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Invasion

 Invasion  Invasion  Invasione  Invasión  Invasão

→ Checklist → Cards

1. Alabaster Leech

Creature - Leech 1/3 W (1) Invasion (Rare)
White spells you play cost {W} more to play.

2. Angel of Mercy

Creature - Angel 3/3 4W (5) Invasion (Uncommon)
Flying
When Angel of Mercy comes into play, you gain 3 life.

3. Ardent Soldier

Creature - Soldier 1/2 1W (2) Invasion (Common)
Kicker {2} (You may pay an additional {2} as you play this spell.)
Attacking doesn't cause Ardent Soldier to tap.
If you paid the kicker cost, Ardent Soldier comes into play with a +1/+1 counter on it.

4. Atalya, Samite Master

Creature - Cleric Legend 2/3 3WW (5) Invasion (Rare)
{X}, {T}: Choose one - Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way.
  • Spending only white mana applies to the ability regardless of which mode you choose. [Invasion FAQ 2000/10/03]
  • Cost modifiers which add a cost are not restricted to only white mana. [D'Angelo 2000/10/14]
  • Note - Also see Legendary, Rule G12.9.
  • Note - Also see Modal Spells and Abilities, Rule G13.13.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Cleric". Then with Oracle 2007/10/01 it became "Human Cleric".

5. Benalish Emissary

Creature - Wizard 1/4 2W (3) Invasion (Uncommon)
Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.)
When Benalish Emissary comes into play, if you paid the kicker cost, destroy target land.

6. Benalish Heralds

Creature - Soldier 2/4 3W (4) Invasion (Uncommon)
{3}{U}, {T}: Draw a card.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

7. Benalish Lancer

Creature - Knight 2/2 2W (3) Invasion (Common)
Kicker {2}{W} (You may pay an additional {2}{W} as you play this spell.)
If you paid the kicker cost, Benalish Lancer comes into play with two +1/+1 counters on it and has first strike.
  • If you paid the kicker, it comes into play with first strike and retains this ability until it leaves play. [D'Angelo 2000/10/14]
  • Note - Also see First Strike, Rule 502.2.
  • Note - Also see Kicker, Rule 502.21.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

8. Benalish Trapper

Creature - Soldier 1/2 1W (2) Invasion (Common)
{W}, {T}: Tap target creature.
  • Note - See Icy Manipulator for related rulings.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

9. Blinding Light

Sorcery 2W (3) Invasion (Uncommon)
Tap all nonwhite creatures.
  • Will not tap a creature that is both white and another color. [Invasion FAQ 2000/10/03]

10. Capashen Unicorn

Creature - Unicorn 1/2 1W (2) Invasion (Common)
{1}{W}, {T}, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment.

11. Crimson Acolyte

Creature - Cleric 1/1 1W (2) Invasion (Common)
Protection from red
{W}: Target creature gains protection from red until end of turn.

12. Crusading Knight

Creature - Knight 2/2 2WW (4) Invasion (Rare)
Protection from black
Crusading Knight gets +1/+1 for each swamp your opponents control.
  • It counts all opponents' swamps. [Invasion FAQ 2000/10/03]
  • Note - Also see Protection, Rule 502.7.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

13. Death or Glory

Sorcery 4W (5) Invasion (Rare)
Separate all creature cards in your graveyard into two face-up piles. Remove the pile of an opponent's choice from the game and return the other to play.

14. Dismantling Blow

Instant 2W (3) Invasion (Common)
Kicker {2}{U} (You may pay an additional {2}{U} as you play this spell.)
Destroy target artifact or enchantment.
If you paid the kicker cost, draw two cards.
  • If the target is not legal on resolution, the spell is countered and you do not get to draw the two cards. [D'Angelo 2001/03/12]
  • Note - Also see Kicker, Rule 502.21.

15. Divine Presence

Enchantment 2W (3) Invasion (Rare)
If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead.
  • This is not preventing damage since it does not use the word "prevent". It is a replacement. [D'Angelo 2002/06/18]

16. Fight or Flight

Enchantment 3W (4) Invasion (Rare)
At the beginning of each opponent's combat phase, separate all creatures that player controls into two face-up piles. Only creatures in the pile of his or her choice may attack this turn.
  • Creatures which comes into play (or cards which become creatures) after the beginning of combat ability resolves are not placed in either pile and are not affected by this ability. [Jordan 2001/02/13]
  • The effect is best understood if you read it as "creatures in the pile the player does not choose cannot attack this turn." [D'Angelo 2002/06/18]
  • If you have two of these, then two of these effects will be applied in order. The first time, the player gets to pick a set that can attack and the other set cannot. The second time, it does not matter what you do with the set that could not attack, so you split up the ones that still could attack. [D'Angelo 2002/06/18]

17. Glimmering Angel

Creature - Angel 2/2 3W (4) Invasion (Common)
Flying
{U}: Glimmering Angel can't be the target of spells or abilities this turn.
  • You can play the shroud ability in response to this card being targeted by a spell or ability. If you do so, then the spell or ability will fail to do anything to this card since this card will now be an illegal target. [Invasion FAQ 2000/10/03]
  • Note - Also see Shroud, Rule 502.36.

18. Global Ruin

Sorcery 4W (5) Invasion (Rare)
Each player chooses from the lands he or she controls a plains, an island, a swamp, a mountain, and a forest, then sacrifices the rest.
  • You sacrifice all lands other than the chosen ones. Since you can only choose basic lands, your non-basic lands are all going to be sacrificed (unless you have non-basic lands that also count as a basic land type, in which case you could choose them). [D'Angelo 2001/01/16]
  • If a land counts as multiple basic land types (for example, Taiga is both a Forest and a Mountain), you can choose it for either or for both of those land types. [Jordan 2001/02/12]

19. Harsh Judgment

Enchantment 2WW (4) Invasion (Rare)
As Harsh Judgment comes into play, choose a color.
If an instant or sorcery of the chosen color would deal damage to you, it deals damage to its controller instead.

20. Holy Day

Instant W (1) Invasion (Common)
Prevent all combat damage that would be dealt this turn.
  • Extended tournaments (see Rule 803) banned this card until 2000/10/01.

21. Liberate

Instant 1W (2) Invasion (Uncommon)
Remove target creature you control from the game. At end of turn, return that card to play under its owner's control.
  • The creature returns after "at end of turn" abilities trigger, so any such abilities on the creature will not trigger this turn. [Invasion FAQ 2000/10/03]

22. Obsidian Acolyte

Creature - Cleric 1/1 1W (2) Invasion (Common)
Protection from black
{W}: Target creature gains protection from black until end of turn.

23. Orim's Touch

Instant W (1) Invasion (Common)
Kicker {1} (You may pay an additional {1} as you play this spell.)
Prevent the next 2 damage that would be dealt to target creature or player this turn.
If you paid the kicker cost, prevent the next 4 damage that would be dealt to that creature or player this instead.

24. Pledge of Loyalty

Enchant Creature 1W (2) Invasion (Uncommon)
Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty.

25. Prison Barricade

Creature - Wall 1/3 1W (2) Invasion (Common)
(Walls can't attack.)
Kicker {1}{W} (You may pay an additional {1}{W} as you play this spell.)
If you paid the kicker cost, Prison Barricade comes into play with a +1/+1 counter on it and may attack as though it weren't a wall.

26. Protective Sphere

Enchantment 2W (3) Invasion (Common)
{1}, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.)
  • Mana spent on modifiers to the activation cost, such as with Gloom, is not counted. [DeLaney 2000/10/02]

27. Pure Reflection

Enchantment 2W (3) Invasion (Rare)
Whenever a player plays a creature spell, destroy all Reflections. Then that player puts a white Reflection creature token into play with power and toughness each equal to the converted mana cost of that spell.

28. Rampant Elephant

Creature - Elephant 2/2 3W (4) Invasion (Common)
{G}: Target creature blocks Rampant Elephant this turn if able.

29. Razorfoot Griffin

Creature - Griffin 2/2 3W (4) Invasion (Common)
Flying, first strike

30. Restrain

Instant 2W (3) Invasion (Common)
Prevent all combat damage that would be dealt by target attacking creature this turn.
Draw a card.

31. Reviving Dose

Instant 2W (3) Invasion (Common)
You gain 3 life.
Draw a card.

32. Rewards of Diversity

Enchantment 2W (3) Invasion (Uncommon)
Whenever an opponent plays a multicolored spell, you gain 4 life.

33. Reya Dawnbringer

Creature - Angel Legend 4/6 6WWW (9) Invasion (Rare)
Flying
At the beginning of your upkeep, you may return target creature card from your graveyard to play.

34. Rout

Sorcery 3WW (5) Invasion (Rare)
You may play Rout any time you could play an instant if you pay {2} more to play it.
Destroy all creatures. They can't be regenerated.
  • Note - See Rule 403.5 for "any time you could play" rules.

35. Ruham Djinn

Creature - Djinn 5/5 5W (6) Invasion (Uncommon)
First strike
Ruham Djinn gets -2/-2 as long as white is the most common color among permanents or is tied for most common.

36. Samite Ministration

Instant 1W (2) Invasion (Uncommon)
Prevent all damage that would be dealt by a source of your choice this turn.
Whenever damage from a black or red source is prevented this way, you gain life equal to that damage.

37. Shackles

Enchant Creature 2W (3) Invasion (Common)
Enchanted creature doesn't untap during its controller's untap step.
{W}: Return Shackles to its owner's hand.
  • Shackles does not tap the creature when it comes into play. [Barclay 1998/06/10]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

38. Spirit of Resistance

Enchantment 2W (3) Invasion (Rare)
If you control a permanent of each color, prevent all damage that would be dealt to you.
  • A permanent which is of multiple colors counts as each of its colors. [Invasion FAQ 2000/10/03]

39. Spirit Weaver

Creature - Wizard 2/1 1W (2) Invasion (Uncommon)
{2}: Target green or blue creature gets +0/+1 until end of turn.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Human Wizard".

40. Strength of Unity

Enchant Creature 3W (4) Invasion (Common)
Enchanted creature gets +1/+1 for each basic land type among lands you control.

41. Sunscape Apprentice

Creature - Wizard 1/1 W (1) Invasion (Common)
{G}, {T}: Target creature gets +1/+1 until end of turn.
{U}, {T}: Put target creature you control on top of its owner's library.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

42. Sunscape Master

Creature - Wizard 2/2 2WW (4) Invasion (Rare)
{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.
{U}{U}, {T}: Return target creature to its owner's hand.
  • The first ability only affects creatures you control at the time the ability resolves. [Invasion FAQ 2000/10/03]
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

43. Teferi's Care

Enchantment 2W (3) Invasion (Uncommon)
{W}, Sacrifice an enchantment: Destroy target enchantment.
{3}{U}{U}: Counter target enchantment spell.

44. Wayfaring Giant

Creature - Giant 1/3 5W (6) Invasion (Uncommon)
Wayfaring Giant gets +1/+1 for each basic land type among lands you control.

45. Winnow

Instant 1W (2) Invasion (Rare)
Destroy target nonland permanent if another permanent with the same name is a play.
Draw a card.

46. Barrin's Unmaking

Instant 1U (2) Invasion (Common)
Return target permanent to its owner's hand if that permanent shares a color with the most common color among permanents or the color tied for the most common.

47. Blind Seer

Creature - Legend 3/3 2UU (4) Invasion (Rare)
{1}{U}: Target spell or permanent becomes a color of your choice until end of turn.
  • If you change the color of a spell which is to become a permanent, the permanent will retain the color change until the end of the turn. [Invasion FAQ 2000/10/03]
  • 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".

48. Breaking Wave

Sorcery 2UU (4) Invasion (Rare)
You may play Breaking Wave any time you could play an instant if you pay {2} more to play it.
Simultaneously untap all tapped creatures and tap all untapped creatures.
  • Note - See Rule 403.5 for "any time you could play" rules.

49. Collective Restraint

Enchantment 3U (4) Invasion (Rare)
Creatures can't attack you unless their controller pays {X} for each creature attacking you, where X is the number of basic land types among lands you control. (This cost is paid as attackers are declared.)

50. Crystal Spray

Instant 2U (3) Invasion (Rare)
Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
Draw a card.
  • If you change the text of a spell which is to become a permanent, the permanent will retain the text change until the end of the turn. [Invasion FAQ 2000/10/03]
  • You can play this spell on a permanent which has no color or land words on it. It doesn't do anything useful, but it is legal to do. [D'Angelo 2000/10/14]
  • Note - Also see Text Changing, Rule 418.6.
  • Note - See Mind Bend for related rulings.

51. Disrupt

Instant U (1) Invasion (Uncommon)
Counter target instant or sorcery spell unless its controller pays {1}.
Draw a card.
  • If you draw another counterspell when Disrupt resolves, and the player paid the mana to stop Disrupt from countering the spell, you may use the newly drawn counterspell to try again to counter the spell being cast. [Duelist Magazine #19, Page 34]
  • Note - The Weatherlight version of this card was of type Interrupt.

52. Distorting Wake

Sorcery XUUU (3) Invasion (Rare)
Return X target nonland permanents to their owners' hand.

53. Dream Thrush

Creature - Bird 1/1 1U (2) Invasion (Common)
Flying
{T}: Target land becomes a land of the type of your choice until end of turn.

54. Empress Galina

Creature - Legend 1/3 3UU (5) Invasion (Rare)
{U}{U}, {T}: Gain control of target Legend or legendary permanent. (This ability's effect doesn't end at 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 "Merfolk".

55. Essence Leak

Enchant Permanent U (1) Invasion (Uncommon)
If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."
  • It can enchant a permanent that is not red or green, but it doesn't do anything in that case. [Invasion FAQ 2000/10/03]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Permanent" until Oracle 2005/08/01.

56. Exclude

Instant 2U (3) Invasion (Common)
Counter target creature spell.
Draw a card.

57. Fact or Fiction

Instant 3U (4) Invasion (Uncommon)
Reveal the top five cards of your library. An opponent separates those cards into two face-up piles. Put one pile into your hand and the other into your graveyard.
  • You choose which pile to put into your hand. [D'Angelo 2000/10/14]
  • The cards put into your hand are not considered to be "drawn". [D'Angelo 2006/01/29]
  • The revealed cards are revealed in order, so that all players know what order they were on the library. [Barclay 2003/07/08]
  • Vintage tournaments (see Rule 801) have restricted this card since 2002/01/01.
  • Legacy tournaments (see Rule 802) banned this card from 2002/01/01 until 2004/09/20.

58. Faerie Squadron

Creature - Faerie 1/1 U (1) Invasion (Common)
Kicker {3}{U} (You may pay an additional {3}{U} as you play this spell.)
If you paid the kicker cost, Faerie Squadron comes into play with two +1/+1 counters on it and it has flying.
  • If you paid the kicker, it comes into play with flying and retains this ability until it leaves play. [D'Angelo 2000/10/14]
  • Note - Also see Kicker, Rule 502.21.

59. Mana Maze

Enchantment 1U (2) Invasion (Rare)
Players can't play spells that share a color with a spell last played this turn.
  • Does not affect the first spell played each turn. [Invasion FAQ 2000/10/03]
  • If a spell's color was changed while on the stack, use the color at the time it was when you started announcement, not as it currently is on the stack or as it was at the time it resolved. [D'Angelo 2000/10/14]

60. Manipulate Fate

Sorcery 1U (2) Invasion (Uncommon)
Search your library for three cards, remove them from the game, then shuffle your library.
Draw a card.

61. Metathran Aerostat

Creature - Ship 2/2 2UU (4) Invasion (Rare)
Flying
{X}{U}: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand.
  • You can play the ability in response to itself and get more than one creature card into play before this returns to its owner's hand. [Invasion FAQ 2000/10/03]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Metathran".

62. Metathran Transport

Creature - Ship 1/3 1UU (3) Invasion (Uncommon)
Flying
Metathran Transport can't be blocked by blue creatures.
{U}: Target creature becomes blue until end of turn.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Metathran".

63. Metathran Zombie

Creature - Zombie 1/1 1U (2) Invasion (Common)
{B}: Regenerate Metathran Zombie.
  • Note - This card was creature type "Zombie" until Oracle 2007/10/01, when it became "Metathran Zombie".

64. Opt

Instant U (1) Invasion (Common)
Look at the top card of your library. You may put that card on the bottom of your library.
Draw a card.

65. Phantasmal Terrain

Enchant Land UU (2) Invasion (Common)
As Phantasmal Terrain comes into play, choose a basic land type.
Enchanted land is a basic land of the chosen type.
  • Basic land types are: Forest, Island, Mountain, Plains, and Swamp. All other land types are not considered basic lands. [CompRules 1999/04/23] See Rule G2.4.
  • A changed land is considered to be the new land type in all ways. This is not just a change of name. It changes the color of mana produced and removes any and all special abilities the land may otherwise have had. [CompRules 1999/04/23]
  • Will not add or remove Snow-Covered nature from a land. [Duelist Magazine #6, Page 132]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

66. Probe

Sorcery 2U (3) Invasion (Common)
Kicker {1}{B} (You may pay an additional {1}{B} as you play this spell.)
Draw three cards, then discard two cards from your hand.
If you paid the kicker cost, target player discards two cards from his or her hand.

67. Prohibit

Instant 1U (2) Invasion (Common)
Kicker {2} (You may pay an additional {2} as you play this spell.)
Counter target spell if its converted mana cost is 2 or less. If you paid the kicker cost, counter that spell if its converted mana cost is 4 or less.

68. Psychic Battle

Enchantment 3UU (5) Invasion (Rare)
Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for the highest cost, the target or targets remain unchanged.
  • You can change all, some, or none of the targets. [Invasion FAQ 2000/10/03]
  • You cannot change the number of targets, choose an illegal target, or make something get targeted more than once. [Invasion FAQ 2000/10/03]
  • An empty library will have no card to reveal, so a player with an empty library has no card to compare. The effect looks for the highest cost card of the cards that actually are revealed. [D'Angelo 2000/11/17]
  • With the Split Cards (see Rule 505), use the higher of the two costs on the card to compare with the other card. [DeLaney 2000/10/30]
  • Note - Also see Converted Mana Cost, Rule G3.30.

69. Rainbow Crow

Creature - Bird 2/2 3U (4) Invasion (Uncommon)
Flying
{1}: Rainbow Crow becomes the color of your choice until end of turn.

70. Repulse

Instant 2U (3) Invasion (Common)
Return target creature to its owner's hand.
Draw a card.

71. Sapphire Leech

Creature - Leech 2/2 1U (2) Invasion (Rare)
Flying
Blue spells you play cost {U} more to play.

72. Shimmering Wings

Enchant Creature U (1) Invasion (Common)
Enchanted creature has flying.
{U}: Return Shimmering Wings to its owner's hand.

73. Shoreline Raider

Creature - Merfolk 2/2 2U (3) Invasion (Common)
Protection from Kavu
  • The protection ability works just like Protection from Color (see Rule 502.7) but against the creature type Kavu. [Invasion FAQ 2000/10/03] This basically means that this card cannot be blocked by a creature of type Kavu and that all damage that would be dealt to it by Kavu creatures is prevented. The other features of Protection also apply in some rare circumstances. [D'Angelo 2000/10/14]
  • Note - Also see Protection, Rule 502.7.

74. Sky Weaver

Creature - Wizard 2/1 1U (2) Invasion (Uncommon)
{2}: Target white or black creature gains flying until end of turn.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Metathran Wizard".

75. Stormscape Apprentice

Creature - Wizard 1/1 U (1) Invasion (Common)
{W}, {T}: Tap target creature.
{B}, {T}: Target player loses 1 life.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

76. Stormscape Master

Creature - Wizard 2/2 2UU (4) Invasion (Rare)
{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn.
{B}{B}, {T}: Target player loses 2 life and you gain 2 life.

77. Sway of Illusion

Instant 1U (2) Invasion (Uncommon)
Any number of target creatures become the color of your choice until end of turn.
Draw a card.
  • You can play this and choose to target zero creatures and effectively just draw a card. [DeLaney 2000/09/22]

78. Teferi's Response

Instant 1U (2) Invasion (Rare)
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent.
Draw two cards.
  • Remember that a spell only targets something if it uses the word "target" in its text. For example, Armageddon is not targeted. [D'Angelo 2000/10/14]
  • If at the time this spell resolves the targeted spell is no longer targeting a land you control (either because the land left play or because you no longer control it), then this spell is countered due to have an illegal target. [D'Angelo 2007/03/10]

79. Temporal Distortion

Enchantment 3UU (5) Invasion (Rare)
Whenever a creature or land becomes tapped, put an hourglass counter on it. Permanents with an hourglass counter on them don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.

80. Tidal Visionary

Creature - Wizard 1/1 U (1) Invasion (Common)
{T}: Target creature becomes the color of your choice until end of turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Merfolk Wizard".

81. Tolarian Emissary

Creature - Wizard 1/2 2U (3) Invasion (Uncommon)
Kicker {1}{W} (You may pay an additional {1}{W} as you play this spell.)
Flying
When Tolarian Emissary comes into play, if you paid the kicker cost, destroy target enchantment.

82. Tower Drake

Creature - Drake 2/1 2U (3) Invasion (Common)
Flying
{W}: Tower Drake gets +0/+1 until end of turn.

83. Traveler's Cloak

Enchant Creature 2U (3) Invasion (Common)
As Traveler's Cloak comes into play, choose a land type.
Enchanted creature has landwalk of the chosen type. (It's unblockable as long as defending player controls a land of the chosen type.)
When Traveler's Cloak comes into play, draw a card.

84. Vodalian Hypnotist

Creature - Wizard 1/1 1U (2) Invasion (Uncommon)
{2}{B}, {T}: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery.
  • Note - See Rule 403.5 for "any time you could play" rules.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Merfolk Wizard".

85. Vodalian Merchant

Creature - Merfolk 1/2 1U (2) Invasion (Common)
When Vodalian Merchant comes into play, draw a card, then discard a card from your hand.

86. Vodalian Serpent

Creature - Serpent 2/2 3U (4) Invasion (Common)
Kicker {2} (You may pay an additional {2} as you play this spell.)
Vodalian Serpent can't attack unless defending player controls an island.
If you paid the kicker cost, Vodalian Serpent comes into play with four +1/+1 counters on it.

87. Wash Out

Sorcery 3U (4) Invasion (Uncommon)
Return all permanents of the color of your choice to their owners' hands.

88. Well-Laid Plans

Enchantment 2U (3) Invasion (Rare)
Prevent all damage that would be dealt to a creature by another creature if they share a color.

89. Worldly Counsel

Instant 1U (2) Invasion (Common)
Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of them into your hand and the rest on the bottom of your library.

90. Zanam Djinn

Creature - Djinn 5/6 5U (6) Invasion (Uncommon)
Flying
Zanam Djinn gets -2/-2 as long as blue is the most common color among permanents or is tied for most common.

91. Addle

Sorcery 1B (2) Invasion (Uncommon)
Choose a color. Look at target player's hand a choose a card of that color from it. That player discards that card.

92. Agonizing Demise

Instant 3B (4) Invasion (Common)
Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.)
Destroy target nonblack creature. It can't be regenerated. If you paid the kicker cost, Agonizing Demise deals damage equal to that creature's power to the creature's controller.

93. Andradite Leech

Creature - Leech 2/2 2B (3) Invasion (Rare)
Black spells you play cost {B} more to play.
{B}: Andradite Leech gets +1/+1 until end of turn.

94. Annihilate

Instant 3BB (5) Invasion (Uncommon)
Destroy target nonblack creature. It can't be regenerated.
Draw a card.

95. Bog Initiate

Creature - Wizard 1/1 1B (2) Invasion (Common)
{1}: Add {B} to your mana pool.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

96. Cremate

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

97. Crypt Angel

Creature - Angel 3/3 4B (5) Invasion (Rare)
Flying, protection from white
When Crypt Angel comes into play, return target red or blue creature card from your graveyard to your hand.

98. Cursed Flesh

Enchant Creature B (1) Invasion (Common)
Enchanted creature gets -1/-1 and can't be blocked except by artifact creatures and/or black creatures.

99. Defiling Tears

Instant 2B (3) Invasion (Uncommon)
Until end of turn, target creature becomes black, gets +1/-1, and gains "{B}: Regenerate this creature."

100. Desperate Research

Sorcery 1B (2) Invasion (Rare)
Name a card other than a basic land. Then reveal the top seven cards of your library and put all of them with that name into your hand. Remove the rest from the game.

101. Devouring Strossus

Creature - Horror 9/9 5BBB (8) Invasion (Rare)
Flying, trample
At the beginning of your upkeep, sacrifice a creature.
Sacrifice a creature: Regenerate Devouring Strossus.

102. Do or Die

Sorcery 1B (2) Invasion (Rare)
Separate all creatures target player controls into two face-up piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated.

103. Dredge

Instant B (1) Invasion (Uncommon)
Sacrifice a creature or land.
Draw a card.

104. Duskwalker

Creature - Minion 1/1 B (1) Invasion (Common)
Kicker {3}{B} (You may pay an additional {3}{B} as you play this spell.)
If you paid the kicker cost, Duskwalker comes into play with two +1/+1 counters on it and has "Duskwalker can't be blocked except by artifact creatures and/or black creatures."

105. Exotic Curse

Enchant Creature 2B (3) Invasion (Common)
Enchanted creature gets -1/-1 for each basic land type among lands that you control.

106. Firescreamer

Creature - Kavu 2/2 3B (4) Invasion (Common)
{R}: Firescreamer gets +1/+0 until end of turn.

107. Goham Djinn

Creature - Djinn 5/5 5B (6) Invasion (Uncommon)
{1}{B}: Regenerate Goham Djinn.
Goham Djinn gets -2/-2 as long as black is the most common color among permanents or is tied for most common.

108. Hate Weaver

Creature - Wizard 2/1 1B (2) Invasion (Uncommon)
{2}: Target blue or red creature gets +1/+0 until end of turn.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Zombie Wizard".

109. Hypnotic Cloud

Sorcery 1B (2) Invasion (Common)
Kicker {4} (You may pay an additional {4} as you play this spell.)
Target player discards a card from his or her hand. If you paid the kicker cost, that player discards three cards from his or her hand instead.

110. Marauding Knight

Creature - Knight 2/2 2BB (4) Invasion (Rare)
Protection from white
marauding Knight gets +1/+1 for each plains your opponents control.
  • Counts plains controlled by all opponents. [Invasion FAQ 2000/10/03]
  • Note - Also see Protection, Rule 502.7.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Zombie Knight".

111. Mourning

Enchant Creature 1B (2) Invasion (Common)
Enchanted creature gets -2/-0.
{B}: Return Mourning to its owner's hand.
  • If played on an opponent's creature, only you can play the ability to return it. [Invasion FAQ 2000/10/03]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

112. Nightscape Apprentice

Creature - Wizard 1/1 B (1) Invasion (Common)
{U}, {T}: Put target creature you control on top of its owner's library.
{R}, {T}: Target creature gains first strike until end of turn.

113. Nightscape Master

Creature - Wizard 2/2 2BB (4) Invasion (Rare)
{U}{U}, {T}: Return target creature to its owner's hand.
{R}{R}, {T}: Nightscape Master deals 2 damage to target creature.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Zombie Wizard".

114. Phyrexian Battleflies

Creature - Insect 0/1 B (1) Invasion (Common)
Flying
{B}: Phyrexian Battleflies get +1/+0 until end of turn. This ability may be played no more than twice each turn.

115. Phyrexian Delver

Creature - Zombie 3/2 3BB (5) Invasion (Rare)
When Phyrexian Delver comes into play, return target creature card from your graveyard to play. You lose life equal to that card's converted mana cost.

116. Phyrexian Infiltrator

Creature - Minion 2/2 2B (3) Invasion (Rare)
{2}{U}{U}: Exchange control of Phyrexian Infiltrator and target creature.
  • The exchange normally only does something useful if this card is controlled by a different player than the target creature at the time the ability resolves. [D'Angelo 2000/10/14]
  • There is no effect if the same player controls both creatures when it resolves. [Jordan 2001/12/14]
  • It is possible to play this ability in response to itself and generate some odd combinations. For example, if you control this card and another creature, you can use this card's ability and target the creature you control. You can then use this card's ability again and target a creature your opponent controls. The second usage resolves first and you get your opponent's creature in exchange for this one. The first usage then resolves and swaps your other creature for the Infiltrator so you get it back. The net effect is that you can swap any creature you have for any of theirs if you can pay this ability twice. Note that your opponent does get the chance to use the Infiltrator if they have the mana in between your two usages and can mess you up. [Invasion FAQ 2000/10/03]

117. Phyrexian Reaper

Creature - Zombie 3/3 4B (5) Invasion (Common)
Whenever Phyrexian Reaper becomes blocked by a green creature, destroy that creature. It can't be regenerated.

118. Phyrexian Slayer

Creature - Minion 2/2 3B (4) Invasion (Common)
Flying
Whenever Phyrexian Slayer becomes blocked by a white creature, destroy that creature. It can't be regenerated.

119. Plague Spitter

Creature - Horror 2/2 2B (3) Invasion (Uncommon)
At the beginning of your upkeep, Plague Spitter deals 1 damage to each creature and each player.
When Plague Spitter is put into a graveyard from play, Plague Spitter deals 1 damage to each creature and each player.

120. Ravenous Rats

Creature - Rat 1/1 1B (2) Invasion (Common)
When Ravenous Rats comes into play, Target opponent discards a card from his or her hand.

121. Reckless Spite

Instant 1BB (3) Invasion (Uncommon)
Destroy two target nonblack creatures. You lose 5 life.

122. Recover

Sorcery 2B (3) Invasion (Common)
Return target creature card from your graveyard to your hand.
Draw a card.

123. Scavenged Weaponry

Enchant Creature 2B (3) Invasion (Common)
When Scavenged Weaponry comes into play, draw a card.
Enchanted creature gets +1/+1.

124. Soul Burn

Sorcery X2B (3) Invasion (Common)
Spend only black and/or red mana on X.
Soul Burn deals X damage to target creature or player. You gain life equal to the damage dealt, but not more than the amount of {B} spent on X, the player's life total before Soul Burn dealt damage, or the creature's toughness.
  • Will give 1 life for each black mana used, but not more life than the amount of unprevented damage that is dealt. [D'Angelo 2001/02/18]
  • Note - Also see X Costs, Rule G24.1.

125. Spreading Plague

Enchantment 4B (5) Invasion (Rare)
Whenever a creature comes into play, destroy all other creatures that share a color with it. They can't be regenerated.

126. Tainted Well

Enchant Land 2B (3) Invasion (Common)
When Tainted Well comes into play, draw a card.
Enchanted land is a swamp.

127. Trench Wurm

Creature - Wurm 3/3 3B (4) Invasion (Uncommon)
{2}{R}, {T}: Destroy target nonbasic land.

128. Tsabo's Assassin

Creature - Assassin 1/1 2BB (4) Invasion (Rare)
{T}: Destroy target creature if that creature shares a color with the most common color among permanents or the color tied for the most common. A creature destroyed this way can't be regenerated.
  • Note - This card was creature type "Assassin" until Oracle 2007/10/01, when it became "Zombie Assassin".

129. Tsabo's Decree

Instant 5B (6) Invasion (Rare)
Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type from it. Then destroy all creatures of that type that player controls. They can't be regenerated.
  • You choose the creature type during resolution. [D'Angelo 2008/02/05]
  • Note - Also see Rule 212.1e on choosing a creature type.

130. Twilight's Call

Sorcery 4BB (6) Invasion (Rare)
You may play Twilight's Call any time you could play an instant if you pay {2} more to play it.
Each player returns all creature cards from his or her graveyard to play.
  • All the creature cards come into play simultaneously. [Invasion FAQ 2000/10/03]
  • For purposes of ordering any continuous effects of the creatures, the current player (not the controller of this spell) decides the ordering regardless of which player is putting the creatures into play. [D'Angelo 2003/02/16]
  • Note - See 403.5 for "any time you could play" rules.

131. Urborg Emissary

Creature - Wizard 3/1 2B (3) Invasion (Uncommon)
Kicker {1}{U} (You may pay an additional {1}{U} as you play this spell.)
When Urborg Emissary comes into play, if you paid the kicker cost, return target permanent to its owner's hand.

132. Urborg Phantom

Creature - Minion 3/1 2B (3) Invasion (Common)
Urborg Phantom can't block.
{U}: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Spirit Minion".

133. Urborg Shambler

Creature - Horror 4/3 2BB (4) Invasion (Uncommon)
All other black creatures get -1/-1.

134. Urborg Skeleton

Creature - Skeleton 0/1 B (1) Invasion (Common)
Kicker {3} (You may pay an additional {3} as you play this spell.)
{B}: Regenerate Urborg Skeleton.
If you paid the kicker cost, Urborg Skeleton comes into play with a +1/+1 counter on it.

135. Yawgmoth's Agenda

Enchantment 3BB (5) Invasion (Rare)
Play no more than one spell each turn.
You may play cards in your graveyard as though they were in your hand.
If a card would be put into your graveyard from anywhere, remove that card from the game instead.
  • The cards in your graveyard are not considered to be in your hand for any reason other than for playing them. For example, you can't discard them. [Invasion FAQ 2000/10/03]
  • You do count spells that were played this turn before this card enters play. [DeLaney 2000/10/18] (The Invasion FAQ is not correct on this point.)
  • It will remove itself from the game if it is going to the graveyard from play. [D'Angelo 2001/01/13]
  • If you play a card that becomes a permanent, then the card will enter play as normal. If you play a card that does not become a permanent, then it will go to the stack and then upon resolution it will go to the graveyard... and instead be removed from the game. [D'Angelo 2001/04/16]
  • Note - Also see Yawgmoth's Will.

136. Ancient Kavu

Creature - Kavu 3/3 3R (4) Invasion (Common)
{2}: Ancient Kavu becomes colorless until end of turn.
  • Making a permanent be colorless does not make it into an artifact. [Invasion FAQ 2000/10/03]

137. Bend or Break

Sorcery 3R (4) Invasion (Rare)
Each player separates all land he or she controls into two face-up piles. For each player, an opponent chooses a pile. Destroy all lands in that pile. Tap all lands in the other pile.

138. Breath of Darigaaz

Sorcery 1R (2) Invasion (Uncommon)
Kicker {2} (You may pay an additional {2} as you play this spell.)
Breath of Darigaaz deals 1 damage to each creature without flying and each player. If you paid the kicker cost, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead.

139. Callous Giant

Creature - Giant 4/4 4RR (6) Invasion (Rare)
If a source would deal 3 damage or less to Callous Giant, prevent that damage.

140. Chaotic Strike

Instant 1R (2) Invasion (Uncommon)
Play Chaotic Strike only during combat after blockers are declared.
Choose target creature and flip a coin. If you win the flip, that creature gets +1/+1 until end of turn.
Draw a card.

141. Collapsing Borders

Enchantment 3R (4) Invasion (Rare)
At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her.

142. Crown of Flames

Enchant Creature R (1) Invasion (Common)
{R}: Enchanted creature gets +1/+0 until end of turn.
{R}: Return Crown of Flames to its owner's hand.

143. Firebrand Ranger

Creature - Soldier 2/1 1R (2) Invasion (Uncommon)
{G}, {T}: Put a basic land card from your hand into play.
  • This does not count as your one land you can normally play each turn. [Invasion FAQ 2000/10/03]
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

144. Ghitu Fire

Sorcery XR (1) Invasion (Rare)
You may play Ghitu Fire any time you could play an instant if you pay {2} more to play it.
Ghitu Fire deals X damage to target creature or player.
  • The extra 2 mana to play it as an instant does not count as part of the mana cost. [Invasion FAQ 2000/10/03]
  • Note - See 403.5 for "any time you could play" rules.
  • Note - Also see X Costs, Rule G24.1.

145. Goblin Spy

Creature - Goblin 1/1 R (1) Invasion (Uncommon)
Play with the top card of your library revealed.
  • If you draw multiple cards, you need to reveal each one before you draw them. [Invasion FAQ 2000/10/03]
  • Note - This card was creature type "Goblin" until Oracle 2008/01/01, when it became "Goblin Rogue".

146. Halam Djinn

Creature - Djinn 6/5 5R (6) Invasion (Uncommon)
Haste (This creature may attack and {T} the turn it comes under your control.)
Halam Djinn gets -2/-2 as long as red is the most common color among permanents or is tied for most common.

147. Hooded Kavu

Creature - Kavu 2/2 2R (3) Invasion (Common)
{B}: Hooded Kavu can't be blocked this turn except by artifact creatures and/or black creatures.

148. Kavu Aggressor

Creature - Kavu 3/2 2R (3) Invasion (Common)
Kicker {4} (You may pay an additional {4} as you play this spell.)
Kavu Aggressor can't block.
If you paid the kicker cost, Kavu Aggressor comes into play with a +1/+1 counter on it.

149. Kavu Monarch

Creature - Kavu 3/3 2RR (4) Invasion (Rare)
All Kavu have trample.
When another Kavu comes into play, put a +1/+1 counter on Kavu Monarch.

150. Kavu Runner

Creature - Kavu 3/3 3R (4) Invasion (Uncommon)
Kavu Runner has haste as long as no opponent controls a white or blue creature. (It may attack and {T} the turn it comes under your control.)

151. Kavu Scout

Creature - Kavu 0/2 2R (3) Invasion (Common)
Kavu Scout gets +1/+0 for each basic land type among lands you control.

152. Lightning Dart

Instant 1R (2) Invasion (Uncommon)
Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to that creature instead.

153. Loafing Giant

Creature - Giant 4/6 4R (5) Invasion (Rare)
Whenever Loafing Giant attacks or blocks, put the top card of your library into your graveyard. If that card is a land card, prevent all combat damage that Loafing Giant would deal this turn.
  • If it somehow blocks multiple creatures in a single combat, the triggered ability only triggers once. [Invasion FAQ 2000/10/03]

154. Mages' Contest

Instant 1RR (3) Invasion (Rare)
You and target spell's controller bid life. You start the bidding with a high bid of 1. In turn order, each player may top the high bid. The bidding ends when the high bid stands. The highest bidder loses life equal to the high bid. If you win the bidding, counter that spell.

155. Maniacal Rage

Enchant Creature 1R (2) Invasion (Common)
Enchanted creature gets +2/+2 and can't block.

156. Obliterate

Sorcery 6RR (8) Invasion (Rare)
Obliterate can't be countered.
Destroy all artifacts, creatures, and lands. They can't be regenerated.
  • Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 2000/10/03]

157. Overload

Instant R (1) Invasion (Common)
Kicker {2} (You may pay an additional {2} as you play this spell.)
Destroy target artifact if its converted mana cost is 2 or less. If you paid the kicker cost, destroy that artifact if its converted mana cost is 5 or less instead.

158. Pouncing Kavu

Creature - Kavu 1/1 1R (2) Invasion (Common)
Kicker {2}{R} (You may pay an additional {2}{R} as you play this spell.)
First strike
If you paid the kicker cost, Pouncing Kavu comes into play with two +1/+1 counters on it and has haste. (It may attack and {T} the turn it comes under your control.)

159. Rage Weaver

Creature - Wizard 2/1 1R (2) Invasion (Uncommon)
{2}: Target black or green creature gains haste until end of turn. (It may attack and {T} the turn it comes under your control.)
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Human Wizard".

160. Rogue Kavu

Creature - Kavu 1/1 1R (2) Invasion (Common)
Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn.

161. Ruby Leech

Creature - Leech 2/2 1R (2) Invasion (Rare)
First strike
Red spells you play cost {R} more to play.

162. Savage Offensive

Sorcery 1R (2) Invasion (Common)
Kicker {G} (You may pay an additional {G} as you play this spell.)
Creatures you control gain first strike until end of turn. If you paid the kicker cost, they get +1/+1 until end of turn.

163. Scarred Puma

Creature - Cat 2/1 R (1) Invasion (Common)
Scarred Puma can't attack unless a black or green creature also attacks.
  • It means "a black or green creature other than itself attacks". [Invasion FAQ 2000/10/03]

164. Scorching Lava

Instant 1R (2) Invasion (Common)
Kicker {R} (You may pay an additional {R} as you play this spell.)
Scorching Lava deals 2 damage to target creature or player. If you paid the kicker cost, that creature can't be regenerated this turn, and if it would be put into the graveyard this turn, remove it from the game instead.

165. Searing Rays

Sorcery 2R (3) Invasion (Uncommon)
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
  • You choose the color on resolution. Your opponent does not get to respond between the color choice and the damage happening. They need to use any damage prevention they want before you choose a color. [Invasion FAQ 2000/10/03]
  • Note - Also see Color, Rule 203.2d, for rules on choosing a color.

166. Shivan Emissary

Creature - Wizard 1/1 2R (3) Invasion (Uncommon)
Kicker {1}{B} (You may pay an additional {1}{B} as you play this spell.)
When Shivan Emissary comes into play, if you paid the kicker cost, destroy target nonblack creature. It can't be regenerated.

167. Shivan Harvest

Enchantment 1R (2) Invasion (Uncommon)
{1}{R}, Sacrifice a creature: Destroy target nonbasic land.

168. Skittish Kavu

Creature - Kavu 1/1 1R (2) Invasion (Uncommon)
Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature.

169. Skizzik

Creature - Elemental 5/3 3R (4) Invasion (Rare)
Kicker {R} (You may pay an additional {R} as you play this spell.)
Trample, haste (This creature may attack and {T} the turn it comes under your control.)
At end of turn, sacrifice Skizzik unless the kicker cost was paid.

170. Slimy Kavu

Creature - Kavu 2/2 2R (3) Invasion (Common)
{T}: Target land becomes a swamp until end of turn.

171. Stand or Fall

Enchantment 3R (4) Invasion (Rare)
At the beginning of your combat phase, separate all creatures your opponent controls into two face-up piles. Only creatures in the pile of that player's choice may block this turn.

172. Stun

Instant 1R (2) Invasion (Common)
Target creature can't block this turn.
Draw a card.
  • Must be used before blockers are declared in order to affect blocking decisions. You cannot wait to see what your opponent declares and then try to stop them. [D'Angelo 1998/01/06]
  • You can use it after combat or even on a creature which cannot possibly block this turn because it's that player's turn to attack, but it generally has no effect other than to let you draw a card. [D'Angelo 1998/01/06]

173. Tectonic Instability

Enchantment 2R (3) Invasion (Rare)
Whenever a land comes into play, tap all lands controlled by its controller.

174. Thunderscape Apprentice

Creature - Wizard 1/1 R (1) Invasion (Common)
{B}, {T}: Target player loses 1 life.
{G}, {T}: Target creature gets +1/+1 until end of turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

175. Thunderscape Master

Creature - Wizard 2/2 2RR (4) Invasion (Rare)
{B}{B}, {T}: Target player loses 2 life and you gain 2 life.
{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

176. Tribal Flames

Sorcery 1R (2) Invasion (Common)
Tribal Flames deals X damage to target creature or player, where X is the number of basic land types among lands you control.

177. Turf Wound

Instant 2R (3) Invasion (Common)
Target player can't play any land cards this turn.
Draw a card.
  • Stops the player from playing a land, but not from putting a land into play using a spell or ability. [Invasion FAQ 2000/10/03]

178. Urza's Rage

Instant 2R (3) Invasion (Rare)
Kicker {8}{R} (You may pay an additional {8}{R} as you play this spell.)
Urza's Rage can't be countered by spells or abilities.
Urza's Rage deals 3 damage to target creature or player. If you paid the kicker cost, instead Urza's Rage deals 10 to that creature or player and the damage can't be prevented.
  • It can be countered by game rules, such as by having all its targets be illegal. Game rules are neither spells or abilities. [Invasion FAQ 2000/10/03]
  • Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 2000/10/03]
  • This spell has a self-replacement in it (see Rule 419.6d). This means that if you pay the kicker cost, the 3 damage is replaced with 10 unpreventable damage before any other replacements can be applied. For example, you cannot use Healing Salve to replace the 3 damage before it gets changed. [Rules Team 2001/05/01]
  • The damage is unpreventable, but it can be affected by replacement effects such as Pariah. [Invasion FAQ 2000/10/03]
  • You can use spells and abilities that target this spell, such as Misdirection. Those spells and abilities just can't counter it. [D'Angelo 2000/10/14]
  • Note - Also see Kicker, Rule 502.21.

179. Viashino Grappler

Creature - Viashino 3/1 2R (3) Invasion (Common)
{G}: Viashino Grappler gains trampling until end of turn.

180. Zap

Instant 2R (3) Invasion (Common)
Zap deals 1 damage to target creature or player.
Draw a card.

181. Aggressive Urge

Instant 1G (2) Invasion (Common)
Target creature gets +1/+1 until end of turn.
Draw a card.

182. Bind

Instant 1G (2) Invasion (Rare)
Counter target activated ability. (Mana abilities can't be countered.)
Draw a card.

183. Blurred Mongoose

Creature - Mongoose 2/1 1G (2) Invasion (Rare)
Blurred Mongoose can't be countered.
Blurred Mongoose can't be the target of spells or abilities.
  • It can be targeted while on the stack. The "can't be targeted" ability only works while it is in play. [Invasion FAQ 2000/10/03]
  • Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 2000/10/03]
  • Note - Also see Shroud, Rule 502.36.

184. Canopy Surge

Sorcery 1G (2) Invasion (Uncommon)
Kicker {2} (You may pay an additional {2} as you play this spell.)
Canopy Surge deals 1 damage to each creature with flying and each player. If you paid the kicker cost, Canopy Surge deals 4 damage to each creature with flying and each player instead.

185. Elfhame Sanctuary

Enchantment 1G (2) Invasion (Uncommon)
At the beginning of your upkeep, you may search your library for a basic land card, and put it into your hand. If you do, shuffle your library and skip your draw step this turn.
  • If you have more than one of these in play, you get to use them all and you don't skip multiple draw steps. [Invasion FAQ 2000/10/03]
  • The "if you do" means "if you search your library". You get to skip your draw step and shuffle your deck even if you don't find (or choose not to find) a basic land. [D'Angelo 2000/10/14]
  • 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]

186. Elvish Champion

Creature - Lord 2/2 1GG (3) Invasion (Rare)
All Elves get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a forest.)
  • This card is an Elf, but it does not give itself the bonus because the text says that only "other elves" get the bonus. [D'Angelo 2005/11/01]
  • It affects Elves controlled by all players, not just yours. [Invasion FAQ 2000/10/03]
  • Note - Also see Landwalk, Rule 502.6.
  • Note - This card was of creature type "Lord" and not "Elf Lord" until Ninth Edition and Oracle 2005/08/01. Then it became just "Elf" with Tenth Edition and Oracle 2007/07/13.

187. Explosive Growth

Instant G (1) Invasion (Common)
Kicker {5} (You may pay an additional {5} as you play this spell.)
Target creature gets +2/+2 until end of turn. If you paid the kicker cost, that creature gets +5/+5 instead.

188. Fertile Ground

Enchant Land 1G (2) Invasion (Common)
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
  • The color of mana to be generated is chosen when tapping the land for mana. [Urza's FAQ 1998/10/05]
  • This does not change the mana type the land produces for any other effects that check what mana type the land produces. For example, a Mana Flare would see a Mountain produce {R}, and make an extra {R} regardless of what color Fertile Ground generates. [Urza's FAQ 1998/10/05]
  • Still generates mana even if the other land is tapped for zero mana. For example, Gaea's Cradle tapped when no creatures are in play. [Invasion FAQ 2000/10/03]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

189. Harrow

Instant 2G (3) Invasion (Common)
As an additional cost to play Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them into play. Then shuffle your library.
  • The sacrifice of a land is part of the cost of playing the card. You cannot pay this cost more than once to get a multiple effect. [D'Angelo 1997/11/12]
  • The two lands do not count toward your normal one land you can play each turn. [Invasion FAQ 2000/10/03]
  • You do not have to find the land cards if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

190. Jade Leech

Creature - Leech 5/5 2GG (4) Invasion (Rare)
Green spells you play cost {G} more to play.

191. Kavu Chameleon

Creature - Kavu 4/4 3GG (5) Invasion (Uncommon)
Kavu Chameleon can't be countered.
{G}: Kavu Chameleon becomes the color of your choice until end of turn.
  • Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 2000/10/03]
  • The new color replaces all previous colors. [Invasion FAQ 2000/10/03]

192. Kavu Climber

Creature - Kavu 3/3 3GG (5) Invasion (Common)
When Kavu Climber comes into play, you draw a card.

193. Kavu Lair

Enchantment 2G (3) Invasion (Rare)
Whenever a creature with power 4 or greater comes into play, its controller draws a card.

194. Kavu Titan

Creature - Kavu 2/2 1G (2) Invasion (Rare)
Kicker {2}{G} (You may pay an additional {2}{G} as you play this spell.)
If you paid the kicker cost, Kavu Titan comes into play with three +1/+1 counters on it and has trample.

195. Llanowar Cavalry

Creature - Soldier 1/4 2G (3) Invasion (Common)
{W}: Attacking doesn't cause Llanowar Cavalry to tap this turn.

196. Llanowar Elite

Creature - Elf 1/1 G (1) Invasion (Common)
Kicker {8} (You may pay an additional {8} as you play this spell.)
Trample
If you paid the kicker cost, Llanowar Elite comes into play with five +1/+1 counters on it.

197. Llanowar Vanguard

Creature - Dryad 1/1 2G (3) Invasion (Common)
{T}: Llanowar Vanguard gets +0/+4 until end of turn.

198. Might Weaver

Creature - Wizard 2/1 1G (2) Invasion (Uncommon)
{2}: Target red or white creature gains trample until end of turn.
  • Note - Also see Trample, Rule 502.9.
  • Note - This card was of creature type "Wizard" until Tenth Edition and Oracle 2007/07/13 when it became "Human Wizard".

199. Molimo, Maro-Sorcerer

Creature - Legend X/X 4GGG (7) Invasion (Rare)
Trample
Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.

200. Nomadic Elf

Creature - Elf 2/2 1G (2) Invasion (Common)
{1}{G}: Add one mana of any color to your mana pool.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Nomad".

201. Pincer Spider

Creature - Spider 2/3 2G (3) Invasion (Common)
Kicker {3} (You may pay an additional {3} as you play this spell.)
Pincer Spider may block as though it had flying.
If you paid the kicker cost, Pincer Spider comes into play with a +1/+1 counter on it.

202. Pulse of Llanowar

Enchantment 3G (4) Invasion (Uncommon)
If a basic land you control is tapped for mana, it produces mana of any one color instead of its normal type.
  • You can choose a different color each time a basic land is tapped. [D'Angelo 2000/10/14]
  • You can choose the same color or mana the land would normally produce. [D'Angelo 2001/09/13]
  • This does not change the amount of mana gained. It just makes all the mana generated by the basic land be of a single color of your choice. [Invasion FAQ 2000/10/03]
  • It does not affect mana generated by enchantments such as Wild Growth. [Invasion FAQ 2000/10/03]

203. Quirion Elves

Creature - Elf 1/1 1G (2) Invasion (Common)
As Quirion Elves comes into play, choose a color.
{T}: Add {G} to your mana pool.
{T}: Add one mana of the chosen color to your mana pool.
  • Note - Also see Color, Rule 203.2d, for rules on choosing a color.
  • Note - This card was of creature type "Elf" and not "Elf Druid" until Oracle 2005/08/01.

204. Quirion Sentinel

Creature - Elf 2/1 1G (2) Invasion (Common)
When Quirion Sentinel comes into play, add one mana of any color to your mana pool.
  • You get the mana whether you want it or not. If you can't spend it, you'll take mana burn. [Invasion FAQ 2000/10/03]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Druid".

205. Quirion Trailblazer

Creature - Elf 1/2 3G (4) Invasion (Common)
When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
  • The land does not count toward your normal limit of playing one land per turn. [Invasion FAQ 2000/10/03]
  • 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]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Scout".

206. Restock

Sorcery 3GG (5) Invasion (Rare)
Return two target cards from your graveyard to your hand. Remove Restock from the game.

207. Rooting Kavu

Creature - Kavu 4/3 2GG (4) Invasion (Uncommon)
When Rooting Kavu is put into a graveyard from play, you may remove it from the game. If you do, shuffle al creature cards from your graveyard into your library.

208. Saproling Infestation

Enchantment 1G (2) Invasion (Rare)
Whenever a player pays a kicker cost, you put a 1/1 green Saproling creature token into play.

209. Saproling Symbiosis

Sorcery 3G (4) Invasion (Rare)
You may play Saproling Symbiosis any time you could play an instant if you pay {2} more to play it.
Put a 1/1 green Saproling creature token into play for each creature you control.

210. Scouting Trek

Sorcery 1G (2) Invasion (Uncommon)
Search your library for any number of basic land cards, reveal them, and set them aside. Shuffle your library then put those card on top of it in any order.

211. Serpentine Kavu

Creature - Kavu 4/4 4G (5) Invasion (Common)
{R}: Serpentine Kavu gains haste until end of turn. (It may attack and {T} the turn it comes into under your control.)

212. Sulam Djinn

Creature - Djinn 6/6 5G (6) Invasion (Uncommon)
Trample
Sulam Djinn gets -2/-2 as long as green is the most common color among permanents or is tied for most common.

213. Tangle

Instant 1G (2) Invasion (Uncommon)
Prevent all combat damage that would be dealt this turn.
Attacking creatures don't untap during their controllers' next untap steps.
  • It identifies the creatures that are not going to untap at the time this spell resolves. [D'Angelo 2001/08/15]

214. Thicket Elemental

Creature - Elemental 4/4 3GG (5) Invasion (Rare)
Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.)
When Thicket Elemental comes into play, if you paid the kicker cost, you may reveal cards from the top of your library until you reveal a creature card. If you do, put that creature into play and shuffle all other cards revealed this way into your library.

215. Thornscape Apprentice

Creature - Wizard 1/1 G (1) Invasion (Common)
{W}, {T}: Tap target creature.
{R}, {T}: Target creature gains first strike until end of turn.

216. Thornscape Master

Creature - Wizard 2/2 2GG (4) Invasion (Rare)
{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn.
{R}{R}, {T}: Thornscape Master deals 2 damage to target creature.

217. Tranquility

Sorcery 2G (3) Invasion (Common)
Destroy all enchantments.
  • Destroys all cards that read "Enchant xxx" as well as those reading "Enchantment". [bethmo 1994/06/01]

218. Treefolk Healer

Creature - Treefolk 2/3 4G (5) Invasion (Uncommon)
{2}{W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn.
  • Note - This card was creature type "Treefolk" until Oracle 2007/10/01, when it became "Treefolk Cleric".

219. Utopia Tree

Creature - Plant 0/2 1G (2) Invasion (Rare)
{T}: Add one mana of any color to your mana pool.

220. Verdeloth the Ancient

Creature - Treefolk Legend 4/7 4GG (6) Invasion (Rare)
Kicker {X} (You may pay an additional {X} as you play this spell.)
All other Treefolk and Saprolings get +1/+1.
When Verdeloth the Ancient comes into play, if you paid the kicker cost, put X 1/1 green Saproling creature tokens into play.

221. Verduran Emissary

Creature - Wizard 2/3 2G (3) Invasion (Uncommon)
Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.)
When Verduran Emissary comes into play, if you paid the kicker cost, destroy target artifact. It can't be regenerated.

222. Vigorous Charge

Instant G (1) Invasion (Common)
Kicker {W} (You may pay an additional {W} as you play this spell.)
Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if you paid the kicker cost, you gain life equal to that damage.

223. Wallop

Sorcery 1G (2) Invasion (Uncommon)
Destroy target black or blue creature with flying.

224. Wandering Stream

Sorcery 2G (3) Invasion (Common)
You gain 2 life for each basic land type among lands you control.

225. Whip Silk

Enchant Creature G (1) Invasion (Common)
Enchanted creature may block as though it had flying.
{G}: Return Whip Silk to its owner's hand.

226. Absorb

Instant WUU (3) Invasion (Rare)
Counter target spell.
You gain 3 life.
  • If played on Urza's Rage, you gain the 3 life but Urza's Rage is not countered. [D'Angelo 2001/04/16]

227. Æther Rift

Enchantment 1RG (3) Invasion (Rare)
At the beginning of your upkeep, discard a card at random from your hand. If you discard a creature card this way, put that creature into play unless any player pays 5 life.
  • Your opponent decides whether or not to pay the 5 life before the card is discarded. [D'Angelo 2002/06/12]
  • Note that there is no chance to play spells or abilities between the card being revealed and it being discarded or put into play. [D'Angelo 2002/06/12]

228. Angelic Shield

Enchantment WU (2) Invasion (Uncommon)
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.
  • When you use the activated ability, this card goes to the graveyard when you announce the ability, but the targeted creature does not get returned until the ability resolves. All your creatures lose the bonus while the ability is on the stack and this may destroy the targeted creature before the return can take effect. [D'Angelo 2003/05/20]

229. Armadillo Cloak

Enchant Creature 1WG (3) Invasion (Common)
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.

230. Armored Guardian

Creature - Guardian 2/5 3WU (5) Invasion (Rare)
{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.
{1}{U}{U}: Armored Guardian can't be the target of spells or abilities this turn.
  • You can play the shroud ability in response to this card being targeted by a spell or ability. If you do so, then the spell or ability will fail to do anything to this card since this card will now be an illegal target. [Invasion FAQ 2000/10/03]
  • Note - Also see Protection, Rule 502.7.
  • Note - Also see Shroud, Rule 502.36.
  • Note - This card was creature type "Guardian" until Oracle 2007/10/01, when it became "Cat Warrior". Then with Oracle 2008/01/01 it became "Cat Soldier".

231. Artifact Mutation

Instant RG (2) Invasion (Rare)
Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

232. Aura Mutation

Instant WG (2) Invasion (Rare)
Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

233. Aura Shards

Enchantment 1WG (3) Invasion (Uncommon)
Whenever a creature comes into play under your control, you may destroy target artifact or enchantment.

234. Backlash

Instant 1BR (3) Invasion (Uncommon)
Tap target untapped creature. That creature deals damage equal to its power to its controller.
  • Being untapped is a targeting restriction. If the target is tapped before this spell resolves, then this spell is countered. [Invasion FAQ 2000/10/03]

235. Barrin's Spite

Sorcery 2UB (4) Invasion (Rare)
Choose two target creatures controlled by one player. That player sacrifices one of them, then returns the other to its owner's hand.
  • The player chooses which one to sacrifice and which to return on announcement. [Invasion FAQ 2000/10/03]
  • If one the creatures is an illegal target on resolution, then the other one is still affected as chosen. [Invasion FAQ 2000/10/03]

236. Blazing Specter

Creature - Specter 2/2 2BR (4) Invasion (Rare)
Flying, haste (This creature may attack and {T} the turn it comes under your control.)
Whenever Blazing Specter deals combat damage to a player, that player discards a card from his or her hand.

237. Captain Sisay

Creature - Legend 2/2 2WG (4) Invasion (Rare)
{T}: Search your library for a Legend or legendary card and put that card into your hand. Then shuffle your library.
  • You do not have to find a legendary card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Warrior". Then with Oracle 2008/01/01 it became "Human Soldier".

238. Cauldron Dance

Instant 4BR (6) Invasion (Uncommon)
Play Cauldron Dance only during combat.
Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. (It may attack and {T} the turn it comes under your control.)
Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.
  • You must have a creature in your graveyard to play this spell since it requires a valid target. [Invasion FAQ 2000/10/03]
  • You can play this spell when you have no creature card in your hand. If this happens, simply ignore that part of the spell. You still bring the graveyard creature into play and still return it to your hand at end of turn. [Invasion FAQ 2000/10/03]
  • If the targeted creature in the graveyard is removed before resolution, this spell will be countered since its only target will be invalid. [Invasion FAQ 2000/10/03]
  • Note - Also see Haste, Rule 502.5.

239. Charging Troll

Creature - Troll 3/3 2WG (4) Invasion (Uncommon)
Attacking doesn't cause charging troll to tap.
{G}: Regenerate Charging Troll.

240. Cinder Shade

Creature - Shade 1/1 1BR (3) Invasion (Uncommon)
{B}: Cinder Shade gets +1/+1 until end of turn.
{R}, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature.

241. Coalition Victory

Sorcery 3WUBRG (8) Invasion (Rare)
You win the game if you control a land of each basic land type and a creature of each color.
  • A land which is of multiple types or creature which is of multiple colors counts for each of its types and/or colors. [Invasion FAQ 2000/10/03]

242. Crosis, the Purger

Creature - Dragon Legend 6/6 3UBR (6) Invasion (Rare)
Flying
Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, chose a color. That player reveals his or her hand and discards all cards of the chosen color from it.
  • You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 2000/10/03]
  • Note - Also see Color, Rule 203.2d, for rules on choosing a color.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01.

243. Darigaaz, the Igniter

Creature - Dragon Legend 6/6 3BRG (6) Invasion (Rare)
Flying
Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay {2}{R}. If you do, chose a color. That player reveals his or her hand and Darigaaz, the Igniter deals 1 damage to him or her for each card revealed of that color.
  • You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 2000/10/03]
  • Note - Also see Color, Rule 203.2d, for rules on choosing a color.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01.

244. Dromar, the Banisher

Creature - Dragon Legend 6/6 3WUB (6) Invasion (Rare)
Flying
Whenever Dromar, the Banisher deals combat damage to a player, you may pay {2}{U}. If you do, choose a color. Return all creatures of that color to their owners' hands.
  • You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 2000/10/03]
  • Note - Also see Color, Rule 203.2d, for rules on choosing a color.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01.

245. Dueling Grounds

Enchantment 1WG (3) Invasion (Rare)
No more than one creature may attack each turn.
No more than one creature may block each turn.
  • The ability affects all players. [Invasion FAQ 2000/10/03]

246. Fires of Yavimaya

Enchantment 1RG (3) Invasion (Uncommon)
Creatures you control have haste. (They may attack and {T} the turn they come under your control.)
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.

247. Frenzied Tilling

Sorcery 3RG (5) Invasion (Common)
Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
  • 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]

248. Galina's Knight

Creature - Merfolk Knight 2/2 WU (2) Invasion (Common)
Protection from red

249. Hanna, Ship's Navigator

Creature - Legend 1/2 1WU (3) Invasion (Rare)
{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.
  • 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 Artificer".

250. Heroes' Reunion

Instant WG (2) Invasion (Uncommon)
Target player gains 7 life.

251. Horned Cheetah

Creature - Cat 2/2 2WG (4) Invasion (Uncommon)
Whenever Horned Cheetah deals damage, you gain that much life.

252. Hunting Kavu

Creature - Kavu 2/3 1RG (3) Invasion (Uncommon)
{1}{R}{G}, {T}: Remove from the game Hunting Kavu and target creature without flying that's attacking you.
  • Being "without flying" is a targeting restriction. The ability will be countered if the target gains flying before the ability resolves. [Invasion FAQ 2000/10/03]

253. Kangee, Aerie Keeper

Creature - Legend 2/2 2WU (4) Invasion (Rare)
Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.)
Flying
When Kangee Aerie Keeper comes into play, if you paid the kicker cost, put X feather counters on it.
All Birds get +1/+1 for each feather counter on Kangee, Aerie Keeper.

254. Llanowar Knight

Creature - Elf Knight 2/2 WG (2) Invasion (Common)
Protection from black

255. Lobotomy

Sorcery 2UB (4) Invasion (Uncommon)
Look at target player's hand and choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library.
  • You only get to pick one card from the player's hand. [D'Angelo 1997/11/03]
  • If the player has no cards in their hand, you still get to look through their deck, but you do not get to remove any cards. [D'Angelo 1998/01/27]
  • It removes the chosen card plus all others in the hand, library, and graveyard. [D'Angelo 1998/02/25] Some people thought the chosen card was not removed due to some vague wording.
  • Does not affect cards in play. [Invasion FAQ 2000/10/03]
  • You have the choice to not find copies of the card in their library (see Rule G19.4). You would almost certainly want to find them all, however. [D'Angelo 2001/06/15]

256. Meteor Storm

Enchantment RG (2) Invasion (Rare)
{2}{R}{G}, Discard two cards at random from your hand: Meteor Storm deals 4 damage to target creature or player.

257. Noble Panther

Creature - Cat 3/3 1WG (3) Invasion (Rare)
{1}: Noble Panther gains first strike until end of turn.

258. Ordered Migration

Sorcery 3WU (5) Invasion (Uncommon)
Put a 1/1 blue Bird creature token with flying into play for each basic land type among lands you control.

259. Overabundance

Enchantment 1RG (3) Invasion (Rare)
Whenever a player taps a land for mana, that player adds one additional mana to his or her mana pool of the same type, and Overabundance deals 1 damage to him or her.
  • The ability produces mana and deals one damage even if the land produces no mana when it was tapped to use a mana ability. This can happen with lands that produce a variable amount of mana. [DeLaney 2000/09/22]
  • This card's ability is a mana ability. There is no chance to respond to it in order to prevent the damage. If you want to prevent the damage, you need to use a prevention spell or ability prior to tapping the land for mana. [Invasion FAQ 2000/10/03]

260. Plague Spores

Sorcery 4BR (6) Invasion (Common)
Destroy target nonblack creature and target land. They can't be regenerated.

261. Pyre Zombie

Creature - Zombie 2/1 1BR (3) Invasion (Rare)
At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay {1}{B}{B}. If you do, return Pyre Zombie from your graveyard to your hand.
{1}{R}{R}, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player.

262. Raging Kavu

Creature - Kavu 3/1 1RG (3) Invasion (Rare)
Haste (This creature may attack and {T} the turn it comes under your control.) You may play Raging Kavu any time you could play an instant.

263. Reckless Assault

Enchantment 2BR (4) Invasion (Rare)
{1}, Pay 2 life: Reckless Assault deals 1 damage to target creature or player.

264. Recoil

Instant 1UB (3) Invasion (Common)
Return target permanent to its owner's hand. Then that player discards a card from his or her hand.

265. Reviving Vapors

Instant 2WU (4) Invasion (Uncommon)
Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the other cards revealed this way into your graveyard.

266. Riptide Crab

Creature - Crab 1/3 1WU (3) Invasion (Uncommon)
Attacking doesn't cause Riptide Crab to tap.
When Riptide Crab is put into a graveyard from play, draw a card.

267. Rith, the Awakener

Creature - Dragon Legend 6/6 3WRG (6) Invasion (Rare)
Flying
Whenever Rith, the Awakener deals combat damage to a player, you may pay {2}{G}. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color.

268. Sabertooth Nishoba

Creature - Beast 5/5 4WG (6) Invasion (Rare)
Trample, protection from blue, protection from red

269. Samite Archer

Creature - Cleric 1/1 1WU (3) Invasion (Uncommon)
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
{T}: Samite Archer deals 1 damage to target creature or player.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric Archer".

270. Seer's Vision

Enchantment 2UB (4) Invasion (Uncommon)
All opponent's play with their hands revealed.
Sacrifice Seer's Vision: Look at target players hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.
  • Note - See Rule 403.5 for "any time you could play" rules.

271. Shivan Zombie

Creature - Barbarian Zombie 2/2 BR (2) Invasion (Common)
Protection from white

272. Simoon

Instant RG (2) Invasion (Uncommon)
Simoon deals 1 damage to each creature target opponent controls.

273. Sleeper's Robe

Enchant Creature UB (2) Invasion (Uncommon)
Enchanted creature may not be blocked except by artifact creatures and/or black creatures.
Whenever enchanted creature deals combat damage to an opponent, you may draw a card.

274. Slinking Serpent

Creature - Serpent 2/3 2UB (4) Invasion (Uncommon)
Forestwalk (This creature is unblockable as long as defending player controls a forest.)

275. Smoldering Tar

Enchantment 2BR (4) Invasion (Uncommon)
At the beginning of your upkeep, target player loses 1 life.
Sacrifice Smoldering Tar: Smoldering Tar deals 4 damage to target creature. Play this ability only any time you could play a sorcery.
  • Note - See Rule 403.5 for "any time you could play" rules.

276. Spinal Embrace

Instant 3UUB (6) Invasion (Rare)
Play Spinal Embrace only during combat.
Untap target creature you don't control and gain control of it. That creature gains haste until end of turn. At end of turn, sacrifice the creature. If you do, you gain life equal to its toughness. (The creature may attack and {T} the turn it comes under your control.)
  • The sacrifice is mandatory. The last "if you do" only fails if for some reason you could not sacrifice. [Invasion FAQ 2000/10/03]
  • Note - Also see Haste, Rule 502.5.

277. Stalking Assassin

Creature - Assassin 1/1 1UB (3) Invasion (Rare)
{3}{U}, {T}: Tap target creature.
{3}{B}, {T}: Destroy target tapped creature.
  • Note - See Icy Manipulator for related rulings.
  • Note - This card was creature type "Assassin" until Oracle 2007/10/01, when it became "Human Assassin".

278. Sterling Grove

Enchantment WG (2) Invasion (Uncommon)
All other enchantments you control can't be the target of spells or abilities.
{1}, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library and put the card on top of it.
  • You do not have to find an enchantment card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Shroud, Rule 502.36.

279. Teferi's Moat

Enchantment 3WU (5) Invasion (Rare)
As Teferi's Moat comes into play, choose a color.
Creatures of the chosen color without flying can't attack you.

280. Treva, the Renewer

Creature - Dragon Legend 6/6 3WUG (6) Invasion (Rare)
Flying
Whenever Treva, the Renewer deals combat damage to a player, you may pay {2}{W}. If you do, chose a color. You gain 1 life for each permanent of that color.
  • You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 2000/10/03]
  • Note - Also see Color, Rule 203.2d, for rules on choosing a color.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01.

281. Tsabo Tavoc

Creature - Legend 7/4 5BR (7) Invasion (Rare)
First strike, protection from Legends
{B}{B}, {T}: Destroy target Legend. It can't be regenerated.
  • The protection ability works just like Protection from Color (see Rule 502.7) but against legendary creatures. [Invasion FAQ 2000/10/03] This basically means that this card cannot be blocked by a legendary creature and that all damage that would be dealt to it by legendary creatures is prevented. Also, targeted abilities of legendary creatures cannot target this card. The other features of Protection also apply in some rare circumstances. [D'Angelo 2000/10/14]
  • The destroy ability only works on legendary creatures, not on other legendary cards. [Invasion FAQ 2000/10/03]
  • Note - Also see First Strike, Rule 502.2.
  • Note - Also see Legendary, Rule G12.9.
  • Note - Also see Protection, Rule 502.7.
  • Note - This card was creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Zombie". Then with Oracle 2008/01/01 it became "Horror".

282. Undermine

Instant UUB (3) Invasion (Rare)
Counter target spell. That spell's controller loses 3 life.

283. Urborg Drake

Creature - Drake 2/3 1UB (3) Invasion (Uncommon)
Flying
Urborg Drake attacks each turn if able.

284. Vicious Kavu

Creature - Kavu 2/2 1BR (3) Invasion (Uncommon)
Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn.

285. Vile Consumption

Enchantment 1UB (3) Invasion (Rare)
All creatures have "At beginning of your upkeep, sacrifice this creature unless you pay 1 life."

286. Vodalian Zombie

Creature - Merfolk Zombie 2/2 UB (2) Invasion (Common)
Protection from green

287. Void

Sorcery 3BR (5) Invasion (Rare)
Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards from it all nonland cards with converted mana cost equal to the number.

288. Voracious Cobra

Creature - Snake 2/2 2RG (4) Invasion (Uncommon)
First strike
Whenever Voracious Cobra deals combat damage to a creature, destroy that creature.

289. Wings of Hope

Enchant Creature WU (2) Invasion (Common)
Enchanted creature gets +1/+3 and has flying.

290. Yavimaya Barbarian

Creature - Barbarian Elf 2/2 RG (2) Invasion (Common)
Protection from blue

291. Yavimaya Kavu

Creature - Kavu X/X 2RG (4) Invasion (Uncommon)
Yavimaya Kavu's power is equal to the number of red creatures in play.
Yavimaya Kavu's toughness is equal to the number of green creatures in play.

292. Stand (Stand/Deliver)

Instant (Split Card) W (4) Invasion (Uncommon)
Prevent the next 2 damage that would be dealt to target creature this turn.

293. Spite (Spite/Malice)

Instant (Split Card) 3U (8) Invasion (Uncommon)
Counter target noncreature spell.

294. Pain (Pain/Suffering)

Sorcery (Split Card) B (5) Invasion (Uncommon)
Target player discards a card from his or her hand.

295. Assault (Assault/Battery)

Sorcery (Split Card) R (5) Invasion (Uncommon)
Assault deals 2 damage to target creature or player.

296. Wax (Wax/Wane)

Instant (Split Card) G (2) Invasion (Uncommon)
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.

297. Alloy Golem

Artifact Creature - Golem 4/4 6 (6) Invasion (Uncommon)
As Alloy Golem comes into play, choose a color.
Alloy Golem is the chosen color. (It's still an artifact.)
  • The chosen color is considered to be its initial color and not a color added by an effect. [Rules Team 2001/05/01]
  • If it phases out, you do not pick a new color when it phases in. [WotC Rules Team 2002/02/01]
  • Note - Also see Color, Rule 203.2d, for rules on choosing a color.

298. Bloodstone Cameo

Artifact 3 (3) Invasion (Uncommon)
{T}: Add {B} or {R} to your mana pool.

299. Chromatic Sphere

Artifact 1 (1) Invasion (Uncommon)
{1}, {T}, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card

300. Crosis's Attendant

Artifact Creature - Golem 3/3 5 (5) Invasion (Uncommon)
{1}, Sacrifice Crosis's Attendant: Add {U}{B}{R} to your mana pool.

301. Darigaaz's Attendant

Artifact Creature - Golem 3/3 5 (5) Invasion (Uncommon)
{1}, Sacrifice Darigaaz's Attendant: Add {B}{R}{G} to your mana pool.

302. Drake-Skull Cameo

Artifact 3 (3) Invasion (Uncommon)
{T}: Add {U} or {B} to your mana pool.

303. Dromar's Attendant

Artifact Creature - Golem 3/3 5 (5) Invasion (Uncommon)
{1}, Sacrifice Dromar's Attendant: Add {W}{U}{B} to your mana pool.

304. Juntu Stakes

Artifact 2 (2) Invasion (Rare)
Creatures with power 1 or less don't untap during their controllers' untap steps.

305. Lotus Guardian

Artifact Creature 4/4 7 (7) Invasion (Rare)
Flying
{T}: Add one mana of any color to your mana pool.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Dragon".

306. Phyrexian Altar

Artifact 3 (3) Invasion (Rare)
Sacrifice a creature: Add one mana of any color to your mana pool.

307. Phyrexian Lens

Artifact 3 (3) Invasion (Rare)
{T}, Pay 1 life: Add one mana of any color to your mana pool.

308. Planar Portal

Artifact 6 (6) Invasion (Rare)
{6}, {T}: Search your library for a card and put that card into your hand. Then shuffle your library.

309. Power Armor

Artifact 4 (4) Invasion (Uncommon)
{3}, {T}: Target creature gets +1/+1 until end of turn for each basic land type among lands you control.

310. Rith's Attendant

Artifact Creature - Golem 3/3 5 (5) Invasion (Uncommon)
{1}, Sacrifice Rith's Attendant: Add {R}{G}{W} to your mana pool.

311. Seashell Cameo

Artifact 3 (3) Invasion (Uncommon)
{T}: Add {W} or {U} to your mana pool.

312. Sparring Golem

Artifact Creature - Golem 2/2 3 (3) Invasion (Uncommon)
Whenever Sparring Golem becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

313. Tek

Artifact Creature - Dragon 2/2 5 (5) Invasion (Rare)
As long as you control a plains, Tek gets +0/+2.
As long as you control an island, Tek has flying.
As long as you control a swamp, Tek gets +2/+0.
As long as you control a mountain, Tek has first strike.
As long as you control a forest, Tek has trample.

314. Tigereye Cameo

Artifact 3 (3) Invasion (Uncommon)
{T}: Add {G} or {W} to your mana pool.

315. Treva's Attendant

Artifact Creature - Golem 3/3 5 (5) Invasion (Uncommon)
{1}, Sacrifice Treva's Attendant: Add {G}{W}{U} to your mana pool.

316. Troll-Horn Cameo

Artifact 3 (3) Invasion (Uncommon)
{T}: Add {R} or {G} to your mana pool.

317. Tsabo's Web

Artifact 2 (2) Invasion (Rare)
When Tsabo's Web comes into play, draw a card.
Lands with an activated ability that doesn't produce mana don't untap during their controllers' untap steps.
  • It means lands with an activated ability that cannot ever generate mana. [Invasion FAQ 2000/10/03]
  • Cycling is considered to be an activated ability, even if it cannot be used in play. [Rules Team 2001/05/01] See Rule 502.18a.
  • Lands with Cycling (such as Drifting Meadow) are affected. [Jordan 2001/01/15]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

318. Urza's Filter

Artifact 4 (4) Invasion (Rare)
Multicolored spells cost up to {2} less to play.

319. Ancient Spring

Land Invasion (Common)
Ancient Spring comes into play tapped.
{T}: Add {U} to your mana pool.
{T}, Sacrifice Ancient Spring: Add {W} and {B} to your mana pool.

320. Archaeological Dig

Land Invasion (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}, Sacrifice Archeological Dig: Add one mana of any color to your mana pool.

321. Coastal Tower

Land Invasion (Uncommon)
Coastal Tower comes into play tapped.
{T}: Add {W} or {U} to your mana pool.

322. Elfhame Palace

Land Invasion (Uncommon)
Elfhame Palace comes into play tapped.
{T}: Add {G} or {W} to your mana pool.

323. Geothermal Crevice

Land Invasion (Common)
Geothermal Crevice comes into play tapped.
{T}: Add {R} to your mana pool.
{T}, Sacrifice Geothermal Crevice: Add {B} and {G} to your mana pool.

324. Irrigation Ditch

Land Invasion (Common)
Irrigation Ditch comes into play tapped.
{T}: Add {W} to your mana pool.
{T}, Sacrifice Irrigation Ditch: Add {G} and {U} to your mana pool.

325. Keldon Necropolis

Legendary Land Invasion (Rare)
{T}: Add one colorless mana to your mana pool.
{4}{R}, {T}, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player.

326. Salt Marsh

Land Invasion (Uncommon)
Salt Marsh comes into play tapped.
{T}: Add {U} or {B} to your mana pool.

327. Shivan Oasis

Land Invasion (Uncommon)
Shivan Oasis comes into play tapped.
{T}: Add {R} or {G} to your mana pool.

328. Sulfur Vent

Land Invasion (Common)
Sulfur Vent comes into play tapped.
{T}: Add {B} to your mana pool.
{T}, Sacrifice Sulfur Vent: Add {U} and {R} to your mana pool.

329. Tinder Farm

Land Invasion (Common)
Tinder Farm comes into play tapped.
{T}: Add {G} to your mana pool.
{T}, Sacrifice Tinder Farm: Add {R} and {W} to your mana pool.

330. Urborg Volcano

Land Invasion (Uncommon)
Urborg Volcano comes into play tapped.
{T} Add {B} or {R} to your mana pool.

331. Plains

Land Invasion (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

332. Plains

Land Invasion (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

333. Plains

Land Invasion (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

334. Plains

Land Invasion (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

335. Island

Land Invasion (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

336. Island

Land Invasion (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

337. Island

Land Invasion (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

338. Island

Land Invasion (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

339. Swamp

Land Invasion (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

340. Swamp

Land Invasion (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

341. Swamp

Land Invasion (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

342. Swamp

Land Invasion (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

343. Mountain

Land Invasion (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

344. Mountain

Land Invasion (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

345. Mountain

Land Invasion (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

346. Mountain

Land Invasion (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

347. Forest

Land Invasion (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

348. Forest

Land Invasion (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

349. Forest

Land Invasion (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

350. Forest

Land Invasion (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

351. Deliver (Stand/Deliver)

Instant 2U (3) Invasion (Uncommon)
Return target permanent to its owner's hand.

352. Malice (Spite/Malice)

Instant 3B (4) Invasion (Uncommon)
Destroy target nonblack creature. It can't be regenerated.

353. Suffering (Pain/Suffering)

Sorcery 3R (4) Invasion (Uncommon)
Destroy target land.

354. Battery (Assault/Battery)

Sorcery 3G (4) Invasion (Uncommon)
Put a 3/3 green Elephant creature token onto the battlefield.

355. Wane (Wax/Wane)

Instant W (1) Invasion (Uncommon)
Destroy target enchantment.