Menu:
Home
Random
Advanced Search
Preferences

Editions: (new)
Shards of Alara
Eventide
Shadowmoor
Tenth Edition
View All

Extras:
Tokens
Contributors
Help

Rules:
Rulings Summaries
Comprehensive Rules

Guildpact

 Gildenbund  Le Pacte des Guildes  Il Patto delle Gilde  El Pacto entre Gremios  Pacto das Guildas  ギルドパクト  十會盟  Договора Гильдий

→ Checklist → Cards

1. Absolver Thrull

Creature - Thrull Cleric 2/3 3W (4) Guildpact (Common)
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment.

2. Belfry Spirit

Creature - Spirit 1/1 3WW (5) Guildpact (Uncommon)
Flying
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Belfry Spirit comes into play or the creature it haunts is put into a graveyard, put two 1/1 black Bat creature tokens with flying into play.

3. Benediction of Moons

Sorcery W (1) Guildpact (Common)
You gain 1 life for each player.
Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.)
When the creature Benediction of Moons haunts is put into a graveyard, you gain 1 life for each player.
  • The "for each player" means 2 life if it's a 2 player game (including yourself) and more if there are more players playing. [Guildpact FAQ 2005/12/22]
  • Note - Also see Haunt, Rule 502.51.

4. Droning Bureaucrats

Creature - Human Advisor 1/4 3W (4) Guildpact (Uncommon)
{X}, {T}: Each creature with converted mana cost X can't attack or block this turn.
  • If you play the ability after you declare attackers, but before your opponent declares blockers, then it will not affect your attackers, but it will prevent your opponent from declaring blockers of the appropriate costs. [Guildpact FAQ 2005/12/22]
  • The ability affects the game rules for the turn, so it affects creatures already in play and even ones that enter play this turn after the ability resolves. [Guildpact FAQ 2005/12/22]
  • Note - Also see Converted Mana Cost, Rule G3.29.
  • Note - Also see X Costs, Rule G24.1.

5. Ghost Warden

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

6. Ghostway

Instant 2W (3) Guildpact (Rare)
Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn.
  • When the creatures return to play, they return as new creatures being put into play. They have no memory of being in play before. [Guildpact FAQ 2005/12/22]
  • Any Auras and Equipment on the creatures do not leave the game. They stay and follow the rules for being unattached Auras (going to the graveyard) or Equipment (staying play). [D'Angelo 2006/09/09]
  • If they are removed from play during the end-of-turn step, they will wait until the end of the following turn to return to play. [Guildpact FAQ 2005/12/22]
  • All removed cards will return, even if they are not still creatures. [Guildpact FAQ 2005/12/22]

7. Graven Dominator

Creature - Gargoyle 4/4 4WW (6) Guildpact (Rare)
Flying
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Graven Dominator comes into play or the creature it haunts is put into a graveyard, each other creature becomes 1/1 until end of turn.
  • Any +1/+1 counters apply on top of the power of 1/1 assigned to creatures. [Guildpact FAQ 2005/12/22] See Rule 418.5a.
  • Note - Also see Haunt, Rule 502.51.

8. Guardian's Magemark

Enchantment - Aura 2W (3) Guildpact (Common)
You may play Guardian's Magemark any time you could play an instant.
Enchant creature
Creatures you control that are enchanted get +1/+1.

9. Harrier Griffin

Creature - Griffin 3/3 5W (6) Guildpact (Uncommon)
Flying
At the beginning of your upkeep, tap target creature.
  • You can tap one of your own, and in fact must if your opponents hav no creatures. [Guildpact FAQ 2005/12/22]

10. Leyline of the Meek

Enchantment 2WW (4) Guildpact (Rare)
If Leyline of the Meek is in your opening hand, you may begin the game with it in play.
Creature tokens get +1/+1.

11. Lionheart Maverick

Creature - Human Knight 1/1 W (1) Guildpact (Common)
Vigilance
{4}{W}: Lionheart Maverick gets +1/+2 until end of turn.

12. Martyred Rusalka

Creature - Spirit 1/1 W (1) Guildpact (Uncommon)
{W}, Sacrifice a creature: Target creature can't attack this turn.

13. Order of the Stars

Creature - Human Cleric 0/1 W (1) Guildpact (Uncommon)
Defender (This creature can't attack.)
As Order of the Stars comes into play, choose a color.
Order of the Stars has protection from the chosen color.

14. Shadow Lance

Enchantment - Aura W (1) Guildpact (Uncommon)
Enchant creature
Enchanted creature has first strike.
{1}{B}: Enchanted creature gets +2/+2 until end of turn.

15. Shrieking Grotesque

Creature - Gargoyle 2/1 2W (3) Guildpact (Common)
Flying
When Shrieking Grotesque comes into play, if {B} was spent to play Shrieking Grotesque, target player discards a card.
  • The comes into play ability triggers if at least one black mana was spent to play the spell as part of the generic mana cost portion. [D'Angelo 2006/01/22]
  • If the creature is put into play without having been played as a spell, no mana was spent to play it, so its ability won't trigger. [Guildpact FAQ 2005/12/22]
  • If a card such as Clone comes into play as a copy of one of these creatures, its comes-into-play ability will trigger if mana of the appropriate color was spent to play the copy card. [Guildpact FAQ 2005/12/22]

16. Sinstriker's Will

Enchantment - Aura 3W (4) Guildpact (Uncommon)
Enchant creature
Enchanted creature has "{T}: This creature deals damage equal to its power to target attacking or blocking creature."

17. Skyrider Trainee

Creature - Human Soldier 3/3 4W (5) Guildpact (Common)
As long as Skyrider Trainee is enchanted, it has flying.

18. Spelltithe Enforcer

Creature - Elephant Wizard 3/3 3WW (5) Guildpact (Rare)
Whenever an opponent plays a spell, that player sacrifices a permanent unless he or she pays {1}.

19. Storm Herd

Sorcery 8WW (10) Guildpact (Rare)
Put X 1/1 white Pegasus creature tokens with flying into play, where X is your life total.

20. To Arms!

Instant 1W (2) Guildpact (Uncommon)
Untap all creatures you control.
Draw a card.

21. Withstand

Instant 2W (3) Guildpact (Common)
Prevent the next 3 damage that would be dealt to target creature or player this turn.
Draw a card.

22. Ætherplasm

Creature - Illusion 1/1 2UU (4) Guildpact (Uncommon)
Whenever Ætherplasm blocks a creature, you may return Ætherplasm to its owner's hand. If you do, you may put a creature card from your hand into play blocking that creature.
  • AEtherplasm will return to your hand before any combat damage is assigned. [Guildpact FAQ 2005/12/22]
  • If you want, you can return AEtherplasm to your hand and not put anything into play. The attacking creature will still be considered blocked, so it won't be able to deal combat damage to you unless it has trample or a similar ability. [Guildpact FAQ 2005/12/22]
  • The creature you put into play may be the AEtherplasm you just returned to your hand. This allows it to dodge abilities like Deathgazer's. [Guildpact FAQ 2005/12/22]
  • The creature you put into play from your hand is blocking the attacking creature, even if the block couldn't legally be declared (for example, if that creature comes into play tapped, or it can't block, or the attacking creature has protection from it). [Guildpact FAQ 2005/12/22]
  • Putting a blocking creature into play doesn't trigger "When this creature blocks" and "When this creature becomes blocked" abilities. It also won't check blocking restrictions, costs, or requirements. [Guildpact FAQ 2005/12/22]
  • The comes-into-play triggers for the creature put into play do trigger as normal. [D'Angelo 2006/02/22]

23. Crystal Seer

Creature - Vedalken Wizard 2/2 4U (5) Guildpact (Common)
When Crystal Seer comes into play, look at the top four cards of your library, then put them back in any order.
{4}{U}: Return Crystal Seer to its owner's hand.

24. Drowned Rusalka

Creature - Spirit 1/1 U (1) Guildpact (Uncommon)
{U}, Sacrifice a creature: Discard a card, then draw a card.
  • If your hand is empty, you just draw a card. [Guildpact FAQ 2005/12/22]

25. Frazzle

Instant 3U (4) Guildpact (Uncommon)
Counter target nonblue spell.

26. Gigadrowse

Instant U (1) Guildpact (Common)
Replicate {U}(When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Tap target permanent.

27. Hatching Plans

Enchantment 1U (2) Guildpact (Rare)
When Hatching Plans is put into a graveyard from play, draw three cards.

28. Infiltrator's Magemark

Enchantment - Aura 2U (3) Guildpact (Common)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.

29. Leyline of Singularity

Enchantment 2UU (4) Guildpact (Rare)
If Leyline of Singularity is in your opening hand, you may begin the game with it in play.
All nonland permanents are legendary.
  • The "legend rule" causes all legendary permanents with the same name as each other to be put into their owner's graveyard. Notably, this card wipes out all token creatures with the same name. [Guildpact FAQ 2005/12/22]
  • If the game starts with more than one Leyline of Singularity in play, they will each be put into their owners' graveyards right after the upkeep of the first turn starts. If the game started with multiple copies of any other Leylines in play, they'll be put into the graveyard at the same time. [Guildpact FAQ 2005/12/22]
  • Adding a supertype doesn't overwrite other supertypes. Each nonland permanent will be legendary in addition to its other supertypes. [Guildpact FAQ 2005/12/22]
  • The timing of Leyline cards at the start of the game is described in Rule 101.Ruling.1. [D'Angelo 2006/01/22]
  • Note - Also see Legendary, Rule G12.9.
  • Note - Also see Starting the Game, Rule 101.

30. Mimeofacture

Sorcery 3U (4) Guildpact (Rare)
Replicate {3}{U}(When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Choose target permanent an opponent controls. Search that player's library for a card with the same name and put it into play under your control. Then that player shuffles his or her library.

31. Quicken

Instant U (1) Guildpact (Rare)
The next sorcery spell you play this turn can be played any time you could play an instant.
Draw a card.

32. Repeal

Instant XU (1) Guildpact (Common)
Return target nonland permanent with converted mana cost X to its owner's hand.
Draw a card.

33. Runeboggle

Instant 2U (3) Guildpact (Common)
Counter target spell unless its controller pays {1}.
Draw a card.
  • You draw a card even if the player pays {1}. [Guildpact FAQ 2005/12/22]

34. Sky Swallower

Creature - Leviathan 8/8 3UU (5) Guildpact (Rare)
Flying
When Sky Swallower comes into play, target opponent gains control of all other permanents you control.
  • Any Auras you controlled don't move but they do change controller. [Guildpact FAQ 2005/12/22]
  • The change of control does not wear off. [Guildpact FAQ 2005/12/22]

35. Steamcore Weird

Creature - Weird 1/3 3U (4) Guildpact (Common)
When Steamcore Weird comes into play, if {R} was spent to play Steamcore Weird, it deals 2 damage to target creature or player.
  • The comes into play ability triggers if at least one red mana was spent to play the spell as part of the generic mana cost portion. [D'Angelo 2006/01/22]
  • If the creature is put into play without having been played as a spell, no mana was spent to play it, so its ability won't trigger. [Guildpact FAQ 2005/12/22]
  • If a card such as Clone comes into play as a copy of one of these creatures, its comes-into-play ability will trigger if mana of the appropriate color was spent to play the copy card. [Guildpact FAQ 2005/12/22]

36. Stratozeppelid

Creature - Beast 4/4 4U (5) Guildpact (Uncommon)
Flying
Stratozeppelid can block only creatures with flying.

37. Thunderheads

Instant 2U (3) Guildpact (Uncommon)
Replicate {2}{U}(When you play this spell, copy it for each time you paid its replicate cost.)
Put a 3/3 blue Weird creature token with defender and flying into play. Remove it from the game at end of turn.

38. Torch Drake

Creature - Drake 2/2 3U (4) Guildpact (Common)
Flying
{1}{R}: Torch Drake gets +1/+0 until end of turn.

39. Train of Thought

Sorcery 1U (2) Guildpact (Common)
Replicate {1}{U}(When you play this spell, copy it for each time you paid its replicate cost.)
Draw a card.

40. Vacuumelt

Sorcery 2U (3) Guildpact (Uncommon)
Replicate {2}{U}(When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target creature to its owner's hand.

41. Vedalken Plotter

Creature - Vedalken Wizard 1/1 2U (3) Guildpact (Uncommon)
When Vedalken Plotter comes into play, exchange control of target land you control and target land an opponent controls.

42. Vertigo Spawn

Creature - Illusion 0/3 1U (2) Guildpact (Uncommon)
Defender (This creature can't attack.)
Whenever Vertigo Spawn blocks a creature, tap that creature. It doesn't untap during its controller's next untap step.
  • If the creature was already tapped, it still doesn't untap during its controller's next untap step. [Guildpact FAQ 2005/12/22]
  • If two of these block a creature, the "doesn't untap" is not cumulative. Both apply to the same untap step. [Guildpact FAQ 2005/12/22]
  • Note - Also see Defender, Rule 502.41.

43. Abyssal Nocturnus

Creature - Horror 2/2 1BB (3) Guildpact (Rare)
Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn.
  • If your opponent discards any cards during his or her cleanup step to get down to the maximum hand size, the ability will trigger and players will receive priority. After that cleanup step ends, a new one will begin and Abyssal Nocturnus's effect will end. It won't carry over into the next turn. [Guildpact FAQ 2005/12/22]
  • Note - Also see Fear, Rule 502.25.

44. Caustic Rain

Sorcery 2BB (4) Guildpact (Uncommon)
Remove target land from the game.

45. Cremate

Instant B (1) Guildpact (Common)
Remove target card in a graveyard from the game.
Draw a card.

46. Cry of Contrition

Sorcery B (1) Guildpact (Common)
Target player discards a card.
Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.)
When the creature Cry of Contrition haunts is put into a graveyard, target player discards a card.

47. Cryptwailing

Enchantment 3B (4) Guildpact (Uncommon)
{1}, Remove two creature cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery.

48. Daggerclaw Imp

Creature - Imp 3/1 2B (3) Guildpact (Uncommon)
Flying
Daggerclaw Imp can't block.

49. Douse in Gloom

Instant 2B (3) Guildpact (Common)
Douse in Gloom deals 2 damage to target creature and you gain 2 life.

50. Exhumer Thrull

Creature - Thrull 3/3 5B (6) Guildpact (Uncommon)
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Exhumer Thrull comes into play or the creature it haunts is put into a graveyard, return target creature card from your graveyard to your hand.

51. Hissing Miasma

Enchantment 1BB (3) Guildpact (Uncommon)
Whenever a creature attacks you, its controller loses 1 life.

52. Leyline of the Void

Enchantment 2BB (4) Guildpact (Rare)
If Leyline of the Void is in your opening hand, you may begin the game with it in play.
If a card would be put into an opponent's graveyard, remove it from the game instead.
  • This counts cards put into the opponent's graveyard from anywhere, not just from play. [Guildpact FAQ 2005/12/22]
  • The cards never get to the graveyard as this is a replacement. So no effects will trigger on cards going to the graveyard. [Guildpact FAQ 2005/12/22]
  • The timing of Leyline cards at the start of the game is described in Rule 101.Ruling.1. [D'Angelo 2006/01/22]
  • Note - Also see Starting the Game, Rule 101.

53. Necromancer's Magemark

Enchantment - Aura 2B (3) Guildpact (Common)
Enchant creature
Creatures you control that are enchanted get +1/+1.
If a creature you control that's enchanted would be put into a graveyard, return it to its owner's hand instead.

54. Orzhov Euthanist

Creature - Human Assassin 2/2 2B (3) Guildpact (Common)
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Orzhov Euthanist comes into play or the creature it haunts is put into a graveyard, destroy target creature that was dealt damage this turn.

55. Ostiary Thrull

Creature - Thrull 2/2 3B (4) Guildpact (Common)
{W}, {T}: Tap target creature.

56. Plagued Rusalka

Creature - Spirit 1/1 B (1) Guildpact (Uncommon)
{B}, Sacrifice a creature: Target creature gets -1/-1 until end of turn.

57. Poisonbelly Ogre

Creature - Ogre Warrior 3/3 4B (5) Guildpact (Common)
Whenever another creature comes into play, its controller loses 1 life.

58. Restless Bones

Creature - Skeleton 1/1 2B (3) Guildpact (Common)
{3}{B}, {T}: Target creature gains swampwalk until end of turn.
{1}{B}: Regenerate Restless Bones.

59. Revenant Patriarch

Creature - Spirit 4/3 4B (5) Guildpact (Uncommon)
When Revenant Patriarch comes into play, if {W} was spent to play Revenant Patriarch, target player skips his or her next combat phase.
Revenant Patriarch can't block.
  • The comes into play ability triggers if at least one red mana was spent to play the spell as part of the generic mana cost portion. [D'Angelo 2006/01/22]
  • If the creature is put into play without having been played as a spell, no mana was spent to play it, so its ability won't trigger. [Guildpact FAQ 2005/12/22]
  • If a card such as Clone comes into play as a copy of one of these creatures, its comes-into-play ability will trigger if mana of the appropriate color was spent to play the copy card. [Guildpact FAQ 2005/12/22]

60. Sanguine Praetor

Creature - Avatar 7/5 6BB (8) Guildpact (Rare)
{B}, Sacrifice a creature: Destroy each creature with the same converted mana cost as the sacrificed creature.

61. Seize the Soul

Instant 2BB (4) Guildpact (Rare)
Destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play.
Haunt
When the creature Seize the Soul haunts is put into a graveyard, destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play.

62. Skeletal Vampire

Creature - Vampire Skeleton 3/3 4BB (6) Guildpact (Rare)
Flying
When Skeletal Vampire comes into play, put two 1/1 black Bat creature tokens with flying into play.
{3}{B}{B}, Sacrifice a Bat: Put two 1/1 black Bat creature tokens with flying into play.
Sacrifice a Bat: Regenerate Skeletal Vampire.

63. Smogsteed Rider

Creature - Human Wizard 2/2 2BB (4) Guildpact (Uncommon)
Whenever Smogsteed Rider attacks, each other attacking creature gains fear until end of turn.

64. Bloodscale Prowler

Creature - Viashino Warrior 3/1 2R (3) Guildpact (Common)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)

65. Fencer's Magemark

Enchantment - Aura 2R (3) Guildpact (Common)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.

66. Ghor-Clan Bloodscale

Creature - Viashino Warrior 2/1 3R (4) Guildpact (Uncommon)
First strike
{3}{G}: Ghor-Clan Bloodscale gets +2/+2 until end of turn. Play this ability only once each turn.

67. Hypervolt Grasp

Enchantment - Aura 2R (3) Guildpact (Uncommon)
Enchant creature
Enchanted creature has "{T}: This creature deals 1 damage to target creature or player."
{1}{U}: Return Hypervolt Grasp to its owner's hand.

68. Leyline of Lightning

Enchantment 2RR (4) Guildpact (Rare)
If Leyline of Lightning is in your opening hand, you may begin the game with it in play.
Whenever you play a spell, you may pay {1}. If you do, Leyline of Lightning deals 1 damage to target player.
  • You can only pay {1} once per spell. [Guildpact FAQ 2005/12/22]
  • The timing of Leyline cards at the start of the game is described in Rule 101.Ruling.1. [D'Angelo 2006/01/22]
  • Note - Also see Starting the Game, Rule 101.

69. Living Inferno

Creature - Elemental 8/5 6RR (8) Guildpact (Rare)
{T}: Living Inferno deals damage equal to its power divided as you choose among any number of target creatures. Each of those creatures deals damage equal to its power to Living Inferno.
  • Use the power of this card at the time you play this spell to decide how much and where damage is divided. [Guildpact FAQ 2005/12/22]
  • Use the power of the targeted creatures at the time this spell resolves when deciding how much is dealt back. [Guildpact FAQ 2005/12/22]

70. Ogre Savant

Creature - Ogre Wizard 3/2 4R (5) Guildpact (Common)
When Ogre Savant comes into play, if {U} was spent to play Ogre Savant, return target creature to its owner's hand.
  • If {U} was paid and there are no other creatures in play, then you must targer this card and return it. [Guildpact FAQ 2005/12/22]
  • The comes into play ability triggers if at least one red mana was spent to play the spell as part of the generic mana cost portion. [D'Angelo 2006/01/22]
  • If the creature is put into play without having been played as a spell, no mana was spent to play it, so its ability won't trigger. [Guildpact FAQ 2005/12/22]
  • If a card such as Clone comes into play as a copy of one of these creatures, its comes-into-play ability will trigger if mana of the appropriate color was spent to play the copy card. [Guildpact FAQ 2005/12/22]

71. Parallectric Feedback

Instant 3R (4) Guildpact (Rare)
Parallectric Feedback deals damage to target spell's controller equal to that spell's converted mana cost.

72. Pyromatics

Instant 1R (2) Guildpact (Common)
Replicate {1}{R}(When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Pyromatics deals 1 damage to target creature or player.

73. Rabble-Rouser

Creature - Goblin Shaman 1/1 3R (4) Guildpact (Uncommon)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
{R}, {T}: Attacking creatures get +X/+0 until end of turn, where X is Rabble-Rouser's power.

74. Scorched Rusalka

Creature - Spirit 1/1 R (1) Guildpact (Uncommon)
{R}, Sacrifice a creature: Scorched Rusalka deals 1 damage to target player.
  • It can sacrifice itself to power the ability. [D'Angelo 2007/01/03]

75. Shattering Spree

Sorcery R (1) Guildpact (Uncommon)
Replicate {R}(When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target artifact.

76. Siege of Towers

Sorcery 1R (2) Guildpact (Rare)
Replicate {1}{R}(When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Target Mountain becomes a 3/1 creature. It's still a land.
  • The Mountain does not have a creature type. [Guildpact FAQ 2005/12/22]
  • The Mountain remains a creature for as long as it's in play. [Guildpact FAQ 2005/12/22]
  • Note - Also see Replicate, Rule 502.52.

77. Skarrgan Firebird

Creature - Phoenix 3/3 4RR (6) Guildpact (Rare)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)
Flying
{R}{R}{R}: Return Skarrgan Firebird from your graveyard to your hand. Play this ability only if an opponent was dealt damage this turn.

78. Tin Street Hooligan

Creature - Goblin Rogue 2/1 1R (2) Guildpact (Common)
When Tin Street Hooligan comes into play, if {G} was spent to play Tin Street Hooligan, destroy target artifact.
  • The comes into play ability triggers if at least one red mana was spent to play the spell as part of the generic mana cost portion. [D'Angelo 2006/01/22]
  • If the creature is put into play without having been played as a spell, no mana was spent to play it, so its ability won't trigger. [Guildpact FAQ 2005/12/22]
  • If a card such as Clone comes into play as a copy of one of these creatures, its comes-into-play ability will trigger if mana of the appropriate color was spent to play the copy card. [Guildpact FAQ 2005/12/22]

79. Battering Wurm

Creature - Wurm 4/3 6G (7) Guildpact (Uncommon)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Creatures with power less than Battering Wurm's power can't block it.

80. Beastmaster's Magemark

Enchantment - Aura 2G (3) Guildpact (Common)
Enchant creature
Creatures you control that are enchanted get +1/+1.
Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

81. Bioplasm

Creature - Ooze 4/4 3GG (5) Guildpact (Rare)
Whenever Bioplasm attacks, remove the top card of your library from the game. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the removed creature card's power and Y is its toughness. (A * on a card not in play is 0.)

82. Crash Landing

Instant 2G (3) Guildpact (Uncommon)
Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.
  • Can only target creatures with flying. [Guildpact FAQ 2005/12/22]

83. Dryad Sophisticate

Creature - Dryad 2/1 1G (2) Guildpact (Uncommon)
Nonbasic landwalk

84. Earth Surge

Enchantment 3G (4) Guildpact (Rare)
Each land gets +2/+2 as long as it's a creature.
  • If doesn't turn lands into creatures, so this is only useful if you have some other way to do so. [D'Angelo 2006/01/22]

85. Gatherer of Graces

Creature - Human Druid 1/2 1G (2) Guildpact (Uncommon)
Gatherer of Graces gets +1/+1 for each Aura attached to it.
Sacrifice an Aura: Regenerate Gatherer of Graces.

86. Ghor-Clan Savage

Creature - Centaur Berserker 2/3 3GG (5) Guildpact (Common)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)

87. Gristleback

Creature - Beast 2/2 2G (3) Guildpact (Uncommon)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Sacrifice Gristleback: You gain life equal to Gristleback's power.

88. Gruul Nodorog

Creature - Beast 4/4 4GG (6) Guildpact (Common)
{R}: Gruul Nodorog can't be blocked this turn except by two or more creatures.
  • Playing the ability after blockers are declared has no effect on the current combat. [Guildpact FAQ 2005/12/22]

89. Gruul Scrapper

Creature - Human Berserker 3/2 3G (4) Guildpact (Common)
When Gruul Scrapper comes into play, if {R} was spent to play Gruul Scrapper, it gains haste until end of turn.
  • The comes into play ability triggers if at least one red mana was spent to play the spell as part of the generic mana cost portion. [D'Angelo 2006/01/22]
  • If the creature is put into play without having been played as a spell, no mana was spent to play it, so its ability won't trigger. [Guildpact FAQ 2005/12/22]
  • If a card such as Clone comes into play as a copy of one of these creatures, its comes-into-play ability will trigger if mana of the appropriate color was spent to play the copy card. [Guildpact FAQ 2005/12/22]
  • Note - Also see Haste, Rule 502.5.

90. Leyline of Lifeforce

Enchantment 2GG (4) Guildpact (Rare)
If Leyline of Lifeforce is in your opening hand, you may begin the game with it in play.
Creature spells can't be countered.

91. Petrified Wood-Kin

Creature - Elemental Warrior 3/3 6G (7) Guildpact (Rare)
Petrified Wood-Kin can't be countered.
Bloodthirst X (This creature comes into play with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.)
Protection from instants

92. Predatory Focus

Sorcery 3GG (5) Guildpact (Uncommon)
You may have creatures you control deal their combat damage to defending player this turn as though they weren't blocked.
  • When this spell resolves, you choose whether to use the effect or not. If you do choose to use it, your creatures this turn must assign damage to the defending player. None of them can damage any blocking creatures. [Guildpact FAQ 2005/12/22]

93. Primeval Light

Sorcery 3G (4) Guildpact (Uncommon)
Destroy all enchantments target player controls.

94. Silhana Ledgewalker

Creature - Elf Rogue 1/1 1G (2) Guildpact (Common)
Silhana Ledgewalker can't be blocked except by creatures with flying.
Silhana Ledgewalker can't be the target of spells or abilities your opponents control.
  • It cannnot be blocked by a creature with Reach. [Future Sight FAQ 2007/05/01]

95. Silhana Starfletcher

Creature - Elf Druid Archer 1/3 2G (3) Guildpact (Common)
As Silhana Starfletcher comes into play, choose a color.
{T}: Add one mana of the chosen color to your mana pool.
Silhana Starfletcher can block as though it had flying.

96. Skarrgan Pit-Skulk

Creature - Human Warrior 1/1 G (1) Guildpact (Common)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Creatures with power less than Skarrgan Pit-Skulk's power can't block it.

97. Starved Rusalka

Creature - Spirit 1/1 G (1) Guildpact (Uncommon)
{G}, Sacrifice a creature: You gain 1 life.

98. Wildsize

Instant 2G (3) Guildpact (Common)
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.

99. Wurmweaver Coil

Enchantment - Aura 4GG (6) Guildpact (Rare)
Enchant green creature
Enchanted creature gets +6/+6.
{G}{G}{G}, Sacrifice Wurmweaver Coil: Put a 6/6 green Wurm creature token into play.

100. Agent of Masks

Creature - Human Advisor 2/3 3WB (5) Guildpact (Uncommon)
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.

101. Angel of Despair

Creature - Angel 5/5 3WWBB (7) Guildpact (Rare)
Flying
When Angel of Despair comes into play, destroy target permanent.

102. Blind Hunter

Creature - Bat 2/2 2WB (4) Guildpact (Common)
Flying
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Blind Hunter comes into play or the creature it haunts is put into a graveyard, target player loses 2 life and you gain 2 life.

103. Borborygmos

Legendary Creature - Cyclops 6/7 3RRGG (7) Guildpact (Rare)
Trample
Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.
  • The ability won't save your creatures that were dealt lethal damage in combat. Those creatures will be sent to your graveyard before they would get a counter. [Guildpact FAQ 2005/12/22] This is because the ability is triggered and goes on the stack only after you remove the creatures that died during combat. So only the ones that live get counters. [D'Angelo 2006/01/22]
  • Note - Also see Legendary, Rule G12.9.
  • Note - Also see Trample, Rule 502.9.

104. Burning-Tree Bloodscale

Creature - Viashino Berserker 2/2 2RG (4) Guildpact (Common)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
{2}{R}: Target creature can't block Burning-Tree Bloodscale this turn.
{2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able.

105. Burning-Tree Shaman

Creature - Centaur Shaman 3/4 1RG (3) Guildpact (Rare)
Whenever a player plays an activated ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.

106. Castigate

Sorcery WB (2) Guildpact (Common)
Target opponent reveals his or her hand. Choose a nonland card from it. Remove that card from the game.

107. Cerebral Vortex

Instant 1UR (3) Guildpact (Rare)
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards he or she has drawn this turn.

108. Conjurer's Ban

Sorcery WB (2) Guildpact (Uncommon)
Name a card. Until your next turn, the named card can't be played.
Draw a card.
  • You name a card during resolution. Once you name it, there is no chance for someone to respond to this name choice. [Guildpact FAQ 2005/12/22]
  • You may name a land card. [Guildpact FAQ 2005/12/22]
  • It only affects cards. Copies of cards (such as from Eye of the Storm) can be played. [Guildpact FAQ 2005/12/22]

109. Culling Sun

Sorcery 2WWB (5) Guildpact (Rare)
Destroy each creature with converted mana cost 3 or less.

110. Dune-Brood Nephilim

Creature - Nephilim 3/3 WBRG (4) Guildpact (Rare)
Whenever Dune-Brood Nephilim deals combat damage to a player, put a 1/1 colorless Sand creature token into play for each land you control.

111. Electrolyze

Instant 1UR (3) Guildpact (Uncommon)
Electrolyze deals 2 damage divided as you choose among any number of target creatures and/or players.
Draw a card.
  • You can deal 2 damage to one target, or 1 damage to each of two targets. [Guildpact FAQ 2005/12/22]

112. Feral Animist

Creature - Goblin Shaman 2/1 1RG (3) Guildpact (Uncommon)
{3}: Feral Animist gets +X/+0 until end of turn, where X is its power.

113. Gelectrode

Creature - Weird 0/1 1UR (3) Guildpact (Uncommon)
{T}: Gelectrode deals 1 damage to target creature or player.
Whenever you play an instant or sorcery spell, you may untap Gelectrode.

114. Ghost Council of Orzhova

Legendary Creature - Spirit Lord 4/4 WWBB (4) Guildpact (Rare)
When Ghost Council of Orzhova comes into play, target opponent loses 1 life and you gain 1 life.
{1}, Sacrifice a creature: Remove Ghost Council of Orzhova from the game. Return it to play under its owner's control at end of turn.
  • If you sacrifice it to itself, then it will be in the graveyard and won't get removed from play or returned. [Guildpact FAQ 2005/12/22]
  • When it returns to play, it returns as a new creature being put into play. It has no memory of it being in play before. [Guildpact FAQ 2005/12/22]
  • If it is removed from play during the end-of-turn step, it will wait until the end of the following turn to return to play. [Guildpact FAQ 2005/12/22]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was creature type "Spirit Lord" until Oracle 2007/10/01, when it became "Spirit".

115. Glint-Eye Nephilim

Creature - Nephilim 2/2 UBRG (4) Guildpact (Rare)
Whenever Glint-Eye Nephilim deals combat damage to a player, draw that many cards.
{1}, Discard a card: Glint-Eye Nephilim gets +1/+1 until end of turn.

116. Goblin Flectomancer

Creature - Goblin Wizard 2/2 URR (3) Guildpact (Uncommon)
Sacrifice Goblin Flectomancer: You may change the targets of target instant or sorcery spell.
  • If the targeted spell has no targets, you can still use the ability but with no useful effect. [Guildpact FAQ 2005/12/22]
  • If the targeted spell has more than one target, you can change as many of those targets as you like. [Guildpact FAQ 2005/12/22]
  • If the targeted spell has a variable number of targets, you cannot change the number of them. [Guildpact FAQ 2005/12/22]
  • Remember that a spell is only targeted if the word "target" appears in the text. See Rule G20.3. [D'Angelo 2006/01/22]

117. Ink-Treader Nephilim

Creature - Nephilim 3/3 WURG (4) Guildpact (Rare)
Whenever a player plays an instant or sorcery spell, if Ink-Treader Nephilim is the only target of that spell, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.
  • You control the copies of the spell even if you didn't control the original spell, so you choose the order they go on the stack. [Guildpact FAQ 2005/12/22]
  • Even though you control the copies, the decision of what to target is based on what the original spell's controller could have targeted. [Guildpact FAQ 2005/12/22]
  • Note - Also see Copying Objects, Rule 503.

118. Invoke the Firemind

Sorcery XUUR (3) Guildpact (Rare)
Choose one - Draw X cards; or Invoke the Firemind deals X damage to target creature or player.

119. Izzet Chronarch

Creature - Human Wizard 2/2 3UR (5) Guildpact (Common)
When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand.

120. Killer Instinct

Enchantment 4RG (6) Guildpact (Rare)
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it into play. That creature gains haste until end of turn. Sacrifice it at end of turn.

121. Leap of Flame

Instant UR (2) Guildpact (Common)
Replicate {U}{R}(When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Target creature gets +1/+0 and gains flying and first strike until end of turn.

122. Mortify

Instant 1WB (3) Guildpact (Uncommon)
Destroy target creature or enchantment.
  • This spell isn't modal. When it resolves, it will destroy the target if it is a creature or enchantment, even if it changed from one to the other between targeting and resolution. [D'Angelo 2007/01/24]

123. Niv-Mizzet, the Firemind

Legendary Creature - Dragon Wizard 4/4 2UURR (6) Guildpact (Rare)
Flying
Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to target creature or player.
{T}: Draw a card.

124. Orzhov Pontiff

Creature - Human Cleric 1/1 1WB (3) Guildpact (Rare)
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Orzhov Pontiff comes into play or the creature it haunts is put into a graveyard, choose one - creatures you control get +1/+1 until end of turn; or creatures you don't control get -1/-1 until end of turn.

125. Pillory of the Sleepless

Enchantment - Aura 1WB (3) Guildpact (Common)
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life."

126. Rumbling Slum

Creature - Elemental 5/5 1RGG (4) Guildpact (Rare)
At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player.

127. Savage Twister

Sorcery XRG (2) Guildpact (Uncommon)
Savage Twister deals X damage to each creature.

128. Scab-Clan Mauler

Creature - Human Berserker 1/1 RG (2) Guildpact (Common)
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature comes into play with two +1/+1 counters on it.)
Trample

129. Schismotivate

Instant 1UR (3) Guildpact (Uncommon)
Target creature gets +4/+0 until end of turn. Another target creature gets -4/-0 until end of turn.

130. Skarrgan Skybreaker

Creature - Giant Shaman 3/3 4RRG (7) Guildpact (Uncommon)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)
{1}, Sacrifice Skarrgan Skybreaker: Skarrgan Skybreaker deals damage equal to its power to target creature or player.

131. Souls of the Faultless

Creature - Spirit 0/4 WBB (3) Guildpact (Uncommon)
Defender (This creature can't attack.)
Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life.
  • If this somehow attacks and is dealt combat damage, you will both gain and lose life when the ability resolves. [Guildpact FAQ 2005/12/22]
  • If it is dealt damage in a Two-Headed Giant game, you may choose either member of the attacking team as the player to lose life. [Guildpact FAQ 2005/12/22]
  • Note - Also see Defender, Rule 502.41.

132. Stitch in Time

Sorcery 1UR (3) Guildpact (Rare)
Flip a coin. If you win the flip, take an extra turn after this one.

133. Streetbreaker Wurm

Creature - Wurm 6/4 3RG (5) Guildpact (Common)

134. Teysa, Orzhov Scion

Legendary Creature - Human Advisor 2/3 1WB (3) Guildpact (Rare)
Sacrifice three white creatures: Remove target creature from the game.
Whenever another black creature you control is put into a graveyard from play, put a 1/1 white Spirit creature token with flying into play.

135. Tibor and Lumia

Legendary Creature - Human Wizard 3/3 2UR (4) Guildpact (Rare)
Whenever you play a blue spell, target creature gains flying until end of turn.
Whenever you play a red spell, Tibor and Lumia deals 1 damage to each creature without flying.
  • A spell that is both blue and red will trigger both abilities. You can put them on the stack in either order. [Guildpact FAQ 2005/12/22]
  • Note - Also see Legendary, Rule G12.9.

136. Ulasht, the Hate Seed

Legendary Creature - Hydra 0/0 2RG (4) Guildpact (Rare)
Ulasht, the Hate Seed comes into play with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control.
{1}, Remove a +1/+1 counter from Ulasht: Choose one - Ulasht deals 1 damage to target creature; or put a 1/1 green Saproling creature token into play.

137. Wee Dragonauts

Creature - Faerie Wizard 1/3 1UR (3) Guildpact (Common)
Flying
Whenever you play an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.

138. Witch-Maw Nephilim

Creature - Nephilim 1/1 WUBG (4) Guildpact (Rare)
Whenever you play a spell, you may put two +1/+1 counters on Witch-Maw Nephilim.
Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater.

139. Wreak Havoc

Sorcery 2RG (4) Guildpact (Uncommon)
Wreak Havoc can't be countered by spells or abilities.
Destroy target artifact or land.

140. Yore-Tiller Nephilim

Creature - Nephilim 2/2 WUBR (4) Guildpact (Rare)
Whenever Yore-Tiller Nephilim attacks, return target creature card from your graveyard to play tapped and attacking.
  • The creature is attacking even if it could not legally be declared as an attacker. [Guildpact FAQ 2005/12/22]
  • This does not trigger any "when this creature attacks" abilities. [Guildpact FAQ 2005/12/22]
  • No attack costs are paid for the creature. [Guildpact FAQ 2005/12/22]
  • The comes-into-play abilities of the creature do trigger as normal. [D'Angelo 2006/01/22]
  • In a multiplayer game, you can choose to have the creature attack any of the legal players your combat phase lets you attack. [Guildpact FAQ 2005/12/22]

141. Debtors' Knell

Enchantment 4{W/B}{W/B}{W/B} (7) Guildpact (Rare)
( can be paid with either {W} or {B}.)
At the beginning of your upkeep, put target creature card in a graveyard into play under your control.

142. Djinn Illuminatus

Creature - Djinn 3/5 5{U/R}{U/R} (7) Guildpact (Rare)
( can be paid with either {U} or {R}.)
Flying
Each instant and sorcery spell you play has replicate. The replicate cost is equal to its mana cost. (When you play it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
  • The (U/R) hybrid mana symbols can be paid with either {U} or {R}. [Card Reminder Text]
  • If a spell already had Replicate, it now has two different Replicate abilities and either or both may be used. [Guildpact FAQ 2005/12/22]
  • If a spell has an {X} in its mana cost, the Replicate cost will be the actual value of X you chose when playing the spell. [Guildpact FAQ 2005/12/22]
  • If a spell has no mana cost of any sort (not even {0}), then the replicate ability that is created will have no way to pay its cost. [D'Angelo 2006/11/11]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.
  • Note - Also see Replicate, Rule 502.52.

143. Giant Solifuge

Creature - Insect 4/1 2{R/G}{R/G} (4) Guildpact (Rare)
( can be paid with either {R} or {G}.)
Trample, haste
Giant Solifuge can't be the target of spells or abilities.

144. Gruul Guildmage

Creature - Human Shaman 2/2 {R/G}{R/G} (2) Guildpact (Uncommon)
( can be paid with either {R} or {G}.)
{3}{R}, Sacrifice a land: Gruul Guildmage deals 2 damage to target player.
{3}{G}: Target creature gets +2/+2 until end of turn.

145. Izzet Guildmage

Creature - Human Wizard 2/2 {U/R}{U/R} (2) Guildpact (Uncommon)
( can be paid with either {U} or {R}.)
{2}{U}: Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy.
{2}{R}: Copy target sorcery spell you control with converted mana cost 2 or less. You may choose new targets for the copy.

146. Mourning Thrull

Creature - Thrull 1/1 1{W/B} (2) Guildpact (Common)
( can be paid with either {W} or {B}.)
Flying
Whenever Mourning Thrull deals damage, you gain that much life.

147. Orzhov Guildmage

Creature - Human Wizard 2/2 {W/B}{W/B} (2) Guildpact (Uncommon)
( can be paid with either {W} or {B}.)
{2}{W}: Target player gains 1 life.
{2}{B}: Each player loses 1 life.

148. Petrahydrox

Creature - Weird 3/3 3{U/R} (5) Guildpact (Common)
( can be paid with either {U} or {R}.)
When Petrahydrox becomes the target of a spell or ability, return Petrahydrox to its owner's hand.
  • The (U/R) hybrid mana symbols can be paid with either {U} or {R}. [Card Reminder Text]
  • This card will return to its owner's hand before the spell or ability targeting it can resolve. [Guildpact FAQ 2005/12/22]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

149. Wild Cantor

Creature - Human Druid 1/1 {R/G} (1) Guildpact (Common)
( can be paid with either {R} or {G}.)
Sacrifice Wild Cantor: Add one mana of any color to your mana pool.

150. Gruul Signet

Artifact 2 (2) Guildpact (Common)
{1}, {T}: Add {R}{G} to your mana pool.

151. Gruul War Plow

Artifact 4 (4) Guildpact (Rare)
Creatures you control have trample.
{1}{R}{G}: Gruul War Plow becomes a 4/4 Juggernaut artifact creature until end of turn.

152. Izzet Signet

Artifact 2 (2) Guildpact (Common)
{1}, {T}: Add {U}{R} to your mana pool.

153. Mizzium Transreliquat

Artifact 3 (3) Guildpact (Rare)
{3}: Mizzium Transreliquat becomes a copy of target artifact until end of turn.
{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.
  • The first ability makes it lose both its copy abilities until end of turn and it simply is a copy of the artifact. [Guildpact FAQ 2005/12/22]
  • The second ability does not wear off at end of turn. It does lose the first ability by doing this, but it keeps the second ability so it can change what it copies. [Guildpact FAQ 2005/12/22]
  • Note - Also see Copying Objects, Rule 503.

154. Moratorium Stone

Artifact 1 (1) Guildpact (Rare)
{2}, {T}: Remove target card in a graveyard from the game.
{2}{W}{B}, {T}, Sacrifice Moratorium Stone: Remove from the game target nonland card in a graveyard, all other cards in graveyards with the same name as that card, and all permanents with that name.

155. Orzhov Signet

Artifact 2 (2) Guildpact (Common)
{1}, {T}: Add {W}{B} to your mana pool.

156. Sword of the Paruns

Artifact - Equipment 4 (4) Guildpact (Rare)
As long as equipped creature is tapped, tapped creatures you control get +2/+0.
As long as equipped creature is untapped, untapped creatures you control get +0/+2.
{3}: Tap or untap equipped creature.
Equip {3}

157. Godless Shrine

Land - Plains Swamp Guildpact (Rare)
({T}: Add {W} or {B} to your mana pool.)
As Godless Shrine comes into play, you may pay 2 life. If you don't, Godless Shrine comes into play tapped instead.

158. Gruul Turf

Land Guildpact (Common)
Gruul Turf comes into play tapped.
When Gruul Turf comes into play, return a land you control to its owner's hand.
{T}: Add {R}{G} to your mana pool.

159. Izzet Boilerworks

Land Guildpact (Common)
Izzet Boilerworks comes into play tapped.
When Izzet Boilerworks comes into play, return a land you control to its owner's hand.
{T}: Add {U}{R} to your mana pool.

160. Nivix, Aerie of the Firemind

Land Guildpact (Uncommon)
{T}: Add {1} to your mana pool.
{2}{U}{R}, {T}: Remove the top card of your library from the game. Until your next turn, you may play that card if it's an instant or sorcery.
  • "Until your next turn" means "until the end of the turn of the player who precedes you". [Guildpact FAQ 2005/12/22]
  • If you don't play the card, it stays removed from the game. [Guildpact FAQ 2005/12/22]

161. Orzhov Basilica

Land Guildpact (Common)
Orzhov Basilica comes into play tapped.
When Orzhov Basilica comes into play, return a land you control to its owner's hand.
{T}: Add {W}{B} to your mana pool.

162. Orzhova, the Church of Deals

Land Guildpact (Uncommon)
{T}: Add {1} to your mana pool.
{3}{W}{B}, {T}: Target player loses 1 life and you gain 1 life.

163. Skarrg, the Rage Pits

Land Guildpact (Uncommon)
{T}: Add {1} to your mana pool.
{R}{G}, {T}: Target creature gets +1/+1 and gains trample until end of turn.

164. Steam Vents

Land - Island Mountain Guildpact (Rare)
({T}: Add {U} or {R} to your mana pool.)
As Steam Vents comes into play, you may pay 2 life. If you don't, Steam Vents comes into play tapped instead.

165. Stomping Ground

Land - Mountain Forest Guildpact (Rare)
({T}: Add {R} or {G} to your mana pool.)
As Stomping Ground comes into play, you may pay 2 life. If you don't, Stomping Ground comes into play tapped instead.