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Future Sight

 Blick in die Zukunft  Vision de l'Avenir  Visione Futura  Visión del Futuro  Visão do Futuro  未来予知  预知将来  Взгляд в Будущее

→ Checklist → Cards

1. Angel of Salvation

Creature — Angel 5/5 6WW (8) Future Sight (Rare)
Flash; convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.)
Flying
When Angel of Salvation comes into play, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.

2. Augur il-Vec

Creature — Human Cleric 1/3 1W (2) Future Sight (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice Augur il-Vec: You gain 4 life. Play this ability only during your upkeep.

3. Barren Glory

Enchantment 4WW (6) Future Sight (Rare)
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
  • The conditions are checked both when this triggers and when it resolves. [Future Sight FAQ 2007/05/01]

4. Chronomantic Escape

Sorcery 4WW (6) Future Sight (Uncommon)
Until your next turn, creatures can't attack you. Remove Chronomantic Escape from the game with three time counters on it.
Suspend 3—{2}{W} (Rather than play this card from your hand, you may pay {2}{W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

5. Dust of Moments

Instant 2W (3) Future Sight (Uncommon)
Choose one — Remove two time counters from each permanent and each suspended card; or put two time counters on each permanent with a time counter on it and each suspended card.

6. Even the Odds

Instant 2W (3) Future Sight (Uncommon)
Play Even the Odds only if you control fewer creatures than each opponent.
Put three 1/1 white Soldier creature tokens into play.

7. Gift of Granite

Enchantment — Aura W (1) Future Sight (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets +0/+2.

8. Intervention Pact

Instant 0 (0) Future Sight (Rare)
Intervention Pact is white.
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.
At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.
  • This card is white in all zones. See Rule 402.8a. [D'Angelo 2007/05/01]
  • If this is countered, none of it has any effect. This includes the delayed triggered ability. [Future Sight FAQ 2007/05/01]
  • Effects that say you can't lose, such as Platinum Angel will prevent you from losing due to this effect. [Future Sight FAQ 2007/05/01]

9. Judge Unworthy

Instant 1W (2) Future Sight (Common)
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

10. Knight of Sursi

Creature — Human Knight 2/2 3W (4) Future Sight (Common)
Flying, flanking
Suspend 3—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

11. Lost Auramancers

Creature — Human Wizard 3/3 2WW (4) Future Sight (Uncommon)
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Lost Auramancers is put into a graveyard from play, if it had no time counters on it, you may search your library for an enchantment card and put it into play. If you do, shuffle your library.
  • You do not have to find an enchantment card if you don't want to, even if one is there. See Rule G19.4. [D'Angelo 2007/05/15]
  • Note - Also see Vanishing, Rule 502.60.

12. Magus of the Moat

Creature — Human Wizard 0/3 2WW (4) Future Sight (Rare)
Creatures without flying can't attack.

13. Marshaling Cry

Sorcery 1WW (3) Future Sight (Common)
Creatures you control get +1/+1 and gain vigilance until end of turn.
Cycling {2} ({2}, Discard this card: Draw a card.)
Flashback {3}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

14. Saltskitter

Creature — Wurm 3/4 3W (4) Future Sight (Common)
Whenever another creature comes into play, remove Saltskitter from the game. Return Saltskitter to play under its owner's control at end of turn.
  • If a creature enters play after "at end of turn" abilities have triggered that turn, it won't return to play until the next turn's "at end of turn" abilities trigger. [Future Sight FAQ 2007/05/01]

15. Samite Censer-Bearer

Creature — Human Rebel Cleric 1/1 W (1) Future Sight (Common)
{W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.
  • It puts a separate one point damage prevention shield on each creature you control at the time the ability resolves. [Future Sight FAQ 2007/05/01]

16. Scout's Warning

Instant W (1) Future Sight (Rare)
The next creature card you play this turn can be played as though it had flash.
Draw a card.
  • You can suspend creatures at any time you could play an instant without ending this effect. [Future Sight FAQ 2007/05/01]

17. Spirit en-Dal

Creature — Spirit 2/1 2W (3) Future Sight (Uncommon)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Forecast — {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Play this ability only during your upkeep and only once each turn.)

18. Aven Mindcensor

Creature — Bird Wizard 2/1 2W (3) Future Sight (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
  • This works if an opponent searches any library, not just their own. [Future Sight FAQ 2007/05/01]
  • If the search would have the player shuffle the library, the whole library is still shuffled. [Future Sight FAQ 2007/05/01]
  • Note - Also see Flash, Rule 502.57.

19. Blade of the Sixth Pride

Creature — Cat Rebel 3/1 1W (2) Future Sight (Common)

20. Bound in Silence

Tribal Enchantment — Rebel Aura 2W (3) Future Sight (Uncommon)
Enchant creature
Enchanted creature can't attack or block.
  • Rebel is a creature type. Aura is an enchantment type. [Future Sight FAQ 2007/05/01]
  • This card can be found by abilities such as Amrou Scout. [Future Sight FAQ 2007/05/01]
  • When put into play directly, it only comes into play if there is something legal for it to enchant. Otherwise, it remains where it was. [Future Sight FAQ 2007/05/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Tribal, Rule 212.8.

21. Daybreak Coronet

Enchantment — Aura WW (2) Future Sight (Rare)
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.)

22. Goldmeadow Lookout

Creature — Kithkin Spellshaper 2/2 3W (4) Future Sight (Uncommon)
{W}, {T}, Discard a card: Put a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier into play with "{W}, {T}: Tap target creature."

23. Imperial Mask

Enchantment 4W (5) Future Sight (Rare)
When Imperial Mask comes into play, if it's not a token, each of your teammates puts a token into play that's a copy of Imperial Mask.
You can't be the target of spells or abilities your opponents control.
  • The tokens are enchantments and not creatures. [Future Sight FAQ 2007/05/01]
  • Only teammates within the range of influence get a token. [Future Sight FAQ 2007/05/01]
  • The tokens enter play as copies of whatever this card is at the time the trigger resolves. So changes to this card may be picked up if the copy rules apply to those changes (such as if this card becomes face down). [Future Sight FAQ 2007/05/01]
  • If this card leaves play before the triggered ability resolves, then the tokens still enter play as copies of whatever this card was as it left play. [Future Sight FAQ 2007/05/01]
  • Note - Also see Copying Objects, Rule 503.
  • Note - Also see Tokens, Rule 216.

24. Lucent Liminid

Enchantment Creature — Elemental 3/3 3WW (5) Future Sight (Common)
Flying
  • This card is both an Enchantment and a Creature. [Future Sight FAQ 2007/05/01]

25. Lumithread Field

Enchantment 1W (2) Future Sight (Common)
Creatures you control get +0/+1.
Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
  • This is not a creature, but it enters play as a creature if you use the morph ability. When it turns face up, it will change into an enchantment. See Rule 502.26.Ruling.9. [Future Sight FAQ 2007/05/01]
  • Note - Also see Morph, Rule 502.26.

26. Lymph Sliver

Creature — Sliver 3/3 4W (5) Future Sight (Common)
All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.)

27. Mistmeadow Skulk

Creature — Kithkin Rogue 1/1 1W (2) Future Sight (Uncommon)
Protection from converted mana cost 3 or greater
Lifelink (Whenever this creature deals damage, you gain that much life.)

28. Oriss, Samite Guardian

Legendary Creature — Human Cleric 1/3 1WW (3) Future Sight (Rare)
{T}: Prevent all damage that would be dealt to target creature this turn.
Grandeur — Discard another card named Oriss, Samite Guardian: Target player can't play spells this turn, and creatures that player controls can't attack this turn.

29. Patrician's Scorn

Instant 3W (4) Future Sight (Common)
If you played another white spell this turn, you may play Patrician's Scorn without paying its mana cost.
Destroy all enchantments.

30. Ramosian Revivalist

Creature — Human Rebel Cleric 2/2 3W (4) Future Sight (Uncommon)
{6}, {T}: Return target Rebel permanent card with converted mana cost 5 or less from your graveyard to play.

31. Seht's Tiger

Creature — Cat 3/3 2WW (4) Future Sight (Rare)
Flash (You may play this spell any time you could play an instant.)
When Seht's Tiger comes into play, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)

32. Aven Augur

Creature — Bird Wizard 2/2 3U (4) Future Sight (Common)
Flying
Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Play this ability only during your upkeep.

33. Cloudseeder

Creature — Faerie Spellshaper 1/1 1U (2) Future Sight (Uncommon)
Flying
{U}, {T}, Discard a card: Put a 1/1 blue Faerie creature token named Cloud Sprite into play with flying and "Cloud Sprite can block only creatures with flying."

34. Cryptic Annelid

Creature — Beast 1/4 3U (4) Future Sight (Uncommon)
When Cryptic Annelid comes into play, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
  • You do the scry actions in the order listed. [Future Sight FAQ 2007/05/01]
  • Note - Also see Scry, Rule 501.8.
  • Note - This card was creature type "Beast" until Oracle 2008/01/01, when it became "Worm Beast".

35. Delay

Instant 1U (2) Future Sight (Uncommon)
Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.)
  • When the spell is eventually played again, it is a new spell. You choose targets, modes, and so on over again. [Future Sight FAQ 2007/05/01]
  • If the spell has any additional costs, those costs are paid again when it is played again. If you cannot pay them, then the spell is not played and it remains removed from the game. [Future Sight FAQ 2007/05/01]
  • A spell that does not have Suspend gains Suspend only as long as it is removed from the game. When it changes zones, it loses it. [Future Sight FAQ 2007/05/01]
  • If the spell had Flashback, this card will remove it from the game and Flashback won't take effect. [Future Sight FAQ 2007/05/01]
  • Note - Also see Suspend, Rule 502.59.

36. Foresee

Sorcery 3U (4) Future Sight (Common)
Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

37. Infiltrator il-Kor

Creature — Kor Rogue 3/1 4U (5) Future Sight (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Suspend 2—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

38. Leaden Fists

Enchantment — Aura 2U (3) Future Sight (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets +3/+3 and doesn't untap during its controller's untap step.

39. Maelstrom Djinn

Creature — Djinn 5/6 7U (8) Future Sight (Rare)
Flying
Morph {2}{U}
When Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
  • If this turns face up then is somehow turned face down, it will keep the time counters and vanishing ability, which will continue as normal. If it is turned face up again, it will get more counters and a second instance of vanishing. Both would trigger each upkeep. [Future Sight FAQ 2007/05/01]
  • Note - Also see Morph, Rule 502.26.
  • Note - Also see Vanishing, Rule 502.60.

40. Magus of the Future

Creature — Human Wizard 2/3 2UUU (5) Future Sight (Rare)
Play with the top card of your library revealed.
You may play the top card of your library.
  • You play the card just like you would playing it from your hand. [D'Angelo 2007/07/19]
  • If an effect has you draw multiple cards, reveal each one before you draw it. [Future Sight FAQ 2007/05/01]
  • If the top card is a land, you can play it if you could play a land. If it is a non-land, you can play it if you can play that spell. [Future Sight FAQ 2007/05/01]
  • If the top card has Morph, you can play it using the Morph ability. [Future Sight FAQ 2007/05/01]
  • When you play the top card, reveal the next card as soon as you are done putting the spell on the stack or the land into play. [Future Sight FAQ 2007/05/01]
  • If the top card of your library changes while in the middle of playing a spell or ability, don't reveal until you're done putting it on the stack. [Future Sight FAQ 2007/05/01]
  • You cannot suspend, cycle, discard, or play any activated abilities of such cards that are played while in your hand. [Future Sight FAQ 2007/05/01]

41. Mystic Speculation

Sorcery U (1) Future Sight (Uncommon)
Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)
Scry 3 (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

42. Pact of Negation

Instant 0 (0) Future Sight (Rare)
Pact of Negation is blue.
Counter target spell.
At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.
  • This card is blue in all zones. See Rule 402.8a. [D'Angelo 2007/05/15]

43. Reality Strobe

Sorcery 4UU (6) Future Sight (Uncommon)
Return target permanent to its owner's hand. Remove Reality Strobe from the game with three time counters on it.
Suspend 3—{2}{U} (Rather than play this card from your hand, you may pay {2}{U} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
  • If this is countered, the remove from the game effect does not occur. [Future Sight FAQ 2007/05/01]
  • A copy of this spell that gets removed from the game will cease to exist so it won't get the time counters. See Rule 420.5j. [D'Angelo 2008/03/16]
  • Note - Also see Suspend, Rule 502.59.

44. Take Possession

Enchantment — Aura 5UU (7) Future Sight (Rare)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Enchant permanent
You control enchanted permanent.

45. Unblinking Bleb

Creature — Illusion 1/3 3U (4) Future Sight (Common)
Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

46. Venser, Shaper Savant

Legendary Creature — Human Wizard 2/2 2UU (4) Future Sight (Rare)
Flash (You may play this spell any time you could play an instant.)
When Venser, Shaper Savant comes into play, return target spell or permanent to its owner's hand.
  • A spell returned to its owner's hand isn't countered, it is simply removed and will not resolve. [Future Sight FAQ 2007/05/01]
  • A copy of a spell that is returned will go to the hand then cease to exist. [Future Sight FAQ 2007/05/01]
  • If the spell was played using Flashback (see Rule 502.22), then its effect will supercede this one and the card will be removed from game. [Future Sight FAQ 2007/05/01]
  • Note - Also see Flash, Rule 502.57.
  • Note - Also see Legendary, Rule G12.9.

47. Venser's Diffusion

Instant 2U (3) Future Sight (Common)
Return target nonland permanent or suspended card to its owner's hand.

48. Arcanum Wings

Enchantment — Aura 1U (2) Future Sight (Uncommon)
Enchant creature
Enchanted creature has flying.
Aura swap {2}{U} ({2}{U}: Exchange this Aura with an Aura card in your hand.)

49. Blind Phantasm

Creature — Illusion 2/3 2U (3) Future Sight (Common)

50. Bonded Fetch

Creature — Homunculus 0/2 2U (3) Future Sight (Uncommon)
Defender, haste
{T}: Draw a card, then discard a card.

51. Linessa, Zephyr Mage

Legendary Creature — Human Wizard 3/3 3U (4) Future Sight (Rare)
{X}{U}{U}, {T}: Return target creature with converted mana cost X to its owner's hand.
Grandeur — Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, an enchantment, and a land.

52. Logic Knot

Instant XUU (2) Future Sight (Common)
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)
Counter target spell unless its controller pays {X}.

53. Mesmeric Sliver

Creature — Sliver 2/2 3U (4) Future Sight (Common)
All Slivers have "When this permanent comes into play, you may fateseal 1." (Its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.)

54. Narcomoeba

Creature — Illusion 1/1 1U (2) Future Sight (Uncommon)
Flying
When Narcomoeba is put into your graveyard from your library, you may put it into play.
  • If it is not still in the graveyard when its trigger resolves, the trigger will not do anything. [Future Sight FAQ 2007/05/01]

55. Nix

Instant U (1) Future Sight (Rare)
Counter target spell if no mana was spent to play it.
  • It can target any spell. The amount of mana spent is checked only on resolution. [Future Sight FAQ 2007/05/01]
  • The mana cost may be more than zero as long as an alternate cost or a cost reduction was used to avoid paying it, or if it is a copy of a spell so no mana was pad when playing it. [Future Sight FAQ 2007/05/01]

56. Sarcomite Myr

Artifact Creature — Myr 2/1 2U (3) Future Sight (Common)
{2}: Sarcomite Myr gains flying until end of turn.
{2}, Sacrifice Sarcomite Myr: Draw a card.

57. Second Wind

Enchantment — Aura 2U (3) Future Sight (Uncommon)
Enchant creature
{T}: Tap enchanted creature.
{T}: Untap enchanted creature.
  • The abilities are played and controlled by the enchantment's controller, not the creature's controller. [Future Sight FAQ 2007/05/01]
  • Tapping an enchantment does not tap what it enchants and tapping what it enchants does not tap the enchantment. [Future Sight FAQ 2007/05/01]
  • Note - Also see Aura, Rule G1.30.

58. Shapeshifter's Marrow

Enchantment 2UU (4) Future Sight (Rare)
At the beginning of each opponent's upkeep, that player reveals the top card of his or her library. If it's a creature card, the player puts the card into his or her graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.)
  • When it becomes a copy of the creature, it loses all current abilities, types, and text and becomes whatever it is copying. [Future Sight FAQ 2007/05/01]
  • Note - Also see Copying Objects, Rule 503.

59. Spellweaver Volute

Enchantment — Aura 3UU (5) Future Sight (Rare)
Enchant instant card in a graveyard
Whenever you play a sorcery spell, copy the enchanted instant card. You may play the copy without paying its mana cost. If you do, remove the enchanted card from the game and attach Spellweaver Volute to another instant card in a graveyard.
  • This card is in play, even though the card it is attached to is in a graveyard. [Future Sight FAQ 2007/05/01]
  • When you play a sorcery spell, Spellweaver Volute's ability triggers. It will make a copy of the enchanted card. The copy will exist in the graveyard. You'll have the option to play the copy. If you don't, the copy remains in the graveyard and ceases to exist the next time state-based effects are checked. If you do play the copy, the copy is played from the graveyard. After you finish playing it, the enchanted card is removed from the game and you must choose a new instant card in a graveyard to attach Spellweaver Volute to. If you can't, Spellweaver Volute remains in play attached to nothing and is then put into the graveyard the next time state-based effects are checked. [Future Sight FAQ 2007/05/01]
  • Say Spellweaver Volute's ability triggers, then the enchanted instant card is removed from the graveyard in response. Spellweaver Volute, which is now enchanting nothing, is put into its owner's graveyard as a state-based effect. When the Volute's ability resolves, it will check its last existence in play and identify the "enchanted card" as "nothing," so no copy is created. [Future Sight FAQ 2007/05/01]
  • Say Spellweaver Volute's ability triggers, then Spellweaver Volute leaves play in response. Then the instant card that was enchanted is removed from the graveyard in response. When the Volute's ability resolves, it will check its last existence in play and identify the "enchanted card" as that instant card, so the card is copied and controller of the triggered ability may play it. [Future Sight FAQ 2007/05/01]
  • If the enchanted card leaves the graveyard, this will "fall off" and be put into its owner's graveyard as a state-based effect. [Future Sight FAQ 2007/05/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Copying Objects, Rule 503.

60. Spin into Myth

Instant 4U (5) Future Sight (Uncommon)
Put target creature on top of its owner's library, then fateseal 2. (Look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
  • You can choose a different player to fateseal than the controller of the target creature. [Future Sight FAQ 2007/05/01]
  • Note - Also see Fateseal, Rule 501.9.

61. Vedalken Æthermage

Creature — Vedalken Wizard 1/2 1U (2) Future Sight (Common)
Flash (You may play this spell any time you could play an instant.)
When Vedalken Æthermage comes into play, return target Sliver to its owner's hand.
Wizardcycling {3} ({3}, Discard this card: Search your library for a Wizard card, reveal it, and put it into your hand. Then shuffle your library.)

62. Whip-Spine Drake

Creature — Drake 3/3 3UU (5) Future Sight (Common)
Flying
Morph {2}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

63. Augur of Skulls

Creature — Skeleton Wizard 1/1 1B (2) Future Sight (Common)
{1}{B}: Regenerate Augur of Skulls.
Sacrifice Augur of Skulls: Target player discards two cards. Play this ability only during your upkeep.

64. Cutthroat il-Dal

Creature — Human Rogue 4/1 3B (4) Future Sight (Common)
Hellbent — Cutthroat il-Dal has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.)

65. Festering March

Sorcery 3BB (5) Future Sight (Uncommon)
Creatures your opponents control get -1/-1 until end of turn. Remove Festering March from the game with three time counters on it.
Suspend 3—{2}{B} (Rather than play this card from your hand, you may pay {2}{B} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

66. Gibbering Descent

Enchantment 4BB (6) Future Sight (Rare)
At the beginning of each player's upkeep, that player loses 1 life and discards a card.
Hellbent — Skip your upkeep step if you have no cards in hand.
Madness {2}{B}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

67. Grave Peril

Enchantment 1B (2) Future Sight (Common)
When a nonblack creature comes into play, sacrifice Grave Peril. If you do, destroy that creature.
  • The sacrifice is not optional. [Future Sight FAQ 2007/05/01]
  • If more than one nonblack creature comes into play, this card will trigger for each of them. The first trigger that resolves will have you sacrifice this card and destroy that creature. The other triggers that resolve will be unable to sacrifice this card so they will not destroy any creature. [Future Sight FAQ 2007/05/01]
  • You choose the order the triggers go on the stack if they all happen at once so you can control which creature will be destroyed. [D'Angelo 2007/06/04]

68. Ichor Slick

Sorcery 2B (3) Future Sight (Common)
Target creature gets -3/-3 until end of turn.
Cycling {2} ({2}, Discard this card: Draw a card.)
Madness {3}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
  • If you pay {2} to cycle this card, you make the choice of whether or not to have the madness ability remove it from the game or let it go to the graveyard. If you choose to remove it, then the Madness ability goes on the stack on top of the Cycling ability. When the Madness ability resolves, you get the choice of paying the madness cost of {3}{B} to play the spell or just let it go to the graveyard. Then when the Cycling ability resolves you draw a card. [Future Sight FAQ 2007/05/01] In other words, for {5}{B}, you can get a card and play the spell. [D'Angelo 2007/06/04]
  • Note - Also see Cycling, Rule 502.18.
  • Note - Also see Madness, Rule 502.24.

69. Lost Hours

Sorcery 1B (2) Future Sight (Common)
Target player reveals his or her hand. Choose a nonland card from it. That player puts that card into his or her library third from the top.
  • If the library has zero or one cards in it, put the card on the bottom of the library. [Future Sight FAQ 2007/05/01]

70. Magus of the Abyss

Creature — Human Wizard 4/3 3B (4) Future Sight (Rare)
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated.
  • The controller of this card controls the ability, but the player whose turn it is choose the target. [Future Sight FAQ 2007/05/01]

71. Minions' Murmurs

Sorcery 2BB (4) Future Sight (Uncommon)
You draw X cards and you lose X life, where X is the number of creatures you control.

72. Nihilith

Creature — Horror 4/4 4BB (6) Future Sight (Rare)
Fear
Suspend 7—{1}{B}
Whenever a card is put into an opponent's graveyard from anywhere, if Nihilith is suspended, you may remove a time counter from Nihilith.

73. Oblivion Crown

Enchantment — Aura 1B (2) Future Sight (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn."

74. Pooling Venom

Enchantment — Aura 1B (2) Future Sight (Uncommon)
Enchant land
Whenever enchanted land becomes tapped, its controller loses 2 life.
{3}{B}: Destroy enchanted land.
  • Triggers whenever the land is tapped, not just when it is tapped for mana. [Future Sight FAQ 2007/05/01]
  • Note - Also see Aura, Rule G1.30.

75. Putrid Cyclops

Creature — Zombie Cyclops 3/3 2B (3) Future Sight (Common)
When Putrid Cyclops comes into play, scry 1, then reveal the top card of your library. Putrid Cyclops gets -X/-X until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

76. Shimian Specter

Creature — Specter 2/2 2BB (4) Future Sight (Rare)
Flying
Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. Choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.
  • You do not have to find any of the named card in the library or their hand if you don't want to, even if one is there. See Rule G19.4. You do have to find the ones in the graveyard. [D'Angelo 2007/05/15]

77. Skirk Ridge Exhumer

Creature — Zombie Spellshaper 1/1 1B (2) Future Sight (Uncommon)
{B}, {T}, Discard a card: Put a 1/1 black Zombie Goblin creature token named Festering Goblin into play with "When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn."

78. Slaughter Pact

Instant 0 (0) Future Sight (Rare)
Slaughter Pact is black.
Destroy target nonblack creature.
At the beginning of your next upkeep, pay {2}{B}. If you don't, you lose the game.
  • This card is black in all zones. See Rule 402.8a. [D'Angelo 2007/05/15]
  • If this is countered, none of it has any effect. This includes the delayed triggered ability. [Future Sight FAQ 2007/05/01]
  • Effects that say you can't lose, such as Platinum Angel will prevent you from losing due to this effect. [Future Sight FAQ 2007/05/01]

79. Stronghold Rats

Creature — Rat 2/1 2B (3) Future Sight (Uncommon)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Stronghold Rats deals combat damage to a player, each player discards a card.
  • In a multiplayer game, each player chooses what to discard in turn order but does not reveal their choice. Then after all have chosen, the cards are revealed. No one gets to know what their opponents are choosing. [Future Sight FAQ 2007/05/01]
  • Note - Also see Shadow, Rule 502.8.

80. Bitter Ordeal

Sorcery 2B (3) Future Sight (Rare)
Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.
Gravestorm (When you play this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

81. Bridge from Below

Enchantment BBB (3) Future Sight (Rare)
Whenever a nontoken creature is put into your graveyard from play, if Bridge from Below is in your graveyard, put a 2/2 black Zombie creature token into play.
When a creature is put into an opponent's graveyard from play, if Bridge from Below is in your graveyard, remove Bridge from Below from the game.

82. Death Rattle

Instant 5B (6) Future Sight (Common)
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)
Destroy target nongreen creature. It can't be regenerated.

83. Deepcavern Imp

Creature — Imp Rebel 2/2 2B (3) Future Sight (Common)
Flying, haste
Echo—Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

84. Fleshwrither

Creature — Horror 3/3 2BB (4) Future Sight (Uncommon)
Transfigure {1}{B}{B} ({1}{B}{B}, Sacrifice this creature: Search your library for a creature card with the same converted mana cost as this creature and put that card into play. Then shuffle your library. Play only as a sorcery.)

85. Frenzy Sliver

Creature — Sliver 1/1 1B (2) Future Sight (Common)
All Sliver creatures have frenzy 1. (Whenever a Sliver attacks and isn't blocked, it gets +1/+0 until end of turn.)

86. Grave Scrabbler

Creature — Zombie 2/2 3B (4) Future Sight (Common)
Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
When Grave Scrabbler comes into play, if its madness cost was paid, you may return target creature card in a graveyard to its owner's hand.
  • You choose the target when playing the triggered ability, but don't choose whether or not to return it until the ability resolves. [Future Sight FAQ 2007/05/01]
  • Note - Also see Madness, Rule 502.24.

87. Korlash, Heir to Blackblade

Legendary Creature — Zombie Warrior X/X 2BB (4) Future Sight (Rare)
Korlash, Heir to Blackblade's power and toughness are each equal to the number of Swamps you control.
{1}{B}: Regenerate Korlash.
Grandeur — Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them into play tapped, then shuffle your library.

88. Mass of Ghouls

Creature — Zombie Warrior 5/3 3BB (5) Future Sight (Common)

89. Snake Cult Initiation

Enchantment — Aura 3B (4) Future Sight (Uncommon)
Enchant creature
Enchanted creature has poisonous 3. (Whenever it deals combat damage to a player, that player gets three poison counters. A player with ten or more poison counters loses the game.)

90. Street Wraith

Creature — Wraith 3/4 3BB (5) Future Sight (Uncommon)
Swampwalk
Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)

91. Tombstalker

Creature — Demon 5/5 6BB (8) Future Sight (Rare)
Flying
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)

92. Witch's Mist

Enchantment 2B (3) Future Sight (Uncommon)
{2}{B}, {T}: Destroy target creature that was dealt damage this turn.
  • If a creature is dealt damage and then regenerates, all damage to it is removed, but it was damaged this turn so this ability can be used on it. [Future Sight FAQ 2007/05/01]

93. Yixlid Jailer

Creature — Zombie Wizard 2/1 1B (2) Future Sight (Uncommon)
Cards in graveyards lose all abilities.
  • Removes all abilities, even if they don't do anything while in the graveyard. [Future Sight FAQ 2007/05/01]
  • An ability that triggers on going to the graveyard from play is considered to trigger in play so this card won't affect that trigger. [Future Sight FAQ 2007/05/01]
  • An ability that triggers on going to the graveyard from other zones is considered to trigger after getting to the graveyard, so this effect will prevent that ability from triggering. [Future Sight FAQ 2007/05/01]
  • Cards with abilities that define how they enter play will not have those while in the graveyard, but if they are put into play from the graveyard those abilities will be applied as they enter play. [Future Sight FAQ 2007/05/01]
  • If Mistform Ultimus is in the graveyard, the Ultimus will lose its ability that says "Mistform Ultimus is every creature type," but it will still be all creature types. The way continuous effects work, Mistform Ultimus's type-changing ability is applied before Yixlid Jailer's ability removes it. [Future Sight FAQ 2007/05/01]

94. Arc Blade

Sorcery 3RR (5) Future Sight (Uncommon)
Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it.
Suspend 3—{2}{R} (Rather than play this card from your hand, you may pay {2}{R} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

95. Bogardan Lancer

Creature — Human Knight 1/1 1R (2) Future Sight (Common)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

96. Char-Rumbler

Creature — Elemental -1/3 2RR (4) Future Sight (Uncommon)
Double strike
{R}: Char-Rumbler gets +1/+0 until end of turn.
  • Yes it really does start with a negative power, so you need to give it +2 power before it can even do 1 damage. [Future Sight FAQ 2007/05/01]
  • Note - Also see Double Strike, Rule 502.28.

97. Emberwilde Augur

Creature — Goblin Shaman 2/1 1R (2) Future Sight (Common)
Sacrifice Emberwilde Augur: Emberwilde Augur deals 3 damage to target player. Play this ability only during your upkeep.

98. Fatal Attraction

Enchantment — Aura 2R (3) Future Sight (Common)
Enchant creature
When Fatal Attraction comes into play, it deals 2 damage to enchanted creature.
At the beginning of your upkeep, Fatal Attraction deals 4 damage to enchanted creature.

99. Gathan Raiders

Creature — Human Warrior 3/3 3RR (5) Future Sight (Common)
Hellbent — Gathan Raiders gets +2/+2 if you have no cards in hand.
Morph—Discard a card. (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

100. Haze of Rage

Sorcery 1R (2) Future Sight (Uncommon)
Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)
Creatures you control get +1/+0 until end of turn.
Storm (When you play this spell, copy it for each spell played before it this turn.)

101. Magus of the Moon

Creature — Human Wizard 2/2 2R (3) Future Sight (Rare)
Nonbasic lands are Mountains.

102. Molten Disaster

Sorcery XRR (2) Future Sight (Rare)
Kicker {R} (You may pay an additional {R} as you play this spell.)
If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player.

103. Pact of the Titan

Instant 0 (0) Future Sight (Rare)
Pact of the Titan is red.
Put a 4/4 red Giant creature token into play.
At the beginning of your next upkeep, pay {4}{R}. If you don't, you lose the game.

104. Pyromancer's Swath

Enchantment 2R (3) Future Sight (Rare)
If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead.
At end of turn, discard your hand.
  • If the spell deals no damage because the damage is prevented, this card will not add 2 to it. At least one unprevented point of damage must be dealt. [Future Sight FAQ 2007/05/01]

105. Riddle of Lightning

Instant 3RR (5) Future Sight (Common)
Choose target creature or player. Scry 3, then reveal the top card of your library. Riddle of Lightning deals damage equal to that card's converted mana cost to that creature or player. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

106. Rift Elemental

Creature — Elemental 1/1 R (1) Future Sight (Common)
{1}{R}, Remove a time counter from a permanent you control or suspended card you own: Rift Elemental gets +2/+0 until end of turn.
  • The time counter is removed as a cost, so it can't be responded to. [Future Sight FAQ 2007/05/01]
  • If the last time counter is removed this way, the suspended or vanishing ability is put on the stack on top of this ability. [Future Sight FAQ 2007/05/01]
  • Note - Also see Suspend, Rule 502.59.

107. Scourge of Kher Ridges

Creature — Dragon 6/6 6RR (8) Future Sight (Rare)
Flying
{1}{R}: Scourge of Kher Ridges deals 2 damage to each creature without flying.
{5}{R}: Scourge of Kher Ridges deals 6 damage to each other creature with flying.

108. Shivan Sand-Mage

Creature — Viashino Shaman 3/2 2RR (4) Future Sight (Uncommon)
When Shivan Sand-Mage comes into play, choose one — Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card.
Suspend 4—{R}

109. Sparkspitter

Creature — Elemental Spellshaper 1/3 2R (3) Future Sight (Uncommon)
{R}, {T}, Discard a card: Put a 3/1 red Elemental creature token named Spark Elemental into play with trample, haste, and "At end of turn, sacrifice Spark Elemental."

110. Bloodshot Trainee

Creature — Goblin Warrior 2/3 3R (4) Future Sight (Uncommon)
{T}: Bloodshot Trainee deals 4 damage to target creature. Play this ability only if Bloodshot Trainee's power is 4 or greater.
  • The power is checked only when playing ths ability. [Future Sight FAQ 2007/05/01]

111. Boldwyr Intimidator

Creature — Giant Warrior 5/5 5RR (7) Future Sight (Uncommon)
Cowards can't block Warriors.
{R}: Target creature's type becomes Coward until end of turn.
{2}{R}: Target creature's type becomes Warrior until end of turn.
  • It replaces all previous creature types with either Coward or Warrior. [Future Sight FAQ 2007/05/01]

112. Emblem of the Warmind

Enchantment — Aura 1R (2) Future Sight (Uncommon)
Enchant creature you control
Creatures you control have haste.
  • If you lose control of the creature (or something else happens so that the creature and this enchantment are not both controlled by the same player), then this enchantment goes to the graveyard. [D'Angelo 2007/05/15]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Haste, Rule 502.5.

113. Flowstone Embrace

Enchantment — Aura 1R (2) Future Sight (Common)
Enchant creature
{T}: Enchanted creature gets +2/-2 until end of turn.
  • The ability is played by the controller of this card, not the creature's controller. [Future Sight FAQ 2007/05/01]
  • Tapping an enchantment does not tap what it enchants and tapping what it enchants does not tap the enchantment. [Future Sight FAQ 2007/05/01]
  • Note - Also see Aura, Rule G1.30.

114. Fomori Nomad

Creature — Nomad Giant 4/4 4R (5) Future Sight (Common)

115. Ghostfire

Instant 2R (3) Future Sight (Common)
Ghostfire is colorless.
Ghostfire deals 3 damage to target creature or player.
  • This card is colorless in all zones. See Rule 402.8a. This is true even though it has red mana in its mana cost. It is not a red card and deals damage as a colorless source. [D'Angelo 2007/05/01]

116. Grinning Ignus

Creature — Elemental 2/2 2R (3) Future Sight (Common)
{R}, Return Grinning Ignus to its owner's hand: Add {2}{R} to your mana pool. Play this ability only any time you could play a sorcery.
  • It is a mana ability even though the ability can only be played when you can play a sorcery. [Future Sight FAQ 2007/05/01]

117. Henchfiend of Ukor

Creature — Ogre 3/2 3R (4) Future Sight (Common)
Haste
Echo {1}{B} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice this permanent unless you pay its echo cost.)
{S}: Henchfiend of Ukor gets +1/+0 until end of turn.

118. Homing Sliver

Creature — Sliver 2/2 2R (3) Future Sight (Common)
Each Sliver card in each player's hand has slivercycling {3}.
Slivercycling {3} ({3}, Discard this card: Search your library for a Sliver card, reveal it, and put it into your hand. Then shuffle your library.)

119. Shah of Naar Isle

Creature — Efreet 6/6 3R (4) Future Sight (Rare)
Trample
Echo {0} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Shah of Naar Isle's echo cost is paid, each opponent may draw up to three cards.
  • During your upkeep, you have the choice to pay {0} or not pay (in which case this card is sacrificed). If you pay, then the ability triggers. [Future Sight FAQ 2007/05/01]
  • Using Thick-Skinned Goblin's ability to pay {0} instead of the regular cost will still count as paying. [Future Sight FAQ 2007/05/01]
  • Note - Also see Echo, Rule 502.19.
  • Note - Also see Trample, Rule 502.9.

120. Skizzik Surger

Creature — Elemental 6/4 4RR (6) Future Sight (Uncommon)
Haste
Echo—Sacrifice two lands. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

121. Steamflogger Boss

Creature — Goblin Rigger 3/3 3R (4) Future Sight (Rare)
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
  • At the time this card was printed, there was no game meaning for "assemble" and no artifacts of type "Contraption". They are future references. [Future Sight FAQ 2007/05/01]
  • Note - Also see Haste, Rule 502.5.

122. Storm Entity

Creature — Elemental 1/1 1R (2) Future Sight (Uncommon)
Haste
Storm Entity comes into play with a +1/+1 counter on it for each other spell played this turn.
  • The number of spells played this turn is determined when it resolves, so it does count ones that were played while it was on the stack. [Future Sight FAQ 2007/05/01]
  • Note - Also see Haste, Rule 502.5.

123. Tarox Bladewing

Legendary Creature — Dragon 4/3 2RRR (5) Future Sight (Rare)
Flying, haste
Grandeur — Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power.

124. Thunderblade Charge

Sorcery 1RR (3) Future Sight (Rare)
Thunderblade Charge deals 3 damage to target creature or player.
Whenever one or more creatures you control deal combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay {2}{R}{R}{R}. If you do, play it without paying its mana cost.
  • It triggers only once per combat damage step, not matter how many creatures deal damage. But it can trigger in each of first strike and normal damage dealing steps. [Future Sight FAQ 2007/05/01]

125. Cyclical Evolution

Sorcery 3GG (5) Future Sight (Uncommon)
Target creature gets +3/+3 until end of turn. Remove Cyclical Evolution from the game with three time counters on it.
Suspend 3—{2}{G} (Rather than play this card from your hand, you may pay {2}{G} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

126. Force of Savagery

Creature — Elemental 8/0 2G (3) Future Sight (Rare)
Trample
  • Yes, this card has zero toughness and will die as soon as it enters play unless some static ability boosts its toughness (such as Glorious Anthem) or it enters play with a counter (such as Chorus of the Conclave). A triggered ability that gives it a boost won't take effect fast enough to save it. [Future Sight FAQ 2007/05/01]
  • Note - Also see Trample, Rule 502.9.

127. Heartwood Storyteller

Creature — Treefolk 2/3 1GG (3) Future Sight (Rare)
Whenever a player plays a noncreature spell, each of that player's opponents may draw a card.

128. Kavu Primarch

Creature — Kavu 3/3 3G (4) Future Sight (Common)
Convoke (Each creature you tap while playing this spell reduces its total cost by {1} or by one mana of that creature's color.)
Kicker {4} (You may pay an additional {4} as you play this spell.)
If the kicker cost was paid, Kavu Primarch comes into play with four +1/+1 counters on it.

129. Llanowar Augur

Creature — Elf Shaman 0/3 G (1) Future Sight (Common)
Sacrifice Llanowar Augur: Target creature gets +3/+3 and gains trample until end of turn. Play this ability only during your upkeep.

130. Llanowar Empath

Creature — Elf Shaman 2/2 3G (4) Future Sight (Common)
When Llanowar Empath comes into play, scry 2, then reveal the top card of your library. If it's a creature card, put it into your hand. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

131. Llanowar Mentor

Creature — Elf Spellshaper 1/1 G (1) Future Sight (Uncommon)
{G}, {T}, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves into play with "{T}: Add {G} to your mana pool."

132. Magus of the Vineyard

Creature — Human Wizard 1/1 G (1) Future Sight (Rare)
At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool.
  • The "precombat main phase" is the first main phase of the turn. [Future Sight FAQ 2007/05/01]
  • Getting the mana is not optional. If you don't use it before the end of the phase, you may suffer mana burn. See Rule 300.3. [D'Angelo 2007/06/04]

133. Petrified Plating

Enchantment — Aura 2G (3) Future Sight (Common)
Enchant creature
Enchanted creature gets +2/+2.
Suspend 2—{G} (Rather than play this card from your hand, you may pay {G} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

134. Quiet Disrepair

Enchantment — Aura 1G (2) Future Sight (Common)
Enchant artifact or enchantment
At the beginning of your upkeep, choose one — Destroy enchanted permanent; or you gain 2 life.

135. Ravaging Riftwurm

Creature — Wurm 6/6 1GG (3) Future Sight (Uncommon)
Kicker {4} (You may pay an additional {4} as you play this spell.)
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
If the kicker cost was paid, Ravaging Riftwurm comes into play with three additional time counters on it.

136. Riftsweeper

Creature — Elf Shaman 2/2 1G (2) Future Sight (Uncommon)
When Riftsweeper comes into play, choose target face-up card that's removed from the game. Its owner shuffles it into his or her library.
  • This will end any suspend, haunting, or imprinting that the card was part of. [Future Sight FAQ 2007/05/01]

137. Rites of Flourishing

Enchantment 2G (3) Future Sight (Rare)
At the beginning of each player's draw step, that player draws a card.
Each player may play an additional land on each of his or her turns.

138. Sprout Swarm

Instant 1G (2) Future Sight (Common)
Convoke (Each creature you tap while playing this spell reduces its total cost by {1} or by one mana of that creature's color.)
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Put a 1/1 green Saproling creature token into play.

139. Summoner's Pact

Instant 0 (0) Future Sight (Rare)
Summoner's Pact is green.
Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay {2}{G}{G}. If you don't, you lose the game.
  • This card is green in all zones. See Rule 402.8a. [D'Angelo 2007/05/15]
  • You do not have to find a green creature card if you don't want to, even if one is there. See Rule G19.4. [D'Angelo 2007/05/15]
  • If this is countered, none of it has any effect. This includes the delayed triggered ability. [Future Sight FAQ 2007/05/01]
  • Effects that say you can't lose, such as Platinum Angel will prevent you from losing due to this effect. [Future Sight FAQ 2007/05/01]

140. Utopia Mycon

Creature — Fungus 0/2 G (1) Future Sight (Uncommon)
At the beginning of your upkeep, put a spore counter on Utopia Mycon.
Remove three spore counters from Utopia Mycon: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Add one mana of any color to your mana pool.

141. Wrap in Vigor

Instant 1G (2) Future Sight (Common)
Regenerate each creature you control.

142. Baru, Fist of Krosa

Legendary Creature — Human Druid 4/4 3GG (5) Future Sight (Rare)
Whenever a Forest comes into play, green creatures you control get +1/+1 and gain trample until end of turn.
Grandeur — Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token into play, where X is the number of lands you control.

143. Centaur Omenreader

Snow Creature — Centaur Shaman 3/3 3G (4) Future Sight (Uncommon)
As long as Centaur Omenreader is tapped, creature spells you play cost {2} less to play.

144. Edge of Autumn

Sorcery 1G (2) Future Sight (Common)
If you control four or fewer lands, search your library for a basic land card, put it into play tapped, then shuffle your library.
Cycling—Sacrifice a land. (Sacrifice a land, Discard this card: Draw a card.)
  • You do not have to find a basic land card if you don't want to, even if one is there. See Rule G19.4. [D'Angelo 2007/05/15]
  • Note - Also see Cycling, Rule 502.18.

145. Imperiosaur

Creature — Lizard 5/5 2GG (4) Future Sight (Uncommon)
Spend only mana produced by basic lands to play Imperiosaur.
  • Only lands with the word "Basic" on their supertype can be used. [Future Sight FAQ 2007/05/01]
  • Most enchantments that generate mana actually generate the mana so they can't be used for this (such as Heartbeat of Spring), but some have the land produce the mana (such as Pulse of Llanowar) and these do work. [Future Sight FAQ 2007/05/01]
  • The restriction also applies to any additional costs that might be added on. [Future Sight FAQ 2007/05/01]

146. Muraganda Petroglyphs

Enchantment 3G (4) Future Sight (Rare)
Creatures with no abilities get +2/+2.
  • Gives the bonus only to creatures with no rules text at all. Any text at all means it has an ability. [Future Sight FAQ 2007/05/01]
  • If the creature is given an ability by an effect, such as giving it Flying, then it also isn't able to benefit from this enchantment. Look for the words "gains", "has", or an ability in quotationmarks. [Future Sight FAQ 2007/05/01]
  • Lands with a basic land type have a mana ability even if it isn't printed on the card. [Future Sight FAQ 2007/05/01]

147. Nacatl War-Pride

Creature — Cat Warrior 3/3 3GGG (6) Future Sight (Uncommon)
Nacatl War-Pride must be blocked by exactly one creature if able.
Whenever Nacatl War-Pride attacks, put X tokens into play tapped and attacking that are copies of Nacatl War-Pride, where X is the number of creatures defending player controls. Remove the tokens from the game at end of turn.
  • If it is not legal to block it with exactly one creature, then you can block it any way you want to. [Future Sight FAQ 2007/05/01]
  • The tokens come into play attacking even if the attack could not legally be declared. [Future Sight FAQ 2007/05/01]
  • If this card leaves play before the triggered ability resolves, then the tokens still come into play as copies of what it was when it left play. [Future Sight FAQ 2007/05/01]
  • In a multiplayer game, you can declare which player the new tokens are attacking as per the rules of that multiplayer variant. This may mean the same player or it may allow a separate player to be attacked. [Future Sight FAQ 2007/05/01]
  • Note - Also see Token Creatures, Rule 216.

148. Nessian Courser

Creature — Centaur Warrior 3/3 2G (3) Future Sight (Common)

149. Phosphorescent Feast

Sorcery 2GGG (5) Future Sight (Uncommon)
Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.

150. Quagnoth

Creature — Beast 4/5 5G (6) Future Sight (Rare)