct one?

There have been a couple of "complete" spoilers with confilcting texts for Morgue Toad, Sea Snidd, Rushin River and Cloud Cover.

And... how is it that the Germans got all this info so long before us?
 
G

Gizmo

Guest
That said, here are my First Look picks for Constructed. Okay, remeber that these are for constrcuted, and also that I am a very harsh judge of cards. I am saying what I tihnk is good for Tier-1 constructed play. I`ll also point out a few that I think people will claim are good, but which suck.
Okay? Got that?

Let`s go:

Aura Blast - really a metagame thing. While Idol is a threat this might be forced out by the fact that the decks that are scared of artifacts want Dismantling Blow, and other decks want Wax/Wane. Probably not going to see play.

Orim`s Chant - if this is real, it`s astonishingly rude. Will probably be one of the most expensive spells on the secondary market.

Waterspout Elemental - hmm. Probably good because you can choose not to use the kicker. If it were 3/3 it would be bad, but as a 3/4 for UU3 it stands on it`s own without the kicker.

Phyrexian Scuta - the black fatty of choice.

Thunderscape Battlemage - both Kicker costs are okay. But you play it because it`s a Cloudchaser Eagle.

Gaea`s Herald - very nasty. A 1/1 for G1 is very weak, though so it could easily be proven to be simply not good enough. I think we will see the U/W decks change anyway as Meddling Mage hits, so the impact of this might be negated somewhat. The viability of U/W is already in doubt, so this might not be needed.

Primal Growth - quite simply the most important card in the entire set. This card makes all those 5cBasic decktypes viable on it`s own. You could easily have 5 land types in play on turn 2 with this spell, and you will also have 3 mana untapped with with to cast spells! Awesome, absolutely awesome.

Thornscape Familiar - makes it because it`s the only Familar that actually stands as a creature. And a deck most likely to want that acceleration. Very good.

Fleetfoot Panther - good because it can jump on idols and occasionally reset Derms. Maybe play 1 or 2, but no more.

Horned Kavu - hmm. Big, but the setback...think Skyshroud Ridgeback and a faster breed of R/G beatings. Probably not so good, certainly no Panther.

Hull Breach - GR, destrpy target Idol and target Burst. Amazing Fires card, maybe beats Wax/Wane out of the deck.

Lava Zombie - can you say Ravenous Rats? You can, but I can say R/B sucks much louder. Still, this could be a big card in making B/R work.

Meddling Mage - HUGE card. Could have the biggest impact on deckbuilding of any spell. but it won`t. Because red will kill it, black will kill it, white will use it`s Sergeant and pretend nothing happened. Still - it`s really good and 4 will be played, but it`s not going to single-handedly rewrite T2 IMHO. Pack Hunt?

Shivan Wurm - costs as much as Sap Burst, but isn`t as good. Costs more than Derm, but isn`t as good. Costs less than Rith, but doesn`t fly. So why am I meant to be playing with this piece of crap again? MAY replace Rith, but I doubt it.

Silver Drake - good. Playable if a Skies/Mage deck appears.

Terminate - Yes. Good solid removal. BR gains again.

Star Compass - a good Fellwar Stone. Better than Diamonds. But that doesn`t mean it`s any good.
 
G

Gizmo

Guest
I make no claim as to have 'the' spoiler. But this one seems more likely than the one Superguy linked to.
 

Ransac

CPA Trash Man
Hmm, morgue toad and cloud cover seem to be in dispute. The reason I mention Cloud Cover is because I saw a spoiler that had two versions of Cloud Cover.



Ransac, cpa trash man
 
Z

Zadok001

Guest
Giz? Why do you like Primal Growth so much? When it comes down to it, isn't it a Sorcery Harrow that makes you sack a creature and can be an expensive Rampant Growth instead? How's that so good?
 

Ransac

CPA Trash Man
I agree with Zadok. You are totally overestimated Primal Growth. It CAN be a nice card, but, in the type of deck it would be put in, in the early game you would have to sacrifice a mana producing creature or a valuable attacker. Green doesn't have recursion, shy of elven cache(which no one plays), and for a card that would only be beneficial in the early game, you would get rid of cards you need. I will never play with this card.




Ransac, cpa trash man
 
C

Cateran Emperor

Guest
I just thought of something idiotic about the familiars, particularly Sunscape.

Stormscape - Bird Okay, perfectly logical here. Birds are classic familiars.
Change- None


Thornscape - Inect A bit unorthodox, but still perfectly understandable. An Insect is a perfectly feasible familiar, small and controllable.
Change- None

Thunderscape - Kavu Now we're getting borderline silly here. Aren't Kavus berserk aggresive troops? How on earth do you get one of those as a familiar? Must be a really small one, which is still kinda logical.
Change- Drake maybe? Wyvern? Some kind of reptile always fits red.

Nightscape - Zombie We're pushing it here. A Zombie for a familiar? Familiars are small creatures that hang around to do odd jobs like spying, but how do you get a Zombie to do that (I think it'd be noticed rather fast)
Change- Hrmm, what small creatures does black have that are typical familiars? Rats? Toads? Bats? Nah, we'll use a Zombie instead. Har har. I'd say Bat.

Sunscape - Wall Errrrherrrrrm. Run this one past me again: how do you get a wall to perform tasks for you? How do you get a wall to do anything of the sort for that matter? Come now, was this the best you can do?
Change- Anything else. A soldier makes more sense (not much though). Come on, try at least. Pegasus? Unicorn? Griffon? Geez...
 
H

Hetemti

Guest
Should have been:
Bird (Makes sence)
Squirrel (Green lubs der squirrels)
Dragon (A small one, like Nalathini)
Bat (Again, makes sence)
Gargoyle (Had an opal one in Saga...)
 
T

The Magic Jackal

Guest
Yeah Giz, I got the same list :) I know who it came from, but if you wish to keep it under cover, I'll respect your wishes.

Cards good for constructed
Aura fracture to a certain extent, but I don't think it will replace wax/wane in g/w or dismantling blow in u/w. Main reason being wax/wane is never a dead card, and dismanteling blow gets rid of the main card u/w has trouble with, chimeric idol.

Orim's chant- abeyance + fog = good.

Voice of all- A good choice for IBC. White is lacking in good creatures in the IBC format, this one is pretty good for your money.

Blue doesn't really gain anything of much use here, maybe some mediocre IBC cards, but nothing really powerful.

Lord of the Undead- You know everyone is going to try to make zombie decks. I wouldn't be surprised if some zombie decks creep into IBC with him leading the way.

Phyrexian Scuta- better than juzam, what more do you want?

Red, just like blue, didn't get much of anything. Not really anything for IBC, except maybe strafe.

Gaea's herald- More blue hate. Can you really have enough blue hate? Almost makes up for putting up with two years of morphling :)

Now on to the goody gold stuff...

Cavern harpy- definitely going to see some play in IBC u/b aggro beatdown

Doomsday specter- Great in IBC, less great in type two. It's going to take u/b to entirely switch from nether go to an entirely new deck to fit this guy in, but it'll probably be worth it.

fleetfoot panther- there's so many combat tricks with this guy it boggles my mind.

Horned kavu- Who needs chimeric idol?

Hull breech- death against mill decks- kill your mill stone and your moat

Meddling mage- never really a time when this guy is a bad card.

Shivan wurm- The new bad guy on the block, Smashes faces and takes names. Best IBC creature yet, sure to see about 2 slots in every type 2 fires deck.

Sparkcaster- no don't laugh, It's better than skizzik in IBC fires. Seriously...

Terminate- 2 mana, kill any (non-blasto) creature. no drawback.

Star compass- who needs diamonds?

Well, that's my view of it.
 
F

FoundationOfRancor

Guest
Im supposed to "smack" you for saying the Wurm sucks.

Fear me, for I am the Hand of The Magic Jackal...
 
G

Gizmo

Guest
Primal Growth

Forest, Elf
Swamp, sac elf to cast Primal Growth, go and get a Plains, a Mountain, an Island. You now have a deck of stupidly undercosted spells that deal 5 damage for R1, or draw 5 cards for U4. AND you have 3 mana available right here, right now, to cast whatever you want. Like a 5/2 Kavu Scout.

You sacced an elf, yes - but you replace it with 2 (count `em) mana sources. And you`re COMPLAINING??!!??! The Elf just doubled it`s usefulness when you sacced it. It like complaining about a kicker that says "sac a creature: put two copies of that creature into play". Not to mention it makes your mana sources all land, so they cannot be hit by burn.

This card is enormous. Might not make it to T2, because the deck will have consistency issues if it doesn`t draw Growth, but I already thought 5cBasic decks would be huge in IBC. I`m going to give a T2 deck a try though, because I think it can be done.

Oh
Oops
I misread it
Damn.
I thought the Kicker let you get two ADDITIONAL lands.
I`m just going to go over to the corner and cry, now.

:(
 
M

Mars

Guest
And it's bad and dumb because Meddling Mage kills it dead (IF they draw and play bad Meddling Mage), and in fact I can think of a ton of other things that can kill it too. Still, it's a fun, fun, deck, and who said all decks had to be serious? I mean, we're "casual," right? Here's what I wrote to my team, Team Hacked: (Bear in mind this is an IBC/PT Tokyo format.dec)

Well, if WotC wants to bring back Demonic Tutor for a sac creature cost and
another Harrow with a sac creature cost so we can play EIGHT Harrrows, why
not use them to get 5 different basic lands, then 20 creatures only 3 of
which you need to have in play, then cast Coalition Victory?

It's a dumb deck, I know, but pretty funny too:

4 Coalition Victory
4 Harrow
4 Primal Growth (the new Harrow) 2G-sorcery, search and play a basic land.
Kicker-sac a cr. If so, search for 2
4 Diabolical Intent B1, sac a cr. - Demonic Tutor
4 Shivan Zombie BR Prot White
4 Llanowar Knight GW Prot Black - nope, can't Terminate it
4 Galina's Knight UW Prot Red - can't Terminate this either
4 Yavimaya Barbarian GR Prot Blue
4 Vodalian Zombie BU Prot Green
8 Forest
4 Swamp
4 Plains
4 Mountains
4 Islands

With any luck at all, it's a 5th/6th turn kill (OK, with a LOT of luck). In IBC, that's fast. :)

Peace,
Greg Smith
Mars at the CPA Boards
Proud member of Team Hacked
David "Gizmo" Sutcliffe = GREAT teacher
Greg "Mars" Smith = Bad Student
Hey, they can't ALL be winners. I still like Duel's Blurred Mongoose tech, I don't care what any of you say. And Meddling Mage sucks. Just my two cents.
 
C

Chaos Turtle

Guest
Now I see why you liked Primal Growth so much...

Anyways, I wanted to mention to those of you who care what's up on the front page that there's a review of the White, Blue, and Black cards.

Parts TWO and THREE to come tomorrow.

The headline* doesn't mention it, but there's a deckbuilding contest that goes along with this spoiler, the prize being the first foil I open** on PreRelease Day.

Please read it and let me know what you think, and where I have gone wrong (since I know some of you think I'm wrong about everything ;)).

Also, somehow I forgot to mention in the article that credit for this particular spoiler goes to Gizmo, simply because he posted it here in a format that is easily cut-n-pasted. I'll correct this oversight in the next installment.

*(Interesting, infammatory choice of quote by Spiderman...)

**(So the Foil Promo doesn't count, sorry!)
 
R

rkoelsch

Guest
but also on Star Cities Page. Congratulations, did you get big bucks for that j/k
 
C

Chaos Turtle

Guest
...down.

[me]swoons, heady from all that exposure, then ducks inside the shell for fear of a "PokeMon Seizure" from all the flashing photo bulbs.[/me]
 

Spiderman

Administrator
Staff member
What IS this use of the asterisk footnote? You just started using it this week... not that it's bad. Just new.

Was the quote a bad choice? I thought it was pretty darn funny, and then add to that what Gizmo posted in the Tourney Rules thread in the Rules forum... I can change it if you'd like.
 
A

Apollo

Guest
Whelp... I thought the article was funny at points. But unfortunately, there seemed to be a total of about 4 cards you didn't like in limited. It's not a whole lot of help when you tell the virtues of everything...:)
 
C

Chaos Turtle

Guest
But i think most of the cards are good in limited... I'll try to be a little meaner in the next installment... ;)

No problem with the quote, Spiderman. I just wanted to mention the contest and all.
 
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