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Tenth Edition

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→ 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 G3.29.

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.)
  • Note -