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Tenth Edition

 Zehnte Edition  Dixième édition  Decima Edizione  Décima Edición  Décima Edição  第10版  第十版   Десятое Издание

→ Checklist → Cards

1. Ancestor's Chosen

Creature — Human Cleric 4/4 5WW (7) Tenth Edition (Uncommon)
First strike (This creature deals combat damage before creatures without first strike.)
When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard.

2. Angel of Mercy

Creature — Angel 3/3 4W (5) Tenth Edition (Uncommon)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Angel of Mercy comes into play, you gain 3 life.

3. Angelic Blessing

Sorcery 2W (3) Tenth Edition (Common)
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

4. Angelic Chorus

Enchantment 3WW (5) Tenth Edition (Rare)
Whenever a creature comes into play under your control, you gain life equal to its toughness.
  • Does not trigger when creatures phase in or change controllers. [DeLaney 1998/10/05]
  • Does trigger when a creature is put into play by casting or by a spell or ability that puts one into play. [DeLaney 1998/10/05]
  • Does not trigger on a card in play being turned into a creature. That is just a permanent changing type, not something coming into play. [Barclay 1998/02/28]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

5. Angelic Wall

Creature — Wall 0/4 1W (2) Tenth Edition (Common)
Defender, flying (This creature can't attack, and it can block creatures with flying.)

6. Aura of Silence

Enchantment 1WW (3) Tenth Edition (Uncommon)
Artifact and enchantment spells your opponents play cost {2} more to play.
Sacrifice Aura of Silence: Destroy target artifact or enchantment.
  • Affects all opponents in a multiplayer game. [D'Angelo 1999/07/10]

7. Aven Cloudchaser

Creature — Bird Soldier 2/2 3W (4) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Cloudchaser comes into play, destroy target enchantment.

8. Ballista Squad

Creature — Human Rebel 2/2 3W (4) Tenth Edition (Uncommon)
{X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Rebel and not Human Rebel.

9. Bandage

Instant W (1) Tenth Edition (Common)
Prevent the next 1 damage that would be dealt to target creature or player this turn.
Draw a card.

10. Beacon of Immortality

Instant 5W (6) Tenth Edition (Rare)
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.

11. Benalish Knight

Creature — Human Knight 2/2 2W (3) Tenth Edition (Common)
Flash (You may play this spell any time you could play an instant.)
First strike (This creature deals combat damage before creatures without first strike.)

12. Cho-Manno, Revolutionary

Legendary Creature — Human Rebel 2/2 2WW (4) Tenth Edition (Rare)
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01 when it became "Rebel". It was changed again with Tenth Edition and Oracle 2007/07/13 to be "Human Rebel".

13. Condemn

Instant W (1) Tenth Edition (Uncommon)
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.

14. Demystify

Instant W (1) Tenth Edition (Common)
Destroy target enchantment.

15. Field Marshal

Creature — Human Soldier 2/2 1WW (3) Tenth Edition (Rare)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)

16. Ghost Warden

Creature — Spirit 1/1 1W (2) Tenth Edition (Common)
{T}: Target creature gets +1/+1 until end of turn.

17. Glorious Anthem

Enchantment 1WW (3) Tenth Edition (Rare)
Creatures you control get +1/+1.

18. Hail of Arrows

Instant XW (1) Tenth Edition (Uncommon)
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.

19. Heart of Light

Enchantment — Aura 2W (3) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Prevent all damage that would be dealt to and dealt by enchanted creature.

20. High Ground

Enchantment W (1) Tenth Edition (Uncommon)
Each creature you control can block an additional creature.

21. Holy Day

Instant W (1) Tenth Edition (Common)
Prevent all combat damage that would be dealt this turn.
  • Extended tournaments (see Rule 803) banned this card until 2000/10/01.

22. Holy Strength

Enchantment — Aura W (1) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +1/+2.

23. Honor Guard

Creature — Human Soldier 1/1 W (1) Tenth Edition (Common)
{W}: Honor Guard gets +0/+1 until end of turn.
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Ninth Edition and Oracle 2005/08/01.

24. Icatian Priest

Creature — Human Cleric 1/1 W (1) Tenth Edition (Uncommon)
{1}{W}{W}: Target creature gets +1/+1 until end of turn.
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 to 2007/07/20 when it was reprinted in Tenth Edition.
  • Note - This card was of creature type "Cleric" and not "Human Cleric" until Tenth Edition and Oracle 2007/07/13.

25. Kjeldoran Royal Guard

Creature — Human Soldier 2/5 3WW (5) Tenth Edition (Rare)
{T}: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead.
  • The effect only works as long as this card is in play. Once it leaves play, the effect can no longer redirect damage. [D'Angelo 1999/11/14]
  • Note - This card was of creature type "Soldier" until Tenth Edition and Oracle 2007/07/13 when it became "Human Soldier"

26. Loxodon Mystic

Creature — Elephant Cleric 3/3 3WW (5) Tenth Edition (Common)
{W}, {T}: Tap target creature.

27. Loyal Sentry

Creature — Human Soldier 1/1 W (1) Tenth Edition (Rare)
When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry.
  • Vintage tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Starter.
  • Legacy tournaments (see Rule 802) banned this card until 2005/10/20 because it only appears in Starter.
  • Extended tournaments (see Rule 803) banned this card until 2007/07/20 when it was reprinted in Tenth Edition.
  • Standard (Type 2) tournaments (see Rule 804) banned this card untl 2007/07/20 when it was reprinted in Tenth Edition.
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Tenth Edition and Oracle 2007/07/13]

28. Luminesce

Instant W (1) Tenth Edition (Uncommon)
Prevent all damage that black sources and red sources would deal this turn.

29. Mobilization

Enchantment 2W (3) Tenth Edition (Rare)
Soldier creatures have vigilance. (Attacking doesn't cause them to tap.)
{2}{W}: Put a 1/1 white Soldier creature token into play.

30. Nomad Mythmaker

Creature — Human Nomad Cleric 2/2 2W (3) Tenth Edition (Rare)
{W}, {T}: Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.)
  • You pick the creature during resolution. [Judgment FAQ 2002/05/28]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of creature type "Cleric" until Tenth Edition and Oracle 2007/07/13 when it became "Human Nomad Cleric".

31. Pacifism

Enchantment — Aura 1W (2) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature can't attack or block.

32. Paladin en-Vec

Creature — Human Knight 2/2 1WW (3) Tenth Edition (Rare)
First strike, protection from black, protection from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)

33. Pariah

Enchantment — Aura 2W (3) Tenth Edition (Rare)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
All damage that would be dealt to you is dealt to enchanted creature instead.
  • You can play this on an opponent's creature, and all damage done to you is instead done to their creature. [Urza's FAQ 1998/10/05]
  • If you have more than one Pariah in play, you get to choose which one gets the damage. [D'Angelo 1999/01/20]
  • All damage being dealt to you at one time gets redirected to one Pariah. If you take 3 damage from Incinerate, all 3 damage goes to one Pariah. [D'Angelo 1999/01/20] If you take damage from multiple creatures in combat, all the combat damage goes to one Pariah. [D'Angelo 1999/08/18]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

34. Reviving Dose

Instant 2W (3) Tenth Edition (Common)
You gain 3 life.
Draw a card.

35. Reya Dawnbringer

Legendary Creature — Angel 4/6 6WWW (9) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
At the beginning of your upkeep, you may return target creature card from your graveyard to play.

36. Righteousness

Instant W (1) Tenth Edition (Rare)
Target blocking creature gets +7/+7 until end of turn.

37. Rule of Law

Enchantment 2W (3) Tenth Edition (Uncommon)
Each player can't play more than one spell each turn.

38. Samite Healer

Creature — Human Cleric 1/1 1W (2) Tenth Edition (Common)
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
  • Note - The Anthologies version of the card has a mana cost of {2}{W} instead of {1}{W}. This is an error.
  • Note - This card was of creature type "Cleric" and not "Human Cleric" until Ninth Edition and Oracle 2005/08/01.

39. Serra Angel

Creature — Angel 4/4 3WW (5) Tenth Edition (Rare)
Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)

40. Serra's Embrace

Enchantment — Aura 2WW (4) Tenth Edition (Uncommon)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+2 and has flying and vigilance. (It can't be blocked except by creatures with flying or reach, and attacking doesn't cause it to tap.)

41. Skyhunter Patrol

Creature — Cat Knight 2/3 2WW (4) Tenth Edition (Common)
Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.)

42. Skyhunter Prowler

Creature — Cat Knight 1/3 2W (3) Tenth Edition (Common)
Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)

43. Skyhunter Skirmisher

Creature — Cat Knight 1/1 1WW (3) Tenth Edition (Uncommon)
Flying, double strike (This creature can't be blocked except by creatures with flying or reach, and it deals both first-strike and regular combat damage.)

44. Soul Warden

Creature — Human Cleric 1/1 W (1) Tenth Edition (Uncommon)
Whenever another creature comes into play, you gain 1 life.
  • The ability will not trigger on itself coming into play, but it will trigger on any other creature that is put into play at the same time Soul Warden is, or while it is in play. [D'Angelo 1999/08/01]
  • Does not trigger on a card in play being changed into a creature. [D'Angelo 1999/02/23]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - This card was of creature type "Cleric" and not "Human Cleric" until Ninth Edition and Oracle 2005/08/01.

45. Spirit Link

Enchantment — Aura W (1) Tenth Edition (Uncommon)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.
  • You only gain life for damage which is not prevented regardless of what the creature damages (player or another creature) or the toughness of the blocking creature. If you put Spirit Link on a Shivan Dragon and it is blocked by a Scryb Sprites, you still gain 5 life points. If the Sprite has Protection from Red, you gain zero life since the protection reduces the damage to zero. [bethmo 1994/07/08]
  • If a creature has more than one Spirit Link on it, they all work. [Aahz 1994/07/15]
  • Works for damage due to combat or due to any special ability of the creature. For example, you would get one life for tapping a Prodigal Sorcerer to do damage. [Duelist Magazine #2, Page 9] Note that this is great for creatures which damage you, such as not paying the Force of Nature's upkeep, since you will get as much life as you take in damage.
  • Damage that is redirected is not considered successfully dealt to the original creature or player, but it may be successful in damaging the new creature or player. [D'Angelo 1998/02/03]
  • You only gain the life when the triggered ability resolves. If you are reduced to zero life before the ability resolves, you will lose before gaining the life. For example, if the creature with Spirit Link on it attacks you dealing 3 damage when you have just 3 life, you will take 3 damage and lose before the triggered ability can resolve. [D'Angelo 2003/05/16]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Ninth Edition and Oracle 2005/08/01.

46. Spirit Weaver

Creature — Human Wizard 2/1 1W (2) Tenth Edition (Uncommon)
{2}: Target green or blue creature gets +0/+1 until end of turn.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Human Wizard".

47. Starlight Invoker

Creature — Human Cleric Mutant 1/3 1W (2) Tenth Edition (Uncommon)
{7}{W}: You gain 5 life.
  • Note - This card was of creature type "Cleric Mutant" until Tenth Edition and Oracle 2007/07/13 when it became "Human Cleric Mutant".

48. Steadfast Guard

Creature — Human Rebel 2/2 WW (2) Tenth Edition (Common)
Vigilance (Attacking doesn't cause this creature to tap.)

49. Story Circle

Enchantment 1WW (3) Tenth Edition (Rare)
As Story Circle comes into play, choose a color.
{W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

50. Suntail Hawk

Creature — Bird 1/1 W (1) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)

51. Tempest of Light

Instant 2W (3) Tenth Edition (Uncommon)
Destroy all enchantments.

52. Treasure Hunter

Creature — Human 2/2 2W (3) Tenth Edition (Uncommon)
When Treasure Hunter comes into play, you may return target artifact card from your graveyard to your hand.

53. True Believer

Creature — Human Cleric 2/2 WW (2) Tenth Edition (Rare)
You have shroud. (You can't be the target of spells or abilities.)
  • Note - Also see Shroud, Rule 502.36.
  • Note - This card was of creature type "Cleric" until Tenth Edition and Oracle 2007/07/13 when it became "Human Cleric".

54. Tundra Wolves

Creature — Wolf 1/1 W (1) Tenth Edition (Common)
First strike (This creature deals combat damage before creatures without first strike.)

55. Venerable Monk

Creature — Human Monk Cleric 2/2 2W (3) Tenth Edition (Common)
When Venerable Monk comes into play, you gain 2 life.

56. Voice of All

Creature — Angel 2/2 2WW (4) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
As Voice of All comes into play, choose a color.
Voice of All has protection from the chosen color. (It can't be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)

57. Wall of Swords

Creature — Wall 3/5 3W (4) Tenth Edition (Uncommon)
Defender, flying (This creature can't attack, and it can block creatures with flying.)

58. Warrior's Honor

Instant 2W (3) Tenth Edition (Common)
Creatures you control get +1/+1 until end of turn.
  • Note - The Anthologies version of the card has a mana cost of {1}{W} instead of {2}{W}. This is an error.

59. Wild Griffin

Creature — Griffin 2/2 2W (3) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
  • Vintage tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Legacy tournaments (see Rule 802) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Extended tournaments (see Rule 803) banned this card until 2007/07/20 when it appeared in Tenth Edition.
  • Standard (Type 2) tournaments (see Rule 804) banned this card until 2007/07/20 when it appeared in Tenth Edition.

60. Windborn Muse

Creature — Spirit 2/3 3W (4) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you.
  • The cost is paid as attackers are declared. [D'Angelo 2007/02/04]
  • If you have more than one of these in play, the cost is cumulative. [Legions FAQ 2003/01/23]

61. Wrath of God

Sorcery 2WW (4) Tenth Edition (Rare)
Destroy all creatures. They can't be regenerated.
  • Creatures with Protection from White cannot avoid this spell's effects. Destruction by means of Wrath of God is not targeted. [bethmo 1994/06/01]

62. Youthful Knight

Creature — Human Knight 2/1 1W (2) Tenth Edition (Common)
First strike (This creature deals combat damage before creatures without first strike.)

63. Academy Researchers

Creature — Human Wizard 2/2 1UU (3) Tenth Edition (Uncommon)
When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers.

64. Air Elemental

Creature — Elemental 4/4 3UU (5) Tenth Edition (Uncommon)
Flying (This creature can't be blocked except by creatures with flying or reach.)

65. Ambassador Laquatus

Legendary Creature — Merfolk Wizard 1/3 1UU (3) Tenth Edition (Rare)
{3}: Target player puts the top three cards of his or her library into his or her graveyard.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was creature type "Legend" until Oracle 2004/10/01. Then it was "Merfolk" until Oracle 2007/07/13 when it became "Merfolk Wizard".

66. Arcanis the Omnipotent

Legendary Creature — Wizard 3/4 3UUU (6) Tenth Edition (Rare)
{T}: Draw three cards.
{2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand.

67. Aura Graft

Instant 1U (2) Tenth Edition (Uncommon)
Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.
  • If there is no legal place to move the enchantment, then it doesn't move but you still control it. [Odyssey FAQ 2001/10/04]
  • Note - Also see Aura, Rule G1.30.

68. Aven Fisher

Creature — Bird Soldier 2/2 3U (4) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Fisher is put into a graveyard from play, you may draw a card.

69. Aven Windreader

Creature — Bird Soldier Wizard 3/3 3UU (5) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
{1}{U}: Target player reveals the top card of his or her library.

70. Boomerang

Instant UU (2) Tenth Edition (Common)
Return target permanent to its owner's hand.

71. Cancel

Instant 1UU (3) Tenth Edition (Common)
Counter target spell.

72. Cephalid Constable

Creature — Cephalid Wizard 1/1 1UU (3) Tenth Edition (Rare)
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.

73. Clone

Creature — Shapeshifter 0/0 3U (4) Tenth Edition (Rare)
As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature.
  • Note - Also see Copying Objects, Rule 503. There are enough important rules there that they are worth reading first.
  • As a copy, the Clone copies all characteristics of the chosen creature. This includes name, color, power/toughness, abilities, and more. [CompRules 2001/07/23 - 503.2/3] For example, a copy of an artifact creature can be Disenchanted.
  • Can be used to copy a Vesuvan Doppelganger. You get a Doppelganger and the Clone is mimicking the same creature the Doppelganger was until the next upkeep. It also copies the ability to change forms. See Vesuvan Doppelganger for details. [D'Angelo 2001/08/31]
  • The Clone is not treated as a Creature - Clone card in addition to the type of its target. [Duelist Magazine #10, Page 43]
  • Clone is not a targeted creature spell. [D'Angelo 2001/08/15]
  • If there is nothing to copy or you choose not to copy something, the Clone is 0/0 and will die if nothing prevents that. [D'Angelo 2001/10/31]
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 until 2002/11/01.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Clone and not of type Shapeshifter.

74. Cloud Elemental

Creature — Elemental 2/3 2U (3) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Cloud Elemental can block only creatures with flying.

75. Cloud Sprite

Creature — Faerie 1/1 U (1) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Cloud Sprite can block only creatures with flying.

76. Counsel of the Soratami

Sorcery 2U (3) Tenth Edition (Common)
Draw two cards.

77. Crafty Pathmage

Creature — Human Wizard 1/1 2U (3) Tenth Edition (Common)
{T}: Target creature with power 2 or less is unblockable this turn.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Wizard and not Human Wizard.

78. Dehydration

Enchantment — Aura 3U (4) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature doesn't untap during its controller's untap step.
  • Note - Also see Aura, Rule G1.30.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of type Enchant Creature.

79. Deluge

Instant 2U (3) Tenth Edition (Uncommon)
Tap all creatures without flying.

80. Denizen of the Deep

Creature — Serpent 11/11 6UU (8) Tenth Edition (Rare)
When Denizen of the Deep comes into play, return each other creature you control to its owner's hand.
  • Vintage tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Legacy tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Extended tournaments (see Rule 803) have always banned this card.
  • Standard (Type 2) tournaments (see Rule 804) have always banned this card.

81. Discombobulate

Instant 2UU (4) Tenth Edition (Uncommon)
Counter target spell. Look at the top four cards of your library, then put them back in any order.

82. Dreamborn Muse

Creature — Spirit 2/2 2UU (4) Tenth Edition (Rare)
At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her hand.

83. Evacuation

Instant 3UU (5) Tenth Edition (Rare)
Return all creatures to their owners' hands.

84. Flashfreeze

Instant 1U (2) Tenth Edition (Uncommon)
Counter target red or green spell.

85. Fog Elemental

Creature — Elemental 4/4 2U (3) Tenth Edition (Uncommon)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Fog Elemental attacks or blocks, sacrifice it at end of combat.

86. Fugitive Wizard

Creature — Human Wizard 1/1 U (1) Tenth Edition (Common)
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Ninth Edition and Oracle 2005/08/01.

87. Horseshoe Crab

Creature — Crab 1/3 2U (3) Tenth Edition (Common)
{U}: Untap Horseshoe Crab.

88. Hurkyl's Recall

Instant 1U (2) Tenth Edition (Rare)
Return all artifacts target player owns to his or her hand.
  • Retrieves all artifacts owned by the target player regardless of who controls them. Ignores artifacts owned by other players even if target player has control of them. [D'Angelo 1994/06/01]
  • It only returns artifacts which are in play. [D'Angelo 2000/03/03]
  • Vintage tournaments (see Rule 801) restricted this card from 1999/10/01 until 2003/04/01.
  • Legacy tournaments (see Rule 802) banned this card from 1999/10/01 until 2003/04/01.

89. Lumengrid Warden

Creature — Human Wizard 1/3 1U (2) Tenth Edition (Common)

90. Mahamoti Djinn

Creature — Djinn 5/6 4UU (6) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 to 2001/05/01.

91. March of the Machines

Enchantment 3U (4) Tenth Edition (Rare)
Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.)
  • If a noncreature artifact was also a land or enchantment, it keeps those types and gains the creature type. [Mirrodin FAQ 2003/10/01]
  • If an Equipment becomes a creature, it can no longer equip something and so it "falls off" and stays in play. [Mirrodin FAQ 2003/10/01]
  • The Artifact Land cards have a mana cost of zero, so they will become 0/0 creatures and die. [Mirrodin FAQ 2003/10/01]
  • Note - Also see Converted Mana Cost, Rule G3.30.

92. Merfolk Looter

Creature — Merfolk Rogue 1/1 1U (2) Tenth Edition (Common)
{T}: Draw a card, then discard a card.
  • Note - This card was of creature type "Merfolk" and not "Merfolk Rogue" until Tenth Edition and Oracle 2007/07/13]

93. Mind Bend

Instant U (1) Tenth Edition (Rare)
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect doesn't end at end of turn.)
  • It can be used to change a land's type from one basic land type to another. For example, a Forest can be change to an Island so it produces blue mana. [8E FAQ 2003/07/28]
  • If you respond to your opponent's use of this spell with another use so that the color word changes before the opponent's resolves, the opponent's will do nothing since no instances of the words they chose will be there. [bethmo 1996/11/05]
  • You can play this spell on a permanent which has no color or land words on it. It doesn't do anything useful, but it is legal to do. [D'Angelo 2000/10/14]
  • Note - Also see Text Changing, Rule 418.6.

94. Peek

Instant U (1) Tenth Edition (Common)
Look at target player's hand.
Draw a card.

95. Persuasion

Enchantment — Aura 3UU (5) Tenth Edition (Uncommon)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
You control enchanted creature.

96. Phantom Warrior

Creature — Illusion Warrior 2/2 1UU (3) Tenth Edition (Uncommon)
Phantom Warrior is unblockable.
  • Note - The Portal version had no creature type. Then it was of creature type "Illusion" until Oracle 2007/05/01 when it became "Illusion Warrior"

97. Plagiarize

Instant 3U (4) Tenth Edition (Rare)
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.
  • If you target yourself, this spell has no useful effect. It will not cause an infinite loop since a replacement effect cannot modify the same event more than once. This effect will not modify the draw that it has you perform. [D'Angelo 2002/11/16]

98. Puppeteer

Creature — Human Wizard 1/2 2U (3) Tenth Edition (Uncommon)
{U}, {T}: You may tap or untap target creature.
  • You decide on resolution whether to tap or untap the creature. [Odyssey FAQ 2001/10/04]
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Ninth Edition and Oracle 2005/08/10.

99. Reminisce

Sorcery 2U (3) Tenth Edition (Uncommon)
Target player shuffles his or her graveyard into his or her library.

100. Remove Soul

Instant 1U (2) Tenth Edition (Common)
Counter target creature spell.
  • Works on Creature and Artifact Creature cards. [D'Angelo 1999/05/01]
  • Note - In Fifth Edition (and before) this card was of type Interrupt.
  • Note - Older cards of type "Summon" have errata to be of type "Creature".

101. Robe of Mirrors

Enchantment — Aura U (1) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has shroud. (It can't be the target of spells or abilities.)
  • Does not destroy enchantments which are already on the creature. [Barclay 1998/06/10]
  • Does not prevent enchantments from being moved onto the creature. [Barclay 1998/06/10]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Shroud, Rule 502.36.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

102. Rootwater Commando

Creature — Merfolk 2/2 2U (3) Tenth Edition (Common)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)

103. Rootwater Matriarch

Creature — Merfolk 2/3 2UU (4) Tenth Edition (Rare)
{T}: Gain control of target creature as long as that creature is enchanted.
  • A creature is "enchanted" if it has any Auras on it. [D'Angelo 2007/07/15]
  • Can target an unenchanted creature but has no effect on that creature. [Aahz 1997/11/17]
  • The control effect ends if at any time the creature has no enchantments on it. [D'Angelo 1997/12/18]
  • As long as the target is a creature at the time the ability resolves, the control effect does not end if the target stops being a creature after that. The text "as long as that creature is enchanted" means "as long as the thing that was targeted is enchanted" for purposes of the rules. [D'Angelo 2008/07/12]

104. Sage Owl

Creature — Bird 1/1 1U (2) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order.

105. Scalpelexis

Creature — Beast 1/5 4U (5) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Scalpelexis deals combat damage to a player, that player removes the top four cards of his or her library from the game. If two or more of those cards have the same name, repeat this process.
  • The "repeat this process" means to repeat as often as it takes to not get a matching pair. [D'Angelo 2003/02/16]

106. Sea Monster

Creature — Serpent 6/6 4UU (6) Tenth Edition (Common)
Sea Monster can't attack unless defending player controls an Island.

107. Shimmering Wings

Enchantment — Aura U (1) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.)
{U}: Return Shimmering Wings to its owner's hand.

108. Sift

Sorcery 3U (4) Tenth Edition (Common)
Draw three cards, then discard a card.

109. Sky Weaver

Creature — Metathran Wizard 2/1 1U (2) Tenth Edition (Uncommon)
{2}: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Metathran Wizard".

110. Snapping Drake

Creature — Drake 3/2 3U (4) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
  • All tournament formats have banned this card until 2005/10/20 because it only appeares in Portal or Starter prior to then.
  • Note - The Portal version had no creature type.

111. Spiketail Hatchling

Creature — Drake 1/1 1U (2) Tenth Edition (Uncommon)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays {1}.
  • The spell's controller gets the option to pay when this ability resolves. [Prophecy FAQ 2000/05/25]

112. Sunken Hope

Enchantment 3UU (5) Tenth Edition (Rare)
At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand.

113. Telepathy

Enchantment U (1) Tenth Edition (Uncommon)
Your opponents play with their hands revealed.

114. Telling Time

Instant 1U (2) Tenth Edition (Uncommon)
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.

115. Thieving Magpie

Creature — Bird 1/3 2UU (4) Tenth Edition (Uncommon)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Thieving Magpie deals damage to an opponent, you draw a card.

116. Tidings

Sorcery 3UU (5) Tenth Edition (Uncommon)
Draw four cards.
  • All tournament formats banned this card until 2005/08/20 because it only appeared in Starter until then.

117. Time Stop

Instant 4UU (6) Tenth Edition (Rare)
End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

118. Time Stretch

Sorcery 8UU (10) Tenth Edition (Rare)
Target player takes two extra turns after this one.
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. [CompRules 2002/02/20 - 300.6] See Rule 300.6.

119. Traumatize

Sorcery 3UU (5) Tenth Edition (Rare)
Target player puts the top half of his or her library, rounded down, into his or her graveyard.
  • The player can put the cards in their graveyard in any order they choose. [Odyssey FAQ 2001/10/04]

120. Twincast

Instant UU (2) Tenth Edition (Rare)
Copy target instant or sorcery spell. You may choose new targets for the copy.

121. Twitch

Instant 2U (3) Tenth Edition (Common)
You may tap or untap target artifact, creature, or land.
Draw a card.

122. Unsummon

Instant U (1) Tenth Edition (Common)
Return target creature to its owner's hand.
  • Unsummon can be used during combat in the steps after attackers or blockers are declared (see Rule 308 and Rule 309) to remove an attacker or blocker so that creature does not deal damage. [D'Angelo 1994/10/01]
  • Unsummon can be used during combat after combat damage is assigned but before combat damage resolves. If this happens, the creature does not receive damage, but the damage it assigned will still become dealt. [D'Angelo 1999/05/01]
  • If this causes an opponent to go over 7 cards when it is not their turn they need not discard until the discard phase of their next turn. [D'Angelo 1994/06/01]
  • Unsummoning a token creature removes it from the game. [bethmo 1994/10/01] See Rule 216.3.

123. Vedalken Mastermind

Creature — Vedalken Wizard 1/2 UU (2) Tenth Edition (Uncommon)
{U}, {T}: Return target permanent you control to its owner's hand.

124. Wall of Air

Creature — Wall 1/5 1UU (3) Tenth Edition (Uncommon)
Defender, flying (This creature can't attack, and it can block creatures with flying.)

125. Afflict

Instant 2B (3) Tenth Edition (Common)
Target creature gets -1/-1 until end of turn.
Draw a card.

126. Agonizing Memories

Sorcery 2BB (4) Tenth Edition (Uncommon)
Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order.

127. Ascendant Evincar

Legendary Creature — Vampire 3/3 4BB (6) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Other black creatures get +1/+1.
Nonblack creatures get -1/-1.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01. Then it had no creature type until Tenth Edition and Oracle 2007/07/13 when it became "Vampire".

128. Assassinate

Sorcery 2B (3) Tenth Edition (Common)
Destroy target tapped creature.

129. Beacon of Unrest

Sorcery 3BB (5) Tenth Edition (Rare)
Put target artifact or creature card in a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library.

130. Bog Wraith

Creature — Wraith 3/3 3B (4) Tenth Edition (Uncommon)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)

131. Consume Spirit

Sorcery X1B (2) Tenth Edition (Uncommon)
Spend only black mana on X.
Consume Spirit deals X damage to target creature or player and you gain X life.

132. Contaminated Bond

Enchantment — Aura 1B (2) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
  • Note - Also see Aura, Rule G1.30.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of type Enchant Creature.

133. Cruel Edict

Sorcery 1B (2) Tenth Edition (Uncommon)
Target opponent sacrifices a creature.
  • Vintage tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Portal.
  • Legacy tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Portal.
  • Extended tournaments (see Rule 803) banned this card until 2007/08/20.
  • Standard (Type 2) tournaments (see Rule 804) banned this card until 2007/08/20.

134. Deathmark

Sorcery B (1) Tenth Edition (Uncommon)
Destroy target green or white creature.

135. Diabolic Tutor

Sorcery 2BB (4) Tenth Edition (Uncommon)
Search your library for a card and put that card into your hand. Then shuffle your library.

136. Distress

Sorcery BB (2) Tenth Edition (Common)
Target player reveals his or her hand. You choose a nonland card from it. That player discards that card.

137. Doomed Necromancer

Creature — Human Cleric Mercenary 2/2 2B (3) Tenth Edition (Rare)
{B}, {T}, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play.
  • Note - This card was of creature type "Cleric Mercenary" until Tenth Edition and Oracle 2007/07/13 when it became "Human Cleric Mercenary".

138. Dross Crocodile

Creature — Zombie Crocodile 5/1 3B (4) Tenth Edition (Common)

139. Drudge Skeletons

Creature — Skeleton 1/1 1B (2) Tenth Edition (Uncommon)
{B}: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

140. Dusk Imp

Creature — Imp 2/1 2B (3) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)

141. Essence Drain

Sorcery 4B (5) Tenth Edition (Common)
Essence Drain deals 3 damage to target creature or player and you gain 3 life.

142. Fear

Enchantment — Aura BB (2) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)

143. Festering Goblin

Creature — Zombie Goblin 1/1 B (1) Tenth Edition (Common)
When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn.

144. Grave Pact

Enchantment 1BBB (4) Tenth Edition (Rare)
Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature.
  • Each of your opponents sacrifices a creature for each creature you control that goes to a graveyard. [Duelist Magazine #25, Page 30]

145. Graveborn Muse

Creature — Zombie Spirit 3/3 2BB (4) Tenth Edition (Rare)
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control.

146. Gravedigger

Creature — Zombie 2/2 3B (4) Tenth Edition (Common)
When Gravedigger comes into play, you may return target creature card from your graveyard to your hand.

147. Hate Weaver

Creature — Zombie Wizard 2/1 1B (2) Tenth Edition (Uncommon)
{2}: Target blue or red creature gets +1/+0 until end of turn.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Zombie Wizard".

148. Head Games

Sorcery 3BB (5) Tenth Edition (Rare)
Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library.

149. Hidden Horror

Creature — Horror 4/4 1BB (3) Tenth Edition (Uncommon)
When Hidden Horror comes into play, sacrifice it unless you discard a creature card.
  • You choose whether to discard or not on resolution. If not, then you sacrifice this card. You can choose to not discard if you no longer control this card on resolution. [D'Angelo 1999/06/01]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - In Weatherlight this card was of creature type Undead.

150. Highway Robber

Creature — Human Mercenary 2/2 2BB (4) Tenth Edition (Common)
When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life.
  • Note - This card was of creature type "Mercenary", until Ninth Edition and Oracle 2005/08/01 when it became "Human Mercenary". Then with Oracle 2007/10/01 it became "Human Rogue Mercenary".

151. Hypnotic Specter

Creature — Specter 2/2 1BB (3) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.
  • Must do at least 1 point of damage to cause opponent to discard because the effect only happens if at least 1 damage remains unprevented. [WotC Rules Team 1994/02/07]
  • If damage is redirected to opponent by some spell or ability and is not prevented, opponent must discard a card as if they were attacked directly. Equally, if damage is redirected away from the player, no card needs to be discarded. [WotC Rules Team 1994/02/07]
  • Extended tournaments (see Rule 803) banned this card from 1997/10/01 until 2005/08/20.
  • Note - The artist's name, Shuler, was misspelled on the Limited Edition and Unlimited Edition versions of this card.

152. Knight of Dusk

Creature — Human Knight 2/2 1BB (3) Tenth Edition (Uncommon)
{B}{B}: Destroy target creature blocking Knight of Dusk.
  • Note - This card was of creature type "Knight" until Tenth Edition and Oracle 2007/07/13 when it became "Human Knight".

153. Looming Shade

Creature — Shade 1/1 2B (3) Tenth Edition (Common)
{B}: Looming Shade gets +1/+1 until end of turn.

154. Lord of the Pit

Creature — Demon 7/7 4BBB (7) Tenth Edition (Rare)
Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.
  • If you have a creature, you must sacrifice it. The 7 damage can only be taken if no creature can be sacrificed. [Duelist Magazine #3, Page 15]
  • You can sacrifice a Lord of the Pit to a different Lord of the Pit. [Aahz 1994/09/14]
  • If you have two Lords of the Pit, you can sacrifice them to each other. [D'Angelo 2001/04/16]
  • You can select creatures with Protection from Black to be sacrificed. [Aahz 1994/04/01]
  • Circle of Protection: Black can be used to prevent the damage. [bethmo 1994/03/01]
  • Note - Also see Trample, Rule 502.9.

155. Lord of the Undead

Creature — Zombie 2/2 1BB (3) Tenth Edition (Rare)
Other Zombie creatures get +1/+1.
{1}{B}, {T}: Return target Zombie card from your graveyard to your hand.
  • This card does not give itself the bonus because it only affects other zombies. [D'Angelo 2005/11/01]
  • Note - This card was of creature type "Lord" and not "Zombie Lord" until Ninth Edition and Oracle 2005/08/01. It was changed to just "Zombie" with Tenth Edition and Oracle 2007/07/13.

156. Mass of Ghouls

Creature — Zombie Warrior 5/3 3BB (5) Tenth Edition (Common)

157. Megrim

Enchantment 2B (3) Tenth Edition (Uncommon)
Whenever an opponent discards a card, Megrim deals 2 damage to that player.

158. Midnight Ritual

Sorcery X2B (3) Tenth Edition (Rare)
Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a 2/2 black Zombie creature token into play.

159. Mind Rot

Sorcery 2B (3) Tenth Edition (Common)
Target player discards two cards.

160. Mortal Combat

Enchantment 2BB (4) Tenth Edition (Rare)
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.

161. Mortivore

Creature — Lhurgoyf X/X 2BB (4) Tenth Edition (Rare)
Mortivore's power and toughness are each equal to the number of creature cards in all graveyards.
{B}: Regenerate Mortivore. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

162. Nantuko Husk

Creature — Zombie Insect 2/2 2B (3) Tenth Edition (Uncommon)
Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn.

163. Nekrataal

Creature — Human Assassin 2/1 2BB (4) Tenth Edition (Uncommon)
First strike (This creature deals combat damage before creatures without first strike.)
When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated.

164. Nightmare

Creature — Nightmare X/X 5B (6) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Nightmare's power and toughness are each equal to the number of Swamps you control.
  • If you run out of Swamps, the Nightmare dies as a state-based effect (see Rule 420) right before the next player gains priority. [D'Angelo 1999/05/01]
  • Note - This card was creature type "Nightmare" until Oracle 2007/10/01, when it became "Nightmare Horse".
  • Note - The Beta printing version of this card has a blotch over the word Swamp that is not in any of the other printings.

165. No Rest for the Wicked

Enchantment 1B (2) Tenth Edition (Uncommon)
Sacrifice No Rest for the Wicked: Return to your hand all creature cards that were put into your graveyard from play this turn.
  • It pulls out the creature cards at the time it resolves. It does not have a continuing effect. [D'Angelo 1998/10/15]

166. Phage the Untouchable

Legendary Creature — Minion 4/4 3BBBB (7) Tenth Edition (Rare)
When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.
  • It is only considered "played from your hand" if you play it as a spell from your hand. Putting it into play from your hand using a spell or ability will cause you to lose the game. [D'Angelo 2003/02/01]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Minion". Then with Oracle 2008/01/01 it became "Zombie Minion".

167. Phyrexian Rager

Creature — Horror 2/2 2B (3) Tenth Edition (Common)
When Phyrexian Rager comes into play, you draw a card and you lose 1 life.

168. Plague Beetle

Creature — Insect 1/1 B (1) Tenth Edition (Common)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)

169. Plague Wind

Sorcery 7BB (9) Tenth Edition (Rare)
Destroy all creatures you don't control. They can't be regenerated.

170. Rain of Tears

Sorcery 1BB (3) Tenth Edition (Uncommon)
Destroy target land.

171. Ravenous Rats

Creature — Rat 1/1 1B (2) Tenth Edition (Common)
When Ravenous Rats comes into play, target opponent discards a card.

172. Recover

Sorcery 2B (3) Tenth Edition (Common)
Return target creature card from your graveyard to your hand.
Draw a card.

173. Relentless Rats

Creature — Rat 2/2 1BB (3) Tenth Edition (Uncommon)
Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats.
A deck can have any number of cards named Relentless Rats.

174. Royal Assassin

Creature — Human Assassin 1/1 1BB (3) Tenth Edition (Rare)
{T}: Destroy target tapped creature.
  • If the creature is no longer tapped (it untaps by Twiddle or other effect) when the Assassin is resolved, then the ability is countered. [D'Angelo 2000/03/03]
  • You can target creatures you control. [bethmo 1994/05/01]
  • Cannot target itself because you choose the target at the same time you are tapping him. At that time he is not yet tapped. [D'Angelo 1995/07/18]
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 to 2005/08/20 because it was not in a legal set.
  • Note - This card was of creature type "Assassin" and not "Human Assassin" until Ninth Edition and Oracle 2005/08/01.

175. Scathe Zombies

Creature — Zombie 2/2 2B (3) Tenth Edition (Common)

176. Sengir Vampire

Creature — Vampire 4/4 3BB (5) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire.
  • Gets counters when creatures go to the graveyard. If it dies at the same time as a creature it killed, it does not get the counter. If it regenerates or otherwise lives past the creature going to the graveyard, it gets the counter. [bethmo 1994/06/01]
  • Does not get a counter if it damages a creature and that creature's permanent is no longer a creature at the time it is put in the graveyard. [WotC Rules Team 1997/06/01] [Duelist Magazine #19, Page 31]
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 until 2002/03/01, when it was put back into print.

177. Severed Legion

Creature — Zombie 2/2 1BB (3) Tenth Edition (Common)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

178. Sleeper Agent

Creature — Minion 3/3 B (1) Tenth Edition (Rare)
When Sleeper Agent comes into play, target opponent gains control of it.
At the beginning of your upkeep, Sleeper Agent deals 2 damage to you.
  • This card is a bit weird. When it comes into play under your control, you give control of it to an opponent. After that it damages them each turn because the "you" on the card means its controller. [D'Angelo 1998/10/15]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

179. Soul Feast

Sorcery 3BB (5) Tenth Edition (Uncommon)
Target player loses 4 life and you gain 4 life.

180. Spineless Thug

Creature — Zombie Mercenary 2/2 1B (2) Tenth Edition (Common)
Spineless Thug can't block.
  • Note - This card was of creature type "Mercenary" and not "Zombie Mercenary" until Ninth Edition and Oracle 2005/08/01.

181. Stronghold Discipline

Sorcery 2BB (4) Tenth Edition (Uncommon)
Each player loses 1 life for each creature he or she controls.

182. Terror

Instant 1B (2) Tenth Edition (Common)
Destroy target nonartifact, nonblack creature. It can't be regenerated.
  • As with all targeted spells, the requirements for targeting are checked when declaring the effect and when resolving it. So, if the creature becomes a black or artifact creature after this spell is declared and before it is resolved, then the spell is countered. [D'Angelo 1999/05/01]

183. Thrull Surgeon

Creature — Thrull 1/1 1B (2) Tenth Edition (Uncommon)
{1}{B}, Sacrifice Thrull Surgeon: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

184. Underworld Dreams

Enchantment BBB (3) Tenth Edition (Rare)
Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her.
  • Only affects the drawing of cards. It does not affect spells like Demonic Tutor, Millstone, or Petra Sphinx which affect the library but do not say "draw" a card. [bethmo 1994/06/22]
  • Affects all draws even if you have to put the cards back afterwards. This ruling applies to things like Sylvan Library and Brainstorm. [D'Angelo 1995/07/11]
  • In a multi-player game, it affects all opponents. [D'Angelo 2000/03/03]
  • If multiple cards are drawn at once, this card triggers once for each card drawn. [D'Angelo 2000/03/03]
  • Vintage tournaments (see Rule 801) restricted this card from 1994/08/01 until 1999/10/01.
  • Legacy tournaments (see Rule 802) banned this card until 1999/10/01.
  • Extended tournaments (see Rule 803) banned this card until 2003/09/01.
  • Standard (Type 2) tournaments (see Rule 804) banned this card until 2003/09/01.

185. Unholy Strength

Enchantment — Aura B (1) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+1.
  • Note - Also see Aura, Rule G1.30.
  • Note - The Fourth Edition version of this card has a modified version of the card art used in Limited Edition through Revised Edition. The red flaming pentagram in the background was removed.
  • Note - This card was of type "Enchant Creature" until Ninth Edition and Oracle 2005/08/01.

186. Vampire Bats

Creature — Bat 0/1 B (1) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
{B}: Vampire Bats gets +1/+0 until end of turn. Play this ability no more than twice each turn.

187. Anaba Bodyguard

Creature — Minotaur 2/3 3R (4) Tenth Edition (Common)
First strike (This creature deals combat damage before creatures without first strike.)

188. Arcane Teachings

Enchantment — Aura 2R (3) Tenth Edition (Uncommon)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to target creature or player."

189. Beacon of Destruction

Instant 3RR (5) Tenth Edition (Rare)
Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library.

190. Blaze

Sorcery XR (1) Tenth Edition (Uncommon)
Blaze deals X damage to target creature or player.

191. Bloodfire Colossus

Creature — Giant 6/6 6RR (8) Tenth Edition (Rare)
{R}, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player.

192. Bloodrock Cyclops

Creature — Cyclops 3/3 2R (3) Tenth Edition (Common)
Bloodrock Cyclops attacks each turn if able.
  • There is no penalty if it cannot attack. [DeLaney 1997/06/12]
  • Note - Also see Must Attack or Block, Rule 500.
  • Note - This card was creature type "Giant" instead of "Cyclops" from Oracle 1999/07/01 to Oracle 2007/05/01.

193. Bogardan Firefiend

Creature — Elemental Spirit 2/1 2R (3) Tenth Edition (Common)
When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature.
  • You must pick a target creature, even if you are the only player with creatures in play. [D'Angelo 1997/06/12]
  • Note - This card was creature type "Spirit" until Oracle 2007/05/01 when it changed to "Elemental Spirit".

194. Cone of Flame

Sorcery 3RR (5) Tenth Edition (Uncommon)
Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player.
  • Cannot be played unless you have 3 different targets. [D'Angelo 1997/06/23]

195. Cryoclasm

Sorcery 2R (3) Tenth Edition (Uncommon)
Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller.

196. Demolish

Sorcery 3R (4) Tenth Edition (Common)
Destroy target artifact or land.

197. Dragon Roost

Enchantment 4RR (6) Tenth Edition (Rare)
{5}{R}{R}: Put a 5/5 red Dragon creature token with flying into play. (It can't be blocked except by creatures with flying or reach.)

198. Duct Crawler

Creature — Insect 1/1 R (1) Tenth Edition (Common)
{1}{R}: Target creature can't block Duct Crawler this turn.

199. Earth Elemental

Creature — Elemental 4/5 3RR (5) Tenth Edition (Uncommon)
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 until 2007/07/20 when it was reprinted in Tenth Edition.

200. Firebreathing

Enchantment — Aura R (1) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
{R}: Enchanted creature gets +1/+0 until end of turn.

201. Fists of the Anvil

Instant 1R (2) Tenth Edition (Common)
Target creature gets +4/+0 until end of turn.

202. Flamewave Invoker

Creature — Goblin Mutant 2/2 2R (3) Tenth Edition (Uncommon)
{7}{R}: Flamewave Invoker deals 5 damage to target player.

203. Flowstone Slide

Sorcery X2RR (4) Tenth Edition (Rare)
All creatures get +X/-X until end of turn.

204. Furnace of Rath

Enchantment 1RRR (4) Tenth Edition (Rare)
If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.
  • It is a replacement effect (see Rule 419) applied when damage is would be dealt. [D'Angelo 1999/06/01]
  • If a spell or ability damages multiple things, divide up the damage before applying this effect. [WotC Rules Team 1998/10/18] This means you cannot normally end up with an odd amount of damage on something.
  • If you have two of these in play, the damage is multiplied by 4. [8E FAQ 2003/07/28]
  • The multiplied damage counts in all ways as if it came from the original source. Furnace of Rath is not the source. [8E FAQ 2003/07/28]
  • The trample rules cause damage to be divided before it is doubled. [D'Angelo 1999/06/01]

205. Furnace Whelp

Creature — Dragon 2/2 2RR (4) Tenth Edition (Uncommon)
Flying (This creature can't be blocked except by creatures with flying or reach.)
{R}: Furnace Whelp gets +1/+0 until end of turn.

206. Goblin Elite Infantry

Creature — Goblin Warrior 2/2 1R (2) Tenth Edition (Common)
Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn.
  • Note - This card was of creature type "Goblin" and not "Goblin Warrior" until Oracle 2005/08/01.

207. Goblin King

Creature — Goblin 2/2 1RR (3) Tenth Edition (Rare)
Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.)
  • It does not affect itself because it only affects other goblins. [D'Angelo 2005/11/01]
  • Note - Also see Landwalk, Rule 502.6.
  • Note - In Limited Edition and Unlimited Edition it was of creature type Goblin King.
  • Note - This card was of creature type "Lord" and not "Goblin Lord" until Ninth Edition and Oracle 2005/08/01. Then it became just "Goblin" with Tenth Edition and Oracle 2007/07/13.

208. Goblin Lore

Sorcery 1R (2) Tenth Edition (Uncommon)
Draw four cards, then discard three cards at random.
  • Vintage tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Legacy tournaments (see Rule 802) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Extended tournaments (see Rule 803) banned this card until 2007/07/20 when it was printed in Tenth Edition.
  • Standard (Type 2) tournaments (see Rule 804) banned this card until 2007/07/20 when it was printed in Tenth Edition.

209. Goblin Piker

Creature — Goblin Warrior 2/1 1R (2) Tenth Edition (Common)
  • All tournament formats banned this card until 2005/08/20, because it only appeared in Portal.
  • Note - This card was of creature type "Goblin" and not "Goblin Warrior" until Ninth Edition and Oracle 2005/08/01.

210. Goblin Sky Raider

Creature — Goblin Warrior 1/2 2R (3) Tenth Edition (Common)
Flying (This creature can't be blocked except by creatures with flying or reach.)
  • Note - This card was of creature type "Goblin" and not "Goblin Warrior" until Ninth Edition and 2005/08/01.

211. Guerrilla Tactics

Instant 1R (2) Tenth Edition (Uncommon)
Guerrilla Tactics deals 2 damage to target creature or player.
When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player.
  • If it is discarded, the damage done by it is done by this card due to an ability and not by a spell. So Suffocation cannot be used on that damage. [D'Angelo 1996/11/11]
  • The second ability will trigger even on an optional discard caused by an opponent, as with Chain of Plasma. [D'Angelo 2003/09/08]

212. Hill Giant

Creature — Giant 3/3 3R (4) Tenth Edition (Common)
  • Note - The Portal version had no creature type.

213. Incinerate

Instant 1R (2) Tenth Edition (Common)
Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.

214. Kamahl, Pit Fighter

Legendary Creature — Human Barbarian 6/1 4RR (6) Tenth Edition (Rare)
Haste (This creature can attack and {T} as soon as it comes under your control.)
{T}: Kamahl, Pit Fighter deals 3 damage to target creature or player.

215. Lava Axe

Sorcery 4R (5) Tenth Edition (Common)
Lava Axe deals 5 damage to target player.

216. Lavaborn Muse

Creature — Spirit 3/3 3R (4) Tenth Edition (Rare)
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her.
  • The number of cards in hand is checked both at the beginning of upkeep and when the triggered ability resolves. [Legions FAQ 2003/01/23]

217. Lightning Elemental

Creature — Elemental 4/1 3R (4) Tenth Edition (Common)
Haste (This creature can attack and {T} as soon as it comes under your control.)

218. Manabarbs

Enchantment 3R (4) Tenth Edition (Rare)
Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.
  • This card has a triggered ability (see Rule 404) that causes a separate effect for 1 point of damage each time a land is tapped for mana. [D'Angelo 1999/05/01]

219. Mogg Fanatic

Creature — Goblin 1/1 R (1) Tenth Edition (Uncommon)
Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player.
  • If you block a creature with Mogg Fanatic, you can sacrifice it before combat damage is assigned (in which case the attacker is blocked but neither the attacker nor Mogg Fanatic deal damage). Or you can sacrifice it after combat damage is assigned but before damage resolves (in which case the blocked creature takes 1 damage from the Mogg Fanatic in combat but deals nothing to the now missing Mogg Fanatic... this is in addition to the 1 damage the Mogg Fanatic's ability can do). So it is possible to block a 2/2 creature and kill it with a Mogg Fanatic. [D'Angelo 1999/06/01]

220. Orcish Artillery

Creature — Orc Warrior 1/3 1RR (3) Tenth Edition (Uncommon)
{T}: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you.
  • A Circle of Protection: Red can be used to prevent the damage from this card. Makes it a nice 2 point directed attack. [D'Angelo 1994/06/01]
  • You do not take the 3 points of damage if the effect fails because the target is illegal. [Aahz 1994/06/06]
  • Note - The Alpha printing version of this card had a mana cost of "{1}{R}". All further printings have had a "{1}{R}{R}" mana cost.
  • Note - This card was creature type "Orc" and not "Orc Warrior" until Ninth Edition and Oracle 2005/08/01.

221. Prodigal Pyromancer

Creature — Human Wizard 1/1 2R (3) Tenth Edition (Common)
{T}: Prodigal Pyromancer deals 1 damage to target creature or player.

222. Pyroclasm

Sorcery 1R (2) Tenth Edition (Uncommon)
Pyroclasm deals 2 damage to each creature.

223. Rage Weaver

Creature — Human Wizard 2/1 1R (2) Tenth Edition (Uncommon)
{2}: Target black or green creature gains haste until end of turn. (It can attack and {T} this turn.)
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Human Wizard".

224. Raging Goblin

Creature — Goblin Berserker 1/1 R (1) Tenth Edition (Common)
Haste (This creature can attack and {T} as soon as it comes under your control.)
  • Note - Also see Haste, Rule 502.5.
  • Note - The Portal version had no creature type.
  • Note - This card had creature type "Goblin" and not "Goblin Berserker" until Ninth Edition and Oracle 2005/08/01.

225. Relentless Assault

Sorcery 2RR (4) Tenth Edition (Rare)
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
  • A creature that must attack each turn, must only attack once that turn. It is not forced into each attack that turn. [Duelist Magazine #17, Page 48]
  • If a creature becomes forced to attack by an ability such as the Norritt, it must attack in the next available attack. Once it attacks once, it removes all "you must attack" restrictions of existing effects on it. [WotC Rules Team 1997/03/14]
  • If a spell or ability can only be played "before combat", it can be played after this spell is played because it is now before another combat phase. [Duelist Magazine #17, Page 48]
  • If a creature has a cost that must be paid in order to attack or block, it need only pay once to attack in any other combats that turn. [WotC Rules Team 1997/03/14] This is true even if the wording on the card makes it sound otherwise.
  • Abilities that trigger when a creature attacks, blocks, or is blocked will trigger during each combat that turn. Thus, a creature with Rampage will get the bonus added during each attack. [WotC Rules Team 1997/03/14]
  • Forking this card during your opponents turn will not allow you to attack during their turn. [WotC Rules Team 1997/03/14]
  • If you manage to resolve this spell on another player's turn, that player gets the extra combat phase, not you. [bethmo 1999/09/27] Can happen if you Fork another player's casting of this spell.
  • It only creates an additional attack and main phase if it resolves during a main phase. [WotC Rules Team 2003/12/01]

226. Rock Badger

Creature — Beast 3/3 4R (5) Tenth Edition (Common)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)

227. Scoria Wurm

Creature — Wurm 7/7 4R (5) Tenth Edition (Rare)
At the beginning of your upkeep, flip a coin. If you lose the flip, return Scoria Wurm to its owner's hand.

228. Seismic Assault

Enchantment RRR (3) Tenth Edition (Rare)
Discard a land card: Seismic Assault deals 2 damage to target creature or player.

229. Shatterstorm

Sorcery 2RR (4) Tenth Edition (Uncommon)
Destroy all artifacts. They can't be regenerated.

230. Shivan Dragon

Creature — Dragon 5/5 4RR (6) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
{R}: Shivan Dragon gets +1/+0 until end of turn.

231. Shivan Hellkite

Creature — Dragon 5/5 5RR (7) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
{1}{R}: Shivan Hellkite deals 1 damage to target creature or player.

232. Shock

Instant R (1) Tenth Edition (Common)
Shock deals 2 damage to target creature or player.

233. Shunt

Instant 1RR (3) Tenth Edition (Rare)
Change the target of target spell with a single target.

234. Siege-Gang Commander

Creature — Goblin 2/2 3RR (5) Tenth Edition (Rare)
When Siege-Gang Commander comes into play, put three 1/1 red Goblin creature tokens into play.
{1}{R}, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player.

235. Smash

Instant 2R (3) Tenth Edition (Common)
Destroy target artifact.
Draw a card.

236. Soulblast

Instant 3RRR (6) Tenth Edition (Rare)
As an additional cost to play Soulblast, sacrifice all creatures you control.
Soulblast deals damage to target creature or player equal to the total power of the sacrificed creatures.

237. Spark Elemental

Creature — Elemental 3/1 R (1) Tenth Edition (Uncommon)
Trample, haste (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player. This creature can attack and {T} as soon as it comes under your control.)
At end of turn, sacrifice Spark Elemental.

238. Spitting Earth

Sorcery 1R (2) Tenth Edition (Common)
Spitting Earth deals damage equal to the number of Mountains you control to target creature.

239. Squee, Goblin Nabob

Legendary Creature — Goblin 1/1 2R (3) Tenth Edition (Rare)
At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01 when it became "Goblin".

240. Stun

Instant 1R (2) Tenth Edition (Common)
Target creature can't block this turn.
Draw a card.
  • Must be used before blockers are declared in order to affect blocking decisions. You cannot wait to see what your opponent declares and then try to stop them. [D'Angelo 1998/01/06]
  • You can use it after combat or even on a creature which cannot possibly block this turn because it's that player's turn to attack, but it generally has no effect other than to let you draw a card. [D'Angelo 1998/01/06]

241. Sudden Impact

Instant 3R (4) Tenth Edition (Uncommon)
Sudden Impact deals damage equal to the number of cards in target player's hand to that player.

242. Threaten

Sorcery 2R (3) Tenth Edition (Uncommon)
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and {T} this turn.)
  • You can play it on your own creature to untap it and give it haste. [D'Angelo 2007/01/24]
  • You can play this on a creature that is already untapped. [D'Angelo 2008/01/20]
  • Note - Also see Haste, Rule 502.5.

243. Thundering Giant

Creature — Giant 4/3 3RR (5) Tenth Edition (Uncommon)
Haste (This creature can attack and {T} as soon as it comes under your control.)

244. Uncontrollable Anger

Enchantment — Aura 2RR (4) Tenth Edition (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+2 and attacks each turn if able.

245. Viashino Runner

Creature — Viashino 3/2 3R (4) Tenth Edition (Common)
Viashino Runner can't be blocked except by two or more creatures.

246. Viashino Sandscout

Creature — Viashino Scout 2/1 1R (2) Tenth Edition (Common)
Haste (This creature can attack and {T} as soon as it comes under your control.)
At end of turn, return Viashino Sandscout to its owner's hand. (Return it only if it's in play.)
  • It is returned to its owner's hand at the end of turn only if it is in play. [D'Angelo 1999/03/24]
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was of creature type "Viashino" and not "Viashino Scout" until Tenth Edition and Oracle 2007/07/13.

247. Wall of Fire

Creature — Wall 0/5 1RR (3) Tenth Edition (Uncommon)
Defender (This creature can't attack.)
{R}: Wall of Fire gets +1/+0 until end of turn.

248. Warp World

Sorcery 5RRR (8) Tenth Edition (Rare)
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts all cards revealed this way that weren't put into play on the bottom of his or her library in any order.

249. Abundance

Enchantment 2GG (4) Tenth Edition (Rare)
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
  • If no card of the chosen type is found before your library empties, the effect does not let you draw a card at all, but you do get to order all the cards in your library any way you choose. [D'Angelo 1998/10/08]
  • If you use this on a multi-card draw, each replaced draw is handled separately. In other words, you reveal and then put on the bottom of the library for the first card, then do the same for the second, and so on. [bethmo 1998/10/12] In a multi-card draw you do not have to choose how many of those draws will be replaced before you do any drawing or use of this card. [D'Angelo 1999/12/07]
  • This replacement effect (see Rule 419) replaces the draw, so nothing that triggers on a draw will trigger. [Barclay 1998/03/30]

250. Aggressive Urge

Instant 1G (2) Tenth Edition (Common)
Target creature gets +1/+1 until end of turn.
Draw a card.

251. Avatar of Might

Creature — Avatar 8/8 6GG (8) Tenth Edition (Rare)
If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to play.
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
  • The converted mana cost (see Rule G3.30) of this card is still 8, even if you only pay {G}{G} to play it. [DeLaney 2000/05/29]
  • Note - Also see Trample, Rule 502.9.

252. Birds of Paradise

Creature — Bird 0/1 G (1) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
{T}: Add one mana of any color to your mana pool.
  • Note - In Fifth Edition (and before) this card was of creature type Mana Birds.

253. Blanchwood Armor

Enchantment — Aura 2G (3) Tenth Edition (Uncommon)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 for each Forest you control.
  • The bonus is continuously recalculated. [Urza's FAQ 1998/10/05]
  • Note - Also see Aura, Rule G1.30.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of type Enchant Creature.

254. Canopy Spider

Creature — Spider 1/3 1G (2) Tenth Edition (Common)
Reach (This creature can block creatures with flying.)

255. Civic Wayfinder

Creature — Elf Warrior Druid 2/2 2G (3) Tenth Edition (Common)
When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.

256. Commune with Nature

Sorcery G (1) Tenth Edition (Common)
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

257. Craw Wurm

Creature — Wurm 6/4 4GG (6) Tenth Edition (Common)

258. Creeping Mold

Sorcery 2GG (4) Tenth Edition (Uncommon)
Destroy target artifact, enchantment, or land.

259. Elven Riders

Creature — Elf 3/3 3GG (5) Tenth Edition (Uncommon)
Elven Riders can't be blocked except by Walls and/or creatures with flying.
  • It cannot be blocked by a creature with Reach. [Future Sight FAQ 2007/05/01]
  • Note - In Fifth Edition (and before) this card was of creature type Riders.

260. Elvish Berserker

Creature — Elf Berserker 1/1 G (1) Tenth Edition (Common)
Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
  • Note - This card was of creature type "Elf" and not "Elf Berserker" until Ninth Edition and Oracle 2005/08/01.

261. Elvish Champion

Creature — Elf 2/2 1GG (3) Tenth Edition (Rare)
Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.)
  • This card is an Elf, but it does not give itself the bonus because the text says that only "other elves" get the bonus. [D'Angelo 2005/11/01]
  • It affects Elves controlled by all players, not just yours. [Invasion FAQ 2000/10/03]
  • Note - Also see Landwalk, Rule 502.6.
  • Note - This card was of creature type "Lord" and not "Elf Lord" until Ninth Edition and Oracle 2005/08/01. Then it became just "Elf" with Tenth Edition and Oracle 2007/07/13.

262. Elvish Piper

Creature — Elf Shaman 1/1 3G (4) Tenth Edition (Rare)
{G}, {T}: You may put a creature card from your hand into play.
  • Note - This card was of creature type "Elf" and not "Elf Shaman" until Ninth Edition and Oracle 2005/08/01.

263. Enormous Baloth

Creature — Beast 7/7 6G (7) Tenth Edition (Uncommon)

264. Femeref Archers

Creature — Human Archer 2/2 2G (3) Tenth Edition (Uncommon)
{T}: Femeref Archers deals 4 damage to target attacking creature with flying.
  • Note - This card was of creature type "Archer" until Sixth Edition, and then creature type "Soldier" and not "Human Archer" until Oracle 2005/08/01.

265. Gaea's Herald

Creature — Elf 1/1 1G (2) Tenth Edition (Rare)
Creature spells can't be countered.
  • The ability applies to your opponent's spells as well as your own. [Planeshift 2001/01/26]

266. Giant Growth

Instant G (1) Tenth Edition (Common)
Target creature gets +3/+3 until end of turn.

267. Giant Spider

Creature — Spider 2/4 3G (4) Tenth Edition (Common)
Reach (This creature can block creatures with flying.)

268. Grizzly Bears

Creature — Bear 2/2 1G (2) Tenth Edition (Common)
  • Note - The Portal version had no creature type.

269. Hunted Wumpus

Creature — Beast 6/6 3G (4) Tenth Edition (Uncommon)
When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play.

270. Hurricane

Sorcery XG (1) Tenth Edition (Rare)
Hurricane deals X damage to each creature with flying and each player.
  • This is not a targeted spell, and so it may be cast when there are no creatures in play. [bethmo 1994/06/01]
  • Whether or not a creature is Flying is only checked on resolution. [D'Angelo 1995/10/05]
  • Note - Also see X Costs, Rule G24.1.

271. Joiner Adept

Creature — Elf Druid 2/1 1G (2) Tenth Edition (Rare)
Lands you control have "{T}: Add one mana of any color to your mana pool."

272. Karplusan Strider

Creature — Yeti 3/4 3G (4) Tenth Edition (Uncommon)
Karplusan Strider can't be the target of blue or black spells.

273. Kavu Climber

Creature — Kavu 3/3 3GG (5) Tenth Edition (Common)
When Kavu Climber comes into play, draw a card.

274. Llanowar Elves

Creature — Elf Druid 1/1 G (1) Tenth Edition (Common)
{T}: Add {G} to your mana pool.
  • Note - This card was of creature type "Elf" and not "Elf Druid" until Ninth Edition and Oracle 2005/08/01.

275. Llanowar Sentinel

Creature — Elf 2/3 2G (3) Tenth Edition (Common)
When Llanowar Sentinel comes into play, you may pay {1}{G}. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library.
  • You do not have to find a Llanowar Sentinel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • If you do find one and put it into play, its ability will trigger and you can then search again. [D'Angelo 2006/01/20]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

276. Lure

Enchantment — Aura 1GG (3) Tenth Edition (Uncommon)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
All creatures able to block enchanted creature do so.
  • Lure does not give a creature the ability to block the Lured creature, it just forces those creatures which are already able to block the Lured creature to do so. [D'Angelo 1994/06/01]
  • Opponent does not have to power special effects in an attempt to make all creatures block the Lured creature. For example, you do not need to power a Goblin Balloon Brigade to block a flying creature with Lure, but if you do power it, the Brigade must block. [bethmo 1994/08/01] More specifically, even a cost of zero mana is an optional cost you can choose not to pay. [WotC Rules Team 2000/02/16]
  • If a Lured creature is in a band, only blockers able to block the Lured creature are affected by the Lure. [bethmo 1994/10/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

277. Might of Oaks

Instant 3G (4) Tenth Edition (Rare)
Target creature gets +7/+7 until end of turn.

278. Might Weaver

Creature — Human Wizard 2/1 1G (2) Tenth Edition (Uncommon)
{2}: Target red or white creature gains trample until end of turn. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
  • Note - Also see Trample, Rule 502.9.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Human Wizard".

279. Mirri, Cat Warrior

Legendary Creature — Cat Warrior 2/3 1GG (3) Tenth Edition (Rare)
First strike, forestwalk, vigilance (This creature deals combat damage before creatures without first strike, it's unblockable as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.)

280. Molimo, Maro-Sorcerer

Legendary Creature — Elemental X/X 4GGG (7) Tenth Edition (Rare)
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.

281. Natural Spring

Sorcery 3GG (5) Tenth Edition (Common)
Target player gains 8 life.

282. Naturalize

Instant 1G (2) Tenth Edition (Common)
Destroy target artifact or enchantment.

283. Overgrowth

Enchantment — Aura 2G (3) Tenth Edition (Common)
Enchant land (Target a land as you play this. This card comes into play attached to that land.)
Whenever enchanted land is tapped for mana, its controller adds {G}{G} to his or her mana pool.
  • This is a triggered mana ability. [D'Angelo 1999/06/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Ninth Edition and Oracle 2005/08/01.

284. Overrun

Sorcery 2GGG (5) Tenth Edition (Uncommon)
Creatures you control get +3/+3 and gain trample until end of turn. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
  • Affects your creatures in play when it resolves, but not ones that enter play later in the turn. [D'Angelo 2007/03/03] See Rule 418.3b.
  • Note - Also see Trample, Rule 502.9.

285. Pincher Beetles

Creature — Insect 3/1 2G (3) Tenth Edition (Common)
Shroud (This creature can't be the target of spells or abilities.)

286. Primal Rage

Enchantment 1G (2) Tenth Edition (Uncommon)
Creatures you control have trample. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

287. Quirion Dryad

Creature — Dryad 1/1 1G (2) Tenth Edition (Rare)
Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.
  • The ability will trigger only once if a spell has multiple colors. [Planeshift FAQ 2001/01/26]

288. Rampant Growth

Sorcery 1G (2) Tenth Edition (Common)
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
  • The land does not count toward your one per turn limit because it was put into play by an effect. [Duelist Magazine #16, Page 30]
  • You do not have to find a basic land card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

289. Recollect

Sorcery 2G (3) Tenth Edition (Uncommon)
Return target card from your graveyard to your hand.

290. Regeneration

Enchantment — Aura 1G (2) Tenth Edition (Uncommon)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
{G}: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

291. Rhox

Creature — Beast 5/5 4GG (6) Tenth Edition (Rare)
You may have Rhox deal its combat damage to defending player as though it weren't blocked.
{2}{G}: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
  • When assigning combat damage, you choose whether you want to assign all damage to the defending player, or if you want to assign all of it to blocking creatures. [8E FAQ 2003/07/28]
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Rhino Beast".

292. Root Maze

Enchantment G (1) Tenth Edition (Rare)
Artifacts and lands come into play tapped.

293. Rootwalla

Creature — Lizard 2/2 2G (3) Tenth Edition (Common)
{1}{G}: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.

294. Rushwood Dryad

Creature — Dryad 2/1 1G (2) Tenth Edition (Common)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)

295. Scion of the Wild

Creature — Avatar X/X 1GG (3) Tenth Edition (Rare)
Scion of the Wild's power and toughness are each equal to the number of creatures you control.

296. Seedborn Muse

Creature — Spirit 2/4 3GG (5) Tenth Edition (Rare)
Untap all permanents you control during each other player's untap step.
  • Other effects can prevent a permanent from untapping during an untap step. You do need to look carefully, however, as many effects say that the permanent does not untap during its controller's untap step, and this card's ability occurs during other players' untap steps. If a card does say this, then Seedborn Muse can untap it. But other abilities are not written this way and can still prevent a card from untapping, such as Storage Matrix. [D'Angelo 2003/02/16]
  • Some cards, such as Homarid Warrior and Spectral Bears, will not untap during a player's untap if one player uses the card and then the controller changes. The "during your next untap" means the next untap step of the player that controlled it at that time. [Barclay 2003/01/27]

297. Skyshroud Ranger

Creature — Elf 1/1 G (1) Tenth Edition (Common)
{T}: You may put a land card from your hand into play. Play this ability only any time you could play a sorcery.

298. Spined Wurm

Creature — Wurm 5/4 4G (5) Tenth Edition (Common)
  • Note - The Portal version had no creature type.

299. Stalking Tiger

Creature — Cat 3/3 3G (4) Tenth Edition (Common)
Stalking Tiger can't be blocked by more than one creature.
  • Note - This card was of creature type "Tiger" and not "Cat" until Oracle 2005/08/01.
  • Note - The Portal version had no creature type.

300. Stampeding Wildebeests

Creature — Beast 5/4 2GG (4) Tenth Edition (Uncommon)
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
At the beginning of your upkeep, return a green creature you control to its owner's hand.
  • The upkeep effect is not targeted. So it can affect a creature with Protection from Green, for example. [Duelist Magazine #18, Page 29]
  • You choose a creature and return it all during the resolution. This means that if you have two Wildebeests, there is no way to end up returning only one creature. [D'Angelo 1999/07/10]
  • Note - Also see Trample, Rule 502.9.
  • Note - This card was of creature type "Wildebeest" until Oracle 2006/01/15, when it became "Beast". Then with Oracle 2007/10/01 it became "Antelope Beast."

301. Sylvan Basilisk

Creature — Basilisk 2/4 3GG (5) Tenth Edition (Uncommon)
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.
  • Vintage tournaments (see Rule 801) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Legacy tournaments (see Rule 802) banned this card until 2005/10/20 because it only appears in Portal and Starter.
  • Extended tournaments (see Rule 803) banned this card until 2007/07/20 when it was printed in Tenth Edition.
  • Standard (Type 2) tournaments (see Rule 804) banned this card until 2007/07/20 when it was printed in Tenth Edition.

302. Sylvan Scrying

Sorcery 1G (2) Tenth Edition (Uncommon)
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

303. Tangle Spider

Creature — Spider 3/4 4GG (6) Tenth Edition (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Reach (This creature can block creatures with flying.)

304. Treetop Bracers

Enchantment — Aura 1G (2) Tenth Edition (Common)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying.
  • It cannot be blocked by a creature with Reach. [Future Sight FAQ 2007/05/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Ninth Edition and Oracle 2005/08/01.

305. Troll Ascetic

Creature — Troll Shaman 3/2 1GG (3) Tenth Edition (Rare)
Troll Ascetic can't be the target of spells or abilities your opponents control.
{1}{G}: Regenerate Troll Ascetic. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

306. Upwelling

Enchantment 3G (4) Tenth Edition (Rare)
Mana pools don't empty at the end of phases or turns. (This effect stops mana burn.)
  • Players can keep mana in their pool indefinitely while this is in play, but once it leaves play, they have until the end of the current phase to use the mana or deal with mana burn. [Scourge FAQ 2003/05/30]

307. Verdant Force

Creature — Elemental 7/7 5GGG (8) Tenth Edition (Rare)
At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control.
  • Verdant Force's controller gets the tokens. [D'Angelo 1999/06/01] That is the controller at the beginning of upkeep. [DeLaney 1999/06/13]
  • A token is put into play during each player's upkeep, not just your own. [D'Angelo 2006/05/13]
  • Note - Also see Token Creatures, Rule 216.

308. Viridian Shaman

Creature — Elf Shaman 2/2 2G (3) Tenth Edition (Uncommon)
When Viridian Shaman comes into play, destroy target artifact.

309. Wall of Wood

Creature — Wall 0/3 G (1) Tenth Edition (Common)
Defender (This creature can't attack.)

310. Yavimaya Enchantress

Creature — Human Druid 2/2 2G (3) Tenth Edition (Uncommon)
Yavimaya Enchantress gets +1/+1 for each enchantment in play.
  • This counts "Enchantment" and "Enchant " cards. [D'Angelo 1999/05/01]
  • Note - This card was of creature type "Druid" and not "Human Druid" until Ninth Edition and Oracle 2005/08/01.

311. Angel's Feather

Artifact 2 (2) Tenth Edition (Uncommon)
Whenever a player plays a white spell, you may gain 1 life.

312. Bottle Gnomes

Artifact Creature — Gnome 1/3 3 (3) Tenth Edition (Uncommon)
Sacrifice Bottle Gnomes: You gain 3 life.
  • Note - The Tempest version of this card did not have a creature type. It is now of creature type Gnome. [Oracle 1999/05/01]

313. Chimeric Staff

Artifact 4 (4) Tenth Edition (Rare)
{X}: Chimeric Staff becomes an X/X Construct artifact creature until end of turn.
  • You can use the ability again to change its power/toughness. For example, if you paid 3 mana earlier to make it 3/3, you could pay 2 to make it 2/2, or 4 to make it 4/4 later in the turn. [Urza's FAQ 1998/10/05]
  • If Power Artifact is used it can decrease your payment. For example, if you can choose for X=4 and pay just 2 mana to get a 4/4 creature. [D'Angelo 1998/10/08]
  • It cannot attack until it starts a turn in play under your control. [D'Angelo 1998/11/25] See Rule G19.39.
  • It didn't get a creature type until Oracle 2007/07/13. [D'Angelo 2007/07/15]

314. Chromatic Star

Artifact 1 (1) Tenth Edition (Uncommon)
{1}, {T}, Sacrifice Chromatic Star: Add one mana of any color to your mana pool.
When Chromatic Star is put into a graveyard from play, draw a card.

315. Citanul Flute

Artifact 5 (5) Tenth Edition (Rare)
{X}, {T}: Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library.
  • X can be zero if you want. [DeLaney 1998/10/05]
  • You look in your library but you do not have to pick a creature even if you have one that meets the criteria. See Rule G19.4. [D'Angelo 2000/12/07]
  • If you do not pick a creature with cost X or less, shuffle and continue. [DeLaney 1998/10/05]

316. Coat of Arms

Artifact 5 (5) Tenth Edition (Rare)
Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.)
  • If you have a creature with more than one creature type, count all creatures which have either creature type. [D'Angelo 1998/08/04]
  • If you have a creature with more than one creature type, and another creature matches more than one creature type, you only count that creature once. You do not double count it because it has a double match. [Barclay 1998/06/10]
  • If a creature in play has more than one creature type, and one of those types matches the creature you are calculating for, then count this creature. Only one type needs to match in order to get counted. [Barclay 1998/06/10]
  • Animated lands and artifacts have no creature type (unless their text says they Count As a given creature type), so they are unaffected by this card. [8E FAQ 2003/07/28] One exception to this is that animated Legendary lands are of creature type Legend. [DeLaney 1998/12/12]
  • Note - Also see Creature Type, Rule 205.3 and Rule 212.3.

317. Colossus of Sardia

Artifact Creature — Golem 9/9 9 (9) Tenth Edition (Rare)
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Colossus of Sardia doesn't untap during your untap step.
{9}: Untap Colossus of Sardia. Play this ability only during your upkeep.

318. Composite Golem

Artifact Creature — Golem 4/4 6 (6) Tenth Edition (Uncommon)
Sacrifice Composite Golem: Add {W}{U}{B}{R}{G} to your mana pool.

319. Crucible of Worlds

Artifact 3 (3) Tenth Edition (Rare)
You may play land cards from your graveyard.
  • This does not change the number oflands you can play each turn. [D'Angelo 2006/01/01]

320. Demon's Horn

Artifact 2 (2) Tenth Edition (Uncommon)
Whenever a player plays a black spell, you may gain 1 life.

321. Doubling Cube

Artifact 2 (2) Tenth Edition (Rare)
{3}, {T}: Double the amount of each type of mana in your mana pool.
  • The ability is a mana ability. [D'Angelo 2007/11/09]

322. Dragon's Claw

Artifact 2 (2) Tenth Edition (Uncommon)
Whenever a player plays a red spell, you may gain 1 life.

323. Fountain of Youth

Artifact 0 (0) Tenth Edition (Uncommon)
{2}, {T}: You gain 1 life.

324. The Hive

Artifact 5 (5) Tenth Edition (Rare)
{5}, {T}: Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.)

325. Howling Mine

Artifact 2 (2) Tenth Edition (Rare)
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card.
  • The additional draw is separate from any other draw during your draw step. It happens when the triggered ability resolves. [D'Angelo 1999/05/01]
  • It does not trigger at all if this is tapped at the start of the draw step, and it checks this again on resolution. [D'Angelo 1999/05/01]
  • If Howling Mine leaves play before it resolves, then the last known tap or untap state of the card is used for resolution. [D'Angelo 1999/05/01]

326. Icy Manipulator

Artifact 4 (4) Tenth Edition (Uncommon)
{1}, {T}: Tap target artifact, creature, or land.
  • Tapping a card with an effect like this will never pay the cost of an ability. For example, tapping a land with this card will not put a point of mana into a player's pool. And tapping a Prodigal Sorcerer will not make them have to deal a point of damage to something. [D'Angelo 1998/02/03]
  • This card's ability is played on the stack. That means that any instants or abilities announced in response to it will resolve first. Also, any card which is tapped as a cost will be tapped before this resolves. What this means is that the Icy Manipulator cannot be used to stop someone from using an ability of the permanent you plan to tap. [D'Angelo 1998/06/03] It can be used to make a player use the ability now or to not use it. For example, you can use the Icy on your opponent's Prodigal Sorcerer and force them to use it or let it get tapped. Then you can play a 6/1 Ball Lightning, knowing the creature will at least live long enough to damage your opponent.
  • If you want to stop someone from attacking with a creature by using this card, you must do so before attackers are declared. You cannot wait until after attackers are declared and then try to use it to make a creature stop attacking. [D'Angelo 1998/06/03] Note that your opponent cannot start declaring attackers without letting you use the Icy.
  • Tapping an attacking creature which did not tap to attack does not remove the creature from the attack or cause the creature to stop dealing damage. [D'Angelo 1998/06/03]
  • Any cards which might trigger off a card becoming tapped will trigger. Thus, a Psychic Venom on a land that becomes tapped will cause 2 damage. [D'Angelo 1995/03/12]
  • Can target a tapped card, but tapping a tapped card does nothing useful. [Duelist Magazine #5, Page 23] And it will not trigger "if the card becomes tapped" effects.
  • Vintage tournaments (see Rule 801) restricted this card from 1994/01/25 to 1994/03/23.

327. Jayemdae Tome

Artifact 4 (4) Tenth Edition (Rare)
{4}, {T}: Draw a card.
  • Note - In Limited Edition and Unlimited Edition, the term "Mono Artifact" was used to indicate that tapping was part of the use cost.

328. Juggernaut

Artifact Creature — Juggernaut 5/3 4 (4) Tenth Edition (Uncommon)
Juggernaut attacks each turn if able.
Juggernaut can't be blocked by Walls.
  • Invisibility can make the Juggernaut unblockable. The "can only be blocked by walls" of Invisibility does not override the text on the Juggernaut which says it cannot be blocked by walls. [bethmo 1994/04/01]
  • There is no penalty if for some reason the Juggernaut cannot attack, but if it can attack you must do so. [bethmo 1994/08/05]
  • Legacy tournaments (see Rule 802) banned this card until 1997/10/01. It is currently unrestricted.
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 until 2007/07/20 when it was reprinted in Tenth Edition.
  • Note - Also see Must Attack, Rule 500.
  • Note - This card had no creature type until Tenth Edition and Oracle 2007/07/13 when it became "Juggernaut".

329. Kraken's Eye

Artifact 2 (2) Tenth Edition (Uncommon)
Whenever a player plays a blue spell, you may gain 1 life.

330. Legacy Weapon

Legendary Artifact 7 (7) Tenth Edition (Rare)
{W}{U}{B}{R}{G}: Remove target permanent from the game.
If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead.

331. Leonin Scimitar

Artifact — Equipment 1 (1) Tenth Edition (Uncommon)
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

332. Loxodon Warhammer

Artifact — Equipment 3 (3) Tenth Edition (Rare)
Equipped creature gets +3/+0 and has lifelink and trample. (When it deals damage, you gain that much life. If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

333. Mantis Engine

Artifact Creature — Insect 3/3 5 (5) Tenth Edition (Uncommon)
{2}: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
{2}: Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.)

334. Millstone

Artifact 2 (2) Tenth Edition (Rare)
{2}, {T}: Target player puts the top two cards of his or her library into his or her graveyard.
  • Library of Leng has no effect on the Millstone because cards are moved to the graveyard. They are not "discarded". [bethmo 1994/10/01]
  • Can be used on a player with less than 2 cards in their library. It will remove 0 or 1 cards if that is all that is available. [Duelist Magazine #6, Page 130]
  • It is not a draw effect so it will not cause a player with less than 2 cards in their library to lose. [Duelist Magazine #6, Page 130]
  • Since you are putting more than one card in the graveyard at one time, the affected player can choose the order the 2 cards go in. [Aahz 1997/11/17]

335. Mind Stone

Artifact 2 (2) Tenth Edition (Uncommon)
{T}: Add {1} to your mana pool.
{1}, {T}, Sacrifice Mind Stone: Draw a card.

336. Ornithopter

Artifact Creature — Thopter 0/2 0 (0) Tenth Edition (Uncommon)
Flying (This creature can't be blocked except by creatures with flying or reach.)
  • Note - This card had no creature type until Ninth Edition and Oracle 2005/08/01.

337. Phyrexian Vault

Artifact 3 (3) Tenth Edition (Uncommon)
{2}, {T}, Sacrifice a creature: Draw a card.

338. Pithing Needle

Artifact 1 (1) Tenth Edition (Rare)
As Pithing Needle comes into play, name a card.
Activated abilities of sources with the chosen name can't be played unless they're mana abilities.
  • The choice of a named card refers to all cards of that name in the game, even ones that have not entered play. And it even prevents the use of activated abilities of cards with that name in the graveyard or hand. [D'Angelo 2005/12/01]

339. Platinum Angel

Artifact Creature — Angel 4/4 7 (7) Tenth Edition (Rare)
Flying (This creature can't be blocked except by creatures with flying or reach.)
You can't lose the game and your opponents can't win the game.
  • Effects that say the game is a draw still work. [Mirrodin FAQ 2003/10/01]
  • In multiplayer games, your teammates can still lose, but opponents can't win. [Mirrodin FAQ 2003/10/01]
  • You can concede the game with this card in play. [Mirrodin FAQ 2003/10/01]
  • In tournament play, if the game ends with this card in play, the "highest total life" rule can declare a player the winner. [Mirrodin FAQ 2003/10/01]
  • If your life total is 20 or more and you control both this card and Transcendence, then an infinite loop is formed. If neither player wants to end the loop by removing one of these two cards from play, the game ends in a draw. [WotC Rules Team 2003/10/01]
  • If an effect like Door to Nothingness tries to cause you to lose the game, you do not lose. This card wins out due to Rule 103.2. [D'Angelo 2006/02/07] Same for Phage the Untouchable. [D'Angelo 2006/03/11]

340. Razormane Masticore

Artifact Creature — Masticore 5/5 5 (5) Tenth Edition (Rare)
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card.
At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature.

341. Rod of Ruin

Artifact 4 (4) Tenth Edition (Uncommon)
{3}, {T}: Rod of Ruin deals 1 damage to target creature or player.

342. Sculpting Steel

Artifact 3 (3) Tenth Edition (Rare)
As Sculpting Steel comes into play, you may choose an artifact in play. If you do, Sculpting Steel comes into play as a copy of that artifact.

343. Spellbook

Artifact 0 (0) Tenth Edition (Uncommon)
You have no maximum hand size.
  • If multiple effects modify your hand size limit, apply them in the order they enter play. For example, if both this and Recycle are in play, the most recent in play decides your hand size. [D'Angelo 2001/05/21]

344. Steel Golem

Artifact Creature — Golem 3/4 3 (3) Tenth Edition (Uncommon)
You can't play creature spells.
  • Yes, this only affects you. [D'Angelo 1997/06/12]
  • You can put creatures into play by means other than playing them. [DeLaney 1997/06/12] For example, token creatures or Animate Dead.
  • A creature spell is any "Creature" or "Artifact Creature" spell. [D'Angelo 1999/07/10] Older cards of type "Summon" are also Creature cards.
  • Note - Before errata this card had no creature type. [Oracle 1999/07/01]

345. Whispersilk Cloak

Artifact — Equipment 3 (3) Tenth Edition (Uncommon)
Equipped creature is unblockable and has shroud. (It can't be the target of spells or abilities.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

346. Wurm's Tooth

Artifact 2 (2) Tenth Edition (Uncommon)
Whenever a player plays a green spell, you may gain 1 life.

347. Adarkar Wastes

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you.

348. Battlefield Forge

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {R} or {W} to your mana pool. Battlefield Forge deals 1 damage to you.

349. Brushland

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {G} or {W} to your mana pool. Brushland deals 1 damage to you.

350. Caves of Koilos

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {W} or {B} to your mana pool. Caves of Koilos deals 1 damage to you.

351. Faerie Conclave

Land Tenth Edition (Uncommon)
Faerie Conclave comes into play tapped.
{T}: Add {U} to your mana pool.
{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. (It can't be blocked except by creatures with flying or reach.)
  • The animating ability sets the initial characteristics for the land creature. So, while you can use the ability again, it won't have any additional effect if used more than once. [Urza's Legacy FAQ 1999/02/03]
  • The land is subject to summoning sickness if you didn't control its card since the start of your most recent turn. [Urza's Legacy FAQ 1999/02/03] See Rule G19.39.
  • It has creature type "Faerie" ever since Oracle 2007/07/13. [D'Angelo 2007/07/15]

352. Forbidding Watchtower

Land Tenth Edition (Uncommon)
Forbidding Watchtower comes into play tapped.
{T}: Add {W} to your mana pool.
{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.
  • The animating ability sets the initial characteristics for the land creature. So, while you can use the ability again, it won't have any additional effect if used more than once. [Urza's Legacy FAQ 1999/02/03]
  • The land is subject to summoning sickness if you didn't control its card since the start of your most recent turn. [Urza's Legacy FAQ 1999/02/03] See Rule G19.39.
  • It has creature type "Soldier" since Tenth Edition and Oracle 2007/07/13. [D'Angelo 2007/07/15]

353. Ghitu Encampment

Land Tenth Edition (Uncommon)
Ghitu Encampment comes into play tapped.
{T}: Add {R} to your mana pool.
{1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)
  • The animating ability sets the initial characteristics for the land creature. So, while you can use the ability again, it won't have any additional effect if used more than once. [Urza's Legacy FAQ 1999/02/03]
  • The land is subject to summoning sickness if you didn't control its card since the start of your most recent turn. [Urza's Legacy FAQ 1999/02/03] See Rule G19.39.
  • It has creature type "Warrior" since Tenth Edition and Oracle 2007/07/13. [D'Angelo 2007/07/15]
  • Note - Also see First Strike, Rule 502.2.

354. Karplusan Forest

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {R} or {G} to your mana pool. Karplusan Forest deals 1 damage to you.

355. Llanowar Wastes

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {B} or {G} to your mana pool. Llanowar Wastes deals 1 damage to you.

356. Quicksand

Land Tenth Edition (Uncommon)
{T}: Add {1} to your mana pool.
{T}, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.

357. Shivan Reef

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {U} or {R} to your mana pool. Shivan Reef deals 1 damage to you.

358. Spawning Pool

Land Tenth Edition (Uncommon)
Spawning Pool comes into play tapped.
{T}: Add {B} to your mana pool.
{1}{B}: Spawning Pool becomes a 1/1 black Skeleton creature with "{B}: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
  • The animating ability sets the initial characteristics for the land creature. So, while you can use the ability again, it won't have any additional effect if used more than once. [Urza's Legacy FAQ 1999/02/03]
  • The land is subject to summoning sickness if you didn't control its card since the start of your most recent turn. [Urza's Legacy FAQ 1999/02/03] See Rule G19.39.
  • It has creature type "Skeleton" since Tenth Edition and Oracle 2007/07/13. [D'Angelo 2007/07/15]

359. Sulfurous Springs

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {B} or {R} to your mana pool. Sulfurous Springs deals 1 damage to you.

360. Terramorphic Expanse

Land Tenth Edition (Common)
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it into play tapped. Then shuffle your library.
  • You look in your library but are not required to find a basic land card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]
  • No, this land does not have any ability to generate mana. [D'Angelo 2008/02/10]

361. Treetop Village

Land Tenth Edition (Uncommon)
Treetop Village comes into play tapped.
{T}: Add {G} to your mana pool.
{1}{G}: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
  • The animating ability sets the initial characteristics for the land creature. So, while you can use the ability again, it won't have any additional effect if used more than once. [Urza's Legacy FAQ 1999/02/03]
  • The land is subject to summoning sickness if you didn't control its card since the start of your most recent turn. [Urza's Legacy FAQ 1999/02/03] See Rule G19.39.
  • It has creature type "Ape" since Tenth Edition and Oracle 2007/07/13. [D'Angelo 2007/07/15]
  • Note - Also see Trample, Rule 502.9.

362. Underground River

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {U} or {B} to your mana pool. Underground River deals 1 damage to you.

363. Yavimaya Coast

Land Tenth Edition (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {G} or {U} to your mana pool. Yavimaya Coast deals 1 damage to you.

364. Plains

Basic Land — Plains Tenth Edition (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

365. Plains

Basic Land — Plains Tenth Edition (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

366. Plains

Basic Land — Plains Tenth Edition (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

367. Plains

Basic Land — Plains Tenth Edition (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

368. Island

Basic Land — Island Tenth Edition (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

369. Island

Basic Land — Island Tenth Edition (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

370. Island

Basic Land — Island Tenth Edition (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

371. Island

Basic Land — Island Tenth Edition (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

372. Swamp

Basic Land — Swamp Tenth Edition (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

373. Swamp

Basic Land — Swamp Tenth Edition (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

374. Swamp

Basic Land — Swamp Tenth Edition (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

375. Swamp

Basic Land — Swamp Tenth Edition (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

376. Mountain

Basic Land — Mountain Tenth Edition (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

377. Mountain

Basic Land — Mountain Tenth Edition (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

378. Mountain

Basic Land — Mountain Tenth Edition (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

379. Mountain

Basic Land — Mountain Tenth Edition (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

380. Forest

Basic Land — Forest Tenth Edition (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

381. Forest

Basic Land — Forest Tenth Edition (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

382. Forest

Basic Land — Forest Tenth Edition (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

383. Forest

Basic Land — Forest Tenth Edition (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]