Well, now I have my 120 cards. Time to troubleshoot. WHITE: Angelic Elite (4W) Creature - Angel Flying, First Strike 3/3 Pure as mother's milk, swift as scorpion's sting. Badge of Honor (1WW) Enchant Creature As Badge of Honor comes into play, choose a color. Enchanted creature gains first strike and protection from the chosen color, and doesn't tap to attack. If Badge of Honor ever enchants a nonwhite creature, sacrifice it. Living by a strict code of honor is restrictive, but it has its advantages. Charitable Inclinations (2W) Instant Until end of turn, all of your creatures gain, "T: You gain 1 life." Civilian Troop (2WW) Creature - Soldier First Strike If Civilian Troop is the target of a spell or ability, sacrifice it and put three white 1/1 Soldier tokens with first strike into play. 3/3 Elvis (3W) Creature - Lord When Elvis comes into play, choose a creature type. Creatures you control of that type gain +1/+1. He's not a king. He's THE king. 2/3 Equalize (3W) Sorcery Your life total matches the life total of target player. Cycling 1W Vitality by example. Global Immunity (1WW) Enchantment Permanents can't be the target of spells or abilities. Glorious Symphony (2W) Instant Choose one: Untap all creatures you control; or all creatures you control get +1/+1. Entwine: 1, return all enchantments you control to your hand Karmic Balance (1WW) Sorcery You may not play Karmic Balance if another card has gone to your graveyard this turn. If a card goes to your graveyard while Karmic Balance is on the stack, counter Karmic Balance. All players sacrifice creatures until they control as many creatures as the player who controls the least number of creatures. All players discard cards from their hand until they have the same number of cards in hand as the player with the fewest cards in hand. Kendun Protector (3W) Creature - Soldier 2W: Kendun Protector gains protection from the color of your choice until end of turn. 2W, sacrifice Kendun Protector: Creatures you control gain protection from the color of your choice until end of turn. 3/3 Light Brigade (2WW) Creature - Knight Creatures blocking Light Brigade become tapped. Creatures blocking or blocked by Light Brigade don't untap during their controller's next untap step. W: Light Brigade gains first strike until end of turn. 2/2 Lynch (1WW) Enchantment Sacrifice Lynch, tap X untapped creatures you control: Lynch deals X damage to target attacking or blocking creature. "Get the rope." Medical Training (1W) Enchant Creature Enchanted creature gets 'T: Prevent the next 1 damage to target player or the next 2 damage to target creature'. In the end, the Samite Healers realized that they were too few in number, so they began to teach their craft to others. Open Hostilities (1W) Enchantment White creatures have protection from black. Black creatures have protection from green. Green creatures have protection from blue. Blue creatures have protection from red. Red creatures have protection from white. Overpopulation (1WW) Sorcery All players count the number of lands they control; then, they count the number of creatures they control. For each creature a player controls in excess of the number of land they control, they must sacrifice a creature. Pearl Knight (WW) Creature - Knight First strike, protection from blue His loyalty shatters deception. Skilled Infantry (5W) Creature - Soldier Affinity for creatures you control (Skilled Infantry costs 1 less to play for each creature you control) First Strike 3/3 Unprepared Infantry (2W) Creature - Soldier If Unprepared Infantry is blocked by any creature with first strike, flying or trample, destroy Unprepared Infantry at the end of combat. 3/3 Venerable Leonin (2WW) Creature - Cat Cleric Tap an untapped Cat you control: Prevent the next 1 damage that would be dealt to target creature or player this turn. Tap an untapped Cleric you control: Prevent then next 1 damage that would be dealt to target creature or player this turn. 2/2 Wall of Vitality (1WW) Creature - Wall Flying Wall of Vitality gets +0/+1 for each other creature you control. 0/3 The more righteous your army, the more readily it will protect you. ----- BLUE: Borrowed Time (UUU) Enchant Permanent During your upkeep, you may place an age counter on enchanted permanent. At the beginning of enchanted permanent's controller's upkeep, they must pay 1 for each age counter on enchanted permanent or sacrifice it. Nothing lasts forever. Deny (U) Instant Counter target spell cast by an opponent. The caster of that spell chooses a permanent. Return the chosen permanent to its owner's hand. Flock of Seagulls (2UU) Creature - Bird Flying If Flock of Seagulls is the target of a spell or ability, sacrifice it and put three blue 1/1 Bird tokens with flying into play. 3/3 Frost Mage (2U) Creature - Wizard T: Put a frost counter on target creature and a frost counter on Frost Mage. At the beginning of each player's upkeep, they remove all frost counters from permanents they control. Permanents with frost counters don't untap during their controller's untap step. 1/1 Geological Artifice (2UU) Sorcery Search your library for up to three basic lands and remove from from the game. For each basic land removed in this way, put a 1/1 artifact Myr token into play. The army of Myr became so vast that the very land teemed with them. Imitate (2UUU) Enchantment When Imitate comes into play, choose a permanent. Treat Imitate as an exact copy of that permanent. Imitate still counts as an enchantment. Improvisation (3UU) Instant Choose one: Counter target spell; or target spell, which must have a single target, has another target of your choice; or return two target permanents to their owners' hands. A spell for all seasons. Inept Adept (1UU) Creature - Wizard Sacrifice Inept Adept: Counter target noncreature spell. 1/1 The wizard vowed to stop the fireblast at any cost, even his life, and he did just that: stopped the fireblast at any cost, even his life. Kendun Rogue (2UU) Creature - Townsfolk During your upkeep, choose a basic land type. Kendun Rogue gains landwalk of that type until end of turn. During each other player's upkeep, that player chooses a basic land type and a creature they control. The chosen creature gets landwalk of that type until end of turn. 3/3 Library of the Infinite (U) Enchantment You do not lose the game if you are unable to draw a card. Mathemagician (3UU) Creature - Wizard UU, T: Increase or decrease a number of a spell on the stack by 1. For example, a 6/6 creature may be made 5/6, or a spell that does 3 damage may be made to do 4 damage. 2/2 Obfuscate (UU) Instant Choose a permanent. That permanent can't be targeted by spells or abilities until end of turn. Draw a card. Ray of Paralysis (X2UU) Instant Put X paralysis counters on target creature. During target creature's controller's upkeep phase, remove a paralysis counter from that creature. Creatures with paralysis counters can't attack or block or play activated abilities. "Hold that pose." Spitfish (2U) Creature - Fish Islandwalk T: Target land becomes an Island until end of turn. 2/2 Stories are still told of the time when a fleet of spitfish surrounded the Tyresian Peninsula one night and isolated it by morning. Temporal Apprentice (1UU) Creature - Wizard 1UU, T: Return target creature to its owner's hand. 1/1 Temporal Armor (1UU) Enchantment Creatures you control can't be the target of spells or abilities. Sacrifice Temporal Armor: Return target creature to its owner's hand. Temporal Calcification (3U) Enchantment Permanents don't untap during their controllers' untap steps. Sacrifice a permanent: Untap target permanent. Any player may play this ability. Trained Infiltrator (2U) Creature - Shapeshifter When Trained Infiltrator comes into play, choose a creature type. Trained Infiltrator can't be blocked by creatures of the chosen type. 2/2 Tyresian Energybug (1U) Creature - Insect Flying Sacrifice Tyresian Energybug: Tap or untap target permanent. 1/1 Tyresian Energybugs glow at night, making them easy to find and capture, and then slice in half to release the energy within. Tyresian Glider (4UU) Creature - Airship Flying Tyresian Glider gets -1/-1 for each creature without flying in play. 7/7 The Tyresian Glider is a marvel of military might...except that its enormous size makes it an easy target. ----- BLACK Cowardly Imp (B) Creature - Imp Flying Cowardly Imp can't attack or block if any other creatures are in play. 1/1 As cheap as they come, but not worth the price. Ebon Knight (BB) Creature - Knight First Strike, protection from green 2/2 His blade radiates such unnatural evil that the very foliage around him rots at his presence. Essence Siphon (1BBB) Sorcery Target player chooses and sacrifices a nonland permanent. You gain life equal to the casting cost of that permanent. "The more power you have, the more I can steal." - Tzzak, Grosian summoner Fruitcake (2B) Creature - Cake B: Regenerate Fruitcake. If Fruitcake is dealt lethal damage this turn, put a +0/+1 counter on it at end of turn. 0/1 Why is it that the more you eat of this stuff, the more there is? Graverobber (2B) Creature - Zombie Fear When Graverobber deals combat damage to a player, you may sacrifice it. If you do, select a card at random from that player's graveyard. If that card is a creature, you may put it into play under your control. If it a non-creature, remove it from the game. 1/1 Hideous Plague (2BB) Enchantment Sacrifice a creature: Hideous Plague deals 1 damage to each creature and player. Discard a card: Hideous Plague deals 1 damage to each creature and player. Infect (B) Instant Destroy target blue, red, or black creature. It can't be regenerated. Evil knows its own. Intellect Crush (1BB) Sorcery Look at target player's hand and choose a card. Remove that card from the game. "To be erased, to be removed, to be undone. That is your fate." Psychopath (B) Creature - Horror When Psychopath comes into play, choose target player. That player's maximum hand size is reduced by 1. 1/1 Psychophage (1BB) Creature - Horror When Psychophage comes into play, choose target player. That player's maximum hand size is reduced by 2. 2/2 Psychovore (4BB) Creature - Horror Flying When Psychovore comes into play, choose target player. At the end of that player's turn, that player discards all cards in his or her hand. 3/2 Skeletal Horde (2BB) Creature - Skeleton Fear If Skeletal Horde is the target of a spell or ability, sacrifice it and put three black Skeleton tokens with fear into play. 3/3 Skeletal Mage (3B) Creature - Skeleton Mage As an additional cost to playing Skeletal Mage, sacrifice a creature. Skeletal Mage comes into play with X Death counters, where X is the casting cost of the sacrificed creature. Remove any number of Death counters from Skeletal Mage, T: Put a -1/-1 counter onto target creature for every Death counter removed from Skeletal Mage. 1/1 Stalking Panther (2BB) Creature - Cat Swampwalk Flanking (whenever a creature without flanking is assigned to block Stalking Panther, it gets -1/-1 until end of turn) 3/2 Invisible in the darkness in which it prowls, it moves like a shadow and strikes without warning. Tortured Dreams (2B) Enchantment B, Sacrifice a creature: Put target permanent on top of its owner's library. That player may pay B or 3 to move that card to the bottom of their library. When one is denied the simple refuge of a peaceful night's sleep, everything suffers. Toxic Waste (BB) Sorcery As an additional cost to playing Toxic Waste, sacrifice a creature. Destroy target land. Unpopularity (BB) Enchant Creature Enchanted creature gets -1/-1 for each other creature its controller controls. Unreasoning Fear (BB) Sorcery You may discard a card at random from your hand as you play this spell. Target opponent discards a card at random from their hand. If you discarded a card as you played Unreasoning Fear, that player discards a second card at random from their hand. Viral Rot (B) Enchant Creature Whenever any creature blocks or is blocked by the enchanted creature, you may choose to put a -1/-1 counter on both that creature and the enchanted creature. "I'm taking you with me." Virulent Plague (B) Enchantment During your upkeep, you may put a -1/-1 counter on a creature you control. If you do, you may put a -1/-1 counter on target creature. ------ RED Aggressive Stance (2R) Enchantment Attacking creatures get +1/+0. Blocking creatures get -1/-0. Break Down (1R) Instant Choose one: destroy target noncreature artifact; or destroy target artifact creature. Entwine 3 Chaotic Attack (1R) Instant Flip a coin. If the flip comes up heads, all attacking creatures get +1/+0 until end of turn. If the flip comes up tails, sacrifice a creature. You may repeat this process as many times as you wish. Cinder Dragon (4RR) Creature - Dragon Flying When Cinder Dragon comes into play, you may sacrifice half of the Mountains you control, rounded up. If you do, Cinder Dragon gets +2/+0 and haste until end of turn. 4/4 Flame Dancer (2RR) Creature - Elemental R: Flame Dancer gets +1/+0 until end of turn. RR: Target creature gets +1/+0 until end of turn. 1/3 Her dance or her flames - gaze at either one, and be mesmerized. Frenzy (RR) Instant Target creature you control gets +3/+0, trample, and first strike until end of turn. At end of turn, remove that creature from the game, as well as all creatures you control with the same converted mana cost as that creature. A frenzy is very hazardous to one's opponents...and one's allies. Goblin Contest (2R) Enchantment During your upkeep, you and an opponent each choose a number between 0 and 5. You and that player each reveal those numbers at the same time. Add them together. If the result is even, draw a card. If the result is odd, Goblin Contest deals 1 damage to you. Goblins love this contest because they never have to count above 10. Goblin Mob (2RR) Creature - Goblin Haste If Goblin Mob is the target of a spell or ability, sacrifice it and put three red 1/1 Goblin tokens with haste into play. 3/3 Goblin Shyster (1R) Creature - Goblin R, T: Reflip a coin. Ignore the previous result. 1/1 "It was heads! It was! Fine, let's flip again to be sure..." Inferno Blast (3RR) Instant Affinity for cards in your hand (Inferno Blast costs 1 less to play for each card in your hand) Inferno Blast deals 3 damage to target creature or player. Minotaur Acrobat (2RR) Creature - Minotaur Minotaur Acrobat can't be blocked by less than two creatures. 3/3 Novice Barbarian (1RR) Creature - Barbarian 1R: Flip a coin. If it lands on heads, Novice Barbarian gains first strike until end of turn. If it lands on tails, Novice Barbarian deals no combat damage this turn. 3/2 Practice makes perfect...if he lives that long. Psychosis (R) Enchant Creature During your upkeep, flip a coin. If the flip results in heads, put a +1/+0 counter on enchanted creature. If the flip results in tails, put a -0/-1 counter on enchanted creature. When Psychosis is put into a graveyard from play, lose 1 life and draw a card. Pyrite Burrower (3R) Creature - Insect Mountainwalk When Pyrite Burrower comes into play, you may sacrifice any number of Mountains. If you do, Pyrite Burrower deals X damage to target creature or player, where X is the number of Mountains sacrificed in this way. 3/2 Razorfang Wildcat (3R) Creature - Cat Haste, First Strike 3/1 It slices through its prey like a hot knife through butter. Razzerdrix (2RR) Creature - Beast Whenever Razzerdrix attacks or blocks, it gains flying until end of turn. At the end of any turn, if neither player has taken any damage, sacrifice Razzerdrix. 4/4 Who ever thought it could use its ears to fly? Temperature Gauge (1R) Enchantment Whenever you play a red spell, put a heat counter on Temperature Gauge. Sacrifice Temeperature Gauge: Temperature Gauge deals 5 damage to target creature or player. Play this ability only if Temperature Gauge has at least five heat counters on it. "Hot enough for ya?" Traitorous Giant (1R) Creature - Giant Haste During each player's upkeep, that player gains control of Traitorous Giant. Any player may pay R or 3 to prevent this. R: Traitorous Giant gets +1/+0 until end of turn. 2: Traitorous Giant gets +1/+0 until end of turn. 3/3 Unstable Tremors (R) Sorcery Flip a coin. If it lands in your favor, destroy target land. Otherwise, you take 3 damage. Wild Brawl (2R) Enchantment Whenever a creature is blocked by another creature, both creatures lose all abilities. "No more of your fancy tricks - face me!" - Hahngar, minotaur champion ----- GREEN Diversity's Price (2GG) Enchantment Spells cost an additional mana of each color of mana that lands their caster controls can produce. (If a spell's caster has an Island, a Mountain, and a Forest in play, that spell costs an additional UGR.) The more you take from the world, the more it wants in return. Evolution (1GG) Enchantment Whenever you play a green creature from your hand, you may pay 1. If you do, put a +1/+1 counter on that creature. Ferret Swarm (2G) Creature - Ferret Ferret Swarm can't be blocked by Walls. GG: Ferret Swarm can't be blocked by creatures with flying until end of turn. GG: Ferret Swarm can't be blocked by creatures without flying until end of turn. 2/2 Trying to catch a swarm of ferrets is like trying to hold water in your bare hands. Kudzu Kreature (1GG) Creature - Elemental When Kudzu Kreature is put into a graveyard from play, you may choose to destroy target tapped land. 2/3 Mount (1G) Sorcery Choose and tap a creature you control. That creature's power and toughness are added to target creature's power and toughness, and the targeted creature gains trample until end of turn. Nature's Boon (G) Enchantment Whenever a creature comes into play, that creature's owner may draw a card. Use this ability only once per turn. More enlightened mages realize that their summoned forces can be good for more than fighting. Nature's Course (GGG) Enchantment When Nature's Course comes into play, tap two creatures you control. Put a 0/1 green Beast token into play. During your upkeep, you may put a +1/+1 counter on the Beast token. If the power of the Beast token is ever greater than the combined power of the two selected creatures, sacrifice it. The best green mages know when to simply let nature take its course. Rabbit (2G) Creature - Rabbit 1/1 Tap two Rabbits you control: Put a 1/1 green Rabbit token into play. A living lesson in the concept of 'strength in numbers'. Rustflake Armor (1G) Enchant Creature Enchanted creature gets +1/+1. Sacrifice Rustflake Armor: Destroy target artifact. Spontaneous Mutation (XG) Sorcery Remove X creature cards in your library from the game. Put X 1/1 green Saproling tokens into play. Spore Cluster (2GG) Creature - Fungus Trample If Spore Cluster is the target of a spell or ability, sacrifice it and put three green 1/1 Fungus tokens with trample into play. 3/3 Tarkan Otterfolk (2G) Creature - Otter Islandwalk 2/2 No one knows where the otterfolk came from or what language they speak, but they excel in aquatic subterfuge like no other. Toxic Venom (X1G) Sorcery X target creatures gain 'Whenever this creature deals combat damage to any player, that player receives a poison counter. If any player has 10 or more poison counters, they lose the game.' Transfer Vitality (GG) Sorcery Until end of turn, you may reveal any number of creature cards in your hand at any time. Whenever you reveal a creature card in this way, you may pay X life. If you do, add X green mana to your mana pool. This mana may only be used to pay the casting cost of a revealed creature card. If you pay the mana cost of a revealed creature card, put it into play; that creature gains haste until end of turn. During any end step, remove all creatures put into play with Transfer Vitality from the game. Tyrannosaurus Rex (2GGG) Creature - Dinosaur 6/5 Trample During your upkeep, sacrifice a basic forest or sacrifice Tyrannosaurus Rex. The Tyrannosaurus Rex ruled the world for so long, it was only a matter of time until the world ruled it back. Verdant Splendor (1G) Instant Target creature gets +4/+4 until end of turn. Each opponent may have a creature they control get +1/+1 until end of turn. Vernal Dryad (2G) Creature - Dryad When Vernal Dryad comes into play, all Forests produce an additional G when tapped for mana until end of turn. 2/2 Voracious Quaarg (3GG) Creature - Beast If Voracious Quaarg is put into a graveyard from play, you may sacrifice half of the forests you control, rounded up. If you do, put Voracious Quaarg into play with a +1/+1 counter on it. 4/4 Don't bother killing it, you'll just make it hungry. Wall of Vines (1GG) Creature - Wall 0/3 T: Add 1 to your mana pool. T: Target attacking creature doesn't untap during its controller's untap phase as long as Wall of Vines remains tapped. You may choose not to untap Wall of Vines during your untap phase. "It won't hurt you. That's not what it's for..." Wolf Pack (4G) Creature - Wolf During your upkeep, you may search your library for a Wolf card and put it into your hand. Wolf Pack gets +1/+1 for each Wolf in play. 2/2 ----- MULTICOLOR Angelic Wings (1WU) Enchant Creature Enchanted creature gets +0/+2. UUU: Return Angelic Wings and enchanted creature to their owners' hands. Draw a card when Angelic Wings comes into play. "The heavens themselves are my ally. What can you hope to do against me?" Deranged Werefox (1RG) Creature - Barbarian Fox 1R: Deranged Werefox gets +1/+0 until end of turn. 1G: Deranged Werefox gains trample until end of turn. 3/2 His pelt is priceless...if you can get it from him. Empowerment (1WG) Enchant Creature Enchanted creature gets +1/+1, trample, and first strike. Draw a card when Empowerment comes into play. "Good warriors have strength. Great warriors have skill." Hatemage Assassin (3UB) Creature - Wizard Whenever Hatemage Assassin deals combat damage to a creature, prevent that damage and instead put a number of -1/-1 counters on that creature equal to the amount of damage that would have been dealt. 3/3 He prefers to toy with his prey before dealing the deathblow. Natural Progression (1RG) Enchantment Spells can't be the target of spells or abilities. Noble Graalth (2WG) Creature - Beast WG: Noble Graalth gets +1/+1 until end of turn. W, Sacrifice Noble Graalth: Noble Graalth deals its power in damage to target attacking or blocking creature. G, Sacrifice Noble Graalth: Gain X life, where X is Noble Graalth's toughness. 2/2 Phantasmal Angel (3WU) Creature - Angel Flying When Phantasmal Angel comes into play, choose a color. Phantasmal Angel has protection from that color. 1U: Phantasm Angel loses protection from all colors, and gains protection from a color of your choice. This effect does not end at end of turn. 2/3 Unending Rage (1RB) Enchant Creature Enchanted creature can't be blocked except by black or artifact creatures. 1R: Enchanted creature deals 1 damage to target creature and 1 damage to itself. "Hatred is a form of energy. Like any other energy, it can be harnessed..." Viral Torment (1UB) Enchant Creature 1B: Put a -1/-1 counter on enchanted creature. U: Move Viral Torment to another creature. Draw a card when Viral Torment comes into play. "We can't break his spirit with torture, sir." "Bring me his friend." Wretched Goblin (RB) Creature - Goblin Haste, Fear 2/2 Wretched goblins are so offensive to the senses that they don't *need* stealth; no one can stand to be close enough to stop them. ----- SPLIT CARDS: Love/Hate (W/B) Instant/Instant Love - Target creature you control gets protection from a color of your choice until end of turn. Hate - Add BB to your mana pool. Peace/War (1W/2R) Instant/Instant Peace - Creatures may not attack this turn. War - All creatures you control get +2/+0 until end of turn. Rain/Shine (UU/2R) Sorcery/Sorcery Rain - Until end of turn, forests produce U instead of their normal color when tapped for mana. Shine - Destroy target blue permanent. Land/Sea (2G/3U) Sorcery/Instant Land - Search through your library for one basic land and put it into play tapped, then shuffle your library. Sea - Until end of turn, basic Islands produce an additional U when tapped for mana. Ripen/Rot (2G/2B) Instant/Sorcery Ripen - Put a +1/+1 token on two different target creatures. Rot - Remove all cards in target player's graveyard from the game. ----- ARTIFACTS: Bag of Many Things (4) Artifact 2, T: Flip a coin three times. Count the number of times the flip comes up heads. If the flip comes up heads zero times, sacrifice Bag of Many Things. If the flip comes up heads one time, gain 2 life. If the flip comes up heads twice, put a 1/1 colorless Gremlin token into play. If the flip comes up heads three times, draw a card and untap Bag of Many Things. Istanbul's Tome (2) Artifact Skip your draw phase. XX, T: Draw X cards. Play this ability only during your turn. At the end of your turn, discard your hand. For each card put into your graveyard in this way, you lose 1 life. "People who take more than they need often end up with more than they can handle." - Istanbul Skateboard (2) Artifact 2, T: Target creature you control gains first strike, trample, and haste until end of turn. Bury that creature at end of turn. "Dude...I'm going FAST! Now I just need to figure out how to steer..." Spite Stone (3) Artifact 1, Sacrifice a permanent: Target player removes the top card of his or her library from the game. The device's name describes its function perfectly: give all, so that others might have none. Worldforge (3) Artifact T, discard a card from your hand, pay 1 life: Until end of turn, whenever a spell is countered, put a copy of that spell on the stack. The original spell's caster may choose a new target for the copy.