Return to Kai, Second Draft, Complete Spoiler

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HumanError

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Set Mechanics

Blink X: You may pay X to blink this card out (set it aside), or blink this card in (return it to play if it was set aside).

Shift X: You may pay X instead of this card's mana cost to play it.

Visage creature type: Creatures that have abilities dependant on your stats or permanents in play. Visages are projections of the player, like avatars.


Rules of Blink

• If a card is blinked out, it is set aside. All counters on it and enchantments on it go with it. Likewise, if it is a local enchantment, permanents it enchants blink out with it. Conversely, if these permanents blink in, the same rules apply.
• A card that is blinked out can't be the target of spells or abilities, can't attack or block, and is unaffected by spells or abilities which occur in play.
• Some cards which are blinked out may have abilities which can only be used while they are blinked out, but these abilities can be used.
• Some cards affect cards which are blinked out.
• Anything blinked out is essentially considered to be in a separate play area.


Card Counts

50 White (18 Common, 16 Uncommon, 16 Rare)
50 Blue (18 Common, 16 Uncommon, 16 Rare)
50 Black (18 Common, 16 Uncommon, 16 Rare)
50 Red (18 Common, 16 Uncommon, 16 Rare)
50 Green (18 Common, 16 Uncommon, 16 Rare)
35 Multicolor (15 Common, 10 Uncommon, 10 Rare)
30 Artifacts (15 Uncommon, 15 Rare)
35 Land (20 Basic, 5 Common, 5 Uncommon, 5 Rare)
TOTAL: 110 Common, 110 Uncommon, 110 Rare, 20 Basic


Changes from Draft 1

• Cleanse the Water's purity counters limited to five.
• Glossy Armor reworded.
• Healing Pool's CC changed to 1WW.
• Inspace Glimmer's CC changed to 2WW.
• Mourning Elder's creature type changed to "Townsfolk."
• Outer Walls CC changed to 2WW. Wall tokens are now 0/1.
• Pacifist Sanctuary's p/t changed to 1/7.
• Tax Scroll now counts lands in your graveyard.
• Valued Alliance now counts creatures instead of permanents.
• Vigilant Angel has been reworded to prevent stupid Waylay tricks.
• Aimless Student's CC changed to 1U and p/t changed to 1/2.
• Blizzard Weaver's CC changed to 1UU.
• Denying Whisper fixed to what it was supposed to be.
• Enderian Leviathan's p/t changed to 8/8.
• Enderian Mirror's black ability now playable only during your turn.
• Enderian Scroll now chooses from three cards instead of five.
• Enderian Weaver's p/t changed to 2/2.
• Epiphany now removes only one card from the game.
• Firmament Elemental's CC changed to 1UU and p/t changed to 4/4.
• Ignore's CC changed to 1UU.
• Inspace Vision's CC changed to 2UU.
• Radiant Siren's CC changed to 1U and p/t changed to 0/2.
• Refrain's CC changed to 2UU.
• Shrinking Shoreline's ability now costs 1 to use.
• Skysweeper's p/t changed to 2/3.
• Tidal Keeper's p/t changed to 1/2 and ability now costs 1U to use.
• Undersea Prison fixed to what it was supposed to be.
• Crypt Skeleton's activation cost changed to 1B, and ability is fixed.
• Dark Revival's CC changed to 5BB.
• Grave Robbery's CC changed to 2BB.
• Hinder's CC changed to 1B.
• Hypnotic Familiar's CC changed to 1B and Blink changed to 2B.
• Inspace Syphon's CC changed to 2BB.
• Juvenile Vampire's CC changed to 1B and p/t changed to 1/1.
• Reckless Necromancer's p/t changed to 0/0.
• Selfish Contract altered to make you draw at the end of your turn.
• Shudder's CC changed to 1B.
• Skulking Horror now makes you lose 3 life instead of 2.
• Spoiled Land's CC changed to 3BB.
• Spread of Decay's CC changed to B and now only targets one creature.
• Stalking Vampire's CC changed to 2BB.
• Ancient Cinder's CC changed to 2R, and now always does at least 1 damage.
• Conquerer's Edict CC changed to 2RR.
• Crackling Orb's CC changed to RR and p/t changed to 4/1.
• Errant Viashino's p/t changed to 2/3.
• Inspace Flare's CC changed to 2RR.
• Lightning Barrage's CC changed to 1RRR and p/t changed to 5/1.
• Sepoltan Fanatic's CC changed to 1R.
• Sepoltan Hydra's activation cost changed to XRR,T.
• Sepoltan Mountaineer now has mountainwalk.
• Stone Elemental's CC changed to 4RRR.
• Territorial Scuffle's CC changed to RRR.
• Elven Dragoon's CC changed to 1GG.
• Fungal Wurm's CC changed to 4G.
• Giant Hippogryph significantly changed.
• Inspace Gleam's CC changed to 2GG.
• Laniyan Basilisk significantly changed.
• Laniyan Cache now removes itself from the game.
• Laniyan Pride's Blink cost changed to 1GGG.
• Lurking Predator's CC changed to 2GG and p/t changed to 1/2.
• Matron Wurm's Blink cost changed to 3GGG.
• Moss Troll significantly changed.
• Nesting Thallid produces three tokens instead of four.
• Rallying Visage can no longer pump itself up.
• Sealed Earth fixed to what it was supposed to be.
• Shroud of Life CC changed to GG.
• Splinter Patch's tokens now have trample.
• Stalking Wolves's Blink cost changed to GGG.
• Vraccolid's p/t changed to 4/5.
• Wall of Mushrooms significantly changed.
• Winding Foliage no longer affects creatures which already have Blink.
• Burning Half's creature type is now Shade, and the red ability now costs 1R.
• Destructive Force's p/t changed to 3/1.
• Enderian Armor's CC changed to 1WU.
• Errant Will reworded.
• Fallon's Claim's CC changed to 1WU.
• Frozen Half's creature type is now Shade, and the blue ability now costs 3U.
• Burning Half and Frozen Half both pump each other up now.
• Laniyan Hydra now fixed to what it was supposed to be.
• Noirish Augury's CC changed to WUB and it now only draws one card.
• Bundle of Wildflowers now comes into play tapped.
• Chimeric Crystal's flying form is now 1/2.
• Devouring Juggernaut's CC changed to 7.
• Enderian Tome's CC changed to 4.
• Golem Herald's p/t changed to 2/3 and ability now costs 2.
• Lightning Rod now requires a discard to activate.
• Malleoform's ability now costs 2 instead of 3.
• Silver Gnomes CC changed to 4.
• Isolated Cemetery fixed to what it was supposed to be.
• Valley of Wonders now blinks in untapped.


White

001C Angelic Duty
1W, Enchant Creature
When Angelic Duty comes into play, draw a card.
Enchanted creature gets +1/+1 and attacking doesn't cause it to tap.

002U Blushing Well
W, Enchantment
All Visages get +0/+1 and attacking doesn't cause them to tap.

003U Brilliant Visage
1WW, Creature - Visage, 2/2
Attacking doesn't cause Brilliant Visage to tap.
Brilliant Visage gets +1/+1 if you control two or less creatures and gets +0/+3 if you control five or more creatures.

004U Capricious Angel
2WW, Creature - Angel, 2/3
Flying, blink 2W
Attacking doesn't cause Capricious Angel to tap.

005C Chromatic Ward
W, Enchant Creature
Enchanted creature has protection from the most common color in play. If two or more colors are tied for most common, enchanted creature has protection from those colors.

006U Cleanse the Water
2W, Enchantment
At the beginning of your upkeep, you may put a purity counter on target swamp if there are not five purity counters in play.
If a swamp with a purity counter on it is tapped for mana, it produces colorless mana instead of its normal type.

007R Condemn
3WW, Sorcery
Destroy all black and/or red permanents.

008U Consecrated Graves
W, Enchantment
Creature cards in graveyards can't be the target of spells or abilities.

009R Convalescent Spirit
1WW, Creature - Spirit, 2/2
Flying
0: Flip a coin. If you win the flip, Convalsecent Spirit can't be the target of spells or abilities this turn. If you lose the flip, sacrifice Convalescent Spirit and you gain 2 life.

010C Drowsy Soldier
W, Creature - Soldier, 1/1
Blink 1

011R Enchanted Moat
2WW, Enchantment
Creatures can't attack unless they have flying or are enchanted.
At the end of your turn, if no creatures you control attacked that turn, sacrifice Enchanted Moat.

012R Enchanter's Scroll
1W, Sorcery
Search your library for a white enchantment card, reveal that card, and put it into your hand. Then shuffle your library.

013C Endless Harmony
1W, Instant
Shuffle Endless Harmony into your library.
You gain 3 life.

014R Fallon, Sanctuary Keeper
W, Creature - Cleric, 0/1
When Fallon, Sanctuary Keeper comes into play, your life total becomes 1.
Damage that would reduce your life total to less than 1 reduces it to 1 instead.

015R Fallon's Blessing
2WW, Enchantment
At the beginning of each player's upkeep, if that player controls a plains, he or she gains 2 life.

016C Glossy Armor
1W, Enchantment
Glossy Armor comes into play with three damage counters on it.
Whenever you would be dealt damage by any source, instead remove a damage counter from Glossy Armor for each source and prevent that damage. If you are damaged by more sources simultaneously than the number of damage counters on Glossy Armor, you choose a source for each counter that remains on Glossy Armor.

017C Glowing Visage
W, Creature - Visage, 1/1
Glowing Visage has first strike if you control two or less plains and gets +0/+2 if you control four or more plains.

018C Healer's Balm
W, Instant
Shift 1G
Target player gains 4 life.

019C Healing Pool
1WW, Instant
Prevent the next 3 damage that would be dealt to you and each creature you control this turn. (This prevents 3 damage each for you and each creature.)

020U Inspace Glimmer
2WW, Enchant Permanent
Whenever enchanted permanent blinks in, you gain 2 life for each W in that permanent's mana cost.

021R Investor's Savvy
W, Enchantment
Sacrifice a permanent: Put a coin counter on Investor's Savvy.
Discard a card from your hand: Put a coin counter on Investor's Savvy.
Sacrifice Investor's Savvy: You gain 1 life for each coin counter on Investor's Savvy.

022R Kai Bailiff
2W, Creature - Soldier, 1/1
Blink 3WW
Whenever Kai Bailiff leaves play, sacrifice a plains.
Creatures can't attack.

023R Kai Cornerstone
2W, Enchantment
U: Return target white creature you control to its owner's hand.
2B: Destroy target white creature.
R: Target white creature gains first strike until end of turn.
G: White creatures gain trample until end of turn.

024U Kai Politician
1WW, Creature - Townsfolk, 1/2
Red creature spells cost 2 more to play.

025U Kai Prospector
WW, Creature - Townsfolk, 1/1
When Kai Prospector comes into play, destroy target swamp.

026R Kai Shopkeeper
W, Creature - Townsfolk, 1/1
2,T: Shuffle target card in play you control into its owner's library.

027C Lazy Reserves
2W, Creature - Soldier, 3/4
Lazy Reserves doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 1W. If you do, untap Lazy Reserves.

028U Lumbering Knight
2WW, Creature - Knight, 1/1
First strike
If Lumbering Knight attacks, it gets +1/+1 until end of combat for each other attacking creature.
If Lumbering Knight blocks, it gets +1/+1 until end of combat for each other blocking creature.

029C Morning Breeze
1W, Sorcery
Reveal the top four cards of your library. You gain 2 life for each plains card revealed this way. Put those cards on the bottom of your library in any order.

030R Mourning Elder
3WW, Creature - Townsfolk, 2/2
When Mourning Elder comes into play, destroy all other creatures. They can't regenerate.
When Mourning Elder leaves play, remove it from the game.

031U Outer Walls
2WW, Creature - Wall, 0/3
At the beginning of your upkeep, put a 0/1 white Wall creature token into play.
Sacrifice a Wall: Target Wall gets +0/+3 until end of turn.

032R Pacifist Sanctuary
2W, Creature - Wall, 1/7
At the beginning of your upkeep, you gain 1 life.
Creatures you control can't attack.
Pacifist Sanctuary may block any number of creatures each combat.

033C Prairie Ranger
1W, Creature - Soldier, 1/3
First strike, shift GG

034U Reigning Peace
1W, Enchantment
Red creatures get -1/-0 and lose haste.

035C Reject
2W, Instant
Shift WU
Destroy target artifact or enchantment.

036C Sanctuary Student
W, Creature - Cleric, 1/1
At the beginning of your upkeep, you gain 1 life.

037R Shimmering Angel
3WW, Creature - Angel, 3/4
Flying, shift 3UG
Attacking doesn't cause Shimmering Angel to tap.

038C Shining Visage
1W, Creature - Visage, 1/2
First strike
Shining Visage has flying if you control no enchantments.
Whenever Shining Visage deals damage, you gain that much life if you control three or more enchantments.

039C Solitary Confinement
W, Enchant Creature
Blink 2 (If Solitary Confinement blinks out, enchanted creature also blinks out with it.)

040U Squad Leader
2W, Creature - Knight, 2/2
Whenever Squad Leader attacks, all other attacking creatures get +0/+1 until end of combat.

041U Steadfast Purity
2W, Enchantment
Spells with shift cost 4 more to play.
Shift costs are increased by 4.

042U Stumbling Retainer
1W, Creature - Cleric, 1/1
Sacrifice an enchantment: Destroy target enchantment.
Sacrifice Stumbling Retainer: Counter target spell if it is an enchantment.

043R Tax Scroll
1W, Instant
Search your library for up to X plains cards, reveal them, and put them into your hand. X is the number of lands target player controls in excess of the total number of lands you control and in your graveyard. Then shuffle your library.

044U Thousand Voices
2WW, Creature - Spirit, 2/2
Attacking doesn't cause Thousand Voices to tap.
Thousand Voices gets +1/+1 if you control a green creature, has flying if you control a blue creature, and gets -2/+1 if you control a black or red creature.

045C Valued Alliance
W, Enchant Creature
Enchanted creature gets +1/+1, has trample if you control a green creature, and has flying if you control a blue creature.

046U Vigilant Angel
2WW, Creature - Angel, 4/4
Flying
Vigilant Angel may be played as an instant.
At the beginning of any turn, return Vigilant Angel to its owner's hand.

047C Vitality Tap
1W, Sorcery
Tap target untapped creature you control. You gain life equal to its converted mana cost.
Draw a card.

048R Vow of Silence
2WW, Enchantment
At the beginning of your upkeep, draw a card.
Play no more than one spell each turn.

049R Wandering Overlord
4WW, Creature - Knight, 1/3
First strike
When Wandering Overlord comes into play, destroy all lands.
When Wandering Overlord leaves play, remove it from the game.

050C White Apprentice
W, Creature - Cleric, 1/1
At the beginning of your upkeep, you may put a study counter on White Apprentice.
W: White Apprentice gains first strike until end of turn.
Sacrifice White Apprentice: Put a 2/2 white Knight creature token with first strike into play. Play this ability only if there are three or more study counters on White Apprentice.


Blue

051C Aimless Student
1U, Creature - Cleric, 1/2
Sacrifice Aimless Student: Draw a card.

052U Air Well
U, Enchantment
All Visages have flying.

053U Arcane Visage
1UU, Creature - Visage, 1/1
Play with your hand revealed.
2U,T: Draw a card if there are no instants in your hand.
2UU,T: Counter target noncreature spell if there are three or more instants in your hand.

054C Blizzard Spray
1U, Instant
Return target red permanent to its owner's hand.
Draw a card.

055U Blizzard Weaver
1UU, Creature - Wizard, 1/1
Protection from red
If a red spell would deal damage to a creature or player, it deals that much damage minus 1 instead.

056R Bubble Spray
1UU, Instant
As an additional cost to play Bubble Spray, sacrifice X islands.
Draw X cards.

057U Chilling Breeze
2U, Enchantment
When Chilling Breeze comes into play, draw a card.
At the beginning of your upkeep, tap target permanent.

058R Crystal Spirit
4UU, Creature - Spirit, 4/5
Flying, shift 4WB
1: Crystal Spirit becomes the color of the mana spent on this activation cost. (This effect doesn't end at end of turn.)

059C Crystal Visage
1U, Creature - Visage, 1/1
Flying
Crystal Visage gets +1/+0 and loses flying if you control one or less artifacts.
T: Add one colorless mana to your mana pool if you control four or more artifacts.

060R Denying Whisper
1U, Instant
Counter target spell or activated ability of a permanent that's not a mana ability. If Denying Whisper targets a spell, put it in its owner's hand instead of into that player's graveyard. That spell or ability can't be played again this turn.

061U Depth Charge
U, Instant
As an additional cost to play Depth Charge, sacrifice an island and discard a card from your hand.
Counter target spell.

062U Enderian Drifter
1U, Creature - Illusion, 2/1
Blink 3
Enderian Drifter is unblockable.
At end of turn, Enderian Drifter blinks out if it is tapped.

063R Enderian Leviathan
4UUU, Creature - Serpent, 8/8
Trample
If Enderian Leviathan attacks, it blinks out unless you sacrifice an island.
At end of turn, Enderian Leviathan blinks out unless you sacrifice an island.
Sacrifice two islands: Blink in Enderian Leviathan untapped. You may play this ability only while it is blinked out.

064U Enderian Librarian
U, Creature - Cleric, 1/1
Blink UU
If Enderian Librarian blinks in, draw a card.
If Enderian Librarian blinks out, discard a card.

065R Enderian Mirror
2U, Enchantment
1W: If target blue creature deals damage this turn, you gain that much life.
3B: Target player discards a card from his or her hand. Play this ability only during your turn.
R: Target blue creature gets +1/+0 until end of turn.
G: Target blue creature gets +0/+1 until end of turn.

066U Enderian Scroll
U, Instant
Choose land or nonland. Reveal the top three cards of your library. Put all cards of the chosen type revealed in this way on the bottom of your library in any order, choose one of the remaining cards and put it into your hand, and put the rest on top of your library in any order.

067C Enderian Study
4U, Instant
Shift 4B
You lose 3 life if you paid the shift cost to play Enderian Study.
Draw three cards.

068R Enderian Weaver
1UU, Creature - Wizard, 2/2
UUU,T: Name a card other than a basic land. Return all cards with that name and Enderian Weaver to their owners' hands.

069R Epiphany
2U, Sorcery
Reveal your library to target opponent. That opponent chooses one card in your library or graveyard. Remove that card from the game, then shuffle your graveyard into your library.

070R Firmament Elemental
1UU, Creature - Elemental, 4/4
Flying
At the beginning of your upkeep, reveal the top three cards of your library. An opponent chooses one. Remove the chosen card from the game, then put one of the revealed cards on the bottom of your library and the other on top of it.

071C Force Barrier
1UU, Instant
Shift 1WB
Counter target spell.

072C Gaseous Diffusion
U, Instant
Prevent all combat damage that would be dealt to and by target creature this turn.
Draw a card.

073C Icicle Spray
U, Instant
Counter target green spell. Put it on the bottom of its owner's library instead of into that player's graveyard.

074U Ignore
1UU, Instant
Blink out target green or red permanent.

075R Inspace Djinn
2UU, Creature - Djinn, 6/6
Flying, blink 1UU
Inspace Djinn comes into play blinked out.
When Inspace Djinn blinks in, sacrifice it unless you sacrifice two islands.

076U Inspace Efreet
2U, Creature - Efreet, 3/4
Flying, blink 2U
Inspace Efreet comes into play blinked out.

077U Inspace Visions
2UU, Enchant Permanent
Whenever enchanted permanent blinks in, draw a card for each U in that permanent's mana cost, then discard a card from your hand.

078R Malicious Trickery
3U, Instant
Target opponent puts his or her hand on top of his or her library. Search that library for as many cards as he or she put on top of it this way. That player puts those cards into his or her hand, then shuffles his or her library.

079C Mist Sprite
1U, Creature - Faerie, 1/1
Flying, blink 1
If Mist Sprite is blinked out at the beginning of your turn, it blinks in.

080C Mnemonic Visage
U, Creature - Visage, 1/1
Mnemonic Visage gets +1/+1 if you have no cards in your hand and has flying if you have four or more cards in your hand.

081R Mutate
1UU, Sorcery
Destroy target creature. If that creature is put into a graveyard from play this turn, its owner searches his or her library for a creature card with a converted mana cost less than that creature's and puts that card into play, then shuffles his or her library.

082U Oversaturate
1U, Enchantment
At the beginning of each player's upkeep, that player sacrifices a forest.

083R Radiant Siren
1U, Creature - Merfolk Legend, 0/2
All creatures your opponents control must attack you when able.

084C Reel
2U, Instant
Shift 3W
Return target permanent to its owner's hand.

085C Refrain
2UU, Instant
Choose a target permanent. That permanent's owner shuffles it into his or her library.

086R Rushwater Spirit
4UU, Creature - Spirit, 2/1
Flying
When Rushwater Spirit comes into play, return all lands to their owners' hands.
When Rushwater Spirit leaves play, remove it from the game.

087C Scrying Runes
2U, Instant
Put your hand on the bottom of your library in any order, then draw four cards. Choose one of those cards and put it on the bottom of your library.

088U Seawater Shroud
2UU, Enchant Creature
Enchanted creature gets +2/+2 and is unblockable.

089R Shrinking Shoreline
XU, Enchantment
Shrinking Shoreline comes into play with X flood counters on it.
At the beginning of your upkeep, blink in a land blinked out by Shrinking Shoreline unless you remove a flood counter from Shrinking Shoreline.
1, Remove a flood counter from Shrinking Shoreline: Blink out target land.

090U Skysweeper
3UU, Creature - Spirit, 2/3
Flying, blink 2U
All other creatures lose flying.

091C Stormrider Falcon
1U, Creature - Bird, 1/1
Flying, shift 1B

092C Tamper
U, Instant
Look at the top three cards of target opponent's library. Choose one and remove it from the game, choose another and put it on top of that player's library, and put the last one on the bottom of that player's library. Then that player draws a card.

093U Thousand Eyes
2UU, Creature - Spirit, 2/2
Flying
If Thousand Eyes attacks and isn't blocked, draw a card if you control a white creature, and defending player discards a card from his or her hand if you control a black creature.
Thousand Eyes gets +0/+1 and loses flying if you control a red or green creature.

094U Tidal Keeper
1UU, Creature - Merfolk, 1/2
1U: Target creature can't attack this turn unless its controller pays 2.

095C Tidal Stingray
U, Creature - Fish, 2/2
Blink 1U
Tidal Stingray can't attack unless defending player controls an island.

096C Undersea Prison
4U, Enchant Creature
Undersea Prison comes into play with three air counters on it.
When Undersea Prison comes into play, tap enchanted creature.
At the beginning of your upkeep, remove an air counter from Undersea Prison. If you can't, sacrifice Undersea Prison and destroy enchanted creature if it is blue.
Enchanted creature can't untap.

097R Wailing Siren
4UU, Creature - Spirit, 2/2
When Wailing Siren comes into play, return all other creatures to their owners' hands.
When Wailing Siren leaves play, remove it from the game.

098R Wall of Silence
1UU, Creature - Wall, 0/4
Flying
1UU,T, Sacrifice Wall of Silence: Counter target spell.

099C Waterspout Faerie
2U, Creature - Faerie, 2/1
Flying
When Waterspout Faerie comes into play, return target land to its owner's hand.

100C Whirlwind Spirit
1U, Creature - Spirit, 2/1
Flying
Whirlwind Spirit can't block flying creatures.


Black

101C Ashen Earth
2B, Instant
Shift 2RR
Destroy target nonblack, nonartifact creature. It can't be regenerated.

102U Bottomless Well
B, Enchantment
B: Regenerate target Visage.
BB: Put target Visage from your graveyard on top of your library.

103C Corrupting Touch
B, Instant
Corrupting Touch deals 1 damage to target creature or player. You gain 1 life.

104R Creeping Evil
2BB, Enchantment
Nonblack creatures get -1/-1.

105U Crypt Skeleton
1BB, Creature - Skeleton, 1/1
1B: Regenerate target Skeleton. If that Skeleton regenerates, put a 1/1 black Skeleton creature token into play.

106C Crypt Retainer
B, Creature - Cleric, 1/1
Sacrifice Crypt Retainer: Return target creature card from your graveyard to your hand.

107U Dark Revival
5BB, Instant
Return two target creature cards from your graveyard to play.

108C Dark Visage
1B, Creature - Visage, 2/1
Dark Visage gets -1/+1 if you control two or fewer black creatures and has first strike if you control four or more black creatures.

109C Deprafaction
1BB, Sorcery
Shift 1UU
Target player discards a card at random from his or her hand, then discards a card from his or her hand.

110U Ebon Knight
BB, Creature - Knight, 2/2
First strike, protection from green

111U Endless Despair
1BB, Enchantment
At the end of each player's turn, if that player controls less than two untapped creatures, he or she must sacrifice a creature.

112C Forged Edict
B, Instant
Each player sacrifices a permanent.

113R Grave Robbery
2BB, Sorcery
Remove all noncreature cards in target player's graveyard from the game. You gain 1 life for each card removed from the game in this way.

114R Hanging Jury
3B, Enchantment
If a creature would be dealt lethal damage, flip a coin. If you win the flip, that creature is removed from the game. If you lose the flip, return that creature to its owner's hand.

115U Hateful Bargain
1B, Instant
Destroy target green creature unless its controller sacrifices two green creatures. It can't be regenerated.

116C Haunting Shade
1B, Creature - Shade, 0/1
When Haunting Shade comes into play, it deals 1 damage to you.
B: Haunting Shade gets +1/+1 until end of turn.

117C Hinder
1B, Instant
Target creature gets -2/-2 until end of turn.

118C Hypnotic Familiar
1B, Creature - Minion, 1/1
Blink 2B
When Hypnotic Familiar blinks in, target player discards a card from his or her hand if it is your turn.

119R Infernal Horror
3BBB, Creature - Horror, 7/7
Flying, trample, shift 3RRU
At the beginning of your upkeep, you lose 1 life for each creature you don't control.

120U Inspace Collapse
2BB, Sorcery
Remove all blinked out creatures from the game.

121U Inspace Syphon
2BB, Enchant Permanent
When enchanted permanent blinks in, target player loses X life and you gain X life, where X is the number of B in the mana cost of enchanted permanent.

122R Jaded Killer
1BB, Creature - Assassin, 1/1
As Jaded Killer comes into play, choose a creature type.
T: Destroy target creature of the chosen type.

123R Juvenile Vampire
1B, Creature - Vampire, 1/1
Juvenile Vampire has flying and gets +1/+1 if there are more than three creature cards total in all graveyards.
Whenever a creature dealt damage by Juvenile Vampire this turn is put into a graveyard, put a +1/+1 counter on Juvenile Vampire.

124R Malicious Djinn
2BB, Creature - Djinn, 5/5
When Malicious Djinn comes into play, sacrifice it unless you sacrifice a black creature and a swamp.

125U Mire Visage
1BB, Creature - Visage, 2/2
Swampwalk
Mire Visage gets +2/+2 if you control one or fewer swamps and gets -1/+2 if you control five or more swamps.

126C Mourning Visage
B, Creature - Visage, 1/1
When Mourning Visage comes into play, target player loses 1 life if you have no cards in your graveyard.
Mourning Visage gets +1/+0 if you have four or more cards in your graveyard.

127C Murky Cell
1BB, Enchantment
When Murky Cell comes into play, blink out target creature.
When Murky Cell leaves play, blink in tapped all creatures blinked out by it.

128C Noirish Lich
1B, Creature - Zombie, 1/1
Whenever Noirish Lich deals damage, you gain that much life.

129R Noirish Mob
2BB, Creature - Townsfolk, 1/1
Protection from white
Noirish Mob gets +1/+1 for each white creature in play you don't control.
T: Destroy target white creature.

130C Noirish Outrider
1B, Creature - Soldier, 1/2
First strike, shift 1R

131U Noirish Refrain
1B, Sorcery
As an additional cost to play Noirish Refrain, sacrifice two swamps.
Destroy target artifact.

132U Noirish Verse
1B, Sorcery
As an additional cost to play Noirish Verse, sacrifice two swamps.
Destroy target enchantment.

133R Oil Slick
2B, Enchantment
1W: Black creatures get +0/+1 until end of turn.
3U: Black creatures gain flying until end of turn.
1R: Black creatures get +1/+0 until end of turn.
2G: Return target black creature card from your graveyard to your hand.

134R Plague Sleeper
4BB, Creature - Horror, 6/6
Trample
When Plague Sleeper comes into play, destroy all creatures you don't control. They can't be regenerated. Then target opponent gains control of it.
Plague Sleeper can't be the target of spells or abilities controlled by its owner.
When Plague Sleeper leaves play, remove it from the game.

135R Plague Specter
1BB, Creature - Specter, 2/2
Flying
At the beginning of your upkeep, Plague Specter deals 1 damage to you and each creature you control.
Whenever Plague Specter deals damage to a player, that player discards a card from his or her hand.

136C Reaver Imp
1B, Creature - Imp, 1/1
Flying, protection from white

137R Reckless Necromancer
4BB, Creature - Wizard, 0/0
When Reckless Necromancer comes into play, each player returns all creature cards from his or her graveyard to play and put a +1/+1 counter on Reckless Necromancer for each creature card put into play from your graveyard in this way.
When Reckless Necromancer leaves play, remove it from the game.

138R Selfish Contract
BBB, Enchantment
Skip your draw step.
At the end of your turn, draw X cards and Selfish Contract deals X damage to each creature you control, where X is the number of sign counters on it. Then remove all sign counters from it.
Pay 1 life: Put a sign counter on Selfish Contract.

139U Shadow's Grasp
1BB, Sorcery
Remove target white permanent from the game.
Draw a card.

140C Shallow Earth
B, Instant
Shift RG
Return target creature card from your graveyard to your hand.

141C Shambling Wall
1B, Creature - Wall, 0/3
1B: Shambling Wall gets +2/-1 until end of turn and may attack this turn as thought it weren't a Wall. You may play this ability only once per turn.

142U Shudder
1B, Instant
Target player discards a card from his or her hand and loses 1 life.

143R Skeletal Dragon
4BB, Creature - Dragon, 4/4
Flying
1B: Regenerate Skeletal Dragon.

144C Skulking Horror
B, Creature - Horror, 2/2
When Skulking Horror comes into play, you lose 3 life.

145U Sleeper's Edict
2BB, Instant
Target player sacrifices two creatures.

146C Soul Thief
2BB, Creature - Spirit, 2/2
Flying
Whenever Soul Thief deals damage, you gain that much life.

147R Spoiled Land
3BB, Sorcery
Destroy all plains and forests.

148U Spread of Decay
B, Enchantment
At the end of your turn, put a -1/-1 counter on target green creature.

149R Stalking Vampire
2BB, Creature - Vampire, 1/1
Stalking Vampire can't be blocked except by artifact creatures and/or black creatures.
If Stalking Vampire deals combat damage to a player, put a +1/+1 counter on it.

150U Thousand Bones
2BB, Creature - Skeleton, 2/2
Thousand Bones has first strike if you control a mountain, has flying if you control an island, and gets -1/+3 if you control a plains or forest.
B: Regenerate Thousand Bones.


Red

151C Ancient Cinders
2R, Instant
Ancient Cinders deals an amount of damage to target creature or player equal to 1 plus the number of cards named Cinder Spirit you control.
Draw a card.

152U Blazing Well
R, Enchantment
All Visages have haste.
R: Target Visage gets +1/+0 until end of turn.

153U Blistering Sphere
XR, Enchantment
Blistering Sphere comes into play with X burn counters on it.
1, Remove a burn counter from Blistering Sphere: Blistering Sphere deals 1 damage to target creature or player.
RRR: Put a burn counter on Blistering Sphere.

154C Bloodthirsty Cabal
R, Creature - Soldier, 1/1
Whenever Bloodthirsty Cabal attacks and isn't blocked, it gets +2/+0 until end of turn.

155R Brimstone Fragment
2R, Enchantment
W: Red creatures gain first strike until end of turn.
U: Red creatures gain flying until end of turn.
B: Regenerate target red creature.
G: Red creatures gain trample until end of turn.

156U Brittle Earth
RR, Sorcery
As an additional cost to play Brittle Earth, discard a land card from your hand.
Destroy target land.

157C Burning Fuse
1R, Instant
Sacrifice an artifact. Burning Fuse deals damage equal to that artifact's converted mana cost to target creature or player.

158U Chaos Elder
1RR, Creature - Wizard, 1/2
T: Chaos Elder deals 1 damage to target white creature for each white permanent its controller controls.
T: Chaos Elder deals 1 damage to target player for each white permanent he or she controls.

159C Cinder Spirit
2R, Creature - Spirit, 2/2
Protection from red

160R Conqueror's Edict
2RR, Sorcery
Reveal the top five cards of target opponent's library. Put all land cards revealed in this way in that player's graveyard, and put the remaining cards back on top of that player's library in any order.

161C Crackling Orb
RR, Creature - Ball-Lightning, 4/1
Trample, haste
At the end of any turn, sacrifice Crackling Orb.

162C Crackling Visage
R, Creature - Visage, 1/1
When Crackling Visage comes into play, it deals 1 damage to target opponent if he or she has 17 or more life.
When Crackling Visage goes to a graveyard from play, it deals 1 damage to target opponent if he or she has 16 or less life.

163R Deafening Valley
1R, Enchantment
1RR: Destroy all artifacts.

164R Drop of Lava
1RR, Enchantment
As an additional cost to play Drop of Lava, sacrifice a mountain.
At the beginning of each player's upkeep, that player sacrifices a land. If he or she can't, sacrifice Drop of Lava.

165U Dry Out
2R, Instant
Dry Out can't be countered by spells or abilities.
Destroy target island or blue permanent.

166C Eroded Earth
R, Enchant Land
Enchanted land is a mountain.

167U Errant Viashino
R, Creature - Viashino, 2/3
If Errant Viashino attacks, no other creatures you control may attack.

168C Flickering Sparkling
1R, Creature - Elemental, 2/1
Blink R

169R Heated Rush
RR, Enchantment
Creatures with haste get +1/+1.

170U Inspace Flare
2RR, Enchant Permanent
When enchanted permanent blinks in, Inspace Flare deals 1 damage to target creature or player for each R in the mana cost of enchanted permanent.

171C Land Charge
1RR, Sorcery
Shift 1BB
Destroy target land.

172U Lightning Barrage
1RRR, Creature - Ball-Lightning, 5/1
Haste, trample
1R: Lightning Barrage gets +1/+0 until end of turn.
At end of turn, sacrifice Lightning Barrage.

173U Lightning Line
RR, Enchantment
Whenever a white creature comes into play, Lightning Line deals 1 damage to each white creature in play. (This includes the creature coming into play.)

174U Lightning Visage
1RR, Creature - Visage, 2/2
First strike
Lightning Visage gets +1/-1 and has haste if you have two or fewer cards in your hand and gets +0/+2 if you have four or more cards in your hand.

175U Malfunction
1R, Enchantment
At the beginning of each player's upkeep, Malfunction deals 1 damage to each creature that player controls for each nonbasic land he or she controls.

176R Meteor Raid
1RR, Sorcery
Shuffle all nonland permanents target player controls into a face-down pile. That player sacrifices the top card. Put the rest back into play untapped.

177R Pyre Dragon
4RR, Creature - Dragon, 4/4
Flying, shift 5BG
R: Pyre Dragon gets +1/+0 until end of turn.
G: Pyre Dragon gets +0/+1 until end of turn.
B: Regenerate Pyre Dragon.

178C Reckless Rage
R, Instant
Target creature gets +2/-2 until end of turn.

179U Salt the Earth
1R, Sorcery
Choose one - Destroy target island; or destroy target plains; or destroy target island and target plains.

180R Sand Spirit
3R, Creature - Spirit, */*
Sand Spirit's power and toughness are each equal to 1 plus the total number of lands in all players' graveyards.

181U Scalding Touch
2R, Sorcery
Scalding Touch deals 3 damage to target player. If that player controls an island, Scalding Touch deals 5 damage to that player instead.

182U Sepoltan Fanatic
1R, Creature - Soldier, 1/1
Sacrifice Sepoltan Fanatic: Destroy target nonbasic land.

183R Sepoltan Horde
1RR, Creature - Soldier, 4/4
Shift 1BG
When Sepoltan Horde comes into play, sacrifice it unless you discard a card at random.

184R Sepoltan Hydra
XR, Creature - Hydra, 0/0
Sepoltan Hydra comes into play with X +1/+1 counters on it.
If Sepoltan Hydra would be dealt damage, instead remove that many +1/+1 counters from it. If there aren't enough counters on Sepoltan Hydra, sacrifice it.
XRR,T: Put X +1/+1 counters on Sepoltan Hydra.

185C Sepoltan Mountaineer
1R, Creature - Soldier, 2/1
Mountainwalk, shift 1G

186R Sepoltan Oracle
3RR, Creature - Legend, 3/3
Sacrifice two mountains: Sepoltan Oracle deals 2 damage to each creature.

187U Sepoltan Raider
1R, Creature - Soldier, 1/2
When Sepoltan Raider comes into play, destroy target artifact.

188R Shrieking Dragon
5RR, Creature - Dragon, 3/3
Flying
When Shrieking Dragon comes into play, it deals 6 damage to each other creature and each player.
When Shrieking Dragon leaves play, remove it from the game.

189C Sonic Break
1R, Instant
Shift 2G
Destroy target artifact.

190C Startle
R, Instant
Shift B
Target creature can't block this turn.
Draw a card.

191R Stone Elemental
4RRR, Creature - Elemental, 2/2
When Stone Elemental comes into play, destroy all other creatures and all lands and artifacts.
When Stone Elemental leaves play, remove it from the game.

192C Stone Visage
1R, Creature - Visage, 1/3
Stone Visage gets +1/+0 if you control no land and gets +0/+3 and can't attack if you control four or more land.

193C Sudden Jolt
R, Instant
Shift 1B
Sudden Jolt deals 2 damage to target creature or player.

194R Territorial Scuffle
RRR, Sorcery
Shuffle all lands in play into a stack face down, then deal an amount of them out to each player equal to the number of lands that player originally held. Those lands are put into play tapped.

195U Thousand Scales
2RR, Creature - Drake, 2/2
Flying
Thousand Scales gets -1/+1 and loses flying if you control an island or plains.
B: Regenerate Thousand Scales if you control a swamp.
R: Thousand Scales gets +1/+0 until end of turn if you control a forest.

196R Thundering Sphere
2RRR, Creature - Ball-Lightning, 5/1
Haste, trample
When Thundering Sphere comes into play, it deals 2 damage to each other creature and each player.
At end of turn, sacrifice Thundering Sphere.

197C Training Session
R, Instant
As an additional cost to play Training Session, sacrifice a 1/1 creature.
Put a 2/2 red Soldier creature token with first strike into play.
Draw a card.

198C Viashino Wanderer
2R, Creature - Viashino, 3/1
Protection from artifacts

199C Winding Drake
2R, Creature - Drake, 1/2
Flying, blink 3R

200R Wizened Master
2R, Creature - Cleric, 2/1
T, Sacrifice a 1/1 creature: Put a 2/2 red Pupil creature token into play.
3R,T, Sacrifice a Pupil: Put a 3/3 red Soldier creature token into play.


Green

201C Algae Infestation
3G, Instant
Destroy target artifact or land.

202U Barbed Visage
1GG, Creature - Visage, 2/3
Barbed Visage has trample if there are two or fewer other creatures with trample in play and gets +2/+1 and has trample if there are four or more other creatures with trample in play.

203C Blissful Silence
3G, Sorcery
Shift 3W
Destroy all enchantments.

204C Blossom Visage
G, Creature - Visage, 1/1
Blossom Visage gets +1/+0 if there are three or more forests in play and gets +0/+1 if there are one or no forests in play.

205U Bramble Patch
1G, Enchantment
Whenever a blue creature attacks, Bramble Patch deals 1 damage to that creature.

206C Canopy Archers
2G, Creature - Elf, 2/1
T: Canopy Archers deals 1 damage to target flying creature.

207C Chitin Shell
2G, Enchant Creature
Enchanted creature can't be the target of spells or abilities.
G: Regenerate enchanted creature.

208U Choking Spores
4G, Instant
Destroy target enchantment or creature.

209U Cloud of Leaves
2GG, Enchantment
Black and blue creatures gain "This creature can't attack unless you sacrifice an island or swamp."

210C Elven Dragoon
1GG, Creature - Elf, 2/1
Flying
T: Add G to your mana pool.

211C Elven Traveller
1G, Creature - Elf, 1/1
Shift WR
T: Add G to your mana pool.

212C Emperor Wurm
4GGG, Creature - Wurm, 7/7
Trample, shift 5WRR

213R Fragrant Bloom
1GG, Enchantment
During your combat phase, all creatures defending player controls must block if able.

214R Fungal Wurm
4G, Creature - Wurm, 2/2
Trample, blink 2G
When Fungal Wurm blinks in, put a +1/+1 counter on it.

215R Giant Hippogryph
4GG, Creature - Beast, 4/4
Flying
WW: Giant Hippogryph gains first strike until end of turn.
1R: Giant Hippogryph gets +1/+0 until end of turn.

216C Glittering Stream
XG, Sorcery
Shift XW
Target player gains X life.

217U Inspace Gleam
2GG, Enchant Permanent
When enchanted permanent blinks in, put a +1/+1 counter on target creature for each G in the mana cost of enchanted permanent.

218C Jaded Elder
2G, Creature - Druid, 2/2
Protection from green

219R Laniya, the Caretaker
2GG, Creature - Legend, 2/2
Creatures you control can't be the target of spells or abilities.

220U Laniyan Banner
G, Instant
Green creatures get +1/+1 until end of turn for each black creature in play.

221U Laniyan Basilisk
3GG, Creature - Basilisk, 2/3
Whenever Laniyan Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
1GG: Regenerate Laniyan Basilisk.

222U Laniyan Cache
2G, Sorcery
Remove Laniyan Cache from the game. Put target card from your graveyard on top of your library.
Draw a card at the beginning of the next turn's upkeep.

223C Laniyan Embrace
G, Instant
Shift R
Target creature gets +2/+2 until end of turn.

224C Laniyan Festival
1G, Instant
You gain 1 life for each creature you control.

225R Laniyan Gardener
G, Creature - Druid, 1/1
Sacrifice Laniyan Gardener: Each player searches his or her library for up to three basic lands and puts them into play, then shuffles his or her library.

226C Laniyan Pride
1GG, Creature - Cat, 2/2
Blink 1GGG
When Laniyan Pride blinks in, put a 2/2 green Cat creature token into play.

227C Laniyan Wilds
2G, Instant
Shift WR
Search your library for a basic land card and put that card into play, then shuffle your library.

228R Lurking Predator
2GG, Creature - Beast, 1/2
At the beginning of your upkeep, put a +1/+1 counter on Lurking Predator.
Lurking Predator has trample if there are two or more +1/+1 counters on it.

229R Matron Wurm
4GG, Creature - Wurm, 5/5
Blink 3GGG
When Matron Wurm blinks in, put a 5/5 green Wurm creature token into play.

230U Moss Troll
1GG, Creature - Troll, 1/1
G: Regenerate Moss Troll.
Whenever Moss Troll regenerates, put a +1/+1 counter on it.

231R Nesting Thallid
GG, Creature - Fungus, 1/1
Blink 4GG
When Nesting Thallid blinks in, put three 1/1 green Saproling creature tokens into play.

232C Quicksilver Seasnake
G, Creature - Snake, 1/1
Quicksilver Seasnake gets +1/+1 and has islandwalk if any opponent controls an island.

233C Rain of Silk
G, Instant
All creatures lose flying until end of turn.

234U Rallying Visage
1G, Creature - Visage, 2/1
Trample
When Rallying Visage comes into play, put a +1/+1 counter on target green creature you control other than Rallying Visage if there are two or fewer green creatures in play.
When Rallying Visage is put into a graveyard from play, put a +1/+1 counter on target green creature you control if there are four or more green creatures in play.

235R Sealed Earth
G, Enchantment
If a card would ever leave a player's graveyard, instead shuffle it into its owner's library.

236R Sentient Landscape
2GG, Enchantment
All forests are 1/1 green creatures with haste that are still lands.
Forests can't be the target of spells or abilities.

237R Shimmering Foliage
2G, Enchantment
1W: Target green creature gains protection from the color of your choice until end of turn.
2U: Target green creature is unblockable this turn.
B: Target nongreen creature gets -1/-0 until end of turn.
R: Target green creature gets +1/+0 until end of turn.

238U Shroud of Life
GG, Sorcery
Destroy target black permanent.

239R Snapdragon
5GG, Creature - Dragon, 4/3
Trample
When Snapdragon comes into play, destroy target permanent.
When Snapdragon leaves play, remove it from the game.

240U Splinter Patch
1GG, Enchantment
Sacrifice X forests: Put an X/X green Treefolk creature token with trample into play.

241U Splintering Well
G, Enchantment
All Visages get +1/+0 and have trample.

242C Spreading Mist
G, Instant
Shift W
Prevent all combat damage that would be dealt this turn.

243C Stalking Wolves
G, Creature - Wolf, 1/1
Blink GGG
When Stalking Wolves blinks in, put a 1/1 green Wolf creature token into play.

244R Studious Druid
1G, Creature - Druid, 1/1
XG,T: Untap X target lands.

245U Thousand Claws
2GG, Creature - Wolf, 2/2
Trample
Thousand Claws gets +1/+1 and has haste if you control a mountain, gets +1/+1 and has first strike if you control a plains, and gets +1/-1 if you control a swamp or island.

246R Treetop Wolf
3GG, Creature - Wolf, 2/2
When Treetop Wolf comes into play, all other creatures you control get +2/+2 and gain trample until end of turn.
When Treetop Wolf leaves play, remove it from the game.

247U Unsavory Development
2G, Sorcery
Search your library for a nonbasic land and put that land into play tapped. Then shuffle your library.

248R Vraccolid
2GG, Creature - Beast, 4/5
Trample
Vraccolid gets -1/-1 for each artifact in play.

249R Wall of Mushrooms
1G, Creature - Wall, 0/3
Blink 3G
When Wall of Mushrooms blinks in, prevent all combat damage that turn and put a rot counter on it.
If Wall of Mushrooms has three or more rot counters on it, sacrifice it.

250U Winding Foliage
1GG, Enchantment
Green creatures without blink have "Blink 3G."


Multicolor

251C Ancient Trellis
1WG, Creature - Wall, 0/4
T: Add G to your mana pool.
T: You gain 1 life.

252R Benevolent Visage
2WUG, Creature - Visage, 4/4
Whenever Benevolent Visage deals combat damage to a creature or player, you gain that much life if you control another white Visage.
Benevolent Visage gets -1/-1 and has flying if you control another blue Visage and gets +1/+1 if you control another green Visage.

253C Blinking Phantasm
2WU, Creature - Phantasm, 2/2
Flying
0: Return Blinking Phantasm to its owner's hand.

254C Burning Half
1BR, Creature - Shade, 0/1
Burning Half gets +2/+1 if you control a card named Frozen Half.
1R: Burning Half gains first strike and haste until end of turn.
B: Burning Half gets +1/+1 until end of turn.

255U Capricious Visage
UB, Creature - Visage, 2/2
U: Capricious Visage gains flying until end of turn if you control two or fewer other flying creatures.
B: Whenever Capricious Visage deals combat damage to a player this turn, that player discards a card from his or her hand if you control four or more other flying creatures.

256U Cinder Rain
1BR, Sorcery
Shift 1RG
Cinder Rain deals 3 damage to each creature and each player.

257U Cinder Visage
BR, Creature - Visage, 2/2
B: Cinder Visage gets +1/+1 until end of turn if target opponent's life total is greater than yours.
R: Cinder Visage gains first strike until end of turn if target opponent's life total is lower than yours.

258U Crystalline Visage
WU, Creature - Visage, 2/2
W: Whenever Crystalline Visage deals damage this turn, you gain that much life if you have four or more cards in hand.
U: Crystalline Visage can't be the target of spells or abilities this turn as long as you have two or fewer cards in hand.

259R Daemon Visage
2UBR, Creature - Visage, 4/4
Daemon Visage gets -1/-1 and is unblockable if you control another blue Visage, gets +1/+1 and has protection from white if you control another black Visage, and has haste if you control another red Visage.

260R Destructive Force
3BBRR, Creature - Spirit, 3/1
When Destructive Force comes into play, remove all other permanents from the game.
When Destructive Force leaves play, remove it from the game.

261C Destructive Rage
BR, Instant
Destroy target artifact. That artifact's controller loses life equal to its converted mana cost.

262C Enderian Armor
1WU, Enchant Creature
When Enderian Armor comes into play, draw a card then discard a card from your hand.
Enchanted creature gets +X/+X, where X is the converted mana cost of the discarded card.

263C Errant Will
1UB, Enchant Creature
Enchanted creature's controller can only attack with creatures enchanted by a card named Errant Will.
Enchanted creature gets first strike and +2/+2 for each Errant Will in play.

264U Fallon's Claim
1WU, Enchant Permanent
Fallon's Claim can enchant only an artifact or an enchantment.
You control enchanted permanent.

265U Fire Algae
RG, Sorcery
Destroy target land.

266C Frozen Half
1UB, Creature - Shade, 0/1
Frozen Half gets +2/+1 if you control a card named Burning Half.
3U: Frozen Half is unblockable this turn.
B: Frozen Half gets +1/+1 until end of turn.

267R Glass Visage
2WUB, Creature - Visage, 4/4
Glass Visage gets -1/+2 if you control another white Visage, can't be the target of spells or abilities if you control another blue Visage, and can't be blocked except by artifact creatures and/or black creatures if you control another black Visage.

268R Inner Sanctity
3WU, Enchantment
Shift 3UB
Draw a card at the beginning of your upkeep.

269C Inspace Shambler
2UB, Creature - Horror, 3/2
Blink 2U
B: Inspace Shamber can't be blocked except by artifact creatures and/or black creatures this turn.

270R Laniyan Hydra
XRG, Creature - Hydra, 0/0
Trample
Laniyan Hydra comes into play with X +1/+1 counters on it.
If Laniyan Hydra would be dealt damage, instead remove that many +1/+1 counters from it. If there aren't enough counters on Sepoltan Hydra, sacrifice it.
RG: Put a +1/+1 counter on Laniyan Hydra.

271C Laniyan Tide
2UG, Instant
Put target permanent on top of its owner's library.

272R Library of Wonders
2UB, Sorcery
Shift 2WG
Search your library for a card and put that card into your hand. Then shuffle your library.

273C Maddening Cry
3UBB, Sorcery
Destroy target nonblack, nonartifact creature. That creature's controller discards an amount of cards from his or her hand equal to its converted mana cost.

274R Militant Visage
2WRG, Creature - Visage, 4/4
Militant Visage has first strike if you control another white Visage, has haste if you control another red Visage, and has trample if you control another green Visage.

275R Noirish Augury
WUB, Enchantment
Shift UUGG
At the beginning of your upkeep, draw a card, then choose a card in your hand and put it on the bottom of your library.

276U Psionic Crush
1UR, Instant
Shift 1RR
Psionic Crush deals 4 damage to target creature or player and 2 damage to you.

277C Psionic Shock
UB, Sorcery
Target player discards two cards at random from his or her hand.

278C Psychic Syphon
WUB, Sorcery
Look at target opponent's hand and choose a card from it. That play discards that card from his or her hand, and you gain life equal to its converted mana cost.
Draw a card.

279R Rampant Visage
2BRG, Creature - Visage, 4/4
Whenever Rampant Visage would deal damage to a player and you control another black Visage, instead prevent that damage and that player loses that much life.
Rampant Visage has protection from blue if you control another red Visage and gets +1/+1 if you control another green Visage.

280C Seaskimmer
1RG, Creature - Lizard, 3/1
First strike, islandwalk

281C Stolen Offering
3WR, Instant
Destroy target artifact, enchantment, or land. You gain life equal to its converted mana cost. If it is a land, instead you gain 2 life.

282C Suffocating Ashes
1BR, Enchant Creature
Shift 2WW
Enchanted creature can't attack or block, and its activated abilities can't be played.

283U Tinder Visage
RG, Creature - Visage, 2/2
R: Tinder Visage deals 1 damage to target blocking creature if you control three or more nonforest lands.
G: Add one mana of any color to your mana pool if you control one or fewer nonforest lands.

284U Tranquil Visage
WG, Creature - Visage, 2/2
W: Prevent the next 1 damage that would be dealt to Tranquil Visage this turn if you control one or fewer Visages.
G: You gain 1 life if you control three or more Visages.

285U True Sight
1WU, Sorcery
Shift BRG
Destroy all Visages. They can't be regenerated.


Artifact

286U Bundle of Wildflowers
2, Artifact
Bundle of Wildflowers comes into play tapped.
When Bundle of Wildflowers comes into play, you lose 3 life.
T, Sacrifice Bundle of Wildflowers: Add three mana of any one color to your mana pool.

287U Chimeric Crystal
4, Artifact
1: Chimeric Crystal becomes a 1/1 artifact creature with first strike until end of turn.
2: Chimeric Crystal becomes a 1/2 artifact creature with flying until end of turn.
3: Chimeric Crystal becomes a 3/3 artifact creature with trample until end of turn.

288U Crystal Vial
0, Artifact
T, Sacrifice a permanent: You gain 2 life.

289R Devouring Juggernaut
7, Artifact Creature, 8/5
Trample
Devouring Juggernaut can't attack unless you sacrifice an artifact.
Sacrifice an artifact: Regenerate Devouring Juggernaut.

290R Enderian Crystal
1, Artifact
Enderian Crystal comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add U to your mana pool. You lose 1 life.

291R Enderian Tome
4, Artifact
4,T: Look at the top five cards of your library. Put one in your hand, remove one from the game, put two on top of your library in any order, and put the last one on the bottom of your library.

292U Fallon's Brooch
0, Artifact
Fallon's Brooch comes into play tapped.
T: Shuffle Fallon's Brooch and two target cards from your graveyard into your library.

293R Golem Herald
5, Artifact Creature - Golem, 2/3
All other Golems get +1/+1.
2, Sacrifice a Golem: Return target artifact card from your graveyard to your hand.

294U Healer's Kit
3, Artifact
3,T: Put a tool counter on Healer's Kit.
3,T: You gain 1 life for each tool counter on Healer's Kit.

295U Iron Golem
1, Artifact Creature - Golem, 1/1
T: Target Golem gets +0/+2 until end of turn.

296R Kai Quartz
1, Artifact
Kai Quartz comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add W to your mana pool. You lose 1 life.

297R Laniyan Emerald
1, Artifact
Laniyan Emerald comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add G to your mana pool. You lose 1 life.

298R Lightning Rod
3, Artifact
2,T, Discard a card from your hand: Counter target spell if that spell would deal damage to a creature or player.

299R Magnetic Automaton
4, Artifact Creature, 2/2
Artifact creature spells you play cost 1 less to play.

300R Malleoform
4, Artifact Creature, 1/1
Malleoform gets +1/+1 for each Bulb in play.
2,T: Put a 1/1 Bulb artifact creature token into play.

301R Metal Matrix
5, Artifact
At the beginning of each player's draw step, that player draws a card for each gear counter on Metal Matrix.
Sacrifice an artifact: Put a gear counter on Metal Matrix. Any player may play this ability.

302U Necrokin
2, Artifact Creature, 1/1
Whenever an artifact creature is put into a graveyard from play, put a +1/+1 counter on Necrokin.

303R Noirish Onyx
1, Artifact
Noirish Onyx into play tapped.
T: Add one colorless mana to your mana pool.
T: Add B to your mana pool. You lose 1 life.

304R Noirish Oubliette
4, Artifact
You may choose not to untap Noirish Oubliette during your untap step.
3,T: Blink out target creature. That creature remains blinked out as long as Noirish Oubliette remains tapped. If Noirish Oubliette becomes untapped or leaves play, that creature blinks in. If that creature blinks in as a result of a card other than Noirish Oubliette, sacrifice Noirish Oubliette.

305R Noirish Tome
3, Artifact
2,T, Pay 1 life: Draw a card.

306U Prankster's Slingshot
1, Artifact
1,T, Tap an untapped creature you control: Prankster's Slingshot deals 1 damage to target creature or player.

307U Prismatic Golem
4, Artifact Creature - Golem, 2/4
Blink 2
When Prismatic Golem blinks in, if you paid its blink cost to blink it in, it becomes the color(s) of the mana spent to pay the blink cost.

308U Pyrite Scepter
0, Artifact
T: Put a card from your hand on top of your library.
T: Put a card from your hand on the bottom of your library.

309R Sepoltan Amber
1, Artifact
Sepoltan Amber comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Add R to your mana pool. You lose 1 life.

310R Shinestone
3, Artifact
Blink 2
When Shinestone blinks in, put the top two cards of target player's library in that player's graveyard.

311U Silver Dragon
6, Artifact Creature - Dragon, 4/4
Flying

312U Silver Gnomes
4, Artifact Creature, 3/3
When Silver Gnomes comes into play, you lose 3 life.
When Silver Gnomes leaves play, you gain 3 life.

313U Sparkling Ore
2, Artifact
T: Add two colorless mana to your mana pool. Sparkling Ore deals 1 damage to you.

314U Tempest Manipulator
4, Artifact
4,T: Tap or untap target artifact, creature, or land.

315U Wire Weaver
4, Artifact Creature, 2/4
3, Sacrifice an artifact: Prevent all combat damage that would be dealt this turn.


Land

316R Briar Maze
Legendary Land
Attacking creatures get -1/-1.

317U Caldera Marsh
Land
Caldera Marsh comes into play tapped.
T: Add B to your mana pool.
1,T: Add U or R to your mana pool.

318C Enderian Hideaway
Land
Enderian Hideaway comes into play tapped.
T: Add U to your mana pool. If an opponent has three or fewer cards in his or her hand, add UU to your mana pool instead.

319U Groundwater Geyser
Land
Groundwater Geyser comes into play tapped.
T: Add U to your mana pool.
1,T: Add W or B to your mana pool.

320R Isolated Cemetery
Legendary Land
If a creature you control would be put into your graveyard from play, instead remove it from the game and put a corpse counter on Isolated Cemetery.
B,T, Remove a corpse counter from Isolated Cemetery: Put a black Zombie creature token into play. It has "This creature's power and toughness are each equal to 1 plus the number of corpse counters on Isolated Cemetery."

321R Ivory Sanctuary
Legendary Land
At the beginning of each player's upkeep, that player gains 1 life if he or she has four or more cards in his or her hand, gains 1 life if he or she controls two or fewer creatures, and gains 1 life if he or she controls three or fewer lands.

322C Kai Temple
Land
Kai Temple comes into play tapped.
T: Add W to your mana pool. If an opponent controls three or more enchantments and/or artifacts, add WW to your mana pool instead.

323C Laniyan Sanctuary
Land
Laniyan Sanctuary comes into play tapped.
T: Add G to your mana pool. If an opponent controls three or more creatures, add GG to your mana pool instead.

324C Noirish Vault
Land
Noirish Vault comes into play tapped.
T: Add B to your mana pool. If an opponent has three or more creature cards in his or her graveyard, add BB to your mana pool instead.

325R Prismatic Pool
Land
T: Add one colorless mana to your mana pool.
T: Add one mana of any color to your mana pool. This mana may only be spent to play shift costs.

326U Sacred Prairie
Land
Sacred Prairie comes into play tapped.
T: Add W to your mana pool.
1,T: Add U or G to your mana pool.

327C Sepoltan Stronghold
Land
Sepoltan Stronghold comes into play tapped.
T: Add R to your mana pool. If an opponent controls three or more untapped lands, add RR to your mana pool instead.

328U Tinder Forest
Land
Tinder Forest comes into play tapped.
T: Add G to your mana pool.
1,T: Add W or R to your mana pool.

329R Valley of Wonders
Land
Blink 1
When Valley of Wonders blinks in, it blinks in untapped.
T: Add one mana of any color to your mana pool. Valley of Wonders blinks out at end of turn.

330U Volcanic Cone
Land
Volcanic Cone comes into play tapped.
T: Add R to your mana pool.
1,T: Add B or G to your mana pool.
 

Spiderman

Administrator
Staff member
You probably ought to mention under Rules of Blink that blinking in does not trigger CIP effects, and I'm guessing blinking out will not trigger "leaves play" effects either (or mention if they do).
 
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