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Homelands

 Heimatländer  Terres Natales  Origini  Tierras Natales  Terras Natais

→ Checklist → Cards

1. Baron Sengir

Summon Legend 5/5 5BBB (8) Homelands (Rare)
Flying
Whenever a creature is put into the graveyard the same turn Baron Sengir damaged it, put a +2/+2 counter on Baron Sengir.
{T}: Regenerate target Vampire.
  • Vampire Bats are not Vampires, they are Bats, so they cannot be regenerated. [Aahz 1995/10/25]
  • The Baron is a Vampire, but he cannot regenerate himself. [D'Angelo 2007/09/08]
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, then it had no creature type until Oracle 2007/09/01 when it became "Vampire".

2. Black Carriage

Summon Carriage 4/4 3BB (5) Homelands (Rare)
Trample
Does not untap during your untap phase.
{0}: Sacrifice a creature to untap Black Carriage. Use this ability only during your upkeep.

3. Broken Visage

Instant 4B (5) Homelands (Rare)
Bury target non-artifact attacking creature and put a shadow token into play. Treat this token as a black creature with power and toughness equal to the power and toughness of that attacking creature. Bury shadow token at end of turn.
  • The Spirit token creature gets a fixed power/toughness equal to the power/toughness of the target creature when Broken Visage resolves. This includes the effects of any enchantments or other effects on the target creature. The Shadow token never gets a variable power/toughness. [D'Angelo 1995/10/29]
  • The token creature comes into play under your control regardless of who controlled the target creature. [Duelist Magazine #9, Page 36]
  • Note - Errata changed the token creature's type from Shadow to Spirit.
  • Note - Also see Token Creatures, Rule 216.

4. Cemetery Gate

Summon Wall 0/5 2B (3) Homelands (Common)
Protection from black

5. Cemetery Gate

Summon Wall 0/5 2B (3) Homelands (Common)
Protection from black

6. Drudge Spell

Enchantment BB (2) Homelands (Uncommon)
{B}: Remove from the game 2 target creatures from your graveyard to put a skeleton token into play. Treat this token as a 1/1 black creature with "{B}: Regenerate". If Drudge Spell leaves play, bury all Skeleton tokens.
  • Destroys all Skeleton tokens from all sources if it leaves play. It does not just destroy ones generated by this Drudge Spell or just ones you control. [Duelist Magazine #9, Page 37]
  • The creatures in the graveyard are removed from the game during announcement and as a cost. [Duelist Magazine #11, Page 56]
  • The fact that Skeleton tokens are destroyed is an aspect of the enchantment and not of the tokens. Thus, only Skeleton tokens which are in play when it leaves play are destroyed. Ones which are going to appear due to use of the effect but which have not yet appeared are safe. [Duelist Magazine #10, Page 44]
  • Note - Also see Token Creatures, Rule 216.

7. Dry Spell

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

8. Dry Spell

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

9. Feast of the Unicorn

Enchant Creature 3B (4) Homelands (Common)
Target creature gets +4/+0.

10. Feast of the Unicorn

Enchant Creature 3B (4) Homelands (Common)
Target creature gets +4/+0.

11. Funeral March

Enchant Creature 1BB (3) Homelands (Uncommon)
When target creature leaves play, that creature's controller sacrifices a creature he or she controls. Ignore this effect if that player controls no creatures.
  • Phasing out will trigger the sacrifice effect. [bethmo 1996/09/17]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

12. Ghost Hounds

Summon Hounds 1/1 1B (2) Homelands (Uncommon)
Attacking does not cause Ghost Hounds to tap.
If assigned to block any white creatures or any white creatures are assigned to block it, Ghost Hounds gain first strike until end of turn.

13. Grandmother Sengir

Summon Legend 3/3 4B (5) Homelands (Rare)
{1}{B}, {T}: Target creature gets -1/-1 until end of turn.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Vampire". Then with Oracle 2008/01/01 it became "Human Wizard".

14. Greater Werewolf

Summon Lycanthrope 2/4 4B (5) Homelands (Uncommon)
At the end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf.
  • This ability is played at end of combat so it only works if it is still alive at that time. [Aahz 1996/09/11]
  • Note - This card was creature type "Lycanthrope" until Oracle 2007/10/01, when it became "Human Wolf".

15. Headstone

Instant 1B (2) Homelands (Uncommon)
Remove from the game target card in any graveyard. Draw a card at the beginning of the next turn's upkeep.

16. Ihsan's Shade

Summon Legend 5/5 3BBB (6) Homelands (Uncommon)
Protection from white

17. Irini Sengir

Summon Legend 2/2 2BB (4) Homelands (Uncommon)
White enchantments and green enchantments each cost an additional {2} to cast.
  • The extra mana is not considered part of the mana cost. A Spell Blast would still only requires the original mana cost as X in order to counter the spell. [Duelist Magazine #9, Page 36]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Dwarf Wizard". Then with Oracle 2008/01/01 it became "Vampire Dwarf".

18. Koskun Falls

Enchant World 2BB (4) Homelands (Rare)
During your upkeep, tap target untapped creature you control or bury Koskun Falls.
No creature can attack you unless its controller pays an additional {2} whenever that creature attacks.
  • The cost is paid as attackers are declared. [D'Angelo 2007/02/04]
  • Note - Also see Enchant World, Rule G23.5.
  • Note - This card was of type "Enchant World" until Oracle 2005/08/01.

19. Sengir Autocrat

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

20. Sengir Bats

Summon Bats 1/2 1BB (3) Homelands (Common)
Flying
Whenever a creature is put into the graveyard the same turn Sengir Bats damaged it, put a +1/+1 counter on Sengir Bats.

21. Sengir Bats

Summon Bats 1/2 1BB (3) Homelands (Common)
Flying
Whenever a creature is put into the graveyard the same turn Sengir Bats damaged it, put a +1/+1 counter on Sengir Bats.

22. Timmerian Fiends

Summon Fiends 1/1 1BB (3) Homelands (Rare)
Remove Timmerian Fiends from your deck before playing if not playing for ante.
{B}{B}{B}: Sacrifice Timmerian Fiends to bury target artifact that any opponent owns in your graveyard. Put Timmerian Fiends into that opponent's graveyard. This change in ownership is permanent. The opponent may ante an additional card to counter this effect.
  • Both this card and the target must be in play when announcing the ability. The target must be in play when the ability resolves or nothing happens. [D'Angelo 1998/11/16]
  • Vintage tournaments (see Rule 801) have always banned this card since it is only used in games for Ante.
  • Legacy tournaments (see Rule 802) have always banned this card.
  • Extended tournaments (see Rule 803) have always banned this card.
  • Standard (Type 2) tournaments (see Rule 804) have always banned this card.
  • Ice Age and Ice Age/Homelands/Alliances block format tournaments (see Rule 806.3) have always banned this card.
  • Note - This card was creature type "Fiend" until Oracle 2007/10/01, when it became "Horror".

23. Torture

Enchant Creature B (1) Homelands (Common)
Choose target creature.
{1}{B}: Put -1/-1 counter on creature Torture enchants.

24. Torture

Enchant Creature B (1) Homelands (Common)
Choose target creature.
{1}{B}: Put -1/-1 counter on creature Torture enchants.

25. Veldrane of Sengir

Summon Legend 5/5 5BB (7) Homelands (Rare)
{1}{B}{B}: Forestwalk and -3/-0 until end of turn.

26. Æther Storm

Enchantment 3U (4) Homelands (Uncommon)
No summon spells may be cast. Any player may pay 4 life to bury AEther Storm. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • Affects creature and artifact creature cards, plus the older summon cards. [D'Angelo 1999/08/01]
  • Does not prevent a creature card from being put into play by a spell or ability, but it does prevent the playing of creature cards as spells or using effects that allow you to play creature cards directly. [D'Angelo 2002/06/12]

27. Baki's Curse

Sorcery 2UU (4) Homelands (Rare)
Baki's Curse deals 2 damage to each creature for each creature enchantment on that creature.

28. Chain Stasis

Instant U (1) Homelands (Rare)
Tap or untap target creature.
Whenever any player uses Chain Stasis to tap or untap a creature, that creature's controller may pay {2}{U} to use Chain Stasis to tap or untap any target creature.
  • Paying to make Chain Stasis continue is done as part of the resolution of the spell. [D'Angelo 2002/03/16]
  • The player putting the copy spell on the stack controls that spell. [D'Angelo 2002/03/16]
  • The copy is a spell, so it can be targeted with Counterspell and other spells and abilities that target a spell. [Jordan 2002/03/18]
  • The spell copy has all the text and can result in itself being copied. [D'Angelo 2002/03/16]
  • The decision to tap or untap is made on resolution of the spell (and of each copy). [D'Angelo 1999/08/01]
  • You can choose the same creature over and over if you want. You are not forced to pick a different one each time. [Duelist Magazine #9, Page 60]
  • Note - Also see Copying Objects, Rule 503.

29. Coral Reef

Enchantment UU (2) Homelands (Uncommon)
When Coral Reef comes into play, put 4 polyp counters on it.
{0}: Sacrifice an island to put 2 polyp counters on Coral Reef.
{U}: Tap target blue creature you control and remove a polyp from Coral Reef to put a +0/+1 counter on target creature.

30. Dark Maze

Summon Wall 4/5 4U (5) Homelands (Common)
{0}: Dark Maze can attack this turn. At the end of turn, remove Dark Maze from the game. Dark Maze cannot attack the turn it comes under your control.

31. Dark Maze

Summon Wall 4/5 4U (5) Homelands (Common)
{0}: Dark Maze can attack this turn. At the end of turn, remove Dark Maze from the game. Dark Maze cannot attack the turn it comes under your control.

32. Forget

Sorcery UU (2) Homelands (Rare)
Target player chooses and discards 2 cards from his or her hand. If that player does not have enough cards in that hand, his or her entire hand is discarded. The player then draws as many cards as he or she discarded in this way.

33. Giant Albatross

Summon Albatross 1/1 1U (2) Homelands (Common)
Flying
{1}{U}: Bury all creatures that damaged Giant Albatross this turn. The controller of any of those creatures may pay {2} life to prevent that creature from being buried. Effects that prevent or redirect damage cannot be used to counter this loss of life. Use this ability only when Giant Albatross is put into the graveyard from play.
  • The ability is a triggered ability and is only put on the stack once just after this card goes to the graveyard. [Duelist Magazine #9, Page 37] The activation cannot include more than one payment of the cost.
  • The ability works no matter how it goes to the graveyard from play. It seeks out all creatures that damaged it during the turn and causes them to be destroyed. [Aahz 1995/10/25]
  • The ability works even if the damage is redirected to the Albatross. [D'Angelo 1996/01/06]
  • Note - This card was creature type "Albatross" until Oracle 2007/10/01, when it became "Bird".

34. Giant Albatross

Summon Albatross 1/1 1U (2) Homelands (Common)
Flying
{1}{U}: Bury all creatures that damaged Giant Albatross this turn. The controller of any of those creatures may pay {2} life to prevent that creature from being buried. Effects that prevent or redirect damage cannot be used to counter this loss of life. Use this ability only when Giant Albatross is put into the graveyard from play.
  • The ability is a triggered ability and is only put on the stack once just after this card goes to the graveyard. [Duelist Magazine #9, Page 37] The activation cannot include more than one payment of the cost.
  • The ability works no matter how it goes to the graveyard from play. It seeks out all creatures that damaged it during the turn and causes them to be destroyed. [Aahz 1995/10/25]
  • The ability works even if the damage is redirected to the Albatross. [D'Angelo 1996/01/06]
  • Note - This card was creature type "Albatross" until Oracle 2007/10/01, when it became "Bird".

35. Giant Oyster

Summon Oyster 0/3 2UU (4) Homelands (Uncommon)
You may choose not to untap Giant Oyster during your untap phase.
{T}: Target tapped creature does not untap during its controller's untap phase as long as Giant Oyster remains tapped. During your upkeep, put a -1/-1 counter on that creature. If Giant Oyster becomes untapped or leaves play, remove all of these counters from the creature.
  • A -1/-1 counter is added to the creature each of your draw steps. [D'Angelo 2006/10/08]
  • If the Oyster untaps during draw step before its ability to add a -1/-1 counter resolves, the -1/-1 counter effect resolves and adds a -1/-1 counter after the -1/-1 counters are removed due to being untapped. [D'Angelo 2000/02/15]

36. Jinx

Instant 1U (2) Homelands (Uncommon)
Target land becomes a basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep.

37. Labyrinth Minotaur

Summon Minotaur 1/4 3U (4) Homelands (Common)
Creatures Labyrinth Minotaur is assigned to block do not untap during their controller's next untap phase.

38. Labyrinth Minotaur

Summon Minotaur 1/4 3U (4) Homelands (Common)
Creatures Labyrinth Minotaur is assigned to block do not untap during their controller's next untap phase.

39. Marjhan

Summon Serpent 8/8 5UU (7) Homelands (Rare)
Does not untap during your untap phase.
Marjhan cannot attack if defending player controls no islands. If at any time you control no islands, bury Marjhan.
{U}{U}: Sacrifice a creature to untap Marjhan. Use this ability only during your upkeep.
{U}{U}: -1/-0 until end of turn. Marjhan deals 1 damage to target attacking creature without flying.

40. Memory Lapse

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

41. Memory Lapse

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

42. Merchant Scroll

Sorcery 1U (2) Homelands (Uncommon)
Search your library for a blue instant or interrupt. Reveal that card to all players and put it into your hand. Reshuffle your library afterwards.
  • You do not have to find a blue instant card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Vintage tournaments (see Rule 801) have restricted this card since 2008/06/20.
  • Note - All Interrupts have errata to be Instants. [D'Angelo 1999/08/01]

43. Mystic Decree

Enchant World 2UU (4) Homelands (Rare)
All creatures lose flying and islandwalk.

44. Narwhal

Summon Narwhal 2/2 2UU (4) Homelands (Rare)
First strike, protection from red

45. Reef Pirates

Summon Ships 2/2 1UU (3) Homelands (Common)
Whenever Reef Pirates damages any opponent, take the top card or his or her library and put it into his or her graveyard.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Zombie Pirate".

46. Reef Pirates

Summon Ships 2/2 1UU (3) Homelands (Common)
Whenever Reef Pirates damages any opponent, take the top card or his or her library and put it into his or her graveyard.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Zombie Pirate".

47. Reveka, Wizard Savant

Summon Legend 0/1 2UU (4) Homelands (Rare)
{T}: Reveka deals 2 damage to target creature or player and does not untap during your next untap phase.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Wizard". Then with Oracle 2008/01/01 it became "Dwarf Wizard".

48. Sea Sprite

Summon Faerie 1/1 1U (2) Homelands (Uncommon)
Flying, protection from red

49. Sea Troll

Summon Troll 2/1 2U (3) Homelands (Uncommon)
{U}: Regenerate. Use this ability only during a turn in which Sea Troll blocked a blue creature or a blue creature blocked Sea Troll.

50. Wall of Kelp

Summon Wall 0/3 UU (2) Homelands (Rare)
{U}{U}, {T}: Put a kelp token into play. Treat this token as a 0/1 blue wall.

51. An-Havva Constable

Summon Constable 2/X+1 1GG (3) Homelands (Rare)
An-Havva Constable has toughness equal to 1 plus the total number of green creatures in play.
  • Note - This card was creature type "Constable" until Oracle 2007/10/01, when it became "Human".

52. An-Havva Inn

Sorcery 1GG (3) Homelands (Uncommon)
Gain 1+* life, where * is equal to the total number of green creatures in play.

53. Autumn Willow

Summon Legend 4/4 4GG (6) Homelands (Rare)
Cannot be the target of spells or effects.
{G}: Target player may target Autumn Willow with spells or effects until end of turn.
  • Does not cause enchantments on it to be removed when the ability is activated. An enchantment in play is neither a spell nor an ability. [Duelist Magazine #9, Page 37]
  • This spell can be countered. The ability does not work until it enters play. [D'Angelo 1995/11/15]
  • The ability allows you to ignore the "can't target" text on this card, but does not negate any other effects (such as Dense Foliage). [D'Angelo 2002/03/16]
  • Note - Also see Legendary, Rule G12.9.
  • Note - Also see Shroud, Rule 502.36.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, then it had no creature type until Oracle 2007/09/01 when it became "Avatar".

54. Carapace

Enchant Creature G (1) Homelands (Common)
Target creature gets +0/+2.
{0}: Sacrifice Carapace to regenerate creature Carapace enchants.
  • When you use the activated ability, this card goes to the graveyard when you announce the ability, but the enchanted creature does not get regenerated until the ability resolves. It has no bonus while the ability is on the stack and this may destroy the creature before the regeneration can take effect. [D'Angelo 2003/05/20]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

55. Carapace

Enchant Creature G (1) Homelands (Common)
Target creature gets +0/+2.
{0}: Sacrifice Carapace to regenerate creature Carapace enchants.
  • When you use the activated ability, this card goes to the graveyard when you announce the ability, but the enchanted creature does not get regenerated until the ability resolves. It has no bonus while the ability is on the stack and this may destroy the creature before the regeneration can take effect. [D'Angelo 2003/05/20]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

56. Daughter of Autumn

Summon Legend 2/4 2GG (4) Homelands (Rare)
{W}: Redirect to Daughter of Autumn 1 damage dealt to a white creature.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Avatar".

57. Faerie Noble

Summon Noble 1/2 2G (3) Homelands (Rare)
Flying
All faeries you control get +0/+1.
{T}: All faeries you control get +1/+0 until end of turn.
  • Note - This card was creature type "Noble" until Oracle 2007/10/01, when it became "Faerie".

58. Folk of An-Havva

Summon Folk of An-Havva 1/1 G (1) Homelands (Common)
If assigned as a blocker, Folk of An-Havva gets +2/+0 until end of turn.
  • Note - This card was creature type "Folk of An-Havva" until Oracle 1999/07/23, when it became "Townsfolk". Then with Oracle 2007/10/01 it became "Human".

59. Folk of An-Havva

Summon Folk of An-Havva 1/1 G (1) Homelands (Common)
If assigned as a blocker, Folk of An-Havva gets +2/+0 until end of turn.
  • Note - This card was creature type "Folk of An-Havva" until Oracle 1999/07/23, when it became "Townsfolk". Then with Oracle 2007/10/01 it became "Human".

60. Hungry Mist

Summon Mist 6/2 2GG (4) Homelands (Common)
During your upkeep, pay {G}{G} or bury Hungry Mist.
  • Note - This card was of creature type "Mist" until Oracle 2007/09/01 when it became "Elemental".

61. Hungry Mist

Summon Mist 6/2 2GG (4) Homelands (Common)
During your upkeep, pay {G}{G} or bury Hungry Mist.
  • Note - This card was of creature type "Mist" until Oracle 2007/09/01 when it became "Elemental".

62. Joven's Ferrets

Summon Ferrets 1/1 G (1) Homelands (Uncommon)
If declared as an attacker, Jovan's Ferrets get +0/+2 until end of turn. At the end of combat, tap any creatures that block Jovan's Ferrets. Those creatures do not untap during their controller's next untap phase.

63. Leaping Lizard

Summon Lizard 2/3 1GG (3) Homelands (Uncommon)
{1}{G}: Flying and -0/-1 until end of turn.

64. Mammoth Harness

Enchant Creature 3G (4) Homelands (Rare)
Target creature loses flying. If any creature is assigned to block the creature Mammoth Harness enchants or has the creature Mammoth Harness enchants assigned to block it, that creature gains first strike until end of turn.

65. Primal Order

Enchantment 2GG (4) Homelands (Rare)
During each player's upkeep, Primal Order deals 1 damage to that player for each non-basic land he or she controls.

66. Renewal

Sorcery 2G (3) Homelands (Uncommon)
Sacrifice a land to search your library for a basic land and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards. Draw a card at the beginning of the next turn's upkeep.
  • You do not have to find a basic land card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

67. Root Spider

Summon Spider 2/2 3G (4) Homelands (Uncommon)
If assigned as a blocker, Root Spider gains first strike and +1/+0 until end of turn.

68. Roots

Enchant Creature 3G (4) Homelands (Uncommon)
Tap target creature without flying. That creature does not untap during its controller's untap phase.

69. Rysorian Badger

Summon Badger 2/2 2G (3) Homelands (Rare)
If Rysorian Badger attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, remove from the game up to two target creatures from that players graveyard. Gain 1 life for each creature removed in this way.

70. Shrink

Instant G (1) Homelands (Common)
Target creature gets -5/-0 until end of turn.

71. Shrink

Instant G (1) Homelands (Common)
Target creature gets -5/-0 until end of turn.

72. Spectral Bears

Summon Bears 3/3 1G (2) Homelands (Uncommon)
If Spectral Bears is declared as an attacker and defending player controls no black cards, it does not untap during its next untap phase.
  • It checks for black cards only at the time you declare attackers. If there are any, it won't trigger. [D'Angelo 1999/08/01]
  • Note - This card was of creature type "Bear" until Oracle 2007/09/01 when it became "Bear Spirit".

73. Willow Faerie

Summon Faerie 1/2 1G (2) Homelands (Common)
Flying

74. Willow Faerie

Summon Faerie 1/2 1G (2) Homelands (Common)
Flying

75. Willow Priestess

Summon Faerie 2/2 2GG (4) Homelands (Rare)
{T}: Take a faerie from your hand and put it into play as though it were just summoned.
{2}{G}: Target green creature gains protection from black until end of turn.

76. Aliban's Tower

Instant 1R (2) Homelands (Common)
Target blocking creature gets +3/+1 until end of turn.

77. Aliban's Tower

Instant 1R (2) Homelands (Common)
Target blocking creature gets +3/+1 until end of turn.

78. Ambush

Instant 3R (4) Homelands (Uncommon)
All blocking creatures gain first strike until end of turn.

79. Ambush Party

Summon Ambush Party 3/1 4R (5) Homelands (Common)
First strike
Ambush party can attack the turn it comes into play on your side.

80. Ambush Party

Summon Ambush Party 3/1 4R (5) Homelands (Common)
First strike
Ambush party can attack the turn it comes into play on your side.

81. Anaba Ancestor

Summon Ghost 1/1 1R (2) Homelands (Rare)
{T}: Target Minotaur gets +1/+1 until end of turn.
  • Cannot target itself. [D'Angelo 2007/10/09]
  • Note - This card was creature tpe "Ghost" until Oracle 2007/10/01, when it became "Minotaur Spirit".

82. Anaba Bodyguard

Summon Bodyguard 2/3 3R (4) Homelands (Common)
First strike

83. Anaba Bodyguard

Summon Bodyguard 2/3 3R (4) Homelands (Common)
First strike

84. Anaba Shaman

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

85. Anaba Shaman

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

86. Anaba Spirit Crafter

Summon Minotaur 1/3 2RR (4) Homelands (Rare)
All Minotaurs get +1/+0.
  • Note - This card was creature type "Minotaur" until Oracle 2008/01/01, when it became "Minotaur Shaman".

87. An-Zerrin Ruins

Enchantment 2RR (4) Homelands (Rare)
Choose a creature type. Creatures of that type do not untap during their controller's untap phase.
  • Cannot choose something such as Artifact Creature or Land Creature which are not creature types. [Duelist Magazine #9, Page 36]
  • Note - Also see Creature Type, Rule 205.3, Rule 212.1e, and Rule 212.3.

88. Chandler

Summon Legend 3/3 4R (5) Homelands (Uncommon)
{R}{R}{R}, {T}: Destroy target artifact creature.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Rogue".

89. Dwarven Pony

Summon Pony 1/1 R (1) Homelands (Rare)
{1}{R}, {T}: Target dwarf gains mountainwalk until end of turn.

90. Dwarven Sea Clan

Summon Dwarves 1/1 2R (3) Homelands (Rare)
{T}: At the end of combat, Dwarven Sea Clan deals 2 damage to target attacking or blocking creature. Use this ability only if that creature's controller controls any islands.
  • The check for whether or not the player controls an island is done both when the ability is announced and when it resolves. [D'Angelo 2006/05/13]
  • The ability deals damage even if this card is no longer in play at the end of combat. [D'Angelo 2006/05/13]

91. Dwarven Trader

Summon Dwarf 1/1 R (1) Homelands (Common)

92. Dwarven Trader

Summon Dwarf 1/1 R (1) Homelands (Common)

93. Eron the Relentless

Summon Legend 5/2 3RR (5) Homelands (Uncommon)
Eron the Relentless can attack the turn it comes into play on your side.
{R}{R}{R}: regenerate.

94. Evaporate

Sorcery 2R (3) Homelands (Uncommon)
Evaporate deals 1 damage to each blue creature and white creature.
  • A creature which is both blue and white only takes one damage. [Duelist Magazine #9, Page 60]

95. Heart Wolf

Summon Wolf 2/2 3R (4) Homelands (Rare)
First strike
{T}: Target Dwarf gains first strike and +2/+0 until end of turn. If that Dwarf leaves play this turn, bury Heart Wolf. Use this ability only when attack or defense is announced.

96. Ironclaw Curse

Enchant Creature R (1) Homelands (Rare)
Target creature gets -0/-1. That creature cannot be assigned to block any creature with power greater than or equal to the toughness of the creature Ironclaw Curse enchants.

97. Joven

Summon Legend 3/3 3RR (5) Homelands (Uncommon)
{R}{R}{R}, {T}: Destroy target non-creature artifact.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Rogue".

98. Orcish Mine

Enchant Land 1RR (3) Homelands (Uncommon)
When Orcish Mine comes into play, put three ore counters on it. During your upkeep and whenever target land becomes tapped, remove an ore counter from Orcish Mine. When the last ore counter is removed from Orcish Mine, destroy the land Orcish Mine enchants; Orcish Mine deal 2 damage to that land's controller.

99. Retribution

Sorcery 2RR (4) Homelands (Uncommon)
Choose two creatures controlled by opponent. Bury one of those creatures and put a -1/-1 counter on the other. That opponent chooses which creature is buried.
  • The opponent chooses which creature gets what during announcement. [DeLaney 2000/09/22]

100. Winter Sky

Sorcery R (1) Homelands (Rare)
Flip a coin; target opponent calls heads or tails when coin is in the air. If the flip ends up in your favor, Winter Sky deals 1 damage to each creature and player. Otherwise each player draws a card.

101. Abbey Gargoyles

Summon Gargoyles 3/4 2WWW (5) Homelands (Uncommon)
Flying, protection from red

102. Abbey Matron

Summon Cleric 1/3 2W (3) Homelands (Common)
{W}, {T}: +0/+3 until end of turn.
  • The ability is typically used in response to a damaging effect such as a Lightning Bolt. It can also be used after declaring this card as a blocker but before damage dealing. This makes it a 1/6 creature and it still deals damage. [D'Angelo 1999/08/01]
  • Note - This card was creature tpe "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

103. Abbey Matron

Summon Cleric 1/3 2W (3) Homelands (Common)
{W}, {T}: +0/+3 until end of turn.
  • The ability is typically used in response to a damaging effect such as a Lightning Bolt. It can also be used after declaring this card as a blocker but before damage dealing. This makes it a 1/6 creature and it still deals damage. [D'Angelo 1999/08/01]
  • Note - This card was creature tpe "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

104. Aysen Bureaucrats

Summon Bureaucrats 1/1 1W (2) Homelands (Common)
{T}: Tap target creature with power no greater than 2.
  • Checks the power of the creature on announcement and on resolution. [Duelist Magazine #9, Page 37]
  • Note - This card was creature type "Bureaucrat" until Oracle 2007/10/01, when it became "Human Advisor".

105. Aysen Bureaucrats

Summon Bureaucrats 1/1 1W (2) Homelands (Common)
{T}: Tap target creature with power no greater than 2.
  • Checks the power of the creature on announcement and on resolution. [Duelist Magazine #9, Page 37]
  • Note - This card was creature type "Bureaucrat" until Oracle 2007/10/01, when it became "Human Advisor".

106. Aysen Crusader

Summon Crusader X+2/X+2 2WW (4) Homelands (Rare)
Aysen Crusader has power and toughness each equal to 2 plus the number of Heroes you control.
  • It used to set power and toughness by the number of "Heroes", but as of Oracle 2007/10/01 it is by "Soldiers" and "Warriors".
  • Note - This card was creature tpe "Crusader" until Oracle 2007/10/01, when it became "Human Knight".

107. Aysen Highway

Enchantment 3WWW (6) Homelands (Rare)
All white creatures gain plainswalk.

108. Beast Walkers

Summon Heroes 2/2 1WW (3) Homelands (Rare)
{G}: Banding until end of turn
  • Note - Also see Banding, Rule 502.10.
  • Note - This card was creature tpe "Hero" until Oracle 2007/10/01, when it became "Human Soldier". Then with Oracle 2008/01/01 it became "Human Beast Soldier".

109. Death Speakers

Summon Speakers 1/1 W (1) Homelands (Uncommon)
Protection from black

110. Hazduhr the Abbot

Summon Legend 2/5 3WW (5) Homelands (Rare)
{X}, {T}: Redirect to Hazduhr the Abbot X damage dealt to any white creature you control.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Cleric".

111. Leeches

Sorcery 1WW (3) Homelands (Rare)
Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed in this way.

112. Mesa Falcon

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

113. Mesa Falcon

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

114. Prophecy

Sorcery W (1) Homelands (Uncommon)
Reveal the top card of target opponent's library to all players. If it is a land, gain 1 life. That opponent then shuffles his or her library. Draw a card at the beginning of the next turn's upkeep.
  • The shuffling and drawing of a card next upkeep happens even if the card is not a land. [Aahz 1995/10/25]

115. Rashka the Slayer

Summon Legend 3/3 3WW (5) Homelands (Uncommon)
Can block creatures with flying.
If assigned to block any black creatures, Rashka the Slayer gets +1/+2 until end of turn.
  • Gets the bonus only once even if it blocks more than one black creature. [D'Angelo 1999/08/17]
  • Note - Also see Legendary, Rule G12.9.
  • Note - Also see Reach, Rule 502.70.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Archer".

116. Samite Alchemist

Summon Alchemist 0/2 3W (4) Homelands (Common)
{W}{W}, {T}: Prevent up to 4 damage to a creature you control. Tap that creature. The creature does not untap during your next untap phase.
  • Note - This card was creature type "Alchemist" until Oracle 2007/10/01, when it became "Human Cleric".

117. Samite Alchemist

Summon Alchemist 0/2 3W (4) Homelands (Common)
{W}{W}, {T}: Prevent up to 4 damage to a creature you control. Tap that creature. The creature does not untap during your next untap phase.
  • Note - This card was creature type "Alchemist" until Oracle 2007/10/01, when it became "Human Cleric".

118. Serra Aviary

Enchant World 3W (4) Homelands (Rare)
All creatures with flying get +1/+1.

119. Serra Bestiary

Enchant Creature WW (2) Homelands (Uncommon)
During your upkeep, pay {W}{W} or bury Serra Bestiary.
Target creature cannot attack, block or use any ability that includes {T} in the activation cost.
  • Does prevent the use of activated mana abilities with {Tap} in the cost. [DeLaney 1999/08/10]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

120. Serra Inquisitors

Summon Inquisitors 3/3 4W (5) Homelands (Uncommon)
If assigned to block any black creatures or any black creatures are assigned to block it, Serra Inquisitors gets +2/+0 until end of turn.
  • Note - This card was creature type "Inquisitor" until Oracle 2007/10/01, when it became "Human". Then with Oracle 2008/01/01 it became "Human Cleric".

121. Serra Paladin

Summon Paladin 2/2 2WW (4) Homelands (Uncommon)
{T}: Prevent 1 damage to any creature or player.
{1}{W}{W}, {T}: Attacking does not cause target creature to tap this turn.

122. Soraya the Falconer

Summon Legend 2/2 1WW (3) Homelands (Rare)
All falcons gets +1/+1.
{1}{W}: Target falcon gains banding until end of turn.
  • Note - Also see Banding, Rule 502.10.
  • Note - Also see Legendary, Rule G12.9.
  • Note - Before errata, it worked only on Falcons. Now it works for all Birds. [Oracle 1999/07/23]
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human".

123. Trade Caravan

Summon Caravan 1/1 W (1) Homelands (Common)
During your upkeep, put a currency counter on Trade Caravan.
{0}: Remove two currency counters from Trade Caravan to untap target basic land. Use this ability only during any opponent's upkeep.
  • Note - This card was creature type "Caravan" until Oracle 2007/10/01, when it became "Human". Then with Oracle 2008/01/01 it became "Human Nomad".

124. Trade Caravan

Summon Caravan 1/1 W (1) Homelands (Common)
During your upkeep, put a currency counter on Trade Caravan.
{0}: Remove two currency counters from Trade Caravan to untap target basic land. Use this ability only during any opponent's upkeep.
  • Note - This card was creature type "Caravan" until Oracle 2007/10/01, when it became "Human". Then with Oracle 2008/01/01 it became "Human Nomad".

125. Truce

Instant 2W (3) Homelands (Rare)
Each player may draw up to two cards. For each card less than two any player draws, that player gains 2 life.

126. Apocalypse Chime

Artifact 2 (2) Homelands (Rare)
{2}, {T}: Sacrifice Apocalypse Chime to bury all cards from the Homelands expansion.
  • Changing a land's type will not remove the expansion symbol on it, so this still affects Homelands lands which have been changed to another type by a spell like Phantasmal Terrain. [Aahz 1995/10/23]

127. Clockwork Gnomes

Artifact Creature 2/2 4 (4) Homelands (Uncommon)
{3}, {T}: Regenerate target artifact creature.
  • Note - Before errata, this card did not have a creature type. [Oracle 1999/07/23]

128. Clockwork Steed

Artifact Creature 0/3 4 (4) Homelands (Uncommon)
Cannot be blocked by artifact creatures.
When Clockwork Steed comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Steed attacked or blocked, remove one of these counters.
{X}, {T}: Put X +1/+0 counters on Clockwork Steed. You may have no more than four of these counters on Clockwork Steed. Use this ability only during your upkeep.
  • See Clockwork Beast for rulings.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Horse".

129. Clockwork Swarm

Artifact Creature 0/3 4 (4) Homelands (Uncommon)
Cannot be blocked by walls.
When Clockwork Swarm comes into play, put four +1/+0 counters on it. At the end of any combat in which Clockwork Swarm attacked or blocked, remove one of these counters.
{X}, {T}: Put X +1/+0 counters on Clockwork Swarm. You may have no more than four of these counters on Clockwork Swarm. Use this ability only during your upkeep.
  • See Clockwork Beast for rulings.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Insect".

130. Didgeridoo

Artifact 1 (1) Homelands (Rare)
{3}: Take a Minotaur from your hand and put it into play as though it were just summoned.

131. Ebony Rhino

Artifact Creature 4/5 7 (7) Homelands (Uncommon)
Trample

132. Feroz's Ban

Artifact 6 (6) Homelands (Rare)
Summon spells each cost an additional {2} to cast.
  • It does affect artifact creatures. [D'Angelo 1999/08/01]

133. Joven's Tools

Artifact 6 (6) Homelands (Uncommon)
{4}, {T}: Target creature cannot be blocked except by walls until end of turn.

134. Roterothopter

Artifact Creature 0/2 1 (1) Homelands (Uncommon)
Flying
{2}: +1/+0 until end of turn. You cannot spend more than {4} in this way each turn.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Thopter".

135. Serrated Arrows

Artifact 4 (4) Homelands (Uncommon)
When Serrated Arrows comes into play, put three arrowhead counters on it.
During your upkeep, bury Serrated Arrows if there are no arrowhead counters on it.
{T}: Remove an arrowhead counter from Serrated Arrows to put a -1/-1 counter on target creature.
  • The counter is removed as part of the cost of using the ability and is not returned if the ability is countered or if the target creature is not legal on resolution. [D'Angelo 1998/08/11]
  • The upkeep trigger only counts the number of counters at the start of upkeep. At that time it decides whether or not to put the ability on the stack. [D'Angelo 1999/08/01]

136. An-Havva Township

Land Homelands (Uncommon)
{T}: Add one colorless mana to your mana pool.
{1}, {T}: Add {G} to your mana pool.
{2}, {T}: Add {W} to your mana pool.
{2}, {T}: Add {R} to your mana pool.

137. Aysen Abbey

Land Homelands (Uncommon)
{T}: Add one colorless mana to your mana pool.
{1}, {T}: Add {W} to your mana pool.
{2}, {T}: Add {U} to your mana pool.
{2}, {T}: Add {G} to your mana pool.

138. Castle Sengir

Land Homelands (Uncommon)
{T}: Add one colorless mana to your mana pool.
{1}, {T}: Add {B} to your mana pool.
{2}, {T}: Add {U} to your mana pool.
{2}, {T}: Add {R} to your mana pool.

139. Koskun Keep

Land Homelands (Uncommon)
{T}: Add one colorless mana to your mana pool.
{1}, {T}: Add {R} to your mana pool.
{2}, {T}: Add {B} to your mana pool.
{2}, {T}: Add {G} to your mana pool.

140. Wizards' School

Land Homelands (Uncommon)
{T}: Add one colorless mana to your mana pool.
{1}, {T}: Add {U} to your mana pool.
{2}, {T}: Add {W} to your mana pool.
{2}, {T}: Add {B} to your mana pool.