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Classic Sixth Edition

 Classic Sechste Edition  Classique Sixième Edition  Classic Sesta Edizione  Clásica Sexta Edición  Classica Sexta Edição

→ Checklist → Cards

1. Animate Wall

Enchant Creature W (1) Classic Sixth Edition (Rare)
Enchanted creature can attack as though it weren't a Wall.

2. Archangel

Creature - Angel 5/5 5WW (7) Classic Sixth Edition (Rare)
Flying
Attacking doesn't cause Archangel to tap.

3. Ardent Militia

Creature - Soldier 2/5 4W (5) Classic Sixth Edition (Uncommon)
Attacking doesn't cause Ardent Militia to tap.
  • Note - The Portal version had no creature type. It was then of creature type "Soldier" until Oracle 2007/05/01 when it became "Human Soldier".
  • Note - Also see Vigilance, Rule 502.14.

4. Armageddon

Sorcery 3W (4) Classic Sixth Edition (Rare)
Destroy all lands.
  • The destruction can be prevented normally, such as with Consecrate Land, Pyramids, or regeneration if the land is also a creature. [Aahz 1994/06/01]

5. Armored Pegasus

Creature - Pegasus 1/2 1W (2) Classic Sixth Edition (Common)
Flying
  • Note - The Anthologies version of the card has a mana cost of {2}{W} instead of {1}{W}. This is an error.
  • Note - The Portal version had no creature type.

6. Castle

Enchantment 3W (4) Classic Sixth Edition (Uncommon)
Untapped creatures you control get +0/+2.
  • Tapping a creature removes the +2 toughness from the creature and may kill it if it has already taken damage. [D'Angelo 1994/06/01]
  • Note - In Fifth Edition (and before) the +0/+2 bonus was not granted if the creature was attacking.

7. Celestial Dawn

Enchantment 1WW (3) Classic Sixth Edition (Rare)
Nonland cards you own that aren't in play are white. Nonland permanents you control are white. Lands you control are plains. Colored mana symbols in the costs on all those cards and permanents are {W}.
  • Does not change the color of mana produced by anything. It just allows you to spend it as if it were of a color or as if it were colorless. [Time Spiral FAQ 2006/08/30]
  • If a permanent spell is played while Celestial Dawn is in play, then Celestial Dawn leaves play, the permanent's color reverts to the colors in its mana cost. [D'Angelo 2001/05/19]
  • The effect to turn all your non-land cards (including artifacts) white is the effect of a static ability that will override the color as set prior to Celestial Dawn's effect. Thus, a Deathlace on casting of a spell or prior to Celestial Dawn entering play will be overridden by Celestial Dawn's effect. [Aahz 1997/03/18]
  • A color change effect which enters play after Celestial Dawn can override the color changing effect of Celestial Dawn. [D'Angelo 1997/03/18]
  • If an effect like Vampire Bats or Dragon Whelp is used by paying white mana, then the limitations on playing the ability still apply as if you spent the proper color. [D'Angelo 2002/07/21]
  • You may use a different color mana than the color required for spells and abilities such as Soul Burn. If you do, if the spell or ability checks the actual color of the mana, it can tell the difference. For example, if you use white mana on Soul Burn, you will not gain any life. The same goes for Vigor Mortis and similar spells. [Time Spiral FAQ 2006/08/30]
  • Does not change the type of lands which are not in play. Lands out of play are what they say they are. [Time Spiral FAQ 2006/08/30]
  • Any "comes into play" effects of playing a land will not happen since the lands will enter play as Plains. [Time Spiral FAQ 2006/08/30]
  • Will not add or remove Snow-Covered nature from a land. [D'Angelo 1998/08/11]
  • If you use Magical Hack (or a similar effect) to change the word "plains" to a different land type, your lands are all of that new land type. [Time Spiral FAQ 2006/08/30]
  • It no longer changes mana symbols on cards. [Rules Team 2001/05/01]
  • It no longer causes your spells and abilities to produce white mana instead of other colors. [Oracle 2006/07/14]

8. Circle of Protection: Black

Enchantment 1W (2) Classic Sixth Edition (Common)
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
  • Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn. [D'Angelo 1999/05/01]
  • A source is a permanent (a land, creature, artifact, or enchantment) or a spell. [D'Angelo 1999/05/01]
  • Can be used multiple times each turn for damage from the same source or for damage from different sources. [D'Angelo 1997/10/10]
  • Note - Was not in the Alpha printing of the Limited Edition.

9. Circle of Protection: Blue

Enchantment 1W (2) Classic Sixth Edition (Common)
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

10. Circle of Protection: Green

Enchantment 1W (2) Classic Sixth Edition (Common)
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

11. Circle of Protection: Red

Enchantment 1W (2) Classic Sixth Edition (Common)
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

12. Circle of Protection: White

Enchantment 1W (2) Classic Sixth Edition (Common)
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

13. Crusade

Enchantment WW (2) Classic Sixth Edition (Rare)
White creatures get +1/+1.

14. Daraja Griffin

Creature - Griffin 2/2 3W (4) Classic Sixth Edition (Uncommon)
Flying
Sacrifice Daraja Griffin: Destroy target black creature.

15. D'Avenant Archer

Creature - Soldier 1/2 2W (3) Classic Sixth Edition (Common)
{T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature.
  • Note - Thisc ard was creature type "Archer" until Sixth Edition, when it became "Soldier". Then with Oracle 2007/10/01 it became "Human Soldier Archer".

16. Disenchant

Instant 1W (2) Classic Sixth Edition (Common)
Destroy target artifact or enchantment.
  • Artifact creatures can regenerate from destroy effects like this. [D'Angelo 1998/02/03]
  • This spell is not modal. If the target changes from an artifact to an enchantment or vice versa (as with Transmogrifying Licid), this spell still destroys it. [WotC Rules Team 1998/07/01]

17. Divine Transformation

Enchant Creature 2WW (4) Classic Sixth Edition (Uncommon)
Enchanted creature gets +3/+3.

18. Ekundu Griffin

Creature - Griffin 2/2 3W (4) Classic Sixth Edition (Common)
Flying, first strike

19. Enlightened Tutor

Instant W (1) Classic Sixth Edition (Uncommon)
Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
  • The "shuffle and put the card on top" is a single action. If Field of Dreams was in play, the second card down on the library is not revealed. [Aahz 1996/12/07]
  • You do not have to find an artifact or enchantment card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Vintage tournaments (see Rule 801) have restricted this card since 1999/10/01.
  • Legacy tournaments (see Rule 802) banned this card from 1999/10/01 until 2004/09/20.

20. Ethereal Champion

Creature - Avatar 3/4 2WWW (5) Classic Sixth Edition (Rare)
Pay 1 life: Prevent the next 1 damage to Ethereal Champion this turn.

21. Exile

Instant 2W (3) Classic Sixth Edition (Rare)
Remove target nonwhite attacking creature from the game. You gain life equal to its toughness.

22. Healing Salve

Instant W (1) Classic Sixth Edition (Common)
Choose one - Target player gains 3 life; or prevent the next 3 damage to target creature or player this turn.

23. Heavy Ballista

Creature - Soldier 2/3 3W (4) Classic Sixth Edition (Uncommon)
{T}: Heavy Ballista deals 2 damage to target attacking or blocking creature.
  • Note - This card was of creature type "Soldier" until Oracle 2007/05/01 when it became "Human Soldier".

24. Hero's Resolve

Enchant Creature 1W (2) Classic Sixth Edition (Common)
Enchanted creature gets +1/+5.

25. Icatian Town

Sorcery 5W (6) Classic Sixth Edition (Rare)
Put four 1/1 white Citizen creature tokens into play.

26. Infantry Veteran

Creature - Soldier 1/1 W (1) Classic Sixth Edition (Common)
{T}: Target attacking creature gets +1/+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.

27. Kismet

Enchantment 3W (4) Classic Sixth Edition (Uncommon)
Artifacts, creatures, and lands your opponents play come into play tapped.
  • Cards enter play tapped. They do not come into play untapped and then immediately tap, therefore they do not trigger any effects due to tapping. [D'Angelo 1998/02/03]
  • It affects all opponents. [D'Angelo 1999/05/01]
  • It applies to cards and tokens that are put into play by an effect, as well as ones that are played from the player's hand. [D'Angelo 1999/07/03]
  • It applies to cards and tokens put into play under your control by an opponent's spell or ability. For example, with Flicker. [D'Angelo 1999/07/26]
  • Does not affect cards that phase in. [Duelist Magazine #19, Page 30]
  • Note - In Fifth Edition (and before) it affected just one opponent.

28. Kjeldoran Royal Guard

Creature - Soldier 2/5 3WW (5) Classic Sixth 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"

29. Light of Day

Enchantment 3W (4) Classic Sixth Edition (Uncommon)
Black creatures can't attack or block.

30. Longbow Archer

Creature - Soldier 2/2 WW (2) Classic Sixth Edition (Uncommon)
First strike
Longbow Archer can block creatures with flying.

31. Mesa Falcon

Creature - Bird 1/1 1W (2) Classic Sixth Edition (Common)
Flying
{1}{W}: Mesa Falcon gets +0/+1 until end of turn.
  • Note - In Fifth Edition and Homelands this card was of creature type Falcon.

32. Order of the Sacred Torch

Creature - Paladin 2/2 1WW (3) Classic Sixth Edition (Rare)
{T}, Pay 1 life: Counter target black spell.
  • Note - This card was creature type "Paladin" until Oracle 2007/10/01, when it became "Human Knight".

33. Pacifism

Enchant Creature 1W (2) Classic Sixth Edition (Common)
Enchanted creature can't attack or block.

34. Pearl Dragon

Creature - Dragon 4/4 4WW (6) Classic Sixth Edition (Rare)
Flying
{1}{W}: +0/+1 until end of turn.

35. Regal Unicorn

Creature - Unicorn 2/3 2W (3) Classic Sixth Edition (Common)
  • Note - The Portal version had no creature type.

36. Remedy

Instant 1W (2) Classic Sixth Edition (Common)
Prevent the next 5 damage this turn divided any way you choose among any number of target creatures and/or players.
  • You choose the targets and you choose how to divide up the 5 damage on announcement. [WotC Rules Team 2000/04/26]
  • You cannot choose zero targets. You must choose between 1 and 5 targets. [DeLaney 2003/05/19]

37. Reprisal

Instant 1W (2) Classic Sixth Edition (Uncommon)
Destroy target creature with power 4 or greater. It can't be regenerated.

38. Resistance Fighter

Creature - Soldier 1/1 W (1) Classic Sixth Edition (Common)
Sacrifice Resistance Fighter: Target creature deals no combat damage this turn.
  • Note - This card was of type "Soldier" and not "Human Soldier" until Oracle 2006/01/15.

39. Reverse Damage

Instant 1WW (3) Classic Sixth Edition (Rare)
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
  • This can only affect damage which would be dealt after it resolves. [D'Angelo 1999/05/01]
  • It only affects damage dealt by the source one time. If the source damages you a second time this turn, the damage will not be reversed. [D'Angelo 1999/05/01]
  • It can be used even if you have taken no damage this turn, in order to waste the spell. [Duelist Magazine #6, Page 131]

40. Samite Healer

Creature - Cleric 1/1 1W (2) Classic Sixth Edition (Common)
{T}: Prevent the next 1 damage 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.

41. Serenity

Enchantment 1W (2) Classic Sixth Edition (Rare)
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
  • Yes, it does destroy itself. [D'Angelo 1997/06/12]

42. Serra's Blessing

Enchantment 1W (2) Classic Sixth Edition (Uncommon)
Attacking doesn't cause creatures you control to tap.

43. Spirit Link

Enchant Creature W (1) Classic Sixth Edition (Uncommon)
Whenever enchanted creature deals damage, you gain life equal to the damage dealt this way.
  • 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.

44. Standing Troops

Creature - Soldier 1/4 2W (3) Classic Sixth Edition (Common)
Attacking doesn't cause Standing Troops to tap.

45. Staunch Defenders

Creature - Soldier 3/4 3WW (5) Classic Sixth Edition (Uncommon)
When Staunch Defenders comes into play, you gain 4 life.

46. Sunweb

Creature - Wall 5/6 3W (4) Classic Sixth Edition (Rare)
(Walls can't attack.)
Flying
Sunweb can't block creatures with power 2 or less.

47. Tariff

Sorcery 1W (2) Classic Sixth Edition (Rare)
Each player chooses a creature with the highest converted mana cost he or she controls, then pays mana equal to that cost or sacrifices that creature.
  • The choice of creatures is made on resolution and not on announcement. [D'Angelo 1999/05/01]
  • You can use mana abilities during the resolution of this spell if the player decides to pay the mana cost. [D'Angelo 1999/05/01]
  • You choose whether to pay or not on resolution. If not, then you sacrifice the creature. You can choose to not pay if you control no creatures on resolution. [D'Angelo 1999/06/01]
  • Note - Also see Converted Mana Cost, Rule G3.29.

48. Tundra Wolves

Creature - Wolf 1/1 W (1) Classic Sixth Edition (Common)
First strike

49. Unyaro Griffin

Creature - Griffin 2/2 3W (4) Classic Sixth Edition (Uncommon)
Flying
Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell.
  • Note - In Mirage this could only counter a red spell that was going to assign damage to you or a creature you control.

50. Venerable Monk

Creature - Cleric 2/2 2W (3) Classic Sixth Edition (Common)
When Venerable Monk comes into play, you gain 2 life.

51. Wall of Swords

Creature - Wall 3/5 3W (4) Classic Sixth Edition (Uncommon)
(Walls can't attack.)
Flying

52. Warmth

Enchantment 1W (2) Classic Sixth Edition (Uncommon)
Whenever one of your opponents plays a red spell, you gain 2 life.
  • It triggers on all opposing players. [D'Angelo 1999/05/01]

53. Warrior's Honor

Instant 2W (3) Classic Sixth 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.

54. Wrath of God

Sorcery 2WW (4) Classic Sixth 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]

55. Abduction

Enchant Creature 2UU (4) Classic Sixth Edition (Uncommon)
When Abduction comes into play, untap enchanted creature.
You control enchanted creature.
When enchanted creature is put into a graveyard, return that creature to play under its owner's control.

56. Air Elemental

Creature - Elemental 4/4 3UU (5) Classic Sixth Edition (Uncommon)
Flying

57. Ancestral Memories

Sorcery 2UUU (5) Classic Sixth Edition (Rare)
Look at the top seven cards of your library and put two of them into your hand. Put the rest into your graveyard.
  • If there are less than 7 cards in the library, look at all of them. Put two into your hand, and the rest in the graveyard. [D'Angelo 1998/06/16]
  • This is not considered a draw or a discard. [D'Angelo 1998/06/16]

58. Boomerang

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

59. Browse

Enchantment 2UU (4) Classic Sixth Edition (Uncommon)
{2}{U}{U}: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game.
  • If used with less than 5 cards in your library, you put one in your hand and remove the others from the game. This is not an immediate loss of the game. [bethmo 1996/07/16]

60. Chill

Enchantment 1U (2) Classic Sixth Edition (Uncommon)
Red spells cost {2} more to play.

61. Counterspell

Instant UU (2) Classic Sixth Edition (Common)
Counter target spell.
  • Note - In Fifth Edition (and before) this was an Interrupt. All such spells are now Instants.

62. Daring Apprentice

Creature - Wizard 1/1 1UU (3) Classic Sixth Edition (Rare)
{T}, Sacrifice Daring Apprentice: Counter target spell.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Wizard and not Human Wizard.

63. Deflection

Instant 3U (4) Classic Sixth Edition (Rare)
Choose a new target for target spell with a single target.
  • Only targets the spell being Deflected and not the original or new target of the spell it is affecting. [Aahz 1995/07/09]
  • You choose the spell to target on announcement, but you pick the new target for that spell on resolution. [bethmo 1999/11/30]
  • You cannot make a spell which is on the stack target itself. Thus, you cannot make Counterspell target itself or make another Deflection target itself. [D'Angelo 1999/12/07]
  • You can choose to make a spell on the stack target the Deflection you are playing (if such a target choice would be legal had the spell be cast while Deflection was on the stack). The new target for the Deflected spell is not chosen until Deflection resolves. Deflection is still on the stack when new targets are selected for the spell. [D'Angelo 2000/06/20]
  • Once Deflection resolves, the new target is considered to be targeted by the deflected spell. This will trigger any effects, such as Skulking Ghost, which trigger on being targeted. [bethmo 1997/08/08]
  • A Counterspell can be changed to target something that is further down the stack (meaning the target will resolve before the Counterspell does). [D'Angelo 2000/05/20]
  • Note - In Fifth Edition and Ice Age this card was of type Interrupt. All such cards are now of type Instant.

64. Desertion

Instant 3UU (5) Classic Sixth Edition (Rare)
Counter target spell. If it's an artifact or creature card, put it into play under your control instead of into its owner's graveyard.
  • This spell includes a replacement effect. If the target is an artifact or creature, it never goes to the graveyard. [D'Angelo 1999/05/01]
  • The card enters play as if just cast and you get to make all necessary decisions from scratch. [Duelist Magazine #17, Page 28]
  • Any X in the mana cost is zero since it is not actually being cast. [DeLaney 1997/02/02]
  • The card is put into play, but any effects that check if the original card was "played from your hand" (such as with Cloud of Faeries) will not trigger or otherwise consider the card to have been played from your hand. The card was put into play by the effect of Desertion instead. [bethmo 1999/11/30]
  • If the spell is not countered (because the spell it targets cannot be countered), then this card's ability does not put the card into play. The card continues to resolve as normal. [D'Angelo 2001/04/20]
  • Note - In Visions this spell was an Interrupt. All such spells are now of type Instant.

65. Diminishing Returns

Sorcery 2UU (4) Classic Sixth Edition (Rare)
Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards.
  • You (and the other players) decide during resolution how many cards to draw. You choose first, then your opponent. [D'Angelo 1999/05/01]
  • You can choose any number from 0 to 7. You are not forced to draw 7 cards. [Aahz 1996/05/21]

66. Dream Cache

Sorcery 2U (3) Classic Sixth Edition (Common)
Draw three cards. Choose two cards from your hand and put both on either the top or the bottom of your library.

67. Flash

Instant 1U (2) Classic Sixth Edition (Rare)
Put a creature card from your hand into play. You may pay its mana cost reduced by up to {2}. If you don't, sacrifice it.
  • The mana cost you pay includes colored mana. It effectively means that you cast the other spell as normal but pay 2 less generic mana in doing so. [D'Angelo 1999/05/01]
  • Any X in the creature's mana cost is zero. [Aahz 1996/11/15]
  • If a Clone is played, you pay the Clone's mana cost (reduced by up to {2}), and not the new form's cost. [DeLaney 2000/03/31]
  • The creature does enter play first before you make the choice on whether or not to sacrifice it. Any abilities that trigger on it entering play, however, do not get put on the stack until after you sacrifice it or pay the cost. [D'Angelo 2007/05/15]
  • Legacy tournaments (see Rule 802) have banned this card since 2007/06/20.
  • Vintage tournaments (see Rule 801) have restricted this card since 2008/06/20.

68. Flight

Enchant Creature U (1) Classic Sixth Edition (Common)
Enchanted creature gains flying.

69. Fog Elemental

Creature - Elemental 4/4 2U (3) Classic Sixth Edition (Common)
Flying
When Fog Elemental attacks or blocks, sacrifice it at end of combat.

70. Forget

Sorcery UU (2) Classic Sixth Edition (Rare)
Target player chooses and discards two cards from his or her hand, then draws as many cards as he or she discarded this way.

71. Gaseous Form

Enchant Creature 2U (3) Classic Sixth Edition (Common)
Enchanted creature deals no combat damage.
Prevent all combat damage that would be dealt to enchanted creature.

72. Glacial Wall

Creature - Wall 0/7 2U (3) Classic Sixth Edition (Uncommon)
(Walls can't attack.)

73. Harmattan Efreet

Creature - Efreet 2/2 2UU (4) Classic Sixth Edition (Uncommon)
Flying
{1}{U}{U}: Target creature gains flying until end of turn.

74. Horned Turtle

Creature - Turtle 1/4 2U (3) Classic Sixth Edition (Common)
  • Note - The Portal version had no creature type.

75. Insight

Enchantment 2U (3) Classic Sixth Edition (Uncommon)
Whenever one of your opponents plays a green spell, you draw a card.

76. Inspiration

Instant 3U (4) Classic Sixth Edition (Common)
Target player draws two cards.

77. Juxtapose

Sorcery 3U (4) Classic Sixth Edition (Rare)
You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. (If two or more permanents a player controls are tied for highest cost, that player chooses between them.)
  • The choices of what to exchange are made on resolution. They are not made on announcement. [bethmo 1996/12/07]
  • Must trade creatures and artifacts if possible, but can trade just one kind or neither kind if none are available to trade. [Aahz 1994/06/16]
  • Does not target either creature. So the spell allows you to choose creatures with Protection from Blue when making the choice of highest cost creatures. [Aahz 1995/10/24]
  • Note - Also see Converted Mana Cost, Rule G3.29.

78. Library of Lat-Nam

Sorcery 4U (5) Classic Sixth Edition (Rare)
Target opponent chooses one - You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, and then shuffle your library.

79. Lord of Atlantis

Creature - Lord 2/2 UU (2) Classic Sixth Edition (Rare)
All Merfolk get +1/+1 and gain islandwalk. (They're unblockable if defending player controls an island.)
  • Does not grant the abilities to itself. [D'Angelo 2006/10/08]
  • Note - Also see Landwalk, Rule 502.6.
  • Note - In the Alpha, Beta, and Unlimited Editions this card was of creature type "Lord of Atlantis". Then it was of type "Lord" until Oracle 2006/10/01 and Time Spiral when it became "Merfolk Lord". Then with Oracle 2007/10/01 it became "Merfolk".

80. Mana Short

Instant 2U (3) Classic Sixth Edition (Rare)
Tap all lands target player controls and empty his or her mana pool.
  • If you play Mana Short in response to a spell, it will have no effect on that spell since the mana has already been paid. [D'Angelo 1996/11/08]
  • Since this is an instant, your opponent may use instants in response to the casting of this spell. Note that such spells and abilities will be resolved before the mana pool is emptied by the Mana Short. [bethmo 1994/06/01] This makes it useless as a countermeasure for spells. To use it effectively, you need to use it during Upkeep and even then it will not prevent the use of instant spells and abilities.
  • It even taps lands that do not produce mana. [Oracle 2000/10/24] (REVERSAL)

81. Memory Lapse

Instant 1U (2) Classic Sixth Edition (Common)
Counter target spell. Put it on top of its owner's library instead of into that player's graveyard.
  • The card does not go to the graveyard before being put on the library. [bethmo 1997/10/19]
  • If the spell is not countered (because the spell it targets cannot be countered), then it does not go to its owner's library. [D'Angelo 2001/04/16]
  • This card has a self replacement (see Rule 419.6c). This means that it replaces going to the graveyard before any other effect can replace that event. [Rules Team 2001/05/01] If Flashback is applied using Recoup, however, Flashback will change the destination. [DeLaney 2001/10/13]
  • Note - In Fifth Edition (and before) this card was of type Interrupt.

82. Merfolk of the Pearl Trident

Creature - Merfolk 1/1 U (1) Classic Sixth Edition (Common)
  • Note - The Portal version had no creature type.

83. Mystical Tutor

Instant U (1) Classic Sixth Edition (Uncommon)
Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it.
  • You do not have to find an instant or sorcery card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Vintage tournaments (see Rule 801) have restricted this card since 1999/10/01.
  • Legacy tournaments (see Rule 802) banned this card from 1999/10/01 until 2004/09/20.
  • Note - Old interrupt and mana source cards have errata to be of type instant now. Refer to specific cards for information.

84. Phantasmal Terrain

Enchant Land UU (2) Classic Sixth Edition (Common)
Enchanted land is a basic land type of your choice.
  • Basic land types are: Forest, Island, Mountain, Plains, and Swamp. All other land types are not considered basic lands. [CompRules 1999/04/23] See Rule G2.3.
  • A changed land is considered to be the new land type in all ways. This is not just a change of name. It changes the color of mana produced and removes any and all special abilities the land may otherwise have had. [CompRules 1999/04/23]
  • Will not add or remove Snow-Covered nature from a land. [Duelist Magazine #6, Page 132]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

85. Phantom Warrior

Creature - Illusion 2/2 1UU (3) Classic Sixth 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"

86. Polymorph

Sorcery 3U (4) Classic Sixth Edition (Rare)
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until a creature card is revealed. The player puts that card into play and shuffles all other revealed cards into his or her library.
  • If there are no creatures in the player's library, then the target creature is still destroyed, you see all the cards in that player's library, and then they shuffle and continue play. [Duelist Magazine #16, Page 30]

87. Power Sink

Instant XU (1) Classic Sixth Edition (Uncommon)
Counter target spell unless its controller pays {X} more. If he or she doesn't, tap all mana-producing lands that player controls and empty his or her mana pool.
  • When this spell resolves, you either pay X mana or let all your lands become tapped. The lands that become tapped are not "tapped for mana". [bethmo 1997/10/09] If you choose to pay, you may pay the X mana using whatever mana abilities you want to use.
  • Special lands which do not provide mana are also tapped by this card. [D'Angelo 2000/11/06]
  • If the land provides mana only for specific purposes (like Mishra's Workshop), it cannot be used to pay the X mana (unless that purpose is being filled). Mishra's Workshop, like most purposed mana, could not be used to pay for Power Sink. [WotC Rules Team 1994/09/30]
  • Does not increase the mana cost of the spell. It just requires a separate expenditure in order for it to succeed. [bethmo 1994/05/05]
  • Note - Also see X Costs, Rule G24.1.

88. Prodigal Sorcerer

Creature - Wizard 1/1 2U (3) Classic Sixth Edition (Common)
{T}: Prodigal Sorcerer deals 1 damage to target creature or player.
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Oracle 2006/10/01 and Time Spiral.

89. Prosperity

Sorcery XU (1) Classic Sixth Edition (Uncommon)
Each player draws X cards.
  • If both players run out of cards during this effect, the game is a draw. [D'Angelo 1999/08/27]
  • Both players draw cards at the same time. [D'Angelo 1999/08/31]
  • If a replacement effect is being applied to cards, treat it as if each player draws one card, then each player draws one card, and so on until all the require drawing is done. [Jackson 2000/04/19]
  • Note - Also see X Costs, Rule G24.1.

90. Psychic Transfer

Sorcery 4U (5) Classic Sixth Edition (Rare)
If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.
  • A player with less than 0 life is considered to have 0 life for the check in difference of life and for the effective life total being swapped. [Duelist Magazine #16, Page 24]

91. Psychic Venom

Enchant Land 1U (2) Classic Sixth Edition (Common)
Whenever enchanted land is tapped, Psychic Venom deals 2 damage to that land's controller.

92. Recall

Sorcery XXU (2) Classic Sixth Edition (Rare)
Choose and discard X cards from your hand, then return that many cards from your graveyard to your hand. Remove Recall from the game.
  • The cards are discarded from your hand during resolution. It is a forced discard, so it can be used with Library of Leng. [D'Angelo 1999/05/01]
  • Choose which cards in the graveyard are being recalled during resolution. [D'Angelo 1999/05/01]
  • The "{X}{X}{U}" mana cost is not a misprint. It means to spend one blue plus two times X generic mana to cast the spell. [Duelist Magazine #2, Page 7] See Rule G24.1.
  • Vintage tournaments (see Rule 801) restricted this card from 1994/08/01 until 2003/04/01.
  • Legacy tournaments (see Rule 802) banned this card until 2003/04/01.
  • Standard (Type 2) tournaments (see Rule 804) restricted this card from 1994/08/01 to 1996/04/01.

93. Relearn

Sorcery 1UU (3) Classic Sixth Edition (Uncommon)
Return target instant or sorcery card from your graveyard to your hand.
  • Note - Older cards of type interrupt have errata to be of type instant.

94. Remove Soul

Instant 1U (2) Classic Sixth 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".

95. Sage Owl

Creature - Bird 1/1 1U (2) Classic Sixth Edition (Common)
Flying
When Sage Owl comes into play, look at the top four cards of your library and put them back in any order you choose.

96. Sea Monster

Creature - Serpent 6/6 4UU (6) Classic Sixth Edition (Common)
Sea Monster can't attack unless defending player controls an island.

97. Segovian Leviathan

Creature - Serpent 3/3 4U (5) Classic Sixth Edition (Uncommon)
Islandwalk (This creature is unblockable if defending player controls an island.)
  • Note - Also see Landwalk, Rule 502.6.
  • Note - This card was creature type "Leviathan" until Sixth Edition, when it became "Serpent". Then with Oracle 2007/10/01 it became "Leviathan".

98. Sibilant Spirit

Creature - Spirit 5/6 5U (6) Classic Sixth Edition (Rare)
Flying
Whenever Sibilant Spirit attacks, defending player may draw a card.
  • Your opponent does not have to draw a card if they don't want to. [D'Angelo 1995/08/10]

99. Soldevi Sage

Creature - Wizard 1/1 1U (2) Classic Sixth Edition (Uncommon)
{T}, Sacrifice two lands: Draw three cards, then choose and discard one of them.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

100. Spell Blast

Instant XU (1) Classic Sixth Edition (Common)
Counter target spell with converted mana cost equal to X.

101. Storm Crow

Creature - Bird 1/2 1U (2) Classic Sixth Edition (Common)
Flying
  • Note - The Portal version had no creature type.

102. Tidal Surge

Sorcery 1U (2) Classic Sixth Edition (Common)
Tap up to three target creatures without flying.

103. Unsummon

Instant U (1) Classic Sixth 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.

104. Vodalian Soldiers

Creature - Merfolk 1/2 1U (2) Classic Sixth Edition (Common)
  • Note - This card was creature type "Merfolk" until Oracle 2007/10/01, when it became "Merfolk Soldier".

105. Wall of Air

Creature - Wall 1/5 1UU (3) Classic Sixth Edition (Uncommon)
(Walls can't attack.)
Flying

106. Wind Drake

Creature - Drake 2/2 2U (3) Classic Sixth Edition (Common)
Flying
  • Note - The Portal version had no creature type.

107. Wind Spirit

Creature - Spirit 3/2 4U (5) Classic Sixth Edition (Uncommon)
Flying
Wind Spirit can't be blocked by only one creature each combat.
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elemental Spirit".

108. Zur's Weirding

Enchantment 3U (4) Classic Sixth Edition (Rare)
Players play with their hands revealed. Whenever a player would draw a card, instead reveal it. Any other player may pay 2 life to put that card into its owner's graveyard. If no one does, that player then draws the card.
  • This is continuous replacement effect that modifies a draw. [D'Angelo 1999/05/01]
  • If a spell or ability causes more than one card to be drawn, draw the cards one at a time and deal with this replacement before drawing the next card. [8E FAQ 2003/07/28]
  • If someone pays the cost, then the card was never drawn or discarded. It just gets put into the graveyard directly from the library. [8E FAQ 2003/07/28] Gaea's Blessing can trigger from this. [D'Angelo 2000/07/24]

109. Abyssal Hunter

Creature - Minion 1/1 3B (4) Classic Sixth Edition (Rare)
{B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to its power to that creature.
  • The ability can be used on an already tapped creature. [bethmo 1997/10/14]
  • Note - This card was creature type "Hunter" until Sixth Edition, when it became "Minion". Then with Oracle 2005/08/01 it became "Human Assassin".

110. Abyssal Specter

Creature - Specter 2/3 2BB (4) Classic Sixth Edition (Uncommon)
Flying
Whenever Abyssal Specter deals damage to a player, that player chooses and discards a card from his or her hand.

111. Agonizing Memories

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

112. Ashen Powder

Sorcery 2BB (4) Classic Sixth Edition (Rare)
Put target creature card from one of your opponents' graveyards into play under your control.

113. Blight

Enchant Land BB (2) Classic Sixth Edition (Uncommon)
When enchanted land is tapped, destroy it.
  • Note - In Fifth Edition (and before) the land was destroyed at end of turn. It is now destroyed as a triggered ability.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

114. Blighted Shaman

Creature - Wizard 1/1 1B (2) Classic Sixth Edition (Uncommon)
{T}, Sacrifice a swamp: Target creature gets +1/+1 until end of turn.
{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.
  • Note - This card was creature type "Cleric" until Sixth Edition, when it became "Wizard". Then with Oracle 2005/08/01 it became "Human Shaman". Then with Oracle 2008/01/01 it became "Human Cleric Shaman".

115. Blood Pet

Creature - Thrull 1/1 B (1) Classic Sixth Edition (Common)
Sacrifice Blood Pet: Add {B} to your mana pool.
  • You can sacrifice it for mana between when damage is assigned in combat and when the damage is dealt. If you do so, any damage that would be dealt to it never becomes dealt. This stops side-effects of the damage since the damage is never dealt to the Blood Pet. But, you do have the one black mana to deal with. [D'Angelo 1999/05/01]

116. Bog Imp

Creature - Imp 1/1 1B (2) Classic Sixth Edition (Common)
Flying
  • Note - The Portal version had no creature type.

117. Bog Rats

Creature - Rat 1/1 B (1) Classic Sixth Edition (Common)
Bog Rats can't be blocked by Walls.
  • No, Bog Rats do not affect Plague Rats totals. [Aahz 1994/08/09]

118. Bog Wraith

Creature - Wraith 3/3 3B (4) Classic Sixth Edition (Uncommon)
Swampwalk (This creature is unblockable if defending player controls a swamp.)

119. Coercion

Sorcery 2B (3) Classic Sixth Edition (Common)
Look at target opponent's hand and choose a card from it. That player discards that card.

120. Derelor

Creature - Thrull 4/4 3B (4) Classic Sixth Edition (Rare)
Your black spells cost {B} more to play.

121. Doomsday

Sorcery BBB (3) Classic Sixth Edition (Rare)
Search your library and graveyard for five cards of your choice and remove the rest from the game. Put the chosen cards on top of your library in any order you choose. You lose half your life, rounded up.
  • You lose the life during resolution. [D'Angelo 1999/05/01]
  • If you have less than 5 cards between your graveyard and library, you keep all your cards. [DeLaney 1997/06/12]
  • You do have to find five cards (unless your library and graveyard consist of less than 5 cards). [D'Angelo 2001/07/14]
  • Vintage tournaments (see Rule 801) restricted this card from 1999/10/01 until 2004/09/20.
  • Legacy tournaments (see Rule 802) banned this card from 1999/10/01 until 2004/09/20.

122. Dread of Night

Enchantment B (1) Classic Sixth Edition (Uncommon)
White creatures get -1/-1.

123. Drudge Skeletons

Creature - Skeleton 1/1 1B (2) Classic Sixth Edition (Common)
{B}: Regenerate Drudge Skeletons.

124. Dry Spell

Sorcery 1B (2) Classic Sixth Edition (Common)
Dry Spell deals 1 damage to each creature and each player.

125. Enfeeblement

Enchant Creature BB (2) Classic Sixth Edition (Common)
Enchanted creature gets -2/-2.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" prior to Ninth Edition and Oracle 2005/08/01.

126. Evil Eye of Orms-by-Gore

Creature - Horror 3/6 4B (5) Classic Sixth Edition (Uncommon)
Evil Eye of Orms-by-Gore can't be blocked except by Walls.
Except for Evil Eye of Orms-by-Gore, creatures you control can't attack.
  • Note - In Fifth Edition and Legends this card was of creature type "Evil Eye", then it was type "Horror" until Oracle 2006/10/01 and Time Spiral when it became "Eye".

127. Fallen Angel

Creature - Angel 3/3 3BB (5) Classic Sixth Edition (Rare)
Flying
Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
  • You can use the sacrifice ability as many times in a turn as you want to, with one creature sacrificed each time. [Aahz 1994/06/14]
  • Can sacrifice itself. [Duelist Magazine #5, Page 123]

128. Fatal Blow

Instant B (1) Classic Sixth Edition (Common)
Destroy target creature that was dealt damage this turn. It can't be regenerated.
  • This card works if the creature was successfully damaged at any point during the turn, even if it regenerated. [Aahz 1997/07/03]

129. Fear

Enchant Creature BB (2) Classic Sixth Edition (Common)
Enchanted creature can't be blocked except by artifact creatures and black creatures.

130. Feast of the Unicorn

Enchant Creature 3B (4) Classic Sixth Edition (Common)
Enchanted creature gets +4/+0.

131. Feral Shadow

Creature - Night Stalker 2/1 2B (3) Classic Sixth Edition (Common)
Flying
  • Note - This card is referred to by Urborg Panther.
  • Note - Before errata, the creature type was Night Stalker as two words. [Oracle 1999/07/01]
  • Note - The Portal version had no creature type.

132. Forbidden Crypt

Enchantment 3BB (5) Classic Sixth Edition (Rare)
Whenever you would draw a card, instead return target card from your graveyard to your hand. If you can't, you lose the game.
Whenever a card would be put into your graveyard, instead remove that card from the game.
  • The "if you can't" in the first ability refers to putting the card in your hand, as well as being unable to choose a card. Thus, if you cannot choose a card during resolution, you lose the game. [D'Angelo 1999/07/03]
  • The second ability is a replacement effect, not a triggered ability. The card never gets to the graveyard. [D'Angelo 1999/05/01]
  • It will replace itself being sent to the graveyard, and remove itself from the game. [D'Angelo 1999/05/01]
  • If more than one card is being drawn due to a single effect, apply the replacement as if the cards were being drawn one at a time. [D'Angelo 2000/04/20]

133. Gravebane Zombie

Creature - Zombie 3/2 3B (4) Classic Sixth Edition (Uncommon)
When Gravebane Zombie would be put into a graveyard from play, instead put Gravebane Zombie on top of its owner's library.
  • This is a replacement effect, so this card never actually goes to the graveyard. [D'Angelo 1999/05/01]

134. Gravedigger

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

135. Greed

Enchantment 3B (4) Classic Sixth Edition (Rare)
{B}, Pay 2 life: Draw a card.
  • You cannot spend more life on Greed than you have. [Duelist Magazine #3, Page 22]

136. Hecatomb

Enchantment 1BB (3) Classic Sixth Edition (Rare)
When Hecatomb comes into play, you may sacrifice four creatures. If you don't, sacrifice Hecatomb.
Tap an untapped swamp you control: Hecatomb deals 1 damage to target creature or player.
  • The sacrifice is done as a triggered ability just after it enters play. It is not done on announcement. [D'Angelo 1995/10/27]
  • If you have less than 4 creatures, you do not partially sacrifice. You pay 4 creatures or none. [WotC Rules Team 1995/06/15]
  • You choose whether to sacrifice creatures or not on resolution. If not, then you sacrifice this card. You can choose to not sacrifice creatures if you no longer control this card on resolution. [D'Angelo 1999/06/01]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

137. Hidden Horror

Creature - Horror 4/4 1BB (3) Classic Sixth Edition (Uncommon)
When Hidden Horror comes into play, choose and discard a creature card from your hand. If you don't, sacrifice Hidden Horror.
  • 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.

138. Howl from Beyond

Instant XB (1) Classic Sixth Edition (Common)
Target creature gets +X/+0 until end of turn.

139. Infernal Contract

Sorcery BBB (3) Classic Sixth Edition (Rare)
Draw four cards. You lose half your life, rounded up.

140. Kjeldoran Dead

Creature - Skeleton 3/1 B (1) Classic Sixth Edition (Common)
When Kjeldoran Dead comes into play, sacrifice a creature.
{B}: Regenerate Kjeldoran Dead.
  • If you control no creatures in play (other than this one) when it enters play, you have to sacrifice this card. [Duelist Magazine #6, Page 132]
  • The sacrifice is a triggered ability (see Rule 404) and not a cost. [Duelist Magazine #16, Page 25]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - In Ice Age and Fifth Edition this card was of creature type Dead.

141. Leshrac's Rite

Enchant Creature B (1) Classic Sixth Edition (Uncommon)
Enchanted creature gains swampwalk. (It's unblockable if defending player controls a swamp.)

142. Lost Soul

Creature - Minion 2/1 1BB (3) Classic Sixth Edition (Common)
Swampwalk (This creature is unblockable if defending player controls a swamp.)
  • Note - Also see Landwalk, Rule 502.6.
  • Note - This card was creature type "Lost Soul" until Sixth Edition, when it became "Minion". Then with Oracle 2007/10/01 it became "Spirit Minion".

143. Mind Warp

Sorcery X3B (4) Classic Sixth Edition (Uncommon)
Look at target player's hand and choose X cards from it. That player discards them.
  • The target player decides what order to put the cards in the graveyard. You decide which cards, but they do the discarding. [Duelist Magazine #14, Page 27]
  • Note - Also see X Costs, Rule G24.1.

144. Mischievous Poltergeist

Creature - Ghost 1/1 2B (3) Classic Sixth Edition (Uncommon)
Flying
Pay 1 life: Regenerate Mischievous Poltergeist.
  • Note - This card was of creature type "Ghost" until Oracle 2007/05/01 when it became "Spirit".

145. Necrosavant

Creature - Necrosavant 5/5 3BBB (6) Classic Sixth Edition (Rare)
{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep.
  • The ability is played when this card is in the graveyard. [D'Angelo 2003/09/08]
  • Note - This card was of creature type "Necrosavant" and not "Zombie Giant" until Oracle 2006/01/15.

146. Nightmare

Creature - Nightmare X/X 5B (6) Classic Sixth Edition (Rare)
Flying
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.

147. Painful Memories

Sorcery 1B (2) Classic Sixth Edition (Common)
Look at target opponent's hand and choose a card from it. Put that card on top of that player's library.

148. Perish

Sorcery 2B (3) Classic Sixth Edition (Uncommon)
Destroy all green creatures. They can't be regenerated.

149. Pestilence

Enchantment 2BB (4) Classic Sixth Edition (Uncommon)
At end of turn, if there are no creatures in play, sacrifice Pestilence.
{B}: Pestilence deals 1 damage to each creature and each player.
  • It is not targeted, so it will try to damage creatures with Protection from Black, but note that Protection from Color immediately reduces all damage of that color to zero, so the damage is prevented before it can actually hurt the creature. [D'Angelo 1998/02/03]
  • Each activation is considered a new damage effect. An activation can only be 1 point of damage. [Duelist Magazine #12, Page 26]
  • It will stay in play if there is a creature which is put into the graveyard at end of turn. This is because this ability will not trigger at all if there is at least one creature in play at that time. [D'Angelo 1999/05/01] Remember that the current player's "at end of turn" effects resolve after the other player's because they are put on the stack first.
  • Note that "until end of turn" effects wear off after this, so a Mishra's Factory can keep Pestilence in play. [D'Angelo 1999/05/01]
  • Applies to all players and their creatures in multiplayer games. [Duelist Magazine #4, Page 64]

150. Python

Creature - Snake 3/2 1BB (3) Classic Sixth Edition (Common)
  • Note - In Visions this card was of creature type Python.
  • Note - The Portal version had no creature type.

151. Rag Man

Creature - Rag Man 2/1 2BB (4) Classic Sixth Edition (Rare)
{B}{B}{B}, {T}: Look at target opponent's hand. That player discards a creature card at random from it. Play this ability only during your turn.
  • Note - This card was creature type "Rag Man" until Seventh Edition, when it became "Minion". Then with Oracle 2007/10/01, it became "Human Minion".

152. Raise Dead

Sorcery B (1) Classic Sixth Edition (Common)
Return target creature card from your graveyard to your hand.
  • A "creature card" is a Creature card or Artifact Creature card. [D'Angelo 1999/05/01] Older cards of type Summon are also Creature cards.
  • You must show the card you bring out of the graveyard to your opponent. [bethmo 1994/10/01]
  • You can Raise Dead a creature which was discarded from your hand and was therefore never in play. [D'Angelo 1994/10/01]
  • The creature being brought back is chosen on announcement and not on resolution of the spell because it is targeted. [Duelist Magazine #5, Page 123]
  • Although the text isn't totally clear, the targeted creature card must be in your graveyard. [D'Angelo 2007/02/28]

153. Razortooth Rats

Creature - Rat 2/1 2B (3) Classic Sixth Edition (Common)
Razortooth Rats can't be blocked except by artifact creatures and black creatures.

154. Scathe Zombies

Creature - Zombie 2/2 2B (3) Classic Sixth Edition (Common)

155. Sengir Autocrat

Creature - Minion 2/2 3B (4) Classic Sixth Edition (Rare)
When Sengir Autocrat comes into play, put three 0/1 Serf creature tokens into play.
When Sengir Autocrat leaves play, remove all Serf tokens from play.
  • When it leaves play, it removes all Serfs in play and not just the ones it generated or just the ones under your control. [Duelist Magazine #9, Page 37]
  • The token creatures are black. [Oracle 1999/06/30]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - Also see Token Creatures, Rule 216.
  • Note - In Fifth Edition and Homelands this card was of creature type "Autocrat". It was then of type "Minion" until Oracle 2006/10/01 when it became "Human".

156. Strands of Night

Enchantment 2BB (4) Classic Sixth Edition (Uncommon)
{B}{B}, Pay 2 life, Sacrifice a swamp: Return target creature card from your graveyard to play.

157. Stromgald Cabal

Creature - Knight 2/2 1BB (3) Classic Sixth Edition (Rare)
{T}, Pay 1 life: Counter target white spell.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

158. Stupor

Sorcery 2B (3) Classic Sixth Edition (Uncommon)
Target opponent discards a card at random from his or her hand, then chooses and discards a card from his or her hand.

159. Syphon Soul

Sorcery 2B (3) Classic Sixth Edition (Common)
Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way.
  • Extended tournaments (see Rule 803) banned this card until 1999/06/01 when it was reprinted in Sixth Edition.

160. Terror

Instant 1B (2) Classic Sixth 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]

161. Vampiric Tutor

Instant B (1) Classic Sixth Edition (Rare)
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.
  • The loss of 2 life is part of the resolution of the spell. [D'Angelo 1999/05/01]
  • Vintage tournaments (see Rule 801) have restricted this card since 1999/10/01.
  • Legacy tournaments (see Rule 802) have banned this card since 1999/10/01.

162. Zombie Master

Creature - Lord 2/3 1BB (3) Classic Sixth Edition (Rare)
All Zombies gain "{B}: Regenerate this creature" and swampwalk. (They're unblockable if defending player controls a swamp.)
  • Does not grant the abilities to itself. [PPG Page 225]
  • The regeneration ability is actually added to the card text of all Zombies. The Swampwalk ability is just granted to them. [Aahz 1997/03/18]
  • Note - Also see Landwalk, Rule 502.6.
  • Note - This card was creature type "Lord" until Oracle 2007/10/01, when it became "Zombie".

163. Æther Flash

Enchantment 2RR (4) Classic Sixth Edition (Uncommon)
Whenever a creature comes into play, AEther Flash deals 2 damage to it.
  • This card has a "comes into play" triggered ability (see Rule 410.10a). Each time a creature comes into play, you first apply any continuous effects of cards in play (such as Humility or whatever), then you put this ability on the stack. When it resolves, the creature takes 2 damage. You can play instants on the stack before letting this resolve. [D'Angelo 1999/05/01]
  • This is not a targeted ability, so it deals damage to Deadly Insect and other creatures that cannot be targeted by spells and abilities. [D'Angelo 1997/09/02]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

164. Anaba Bodyguard

Creature - Minotaur 2/3 3R (4) Classic Sixth Edition (Common)
First strike

165. Anaba Shaman

Creature - Minotaur 2/2 3R (4) Classic Sixth Edition (Common)
{R}, {T}: Anaba Shaman deals 1 damage to target creature or player.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Minotaur and not a Minotaur Shaman.

166. Balduvian Barbarians

Creature - Barbarian 3/2 1RR (3) Classic Sixth Edition (Common)
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Barbarian and not Human Barbarian.

167. Balduvian Horde

Creature - Barbarian 5/5 2RR (4) Classic Sixth Edition (Rare)
When Balduvian Horde comes into play, discard a card at random from your hand. If you don't, sacrifice Balduvian Horde.
  • The discard is forced. You may use Library of Leng on the discarded card. [D'Angelo 1999/05/01]
  • You choose whether to discard or not on resolution. If not, then you sacrifice this card. You can choose to not discard even 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 - This card was creature type "Barbarian" until Oracle 2007/09/01 when it became "Human Barbarian".

168. Blaze

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

169. Boil

Instant 3R (4) Classic Sixth Edition (Uncommon)
Destroy all islands.

170. Burrowing

Enchant Creature R (1) Classic Sixth Edition (Uncommon)
Enchanted creature gains mountainwalk. (It's unblockable if defending player controls a mountain.)

171. Conquer

Enchant Land 3RR (5) Classic Sixth Edition (Uncommon)
You control enchanted land.

172. Crimson Hellkite

Creature - Dragon 6/6 6RRR (9) Classic Sixth Edition (Rare)
Flying
{X}, {T}: Crimson Hellkite deals X damage to target creature. Spend only red mana this way.

173. Earthquake

Sorcery XR (1) Classic Sixth Edition (Rare)
Earthquake deals X damage to each creature without flying and each player.
  • This is not a targeted spell, so it may be cast when there are no creatures in play. [bethmo 1994/06/01]
  • Whether or not a creature is without Flying is only checked on resolution. [D'Angelo 1995/10/05]
  • Note - Also see X Costs, Rule G24.1.

174. Fervor

Enchantment 2R (3) Classic Sixth Edition (Rare)
Creatures you control gain haste. (They may attack and {T} the turn they come under your control.)

175. Final Fortune

Instant RR (2) Classic Sixth Edition (Rare)
Take another turn after this one. At the end of that turn, you lose the game.
  • If you end up skipping the extra turn that is gained, you do not lose the game. For example, you can feed the extra turn to untap a Time Vault. [Duelist Magazine #16, Page 25] The turn is not "saved" by the Time Vault, so when you use the Vault, that turn does not have the Final Fortune disadvantage. [Duelist Magazine #16, Page 25]
  • 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.

176. Fire Elemental

Creature - Elemental 5/4 3RR (5) Classic Sixth Edition (Uncommon)

177. Firebreathing

Enchant Creature R (1) Classic Sixth Edition (Common)
{R}: Enchanted creature gets +1/+0 until end of turn.

178. Fit of Rage

Sorcery 1R (2) Classic Sixth Edition (Common)
Target creature gets +3/+3 and gains first strike until end of turn.

179. Flame Spirit

Creature - Spirit 2/3 4R (5) Classic Sixth Edition (Common)
{R}: Flame Spirit gets +1/+0 until end of turn.
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elemental Spirit".

180. Flashfires

Sorcery 3R (4) Classic Sixth Edition (Uncommon)
Destroy all plains.

181. Giant Strength

Enchant Creature RR (2) Classic Sixth Edition (Common)
Enchanted creature gets +2/+2.

182. Goblin Digging Team

Creature - Goblin 1/1 R (1) Classic Sixth Edition (Common)
{T}, Sacrifice Goblin Digging Team: Destroy target Wall.

183. Goblin Elite Infantry

Creature - Goblin 2/2 1R (2) Classic Sixth Edition (Common)
Whenever Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn.
  • Note - This car