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Torment  Qualen Tourment Tormento Tormento Tormento
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Creature - Angel 5/5, 6W (7)
Flying, first strike Bitter vengeance never glowed so bright nor sang so sweet.
Illus. rk post
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Creature - Bird Soldier 1/1, 3W (4)
Flying {2}{W}, Discard a card: Aven Trooper gets +1/+2 until end of turn.1 The very skies seethe with the aven's hatred for the Cabal.
Illus. Greg Staples
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Sorcery, 1WW (3)
Destroy all enchantments. Threshold - If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.1
Illus. Ron Spears
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: Auras returning to the battlefield are placed on any legal permanent of your choice. Doing this does not target the permanent. If there is no legal permanent for an Aura, it remains in the graveyard.
- 8/1/2005: Auras returning to the battlefield can only enchant something that was already on the battlefield. An Enchant Enchantment returning to the battlefield can't be placed on an enchantment that is also in the process of returning to the battlefield.
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Instant, 1W (2)
If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead.
Draw a card.1
Illus. Greg & Tim Hildebrandt
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Enchantment - Aura, 2W (3)
Enchant creature As Floating Shield enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield. Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn.1
Illus. Keith Garletts
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Instant, 2W (3)
Destroy target enchantment. Madness {W} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)1 By definition, madness ends in one of two ways: clarity ... or death.
Illus. Mark Brill
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Enchantment, 1W (2)
{W}, Discard a card: Prevent the next 3 damage that would be dealt to target creature or player this turn. {W}, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn.1
Illus. Christopher Moeller
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Legendary Creature - Bird Soldier 2/3, 3W (4)
Flying {3}{W}{W}, Sacrifice Major Teroh: Exile all black creatures.1 "I am the holy wind that shall avenge the Cabal's victims."
Illus. Daren Bader
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Creature - Human Monk Cleric 2/1, 1WW (3)
Vigilance {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.1
Illus. Mark Brill
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Sorcery, 1W (2)
Exile all cards from all graveyards.1 "The spirits of the righteous shall rise into the sky. Even dirtwalkers will fly like aven." - Major Teroh
Illus. Tony Szczudlo
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Creature - Bird 1/2, 1W (2)
Flying Threshold - As long as seven or more cards are in your graveyard, Mystic Familiar gets +1/+1 and has protection from black.1 They soar, and the mystics follow.
Illus. Edward P. Beard, Jr.
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Instant, W (1)
Prevent all damage a source of your choice would deal this turn. "Inhale life. Exhale pain." - Mystic elder
Illus. Adam Rex
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Creature - Human Nomad Horror 3/3, 2WW (4)
Vigilance Threshold - As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature."1
Illus. Eric Peterson
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Creature - Human Soldier 2/2, 2W (3)
Vigilance Threshold - As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from the battlefield, you may pay {W}{W}. If you do, return Reborn Hero to the battlefield under your control."1
Illus. Gary Ruddell
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Instant, 3W (4)
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback-{1}{W}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)1
Illus. rk post
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If either target is illegal when the spell resolves, it will do no damage.
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Creature - Human Cleric 2/2, 2W (3)
{T}: Each player loses 1 life for each Swamp he or she controls.1 "How to punish the guilty is up to the Ancestor. Deciding who merits such punishment is up to me."
Illus. Matt Cavotta
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Enchantment - Aura, 1W (2)
Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness {W} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)1 Don't mistake isolation for safety.
Illus. Jerry Tiritilli
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Creature - Human Cleric 1/4, 3W (4)
When Teroh's Faithful enters the battlefield, you gain 4 life.1 The light of reason follows them even into battle.
Illus. Greg & Tim Hildebrandt
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Creature - Human Nomad 2/3, 3W (4)
Flash Threshold - As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard enters the battlefield, creatures you control gain protection from black until end of turn."1
Illus. Greg & Tim Hildebrandt
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Enchantment, 3WWW (6)
You don't lose the game for having 0 or less life.
When you have 20 or more life, you lose the game.
Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)1
Illus. Rebecca Guay
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If your life total is 20 or more and you control an effect that states "you can't lose the game", then an infinite loop is formed. If neither player wants to end the loop by removing one of these two cards from the battlefield, the game ends in a draw.
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