Return to Kai, Second Draft, Complete Spoiler

Discussion in 'Home Made Cards' started by HumanError, Jun 9, 2001.

  1. HumanError Supreme Black Magus

    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.
  2. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    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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