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Alliances

 Allianzen  Alliances  Alleanze  Alianzas  Alianças

→ Checklist → Cards

1. Balduvian Dead

Summon Zombies 2/3 3B (4) Alliances (Uncommon)
{2}{R}: Remove target summon card in your graveyard from the game to put a Graveborn token into play. Treat this token as a 3/1 black and red creature that can attack the turn it comes into play. Bury Graveborn token at end of turn.

2. Casting of Bones

Enchant Creature 2B (3) Alliances (Common)
If enchanted creature is put into the graveyard, draw three cards. Choose and discard one of those cards.

3. Casting of Bones

Enchant Creature 2B (3) Alliances (Common)
If enchanted creature is put into the graveyard, draw three cards. Choose and discard one of those cards.

4. Contagion

Instant 3BB (5) Alliances (Uncommon)
You may pay 1 life and remove a black card in your hand from the game instead of paying Contagion's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life.
Put two -2/-1 counters, distributed any way you choose, on any number of target creatures.

5. Diseased Vermin

Summon Rats 1/1 2B (3) Alliances (Uncommon)
During your upkeep, Diseased Vermin deals 1 damage to a single target opponent it has previously damaged for each infection counter on Diseased Vermin.
If Diseased Vermin damages a player in combat, put an infection counter on it.

6. Dystopia

Enchantment 1BB (3) Alliances (Rare)
Cumulative Upkeep: 1 life
During each player's upkeep, if that player controls any green or white permanents, he or she sacrifices a green or white permanent.

7. Fatal Lore

Sorcery 2BB (4) Alliances (Rare)
Target opponent chooses one: you draw three cards; or you choose and bury up to two target creatures that opponent controls and he or she draws up to three cards.
  • It does not target the opponent, but you still choose an opponent. [WotC Rules Team 1998/02/01]
  • The opponent chooses which option they want (this is a mode choice). If they choose the "destroy" option, you choose the zero, one, or two targets after that. [Barclay 2002/03/26]
  • Note - Also see Modal Spells and Abilities, Rule G13.13.

8. Feast or Famine

Instant 3B (4) Alliances (Common)
Bury target non-black, non-artifact creature or put a Zombie token into play. Treat this token as a 2/2 black creature.

9. Feast or Famine

Instant 3B (4) Alliances (Common)
Bury target non-black, non-artifact creature or put a Zombie token into play. Treat this token as a 2/2 black creature.

10. Fevered Strength

Instant 2B (3) Alliances (Common)
Target creature gets +2/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.

11. Fevered Strength

Instant 2B (3) Alliances (Common)
Target creature gets +2/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.

12. Insidious Bookworms

Summon Worms 1/1 B (1) Alliances (Common)
{1}{B}: Target player discards a card at random from his or her hand. Use this ability only when Insidious Bookworms is put into the graveyard from play. You cannot spend more than {1}{B} in this way each turn.
  • Each Bookworm can only be used once when it goes to the graveyard. [Duelist Magazine #12, Page 32]

13. Insidious Bookworms

Summon Worms 1/1 B (1) Alliances (Common)
{1}{B}: Target player discards a card at random from his or her hand. Use this ability only when Insidious Bookworms is put into the graveyard from play. You cannot spend more than {1}{B} in this way each turn.
  • Each Bookworm can only be used once when it goes to the graveyard. [Duelist Magazine #12, Page 32]

14. Keeper of Tresserhorn

Summon Keeper 6/6 5B (6) Alliances (Rare)
If Keeper of Tresserhorn attacks and is not blocked, it deals no damage to defending player this turn and that player loses 2 life. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • The ability triggers on declaration of blockers if the criteria is met. [D'Angelo 1999/08/01]
  • Note - This card was creature type "Keeper" until Oracle 2007/10/01, when it became "Avatar".

15. Krovikan Horror

Summon Horror 2/2 3B (4) Alliances (Rare)
At the end of any turn, if Krovikan Horror is in your graveyard with a summon card directly above it, you may put Krovikan Horror into your hand.
{1}: Sacrifice a creature to have Krovikan Horror deal 1 damage to target creature or player.
  • Note - This card was creature type "Horror" until Oracle 2007/10/01, when it became "Horror Spirit".

16. Krovikan Plague

Enchant Creature 2B (3) Alliances (Uncommon)
Play on a non-wall creature you control.
Draw a card at the beginning of the upkeep of the turn after Krovikan Plague comes into play.
{0}: Tap enchanted creature to have Krovikan Plague deal 1 damage to target creature or player. Put a -0/-1 counter on enchanted creature.
  • The enchantment will be put into the graveyard if you lose control of the creature or if it somehow becomes a Wall. [Duelist Magazine #11, Page 54]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

17. Lim-Dûl's High Guard

Summon Skeleton 2/1 1BB (3) Alliances (Common)
First strike
{1}{B}: Regenerate

18. Lim-Dûl's High Guard

Summon Skeleton 2/1 1BB (3) Alliances (Common)
First strike
{1}{B}: Regenerate

19. Misinformation

Instant B (1) Alliances (Uncommon)
Put up to three target cards from an opponent's graveyard on top of his or her library in any order.
  • You decide the order the cards are placed on that person's library and you do not need to show that player what order you put them in. [D'Angelo 2003/09/08] See Rule 217.2.Ruling.1.

20. Phantasmal Fiend

Summon Phantasm 1/5 3B (4) Alliances (Common)
{B}: +1/-1 until end of turn.
{1}{U}: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that alter Phantasmal Fiend's power alter its toughness instead, and vice versa.
  • As per Rule 418.5a, power and toughness switching is applied after any effects that modify power/toughness. This means that even if new spells and abilities are played to modify power/toughness, they are applied before the switch. [D'Angelo 2006/01/01]
  • Note - This card was of creature type "Phantasm" and not "Illusion" until Oracle 2006/07/14.

21. Phantasmal Fiend

Summon Phantasm 1/5 3B (4) Alliances (Common)
{B}: +1/-1 until end of turn.
{1}{U}: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that alter Phantasmal Fiend's power alter its toughness instead, and vice versa.
  • As per Rule 418.5a, power and toughness switching is applied after any effects that modify power/toughness. This means that even if new spells and abilities are played to modify power/toughness, they are applied before the switch. [D'Angelo 2006/01/01]
  • Note - This card was of creature type "Phantasm" and not "Illusion" until Oracle 2006/07/14.

22. Phyrexian Boon

Enchant Creature 2B (3) Alliances (Common)
As long as enchanted creature is black, it gets +2/+1; otherwise it gets -1/-2.

23. Phyrexian Boon

Enchant Creature 2B (3) Alliances (Common)
As long as enchanted creature is black, it gets +2/+1; otherwise it gets -1/-2.

24. Ritual of the Machine

Sorcery 2BB (4) Alliances (Rare)
Sacrifice a creature to gain control of target non-black, non-artifact creature.

25. Soldevi Adnate

Summon Cleric 1/2 1B (2) Alliances (Common)
{T}: Sacrifice a black or artifact creature to add an amount of {B} equal to that creature's casting cost to your mana pool. Play this ability as an interrupt.

26. Soldevi Adnate

Summon Cleric 1/2 1B (2) Alliances (Common)
{T}: Sacrifice a black or artifact creature to add an amount of {B} equal to that creature's casting cost to your mana pool. Play this ability as an interrupt.

27. Stench of Decay

Instant 1BB (3) Alliances (Common)
All non-artifact creatures get -1/-1 until end of turn.

28. Stench of Decay

Instant 1BB (3) Alliances (Common)
All non-artifact creatures get -1/-1 until end of turn.

29. Stromgald Spy

Summon Spy 2/4 3B (4) Alliances (Uncommon)
If Stromgald Spy attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, defending player must play with his or her hand face up on the table until Stromgald Spy leaves play.
  • Note - This card was creature type "Spy" until Oracle 2007/10/01, when it became "Human Rogue".

30. Swamp Mosquito

Summon Mosquito 0/1 1B (2) Alliances (Common)
Flying
If Swamp Mosquito attacks and is not blocked, defending player gets a poison counter. If a player has ten or more poison counters, he or she loses the game.
  • Triggers immediately after blocking is declared if at that time no blockers are assigned to it. [bethmo 1996/06/28]
  • Note - Also see Poison, Rule G16.21.
  • Note - This card was of creature type "Mosquito" and not "Insect" until Oracle 2006/10/01.

31. Swamp Mosquito

Summon Mosquito 0/1 1B (2) Alliances (Common)
Flying
If Swamp Mosquito attacks and is not blocked, defending player gets a poison counter. If a player has ten or more poison counters, he or she loses the game.
  • Triggers immediately after blocking is declared if at that time no blockers are assigned to it. [bethmo 1996/06/28]
  • Note - Also see Poison, Rule G16.21.
  • Note - This card was of creature type "Mosquito" and not "Insect" until Oracle 2006/10/01.

32. Arcane Denial

Interrupt 1U (2) Alliances (Common)
Counter target spell. That spell's caster may draw up to two cards at the beginning of the next turn's upkeep.
Draw a card at the beginning of the next turn's upkeep.
  • The player does not choose how many cards to draw until the beginning of the appropriate upkeep. [Duelist Magazine #13, Page 26] They choose how many before drawing the first one. [D'Angelo 1996/11/11]
  • Note - Before errata, this card was of type Interrupt. [Oracle 1999/07/23]

33. Arcane Denial

Interrupt 1U (2) Alliances (Common)
Counter target spell. That spell's caster may draw up to two cards at the beginning of the next turn's upkeep.
Draw a card at the beginning of the next turn's upkeep.
  • The player does not choose how many cards to draw until the beginning of the appropriate upkeep. [Duelist Magazine #13, Page 26] They choose how many before drawing the first one. [D'Angelo 1996/11/11]
  • Note - Before errata, this card was of type Interrupt. [Oracle 1999/07/23]

34. Awesome Presence

Enchant Creature U (1) Alliances (Common)
Enchanted creature cannot be blocked unless defending player pays an additional {3} for each creature assigned to block enchanted creature.
  • The cost is paid as blockers are declared. [D'Angelo 2007/02/04]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

35. Awesome Presence

Enchant Creature U (1) Alliances (Common)
Enchanted creature cannot be blocked unless defending player pays an additional {3} for each creature assigned to block enchanted creature.
  • The cost is paid as blockers are declared. [D'Angelo 2007/02/04]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

36. Benthic Explorers

Summon Merfolk 2/4 3U (4) Alliances (Common)
{T}: Untap target tapped land an opponent controls to add one mana of any type that land produces to your mana pool.
  • This ability is not targeted any more. [D'Angelo 2001/05/19]
  • The land is tapped as part of the cost of playing the ability. [D'Angelo 2007/10/09]
  • Note - This card was creature type "Merfolk" until Oracle 2007/10/01, when it became "Merfolk Scout".

37. Benthic Explorers

Summon Merfolk 2/4 3U (4) Alliances (Common)
{T}: Untap target tapped land an opponent controls to add one mana of any type that land produces to your mana pool.
  • This ability is not targeted any more. [D'Angelo 2001/05/19]
  • The land is tapped as part of the cost of playing the ability. [D'Angelo 2007/10/09]
  • Note - This card was creature type "Merfolk" until Oracle 2007/10/01, when it became "Merfolk Scout".

38. Browse

Enchantment 2UU (4) Alliances (Uncommon)
{2}{U}{U}: Look at the top five cards of your library and put one of them into your hand. Remove the remaining four 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]

39. Diminishing Returns

Sorcery 2UU (4) Alliances (Rare)
Each player shuffles his or her hand and graveyard into his or her library. Remove the top ten cards from your library from the game. 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]

40. False Demise

Enchant Creature 2U (3) Alliances (Common)
If enchanted creature is put into the graveyard, return that creature to play under your control as though it were just cast.
  • Since False Demise's effect follows the standard timing rules for triggered abilities, if both players have False Demise on the same creature, then the player whose turn it is when the creature goes to the graveyard will not get it. The other False Demise effect will fail since the creature will no longer be in the graveyard. [D'Angelo 1999/08/01]
  • Token creatures are removed from the game prior to False Demise's triggered ability resolving. [Duelist Magazine #12, Page 32] The continuous effect of removing tokens is "faster" than triggered abilities.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

41. False Demise

Enchant Creature 2U (3) Alliances (Common)
If enchanted creature is put into the graveyard, return that creature to play under your control as though it were just cast.
  • Since False Demise's effect follows the standard timing rules for triggered abilities, if both players have False Demise on the same creature, then the player whose turn it is when the creature goes to the graveyard will not get it. The other False Demise effect will fail since the creature will no longer be in the graveyard. [D'Angelo 1999/08/01]
  • Token creatures are removed from the game prior to False Demise's triggered ability resolving. [Duelist Magazine #12, Page 32] The continuous effect of removing tokens is "faster" than triggered abilities.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

42. Force of Will

Interrupt 3UU (5) Alliances (Uncommon)
You may pay 1 life and remove a blue card in your hand from the game instead of paying Force of Will's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life.
Counter target spell.

43. Foresight

Sorcery 1U (2) Alliances (Common)
Search your library for any three cards and remove them from the game. Shuffle your library afterwards.
Draw a card at the beginning of the next turn's upkeep.

44. Foresight

Sorcery 1U (2) Alliances (Common)
Search your library for any three cards and remove them from the game. Shuffle your library afterwards.
Draw a card at the beginning of the next turn's upkeep.

45. Lat-Nam's Legacy

Instant 1U (2) Alliances (Common)
Choose a card from your hand and shuffle that card into your library to draw two cards at the beginning of the next turn's upkeep.

46. Lat-Nam's Legacy

Instant 1U (2) Alliances (Common)
Choose a card from your hand and shuffle that card into your library to draw two cards at the beginning of the next turn's upkeep.

47. Library of Lat-Nam

Sorcery 4U (5) Alliances (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 it into your hand, and then shuffle your library.

48. Phantasmal Sphere

Summon Phantasm 0/1 1U (2) Alliances (Rare)
Flying
At the beginning of the upkeep, put a +1/+1 counter on Phantasmal Sphere. During your upkeep, pay 1 for each of these +1/+1 counters or bury Phantasmal Sphere.
If Phantasmal Sphere leaves play, put an Orb token into play under your opponent's control. Treat this token as a */* blue creature with flying, where * is equal to the number of these +1/+1 counters on Phantasmal Sphere.

49. Soldevi Heretic

Summon Heretic 2/2 2U (3) Alliances (Common)
{W}, {T}: Prevent up to 2 damage to any creature. Target opponent may draw a card.
  • Note - This card was creature type "Heretic" until Oracle 2007/10/01, when it became "Human Cleric".

50. Soldevi Heretic

Summon Heretic 2/2 2U (3) Alliances (Common)
{W}, {T}: Prevent up to 2 damage to any creature. Target opponent may draw a card.
  • Note - This card was creature type "Heretic" until Oracle 2007/10/01, when it became "Human Cleric".

51. Soldevi Sage

Summon Wizard 1/1 1U (2) Alliances (Common)
{T}: Sacrifice two lands to draw three cards. Choose and discard one of those cards.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

52. Soldevi Sage

Summon Wizard 1/1 1U (2) Alliances (Common)
{T}: Sacrifice two lands to draw three cards. Choose and discard one of those cards.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

53. Spiny Starfish

Summon Starfish 0/1 2U (3) Alliances (Uncommon)
{U}: Regenerate
At the end of any turn in which Spiny Starfish regenerated, put a Starfish token into play for each time it regenerated that turn. Treat these tokens as 0/1 blue creatures.
  • You only get a token if it actually regenerates. Just using the ability won't make a token. [DeLaney 1999/08/10]
  • The token is put into play even if this card is not in play at end of turn. [D'Angelo 1999/08/01]
  • Note - Also see Token Creatures, Rule 216.

54. Storm Crow

Summon Bird 1/2 1U (2) Alliances (Common)
Flying
  • Note - The Portal version had no creature type.

55. Storm Crow

Summon Bird 1/2 1U (2) Alliances (Common)
Flying
  • Note - The Portal version had no creature type.

56. Storm Elemental

Summon Elemental 3/4 5U (6) Alliances (Uncommon)
Flying
{U}: Remove the top card of your library from the game to tap target creature with flying.
{U}: Remove the top card of your library from the game. If that card is a snow-covered land, Storm Elemental gets +1/+1 until end of turn.

57. Suffocation

Instant 1U (2) Alliances (Uncommon)
Play only when a red sorcery or instant deals damage to you. Suffocation deals 4 damage to that spell's caster.
Draw a card at the beginning of the next turn's upkeep.
  • It means "red sorcery or red instant" not "red sorcery or any instant". [Aahz 1996/06/24]

58. Thought Lash

Enchantment 2UU (4) Alliances (Rare)
Cumulative Upkeep: Remove the top card of your library from the game. If you do not, remove your library from the game and bury Thought Lash.
{0}: Remove the top card of your library from the game to prevent 1 damage to you.

59. Tidal Control

Enchantment 1UU (3) Alliances (Rare)
Cumulative Upkeep: {2}
Any player may pay {2} or 2 life to counter target red or green spell. Play this ability as an interrupt. Effects that prevent or redirect damage cannot be used to counter this loss of life.

60. Viscerid Armor

Enchant Creature 1U (2) Alliances (Common)
Enchanted creature gets +1/+1.
{1}{U}: Return Viscerid Armor to owner's hand.

61. Viscerid Armor

Enchant Creature 1U (2) Alliances (Common)
Enchanted creature gets +1/+1.
{1}{U}: Return Viscerid Armor to owner's hand.

62. Viscerid Drone

Summon Homarid 1/2 1U (2) Alliances (Uncommon)
{T}: Sacrifice a creature and a swamp to bury target non-artifact creature.
{T}: Sacrifice a creature and a snow-covered swamp to bury target creature.
  • Note - Also see Snow, Rule G19.13.
  • Note - This card was of creature type "Homarid" and not "Homarid Drone" until Oracle 2006/07/14.

63. Bounty of the Hunt

Instant 3GG (5) Alliances (Uncommon)
You may remove a green card in your hand from the game instead of paying Bounty of the Hunt's casting cost.
Put three +1/+1 counters, distributed any way you choose, on any number of target creatures. Remove these counters at end of turn.

64. Deadly Insect

Summon Insect 6/1 4G (5) Alliances (Common)
Cannot be the target of spells or effects.

65. Deadly Insect

Summon Insect 6/1 4G (5) Alliances (Common)
Cannot be the target of spells or effects.

66. Elvish Bard

Summon Elf 2/4 3GG (5) Alliances (Uncommon)
All creatures able to block Elvish Bard do so. If this forces a creature to block more attackers than allowed, defending player assigns that creature to block as many of those attackers as allowed.
  • Note - This card was of creature type "Elf" and not "Elf Shaman" until Ninth Edition and Oracle 2005/08/01.

67. Elvish Ranger

Summon Elf 4/1 2G (3) Alliances (Common)
  • Note - The Portal version had no creature type.

68. Elvish Ranger

Summon Elf 4/1 2G (3) Alliances (Common)
  • Note - The Portal version had no creature type.

69. Elvish Spirit Guide

Summon Spirit 2/2 2G (3) Alliances (Uncommon)
If Elvish Spirit Guide is in your hand, you may remove it from the game to add {G} to your mana pool.
Play this ability as an interrupt.
  • When using the ability, this is not considered to be "playing a card" for things like Recycle. You are playing an ability. [D'Angelo 1998/03/11]
  • The ability is a mana ability. It does not get put on the stack. [bethmo 1999/11/22]
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elf Spirit".

70. Fyndhorn Druid

Summon Druid 2/2 2G (3) Alliances (Common)
If Fyndhorn Druid is put into the graveyard the same turn it was blocked, gain 4 life.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid". Then with Oracle 2008/01/01 it became "Elf Druid".

71. Fyndhorn Druid

Summon Druid 2/2 2G (3) Alliances (Common)
If Fyndhorn Druid is put into the graveyard the same turn it was blocked, gain 4 life.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid". Then with Oracle 2008/01/01 it became "Elf Druid".

72. Gargantuan Gorilla

Summon Gorilla 7/7 4GGG (7) Alliances (Rare)
During your upkeep, sacrifice a forest, or bury Gargantuan Gorilla and Gargantuan Gorilla deals 7 damage to you. If you sacrifice a snow-covered forest in this way, Gargantuan Gorilla gains trample until end of turn.
{T}: Gargantuan Gorilla deals an amount of damage equal to its power to any other target creature. That creature deals an amount of damage equal to its power to Gargantuan Gorilla.
  • It can target itself with its ability. [D'Angelo 1999/08/01]
  • Note - Also see Trample, Rule 502.9.
  • Note - Before errata, it was of creature type Gorilla. [Oracle 1999/07/23]

73. Gift of the Woods

Enchant Creature G (1) Alliances (Common)
If enchanted creature blocks or is blocked by any creatures, enchanted creature gets +0/+3 until end of turn and you gain 1 life.

74. Gift of the Woods

Enchant Creature G (1) Alliances (Common)
If enchanted creature blocks or is blocked by any creatures, enchanted creature gets +0/+3 until end of turn and you gain 1 life.

75. Gorilla Berserkers

Summon Gorillas 2/3 3GG (5) Alliances (Common)
Trample, rampage: 2
Cannot be blocked by fewer than three creatures.

76. Gorilla Berserkers

Summon Gorillas 2/3 3GG (5) Alliances (Common)
Trample, rampage: 2
Cannot be blocked by fewer than three creatures.

77. Gorilla Chieftain

Summon Gorilla 3/3 2GG (4) Alliances (Common)
{1}{G}: Regenerate
  • Note - In Alliances this card was of creature type Gorilla.

78. Gorilla Chieftain

Summon Gorilla 3/3 2GG (4) Alliances (Common)
{1}{G}: Regenerate
  • Note - In Alliances this card was of creature type Gorilla.

79. Hail Storm

Instant 1GG (3) Alliances (Uncommon)
Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control.

80. Kaysa

Summon Legend 2/3 3GG (5) Alliances (Rare)
All green creatures you control get +1/+1.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Druid". Then with Oracle 2008/01/01 it became "Elf Druid".

81. Nature's Chosen

Enchant Creature G (1) Alliances (Uncommon)
Play on a creature you control.
{0}: Untap enchanted creature. Use this ability only during your turn and only once each turn.
{0}: Tap enchanted creature to untap target artifact, creature, or land. Use this ability only if enchanted creature is white and only once each turn.
  • It is put into the graveyard if you lose control of the creature. [D'Angelo 1996/06/17]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

82. Nature's Wrath

Enchantment 4GG (6) Alliances (Rare)
During your upkeep, pay {G} or bury Nature's Wrath.
Whenever a player puts a swamp or black permanent into play, he or she sacrifices a swamp or black permanent.
Whenever a player puts an island or a blue permanent into play, he or she sacrifices an island or a blue permanent.
  • If something causes you to put a blue or black permanent into play, you are the one that gets affected, not your opponent. [Aahz 1996/06/18]
  • If two are in play, a player sacrifices two things for each one put into play. [Aahz 1996/06/18]
  • If a permanent meets both sets of criteria, you sacrifice two things. For example, a card which is blue and black. [D'Angelo 1996/11/11]

83. Splintering Wind

Enchantment 2GG (4) Alliances (Rare)
{2}{G}: Splintering Wind deals 1 damage to target creature. Put a Splinter token into play. Treat this token as a 1/1 green creature with flying and Cumulative Upkeep: {G}. If this token leaves play, it deals 1 damage to you and to each creature you control.

84. Taste of Paradise

Sorcery 3G (4) Alliances (Common)
Gain 3 life.
Gain 3 life for each {1}{G} you pay in addition to the casting cost.

85. Taste of Paradise

Sorcery 3G (4) Alliances (Common)
Gain 3 life.
Gain 3 life for each {1}{G} you pay in addition to the casting cost.

86. Tornado

Enchantment 4G (5) Alliances (Rare)
Cumulative Upkeep: {G}
{2}{G}: Pay 3 life for each velocity counter on Tornado. Destroy target permanent and put a velocity counter on Tornado. Use this ability only once each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life.

87. Undergrowth

Instant G (1) Alliances (Common)
No creatures deal damage in combat this turn. If you pay {2}{R} in addition to the casting cost, Undergrowth does not affect red creatures.
  • It means that red creatures still deal damage if you pay the additional cost. [D'Angelo 1999/08/01]

88. Undergrowth

Instant G (1) Alliances (Common)
No creatures deal damage in combat this turn. If you pay {2}{R} in addition to the casting cost, Undergrowth does not affect red creatures.
  • It means that red creatures still deal damage if you pay the additional cost. [D'Angelo 1999/08/01]

89. Whip Vine

Summon Wall 1/4 2G (3) Alliances (Common)
Can block creatures with flying.
You may choose not to untap Whip Vine during your untap phase.
{T}: Tap target creature with flying blocked by Whip Vine. That creature does not untap during its controller's untap phase as long as Whip Vine remains tapped.

90. Whip Vine

Summon Wall 1/4 2G (3) Alliances (Common)
Can block creatures with flying.
You may choose not to untap Whip Vine during your untap phase.
{T}: Tap target creature with flying blocked by Whip Vine. That creature does not untap during its controller's untap phase as long as Whip Vine remains tapped.

91. Yavimaya Ancients

Summon Treefolk 2/7 3GG (5) Alliances (Common)
{G}: +1/-2 until end of turn.

92. Yavimaya Ancients

Summon Treefolk 2/7 3GG (5) Alliances (Common)
{G}: +1/-2 until end of turn.

93. Yavimaya Ants

Summon Swarm 5/1 2GG (4) Alliances (Uncommon)
Trample
Cumulative Upkeep: {G}{G}
Yavimaya Ants can attack the turn it comes into play on your side.

94. Agent of Stromgald

Summon Knight 1/1 R (1) Alliances (Common)
{R}: Add {B} to your mana pool. Play this ability as an interrupt.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

95. Agent of Stromgald

Summon Knight 1/1 R (1) Alliances (Common)
{R}: Add {B} to your mana pool. Play this ability as an interrupt.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

96. Balduvian Horde

Summon Barbarians 5/5 2RR (4) Alliances (Rare)
When Balduvian Horde comes into play, discard a card at random from your hand or bury 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".

97. Balduvian War-Makers

Summon Barbarians 3/3 4R (5) Alliances (Common)
Rampage: 1
Balduvian War-Makers can attack the turn it comes into play on your side.

98. Balduvian War-Makers

Summon Barbarians 3/3 4R (5) Alliances (Common)
Rampage: 1
Balduvian War-Makers can attack the turn it comes into play on your side.

99. Bestial Fury

Enchant Creature 2R (3) Alliances (Common)
Draw a card at the beginning of the upkeep of the turn after Bestial Fury comes into play.
If enchanted creature attacks and is blocked, it gains trample and gets +4/+0 until end of turn.

100. Bestial Fury

Enchant Creature 2R (3) Alliances (Common)
Draw a card at the beginning of the upkeep of the turn after Bestial Fury comes into play.
If enchanted creature attacks and is blocked, it gains trample and gets +4/+0 until end of turn.

101. Burnout

Interrupt 1R (2) Alliances (Uncommon)
Counter target interrupt spell if it is blue. Draw a card at the beginning of the next turn's upkeep.
  • Checks the color of the spell only on resolution. It can target a non-blue spell. [D'Angelo 1998/06/10]
  • Note - Before errata, this card was of type Interrupt. [Oracle 1999/07/23]

102. Chaos Harlequin

Summon Harlequin 2/4 2RR (4) Alliances (Rare)
{R}: Remove the top card of your library from the game. If that card is a land, Chaos Harlequin gets -4/-0 until end of turn; otherwise, Chaos Harlequin gets +2/+0 until end of turn.
  • Note - This card was creature type "Harelquin" until Oracle 2007/10/01, when it became "Human".

103. Death Spark

Instant R (1) Alliances (Uncommon)
Death Spark deals 1 damage to target creature or player.
At the end of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay {1} to put Death Spark into your hand.

104. Enslaved Scout

Summon Goblin 2/2 2R (3) Alliances (Common)
{2}: Mountainwalk until end of turn

105. Enslaved Scout

Summon Goblin 2/2 2R (3) Alliances (Common)
{2}: Mountainwalk until end of turn

106. Gorilla Shaman

Summon Gorilla 1/1 R (1) Alliances (Common)
: Destroy target non-creature artifact with casting cost equal to X.
  • Note - Also see Converted Mana Cost, Rule G3.29.
  • Note - This card was of creature type "Gorilla" until Oracle 1999/07/23. Then it was creature type "Ape" until Oracle 2006/07/14 when it became "Ape Shaman".

107. Gorilla Shaman

Summon Gorilla 1/1 R (1) Alliances (Common)
: Destroy target non-creature artifact with casting cost equal to X.
  • Note - Also see Converted Mana Cost, Rule G3.29.
  • Note - This card was of creature type "Gorilla" until Oracle 1999/07/23. Then it was creature type "Ape" until Oracle 2006/07/14 when it became "Ape Shaman".

108. Gorilla War Cry

Instant 1R (2) Alliances (Common)
Attacking creatures cannot be blocked by only one creature this turn. Play only during combat before defense is chosen.
Draw a card at the beginning of the next turn's upkeep.

109. Gorilla War Cry

Instant 1R (2) Alliances (Common)
Attacking creatures cannot be blocked by only one creature this turn. Play only during combat before defense is chosen.
Draw a card at the beginning of the next turn's upkeep.

110. Guerrilla Tactics

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

111. Guerrilla Tactics

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

112. Omen of Fire

Instant 3RR (5) Alliances (Rare)
Return all islands to their owners' hands. Each player sacrifices a plains or a white permanent for each white permanent he or she controls.

113. Pillage

Sorcery 1RR (3) Alliances (Uncommon)
Bury target artifact or land.

114. Primitive Justice

Sorcery 1R (2) Alliances (Uncommon)
Destroy target artifact.
Destroy a target artifact for each {1}{R} you pay in addition to the casting cost.
Destroy a target artifact and gain 1 life for each {1}{G} you pay in addition to the casting cost.
  • Cannot target the same artifact more than once, even with different parts of the spell. [Aahz 1996/07/17]

115. Pyrokinesis

Instant 4RR (6) Alliances (Uncommon)
You may remove a red card in your hand from the game instead of paying Pyrokinesis's casting cost.
Pyrokinesis deals 4 damage, divided any way you choose among any number of target creatures.

116. Rogue Skycaptain

Summon Mercenary 3/4 2R (3) Alliances (Rare)
Flying
At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. During your upkeep, pay {2} for each wage counter on Rogue Skycaptain, or remove all wage counters from Rogue Skycaptain and target opponent gains control of Rogue Skycaptain.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Rogue Mercenary".

117. Soldier of Fortune

Summon Mercenary 1/1 R (1) Alliances (Uncommon)
{R}, {T}: Target player shuffles his or her library.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

118. Storm Shaman

Summon Cleric 0/4 2R (3) Alliances (Common)
{R}: +1/+0 until end of turn
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric". Then with Oracle 2008/01/01 it became "Human Cleric Shaman".

119. Storm Shaman

Summon Cleric 0/4 2R (3) Alliances (Common)
{R}: +1/+0 until end of turn
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric". Then with Oracle 2008/01/01 it became "Human Cleric Shaman".

120. Varchild's Crusader

Summon Knight 3/2 3R (4) Alliances (Common)
{0}: Varchild's Crusader cannot be blocked except by walls this turn. Bury Varchild's Crusader at the end of turn.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

121. Varchild's Crusader

Summon Knight 3/2 3R (4) Alliances (Common)
{0}: Varchild's Crusader cannot be blocked except by walls this turn. Bury Varchild's Crusader at the end of turn.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

122. Varchild's War-Riders

Summon War-Riders 3/4 1R (2) Alliances (Rare)
Trample, rampage: 1
Cumulative Upkeep: Put a survivor token into play under target opponent's control. Treat this token as a 1/1 red creature.

123. Veteran's Voice

Enchant Creature R (1) Alliances (Common)
Play on a creature you control.
{0}: Tap enchanted creature to give any other target creature +2/+1 until end of turn.
  • Is sacrificed if you lose control of the creature. [Duelist Magazine #12, Page 32]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

124. Veteran's Voice

Enchant Creature R (1) Alliances (Common)
Play on a creature you control.
{0}: Tap enchanted creature to give any other target creature +2/+1 until end of turn.
  • Is sacrificed if you lose control of the creature. [Duelist Magazine #12, Page 32]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

125. Carrier Pigeons

Summon Pigeons 1/1 3W (4) Alliances (Common)
Flying
Draw a card at the beginning of the upkeep of the turn after Carrier Pigeons comes into play.
  • Note - Before errata, this card was of creature type Pigeon. [Oracle 1999/07/23]

126. Carrier Pigeons

Summon Pigeons 1/1 3W (4) Alliances (Common)
Flying
Draw a card at the beginning of the upkeep of the turn after Carrier Pigeons comes into play.
  • Note - Before errata, this card was of creature type Pigeon. [Oracle 1999/07/23]

127. Errand of Duty

Instant 1W (2) Alliances (Common)
Put a Knight token into play. Treat this token as a 1/1 white creature with banding.

128. Errand of Duty

Instant 1W (2) Alliances (Common)
Put a Knight token into play. Treat this token as a 1/1 white creature with banding.

129. Exile

Instant 2W (3) Alliances (Rare)
Remove target non-white attacking creature from the game. Gain life equal to that creature's toughness.

130. Inheritance

Enchantment W (1) Alliances (Uncommon)
{3}: Draw a card. Use this ability only when a creature is put into the graveyard from play, and only once for each creature put into the graveyard.

131. Ivory Gargoyle

Summon Gargoyle 2/2 4W (5) Alliances (Rare)
Flying
If Ivory Gargoyle is put into the graveyard from play, put it into play under owner's control at end of turn and skip your next draw phase.
{4}{W}: Remove Ivory Gargoyle from the game.
  • If more than one of these dies in a turn, the loss of draw steps adds up. You do not get to skip just one draw step to pay off more than one Gargoyle death. [WotC Rules Team 1996/07/29]
  • A Clone or Vesuvan Doppelganger of this card which leaves play does get returned to play at the end of the turn just like a normal Gargoyle would. This is because it was a Gargoyle when it left play and the effect triggered. [Aahz 1996/05/21]
  • If a player other than the owner controls it at the time it goes to the graveyard, then that controller is the one who loses a draw step, not the owner. [Duelist Magazine #12, Page 32]
  • The effect that brings it back into play is considered controlled by the player who controlled the Gargoyle when it went to the graveyard. Therefore, the Gargoyle is considered to be put into play by the controller at the time it died, even though it gets put into play under the control of the Gargoyle's owner. [Aahz 1996/06/18] This matters only if someone steals the Gargoyle and has an effect which triggers when they bring a creature into play.
  • If it goes to the graveyard after you are done dealing with your "at end of turn" effects in the End of Turn step, it will come back into play at the end of the following turn. [D'Angelo 1999/08/01]
  • Note - Also see Skipping a Phase, Rule 419.6e.

132. Juniper Order Advocate

Summon Knight 1/2 2W (3) Alliances (Uncommon)
As long as Juniper Order Advocate is untapped, all green creatures you control get +1/+1.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

133. Kjeldoran Escort

Summon Soldier 2/3 2WW (4) Alliances (Common)
Banding

134. Kjeldoran Escort

Summon Soldier 2/3 2WW (4) Alliances (Common)
Banding

135. Kjeldoran Home Guard

Summon Soldier 1/6 3W (4) Alliances (Uncommon)
At the end of any combat in which Kjeldoran Home Guard attacked or blocked, put a -0/-1 counter on Kjeldoran Home Guard and put a Deserter token into play. Treat this token as a 0/1 white creature.

136. Kjeldoran Pride

Enchant Creature 1W (2) Alliances (Common)
Enchanted creature gets +1/+2.
{2}{U}: Switch Kjeldoran Pride from creature it enchants to another creature. Kjeldoran Pride's new target must be legal. Treat Kjeldoran Pride as though it were just cast on the new target.
  • The activated ability moves this card to a new permanent. [D'Angelo 1999/08/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

137. Kjeldoran Pride

Enchant Creature 1W (2) Alliances (Common)
Enchanted creature gets +1/+2.
{2}{U}: Switch Kjeldoran Pride from creature it enchants to another creature. Kjeldoran Pride's new target must be legal. Treat Kjeldoran Pride as though it were just cast on the new target.
  • The activated ability moves this card to a new permanent. [D'Angelo 1999/08/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

138. Martyrdom

Instant 1WW (3) Alliances (Common)
Until end of turn, you may redirect to target creature you control any amount of damage.
  • If the target creature is not still in play when the damage is to be redirected, the damage stays where it is. [D'Angelo 1997/08/21]
  • If the target stops being a creature, you cannot redirect damage to it until/unless it becomes a creature again. [bethmo 1996/08/06]
  • Can be used to redirect damage that was dealt to other players or to their creatures. [D'Angelo 1997/08/21]
  • Can be used to redirect damage from that creature to itself. This has no particularly useful effect. [D'Angelo 1999/08/01]

139. Martyrdom

Instant 1WW (3) Alliances (Common)
Until end of turn, you may redirect to target creature you control any amount of damage.
  • If the target creature is not still in play when the damage is to be redirected, the damage stays where it is. [D'Angelo 1997/08/21]
  • If the target stops being a creature, you cannot redirect damage to it until/unless it becomes a creature again. [bethmo 1996/08/06]
  • Can be used to redirect damage that was dealt to other players or to their creatures. [D'Angelo 1997/08/21]
  • Can be used to redirect damage from that creature to itself. This has no particularly useful effect. [D'Angelo 1999/08/01]

140. Noble Steeds

Enchantment 2W (3) Alliances (Common)
{1}{W}: Target creature gains first strike until end of turn.

141. Noble Steeds

Enchantment 2W (3) Alliances (Common)
{1}{W}: Target creature gains first strike until end of turn.

142. Reinforcements

Instant W (1) Alliances (Common)
Put up to three target creature cards from your graveyard on top of your library in any order.
  • You have to show the creatures you put on top of your library, but not the order you put them there. [D'Angelo 2000/02/18]
  • You can put them in any order. [D'Angelo 2006/08/01]

143. Reinforcements

Instant W (1) Alliances (Common)
Put up to three target creature cards from your graveyard on top of your library in any order.
  • You have to show the creatures you put on top of your library, but not the order you put them there. [D'Angelo 2000/02/18]
  • You can put them in any order. [D'Angelo 2006/08/01]

144. Reprisal

Instant 1W (2) Alliances (Common)
Bury target creature with power 4 or greater.

145. Reprisal

Instant 1W (2) Alliances (Common)
Bury target creature with power 4 or greater.

146. Royal Decree

Enchantment 2WW (4) Alliances (Rare)
Cumulative Upkeep: {W}
Whenever a swamp, mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller.

147. Royal Herbalist

Summon Cleric 1/1 W (1) Alliances (Common)
{2}: Remove the top card of your library from the game to gain 1 life.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

148. Royal Herbalist

Summon Cleric 1/1 W (1) Alliances (Common)
{2}: Remove the top card of your library from the game to gain 1 life.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

149. Scars of the Veteran

Instant 4W (5) Alliances (Uncommon)
You may remove a white card in your hand from the game instead of paying Scars of the Veteran's casting cost.
Prevent up to 7 damage to target creature or player. For each 1 damage to a creature prevented by Scars of the Veteran put a +0/+1 counter on that creature at end of turn.

150. Seasoned Tactician

Summon Tactician 1/3 2W (3) Alliances (Uncommon)
{3}: Remove the top four cards of your library from the game to prevent all damage to you from one source.
  • Note - This card was creature type "Tactician" until Oracle 2007/10/01, when it became "Human Advisor".

151. Sustaining Spirit

Summon Guardian 0/3 1W (2) Alliances (Rare)
Cumulative Upkeep: {1}{W}
Any damage that would reduce your life total to less than 1 instead reduces it to 1.
  • Does not prevent the damage. The damage was still dealt. It just changes the effect of the unprevented damage. [D'Angelo 1999/08/01]
  • Does not affect damage if you are already at zero or negative life. You still take it all. [Duelist Magazine #12, Page 32]
  • Note - Also see Cumulative Upkeep, Rule 502.13.
  • Note - This card was creature type "Guardian" until Oracle 2007/10/01, when it became "Angel Spirit".

152. Sworn Defender

Summon Knight 1/3 2WW (4) Alliances (Rare)
{1}: Change Sworn Defender's power to the toughness of target creature blocking or being blocked by Sworn Defender, minus 1, until end of turn. Change Sworn Defender's toughness to 1 plus the power of that creature, until end of turn.
  • It changes the current power/toughness. So if a Holy Strength (+1/+2) was on it and it blocks a 3/3 creature, it will become 2/4 by playing the ability because the Holy Strength bonus is overridden. [D'Angelo 1999/08/01]
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

153. Unlikely Alliance

Enchantment 1W (2) Alliances (Uncommon)
{1}{W}: Target non-attacking, non-blocking creature gets +0/+2 until end of turn.
  • The bonus is not lost if the creature later becomes an attacker or blocker. The limitation is just there to prevent the effect from being used late in an attack. [bethmo 1996/06/20]

154. Wild Aesthir

Summon Aesthir 1/1 2W (3) Alliances (Common)
Flying, first strike
{W}{W}: +2/+0 until end of turn. You cannot spend more than {W}{W} in this way each turn.

155. Wild Aesthir

Summon Aesthir 1/1 2W (3) Alliances (Common)
Flying, first strike
{W}{W}: +2/+0 until end of turn. You cannot spend more than {W}{W} in this way each turn.

156. Aesthir Glider

Artifact Creature 2/1 3 (3) Alliances (Common)
Flying
Cannot be assigned to block.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Bird".

157. Aesthir Glider

Artifact Creature 2/1 3 (3) Alliances (Common)
Flying
Cannot be assigned to block.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Bird".

158. Ashnod's Cylix

Artifact 2 (2) Alliances (Rare)
{3}, {T}: Target player looks at the top three cards of his or her library and puts one of them on top of that library. Remove the remaining two from the game.
  • If the player has less than 3 cards in their library, look at as many as they have, put one back, and remove the others. [Duelist Magazine #12, Page 32]

159. Astrolabe

Artifact 3 (3) Alliances (Common)
{1}, {T}: Sacrifice Astrolabe to add two mana of any one color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep.

160. Astrolabe

Artifact 3 (3) Alliances (Common)
{1}, {T}: Sacrifice Astrolabe to add two mana of any one color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep.

161. Floodwater Dam

Artifact 3 (3) Alliances (Rare)
: Tap X target lands.

162. Gustha's Scepter

Artifact 0 (0) Alliances (Rare)
If Gustha's Scepter leaves play or you lose control of it, put all cards under Gustha's Scepter into your graveyard.
{T}: Put any card from your hand face down under Gustha's Scepter. You may look at that card at any time.
{T}: Return any card under Gustha's Scepter to your hand.

163. Helm of Obedience

Artifact 4 (4) Alliances (Rare)
{X}, {T}: Put the top card of target opponent's library into his or her graveyard. Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first. If the last card put into the graveyard is a creature card, bury Helm of Obedience and put that creature into play under your control as though it were just cast.
X cannot be equal to 0.
  • Note that the activation cost was changed by errata. [D'Angelo 2001/05/02]
  • It is sacrificed during resolution if the last card was a creature. If this card is not still in play at that time because you Boomerang it back to your hand or something else happens to it, then you still get to put the card into play. [D'Angelo 2001/06/01] (This is a reversal. The card used to have a sub-ability.)

164. Lodestone Bauble

Artifact 0 (0) Alliances (Rare)
{1}, {T}: Sacrifice Lodestone Bauble to put up to four target basic lands from any player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep.

165. Mishra's Groundbreaker

Artifact 4 (4) Alliances (Uncommon)
{T}: Sacrifice Mishra's Groundbreaker. Target land becomes a 3/3 artifact creature. That creature still counts as a land.

166. Mystic Compass

Artifact 2 (2) Alliances (Uncommon)
{1}, {T}: Target mana-producing land becomes a basic land type of your choice until end of turn.
  • Changing a land's type overwrites the land's name and abilities. [D'Angelo 1998/06/10]
  • Note - Also see Land Type, Rule G12.2.
  • Note - In Alliances this card could only target mana-producing lands. It can now target any land.

167. Phyrexian Devourer

Artifact Creature 1/1 6 (6) Alliances (Rare)
If Phyrexian Devourer's power is 7 or greater, bury it.
{0}: Remove the top card of your library from the game to put a +X/+X counter on Phyrexian Devourer, where X is equal to that card's casting cost.

168. Phyrexian Portal

Artifact 3 (3) Alliances (Rare)
{3}: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Choose one of those piles and remove it from the game. Search the remaining pile and put one of those cards into your hand. Shuffle the remaining cards into your library. Ignore this effect if you have fewer than ten cards in your library.
  • It does not target the opponent, but you still choose an opponent when announcing the ability. [WotC Rules Team 1998/02/01]
  • The two piles do not have to be the same size. [Aahz 1996/06/28]
  • One of the piles can have zero cards if you like. [Aahz 1996/06/28]

169. Phyrexian War Beast

Artifact Creature 3/4 3 (3) Alliances (Common)
If Phyrexian War Beast leaves play, sacrifice a land, and Phyrexian War Beast deals 1 damage to you.
  • Note - This card had no creature type until Oracle 2007/09/01 when it became "Beast".

170. Phyrexian War Beast

Artifact Creature 3/4 3 (3) Alliances (Common)
If Phyrexian War Beast leaves play, sacrifice a land, and Phyrexian War Beast deals 1 damage to you.
  • Note - This card had no creature type until Oracle 2007/09/01 when it became "Beast".

171. Scarab of the Unseen

Artifact 2 (2) Alliances (Uncommon)
{T}: Sacrifice Scarab to the Unseen to return all enchantments on target permanent you own to their owners' hand. Draw a card at the beginning of the next turn's upkeep.

172. Shield Sphere

Artifact Creature 0/6 0 (0) Alliances (Uncommon)
Counts as a wall.
If Shield Sphere is assigned as a blocker, put a -0/-1 counter on it.
  • It gets the -0/-1 counter as a triggered ability when it blocks, which is long before damage dealing. When it is at 0/1 and it blocks, it will die immediately after blocking... but the creature it blocked is still blocked. [bethmo 1996/06/28]
  • Note - Also see Defender, Rule 502.41.
  • Note - Also see Walls, Rule G23.1.

173. Sol Grail

Artifact 3 (3) Alliances (Uncommon)
When Sol Grail Comes into play, choose a color.
{T}: Add one mana of the chosen color to your mana pool. Play this ability as an interrupt.

174. Soldevi Digger

Artifact 2 (2) Alliances (Rare)
{2}: Put the top card of your graveyard on the bottom of your library.

175. Soldevi Sentry

Artifact Creature 1/1 1 (1) Alliances (Common)
{1}: Regenerate. Target opponent may draw a card.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Soldier".

176. Soldevi Sentry

Artifact Creature 1/1 1 (1) Alliances (Common)
{1}: Regenerate. Target opponent may draw a card.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Soldier".

177. Soldevi Steam Beast

Artifact Creature 4/2 5 (5) Alliances (Common)
Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life.
{2}: Regenerate
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Beast".

178. Soldevi Steam Beast

Artifact Creature 4/2 5 (5) Alliances (Common)
Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life.
{2}: Regenerate
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Beast".

179. Storm Cauldron

Artifact 5 (5) Alliances (Rare)
During each player's turn, that player may put one additional land into play.
Whenever a land is tapped for mana, return that land to owner's hand.
  • If a land is tapped for mana, it is returned to its owner's hand as a triggered ability. [Aahz 1996/06/17]
  • If a land is tapped for mana and sacrificed all in one action, it goes to the graveyard before the Storm Cauldron can return it to the player's hand. [Duelist Magazine #12, Page 32]
  • Having multiples of these in play means you can play an additional land for each one. [bethmo 1996/09/30]

180. Urza's Engine

Artifact Creature 1/5 5 (5) Alliances (Uncommon)
Trample
{3}: Banding until end of turn.
{3}: All creatures banded with Urza's Engine gain trample until end of turn.

181. Whirling Catapult

Artifact 4 (4) Alliances (Uncommon)
{2}: Remove the top two cards of your library from the game to have Whirling Catapult deal 1 damage to each creature with flying and each player.

182. Balduvian Trading Post

Land Alliances (Rare)
When Balduvian Trading Post comes into play, sacrifice an untapped mountain or bury Balduvian Trading Post.
{T}: Add {1}{R} to your mana pool.
{1}, {T}: Balduvian Trading Post deals 1 damage to target attacking creature.
  • Mana Flare will let you make an extra red or an extra colorless mana of your choice. [Aahz 1996/05/21]
  • You sacrifice the mountain before this card is put into play, and do so no matter how it is put into play. [D'Angelo 1999/11/14]

183. Heart of Yavimaya

Land Alliances (Rare)
When Heart of Yavimaya comes into play, sacrifice a forest or bury Heart of Yavimaya.
{T}: Add {G} to your mana pool.
{T}: Target creature gets +1/+1 until end of turn.
  • You have to sacrifice a forest before this card is put into play, and no matter how it is put into play. [D'Angelo 1999/11/01]

184. Kjeldoran Outpost

Land Alliances (Rare)
When Kjeldoran Outpost comes into play, sacrifice a plains or bury Kjeldoran Outpost.
{T}: Add {W} to your mana pool.
{1}{W}, {T}: Put a soldier token into play. Treat this token as a 1/1 white creature.
  • You have to sacrifice a plains before this card is put into play. You have to do this no matter how it is put into play. [D'Angelo 1999/11/01]
  • Note -