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Judgment

 Abrechnung  Jugement  Sentenza  Juicio  Julgamento

→ Checklist → Cards

1. Ancestor's Chosen

Creature - Cleric 4/4 5WW (7) Judgment (Uncommon)
First Strike
When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard.

2. Aven Warcraft

Instant 2W (3) Judgment (Uncommon)
Creatures you control get +0/+2 until end of turn.
Threshold - Creatures you control also gain protection from the color of your choice until end of turn. (YOu have threshold if seven or more cards are in your graveyard.)

3. Battle Screech

Sorcery 2WW (4) Judgment (Uncommon)
Put two 1/1 white Bird creatures tokens with flying into play.
Flashback - Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

4. Battlewise Aven

Creature - Bird Soldier 2/2 3W (4) Judgment (Common)
Flying
Threshold - Battlewise Aven gets +1/+1 and first strike. (You have threshold as long as seven or more cards are in your graveyard.)

5. Benevolent Bodyguard

Creature - Cleric 1/1 W (1) Judgment (Common)
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.

6. Border Patrol

Creature - Nomad 1/6 4W (5) Judgment (Common)
Attacking doesn't cause Border Patrol to tap.

7. Cagemail

Enchant Creature 1W (2) Judgment (Common)
Enchanted creature gets +2/+2 and can't attack.

8. Chastise

Instant 3W (4) Judgment (Uncommon)
Destroy target attacking creature. You gain life equal to its power.

9. Commander Eesha

Creature - Bird Soldier Legend 2/4 2WW (4) Judgment (Rare)
Flying, protection from creatures

10. Funeral Pyre

Instant W (1) Judgment (Common)
Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit creature token with flying into play.

11. Glory

Creature - Incarnation 3/3 3WW (5) Judgment (Rare)
Flying
{2}{W}: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.

12. Golden Wish

Sorcery 3WW (5) Judgment (Rare)
Choose an artifact or enchantment card you own from outside the game, reveal that card and put it into your hand. Remove Golden Wish from the game.

13. Guided Strike

Instant 1W (2) Judgment (Common)
Target creature gets +1/+0 and gains first strike until end of turn.
Draw a card.

14. Lead Astray

Instant 1W (2) Judgment (Common)
Tap up to two target creatures.

15. Nomad Mythmaker

Creature - Cleric 2/2 2W (3) Judgment (Rare)
: Put target enchant creature card from a graveyard into play enchanting a creature you control. (You control that enchantment.)
  • You pick the creature during resolution. [Judgment FAQ 2002/05/28]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of creature type "Cleric" until Tenth Edition and Oracle 2007/07/13 when it became "Human Nomad Cleric".

16. Phantom Flock

Creature - Bird Soldier Spirit 0/0 3WW (5) Judgment (Uncommon)
Flying
Phantom Flock comes into play with three +1/+1 counters on it.
If damage would be dealt to Phantom Flock, prevent that damage and remove a +1/+1 counter from Phantom Flock.
  • Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
  • The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
  • If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
  • If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]

17. Phantom Nomad

Creature - Nomad Spirit 0/0 1W (2) Judgment (Common)
Phantom Nomad comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.
  • Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
  • The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
  • If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
  • If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]

18. Prismatic Strands

Instant 2W (3) Judgment (Common)
Prevent all damage that sources of the color of your choice would deal this turn.
Flashback: Tap an untapped white creature you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

19. Pulsemage Advocate

Creature - Cleric 1/3 2W (3) Judgment (Rare)
{T}: Return three target cards from an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play.
  • You can't play this ability unless a single opponent has at least three cards in their graveyard to target and that you have a creature card in your graveyard to target. [Judgment FAQ 2002/05/28]
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

20. Ray of Revelation

Instant 1W (2) Judgment (Common)
Destroy target enchantment.
Flashback: {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

21. Selfless Exorcist

Creature - Cleric 3/4 3WW (5) Judgment (Rare)
{T}: Remove target creature card in a graveyard from the game. That card deals damage equal to its power to Selfless Exorcist. (A * on a card not in play is 0.)
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

22. Shieldmage Advocate

Creature - Cleric 1/3 2W (3) Judgment (Common)
{T}: Return target card in an opponent's graveyard to his or her hand. Prevent all damage that would be dealt to target creature or player this turn by a source of your choice.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

23. Silver Seraph

Creature - Angel 6/6 5WWW (8) Judgment (Rare)
Flying
Threshold - Other creatures you control gain +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

24. Solitary Confinement

Enchantment 2W (3) Judgment (Rare)
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card. Skip your draw step.
You can't be the target of spells or abilities. Prevent all damage that would be dealt to you.

25. Soulcatchers' Aerie

Enchantment 1W (2) Judgment (Uncommon)
Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatcher's Aerie.
All Birds get +1/+1 for each feather counter on Soulcatcher's Aerie.

26. Spirit Cairn

Enchantment 2W (3) Judgment (Uncommon)
Whenever a player discards a card from his or her hand, you may pay {W}. If you do, put a 1/1 white Spirit creature token with flying into play.

27. Spurnmage Advocate

Creature - Nomad 1/1 W (1) Judgment (Uncommon)
{T}: Return two target cards in an opponent's graveyard to his or her hand. Destroy target attacking creature.
  • You can't play this ability unless a single opponent has at least two cards in their graveyard to target. [Judgment FAQ 2002/05/28]
  • The ability is not countered if both cards are missing from the graveyard on resolution and the creature target is there. This makes it possible to have two Spurnmage Advocates both target the same two cards and end up destroying two creatures. [D'Angelo 2002/09/19]
  • Note - This card was creature type "Nomad" until Oracle 2007/10/01, when it became "Human Nomad".

28. Suntail Hawk

Creature - Bird 1/1 W (1) Judgment (Common)
Flying

29. Test of Endurance

Enchantment 2WW (4) Judgment (Rare)
At the beginning of your upkeep, if you have 50 or more life, you win the game.
  • To win the game, you must have 50 or more life both at the beginning of upkeep and when it resolves. [Judgment FAQ 2002/05/28]

30. Trained Pronghorn

Creature - Antelope 1/1 1W (2) Judgment (Common)
Discard a card from your hand: Prevent all damage that would be dealt to Trained Pronghorn this turn.

31. Unquestioned Authority

Enchant Creature 2W (3) Judgment (Uncommon)
When Unquestioned Authority comes into play, draw a card.
Enchanted creature has protection from creatures.

32. Valor

Creature - Incarnation 2/2 3W (4) Judgment (Uncommon)
First Strike
As long as Valor is in your graveyard and you control a plains, creatures you control have first strike.
  • The "in your graveyard" ability is ordered as if it starts at the time that this card goes to your graveyard. [Judgment FAQ 2002/05/28]
  • Note - Also see First Strike, Rule 502.2.

33. Vigilant Sentry

Creature - Nomad 2/2 1WW (3) Judgment (Common)
Threshold - Vigilant Sentry gets +1/+1 and has "{T}: Target attacking or blocking creature gets +3/+3 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.)

34. Aven Fogbringer

Creature - Bird Wizard 2/1 3U (4) Judgment (Common)
Flying
When Aven Fogbringer comes into play, return target land to its owner's hand.

35. Cephalid Constable

Creature - Cephalid Wizard 1/1 1UU (3) Judgment (Rare)
Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owners' hands, where X is the damage dealt to that player.

36. Cephalid Inkshrouder

Creature - Cephalid 2/1 2U (3) Judgment (Uncommon)
Discard a card from your hand: Cephalid Inkshrouder can't be the target or spells or abilities and is unblockable this turn.

37. Cunning Wish

Instant 2U (3) Judgment (Rare)
Choose an instant you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game.

38. Defy Gravity

Instant U (1) Judgment (Common)
Target creature gains flying until end of turn.
Flashback: {U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

39. Envelop

Instant U (1) Judgment (Common)
Counter target sorcery spell.

40. Flash of Insight

Instant X1U (2) Judgment (Uncommon)
Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library.
Flashback: 1{U}, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay its own flashback cost.)

41. Grip of Amnesia

Instant 1U (2) Judgment (Common)
Counter target spell unless its controller removes his or her graveyard from the game.
Draw a card.
  • You can choose to remove your graveyard even if it has no cards in it. [Judgment FAQ 2002/05/28]

42. Hapless Researcher

Creature - Wizard 1/1 U (1) Judgment (Common)
Sacrifice Hapless Researcher: Draw a card, then discard a card from your hand.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

43. Keep Watch

Instant 2U (3) Judgment (Common)
Draw a card for each attacking creature.

44. Laquatus's Disdain

Instant 1U (2) Judgment (Uncommon)
Counter target spell played from the graveyard.
Draw a card.

45. Lost in Thought

Enchant Creature 1U (2) Judgment (Common)
Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn.
  • You can take the "remove three cards" action any time you have priority without using the stack. [Judgment FAQ 2002/05/28]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

46. Mental Note

Instant U (1) Judgment (Common)
Put the top two cards of your library into your graveyard.
Draw a card.

47. Mirror Wall

Creature - Wall 3/4 3U (4) Judgment (Common)
(Walls can't attack.)
{W}: Mirror Wall may attack this turn as though it weren't a Wall.

48. Mist of Stagnation

Enchantment 3UU (5) Judgment (Rare)
Permanents don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a permanent for each card in his or her graveyard.

49. Quiet Speculation

Sorcery 1U (2) Judgment (Uncommon)
Search target player's library for up to three cards with flashback and put them into that players graveyard. Then the player shuffles his or her library.
  • You can choose not to find all the cards if you don't want to. [Judgment FAQ 2002/05/28]

50. Scalpelexis

Creature - Beast 1/5 4U (5) Judgment (Rare)
Flying
Whenever Scalpelexis deals combat damage to a player, that player removes the top four cards of his or her library from the game. If two or more of those cards have the same name, repeat this process.
  • The "repeat this process" means to repeat as often as it takes to not get a matching pair. [D'Angelo 2003/02/16]

51. Spelljack

Instant 3UUU (6) Judgment (Rare)
Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it as though it were in your hand without paying its mana cost. If it has X in its mana cost, X is 0.
  • If you play an instant or sorcery, it goes to its owner's graveyard when it resolves. [Judgment FAQ 2002/05/28]
  • This spell can be used on a spell cast using Flashback. [Judgment FAQ 2002/05/28]
  • If you use this on an opponent's spell with Buyback, then attempt to Buyback the spell when you play it, the card will not go to your hand. If will go to its owner's graveyard. This is because Buyback only works if the card would go to your graveyard. [Jordan 2002/05/27]

52. Telekinetic Bonds

Enchantment 2UUU (5) Judgment (Rare)
Whenever a player discards a card from his or her hand, you may pay 1{U}. If you do, tap or untap target permanent.

53. Web of Inertia

Enchantment 2U (3) Judgment (Uncommon)
At the beginning of each opponent's combat phase, that player may remove a card in his or her graveyard from the game. If that player doesn't, creatures he or she controls can't attack this turn.

54. Wonder

Creature - Incarnation 2/2 3U (4) Judgment (Uncommon)
Flying
As long as Wonder is in your graveyard, and you control an Island, creatures you control have flying.
  • The "in your graveyard" ability is ordered as if it starts at the time that this card goes to your graveyard. [Judgment FAQ 2002/05/28]

55. Wormfang Behemoth

Creature - Nightmare Beast 5/5 3UU (5) Judgment (Rare)
When Wormfang Behemoth comes into play, remove all cards in your hand from the game.
When Wormfang Behemoth leaves play, return the removed cards to their owner's hand.
  • Note - This card was creature type "Nightmare Beast" until Oracle 2007/10/01, when it became "Nightmare Fish Beast".

56. Wormfang Crab

Creature - Nightmare Crab 3/6 3U (4) Judgment (Uncommon)
Wormfang Crab is unblockable.
When Wormfang Crab comes into play, an opponent chooses a permanent you control and removes it from the game.
When Wormfang Crab leaves play, return the removed card to play under its owner's control.

57. Wormfang Drake

Creature - Nightmare Drake 3/4 2U (3) Judgment (Common)
Flying
When Wormfang Drake comes into play, sacrifice it unless you remove a creature you control other than Wormfang Drake from the game.
When Wormfang Drake leaves play, return the removed card to play under its owner's control.

58. Wormfang Manta

Creature - Nightmare Beast 6/1 5UU (7) Judgment (Rare)
Flying
When Wormfang Manta comes into play, you skip your next turn.
When Wormfang Manta leaves play, you take an extra turn after this one.
  • Note - This card was creature type "Nightmare Beast" until Oracle 2007/10/01, when it became "Nightmare Fish Beast".

59. Wormfang Newt

Creature - Nightmare Beast 2/2 1U (2) Judgment (Common)
When Wormfang Newt comes into play, remove a land you control from the game.
When Wormfang Newt leaves play, return the removed card to play under its owner's control.
  • Note - This card was creature type "Nightmare Beast" until Oracle 2007/10/01, when it became "Nightmare Lizard Beast". Then with Oracle 2008/01/01 it became "Nightmare Salamander Beast".

60. Wormfang Turtle

Creature - Nightmare Beast 2/4 2U (3) Judgment (Uncommon)
When Wormfang Turtle comes into play, remove a land you control from the game.
When Wormfang Turtle leaves play, return the removed card to play under its owner's control.
  • Note - This card was creature type "Nightmare Beast" until Oracle 2007/10/01, when it became "Nightmare Turtle Beast".

61. Balthor the Defiled

Creature - Zombie Dwarf Legend 2/2 2BB (4) Judgment (Rare)
All Minions get +1/+1
{B}{B}{B}, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play.

62. Cabal Therapy

Sorcery B (1) Judgment (Uncommon)
Name a nonland card. Target player reveals his or her hand and dicards from it all cards with that name.
Flashback: Sacrifice a creature. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
  • You name the card during resolution, then your opponent reveals their hand and discards if appropriate. There is no way for your opponent to do anything between you naming the card and them discarding. [Judgment FAQ 2002/05/28]
  • Note - Also see Flashback, Rule 502.22.

63. Cabal Trainee

Creature - Minion 1/1 B (1) Judgment (Common)
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Human Minion".

64. Death Wish

Sorcery 1BB (3) Judgment (Rare)
Choose a card you own from outside the game, reveal that card, and put it into your hand.
You lose half your life, rounded up. Remove Death Wish from the game.

65. Earsplitting Rats

Creature - Rat 2/1 3B (4) Judgment (Common)
When Earsplitting Rats comes into play, each player discards a card from his or her hand.
Discard a card from your hand: Regenerate Earsplitting Rats.

66. Filth

Creature - Incarnation 2/2 3B (4) Judgment (Uncommon)
Swampwalk
As long as Filth is in your graveyard and you control a swamp, all creatures you control gain Swampwalk.
  • The "in your graveyard" ability is ordered as if it starts at the time that this card goes to your graveyard. [Judgment FAQ 2002/05/28]
  • Note - Also see Landwalk, Rule 502.6.

67. Grave Consequences

Instant 1B (2) Judgment (Uncommon)
Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard.
Draw a card.

68. Guiltfeeder

Creature - Horror 0/4 3BB (5) Judgment (Rare)
Guiltfeeder can't be blocked except by artifact creatures and/or black creatures.
Whenever Guiltfeeder attacks and isn't blocked, target player loses 1 life for each card in his or her graveyard.

69. Masked Gorgon

Creature - Gorgon 5/5 4B (5) Judgment (Rare)
Green creaturse and white creatures have protection from Gorgons.
Threshold - Masked Gorgon has protection from green and from white. (You have threshold as long as seven or more cards are in your graveyard.)

70. Morality Shift

Sorcery 5BB (7) Judgment (Rare)
Exchange your graveyard and your library then shuffle your library.
  • This spell does work if either your graveyard or library is empty. [Judgment 2002/05/28]
  • You can choose the order of the cards being placed into the graveyard. [Judgment 2002/05/28]

71. Rats' Feast

Sorcery XB (1) Judgment (Common)
Remove X target cards in a single graveyard from the game.

72. Stitch Together

Sorcery BB (2) Judgment (Uncommon)
Return target creature card from your graveyard to your hand.
Threshold - Instead, return that card from your graveyard to play. (You have threshold if seven or more cards are in your graveyard.)
  • Checks Threshold when it starts resolving. You may lose Threshold during resolution, but that won't stop it from resolving. [Judgment FAQ 2002/05/28]
  • Note - Also see Threshold, Rule 502.23.

73. Sutured Ghoul

Creature - Zombie X/X 4BBB (7) Judgment (Rare)
Trample
As Sutured Ghoul comes into play, remove any number of creature cards in your graveyard from the game.
Sutured Ghoul's power is equal to the total power of the removed cards and its toughness is equal to their total toughness. (A * on a card not in play is 0.)
  • The power and toughness are calculated based on the numbers printed on the cards. [Judgment FAQ 2002/05/28]
  • Note - Also see Trample, Rule 502.9.

74. Toxic Stench

Instant 1B (2) Judgment (Common)
Target non-black creature gets -1/-1 until end of turn.
Threshold - Instead destroy that creature. It can't be regenerated. (You have threshold if seven or more cards are in your graveyard.)

75. Treacherous Vampire

Creature - Vampire 4/4 4B (5) Judgment (Uncommon)
Flying
Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.
Threshold - Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire is put into a graveyard from play, you lose 6 life."

76. Treacherous Werewolf

Creature - Minion Wolf 2/2 2B (3) Judgment (Common)
Threshold - Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life." (You have threshold as long as seven or more cards are in your graveyard.)
  • The Threshold ability cannot count this card (soon to be in the graveyard) when checking for Threshold. [Judgment FAQ 2002/05/28]
  • Note - Also see Threshold, Rule 502.23.
  • Note - This card was creature type "Minion Wolf" until Oracle 2007/10/01, when it became "Human Wolf Minion".

77. Anger

Creature - Incarnation 2/2 3R (4) Judgment (Uncommon)
Haste
As long as Anger is in your graveyard and you control a mountain, creatures you control have haste.
  • The "in your graveyard" ability timestamped at the time that this card goes to your graveyard, regardless of whether you control a Mountain at that time. [Judgment FAQ 2002/05/28]
  • Note - Also see Haste, Rule 502.5.

78. Arcane Teachings

Enchant Creature 2R (3) Judgment (Common)
Enchanted creature get +2/+2 and has "{T}: This creature deals 1damage to target creature or player."

79. Barbarian Bully

Creature - Barbarian 2/2 2R (3) Judgment (Common)
Discard a card at random from your hand: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to him or her. Play this ability only once each turn.
  • Note - This card was creature type "Barbarian" until Oracle 2007/10/01, when it became "Human Barbarian".

80. Book Burning

Sorcery 1R (2) Judgment (Common)
Unless a player has Book Burning deal 6 damage to him or her, put the top six cards of target player's library into his or her graveyard.

81. Breaking Point

Sorcery 1RR (3) Judgment (Rare)
Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her.
Creatures destroyed this way can't be regenerated.

82. Browbeat

Sorcery 2R (3) Judgment (Uncommon)
Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards.

83. Burning Wish

Sorcery 1R (2) Judgment (Rare)
Choose a sorcery you own from outside the game, reveal that card, and put it into your hand.
Remove Burning Wish from the game.
  • Can acquire cards which are removed from the game by other cards, such as Ice Cauldron, Elkin Bottle, Necropotence, etc. Such cards are in the "removed from game" zone. [Judgment FAQ 2002/05/28]
  • Cannot acquire cards that are phased out. Those cards are in the Phased Out zone and not in the Removed from Game zone. [D'Angelo 2002/06/14] See Rule 502.15.
  • Cannot acquire the Ante cards. They are considered still "in the game" as are cards in the library and the graveyard. [D'Angelo 2002/06/14]
  • Does not allow you to look at face-down cards which are in the removed from game zone. You get to see the chosen card at the same time your opponent does, when you reveal it. [D'Angelo 2002/06/14] You do get to tell each set of face down cards from other sets based on which effect removed the cards from the game. If you want to pick from a face down set, you take a random card from it. For example, if your hand is removed with Suppress, you can see your hand there face down and you can pick a random card from it. If you used Necropotence twice, each time was a separate effect and put the one card separately face down. You can pick either one, assuming you remember which is which. [Barclay 2002/05/16]
  • In Duelist Convocation tournament play, it can only bring cards from your sideboard or ones that were removed from the game by a spell or ability. [Judgment FAQ 2002/05/28] If you remove a card from the sideboard, this card is placed into your sideboard to maintain the size of the sideboard. [Judgment FAQ 2002/05/28] If this spell is somehow played using a pseudo-spell (such as with Mirari), then there will be no card to put in your sideboard. This is approved under the rules. [WotC Rules Team 2002/10/01]
  • In Duelist Convocation tournament play, you may look at your sideboard during the resolution of this spell. Normally, you cannot look at your sideboard during a game. [Judgment FAQ 2002/05/28]
  • In non-tournament play, it can also be any card you own which is not in the game. [Judgment FAQ 2002/05/28]
  • Vintage tournaments (see Rule 801) have restricted this card since 2004/01/01.
  • Legacy tournaments (see Rule 802) banned this card from 2004/01/01 until 2004/09/20.

84. Dwarven Bloodboiler

Creature - Dwarf 2/2 RRR (3) Judgment (Rare)
Tap an untapped dwarf you control: Target creature gets +2/+0 until end of turn.
  • The ability can be played the turn it enters play because the ability does not use the {Tap} symbol. [Judgment FAQ 2002/05/28]
  • Yes, it can tap itself. [D'Angelo 2002/06/14]

85. Dwarven Driller

Creature - Dwarf 2/2 3R (4) Judgment (Uncommon)
{T}: Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her.

86. Dwarven Scorcher

Creature - Dwarf 1/1 R (1) Judgment (Common)
Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her.

87. Ember Shot

Instant 6R (7) Judgment (Common)
Ember Shot deals 3 damage to target creature or player.
Draw a card.

88. Firecat Blitz

Sorcery XRR (2) Judgment (Uncommon)
Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn.
Flashback: {R}{R}, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

89. Flaring Pain

Instant 1R (2) Judgment (Common)
Damage can't be prevented this turn.
Flashback: {R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
  • The "damage can't be prevented" statement overrides all forms of preventing damage. Damage prevention spells and abilities can still be played, they just don't do anything. [Judgment FAQ 2002/05/28]
  • Spells and abilities that replace or redirect damage are not affected by this card. [Judgment FAQ 2002/05/28]
  • Note - Also see Flashback, Rule 502.22.

90. Fledgling Dragon

Creature - Dragon 2/2 2RR (4) Judgment (Rare)
Flying
Threshold - Fledgling Dragon gets +3/+3 and has "{R}: Fledgling Dragon gets +1/+0 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.)

91. Goretusk Firebeast

Creature - Beast 2/2 5R (6) Judgment (Common)
When Goretusk Firebeast comes into play, it deals 4 damage to target player.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Elemental Boar Beast".

92. Infectious Rage

Enchant Creature 1R (2) Judgment (Uncommon)
Enchanted creature gets +2/-1.
Whenever enchanted creature is put into a graveyard, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to play enchanting that creature.
  • When this card returns to play, it is put into play on the creature without targeting it, so it can be placed on a "cannot be the target" creatures. [Judgment FAQ 2002/05/28]
  • You cannot return this card to play onto something it cannot enchant. For example, you cannot place this card on a card with protection from red. [Judgment FAQ 2002/05/28]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

93. Jeska, Warrior Adept

Creature - Barbarian Legend 3/1 2RR (4) Judgment (Rare)
First strike, haste
{T}: Jeska, Warrior Adept deals 1 damage to target creature or player.

94. Lava Dart

Instant R (1) Judgment (Common)
Lava Dart deals 1 damage to target creature or player.
Flashback: Sacrifice a mountain. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

95. Liberated Dwarf

Creature - Dwarf 1/1 R (1) Judgment (Common)
{R}, Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn.

96. Lightning Surge

Sorcery 3RR (5) Judgment (Rare)
Lightning Surge deals 4 damage to target creature or player.
Threshold - Instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented.
Flashback: 5{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
  • It either deals 4 damage or 6 damage. It does not deal 10 damage. [Judgment FAQ 2002/05/28]
  • Threshold is checked when this spell begins resolving. So you cannot count itself for attaining Threshold. [Judgment FAQ 2002/05/28]
  • Note - Also see Threshold, Rule 502.23.

97. Planar Chaos

Enchantment 2R (3) Judgment (Uncommon)
At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos.
Whenever a player plays a spell, that player flips a coin. If he or she loses the flip, counter that spell.

98. Shaman's Trance

Instant 2R (3) Judgment (Rare)
Until end of turn, other players can't play cards from their graveyards, and you may play cards from other players' graveyards as though they were in your graveyard.
  • This card does not allow you to play the abilities of cards in other people's graveyards. [Judgment FAQ 2002/05/28]
  • You can use Flashback on cards to play them. [Judgment FAQ 2002/05/28]

99. Soulgorger Orgg

Creature - Nightmare Orgg 6/6 3RR (5) Judgment (Uncommon)
Trample
When Soulgorger Orgg comes into play, you lose all but 1 life.
When Soulgorger Orgg leaves play, you gain the life equal to the life you lost when it came into play.

100. Spellgorger Barbarian

Creature - Nightmare Barbarian 3/1 3R (4) Judgment (Common)
When Spellgorger Barbarian comes into play, discard a card at random from your hand.
When Spellgorger Barbarian leaves play, draw a card.
  • Note - This card was creature type "Nightmare Barbarian" until Oracle 2007/10/01, when it became "Human Nightmare Barbarian".

101. Swelter

Sorcery 3R (4) Judgment (Uncommon)
Swelter deals 2 damage to each of two target creatures.
  • You can't play this spell unless you have two different legal targets. [Judgment FAQ 2002/05/28]

102. Swirling Sandstorm

Sorcery 3R (4) Judgment (Common)
Threshold - Swirling Sandstorm deals 5 damage to each creature without flying. (You have threshold if seven or more cards are in your graveyard.)

103. Worldgorger Dragon

Creature - Nightmare Dragon 7/7 3RRR (6) Judgment (Rare)
Flying, trample
When Worldgorger Dragon comes into play, remove all other permanents you control from the game.
When Worldgorger Dragon leaves play, return the removed cards to play under their owners' control.
  • If a local enchantment is removed this way, you can place it on any legal permanent when it returns. It doesn't have to go back to the same place. [D'Angelo 2002/06/18] It cannot be placed on a permanent that is coming into play at the same time. [Jordan 2002/06/18]
  • It is possible for the Dragon to leave play before its "comes into play" trigger resolves. If this happens, then the "leaves play" trigger will have nothing to return and the "comes into play" trigger's effects will be irreversible. [D'Angelo 2002/10/15]
  • Legacy tournaments (see Rule 801) have banned this card since 2004/09/20.
  • Note - Also see Trample, Rule 502.9.

104. Anurid Barkripper

Creature - Beast 2/2 1GG (3) Judgment (Common)
Threshold - Anurid Barkripper gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

105. Anurid Swarmsnapper

Creature - Beast 1/4 2G (3) Judgment (Uncommon)
Anurid Swarmsnapper may block as though it had flying.
{1}{G}: Anurid Swarmsnapper may block an additional creature this turn.

106. Battlefield Scrounger

Creature - Centaur 3/3 3GG (5) Judgment (Common)
Threshold - Put three cards from your graveyard on the bottom of your library. Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once per turn. (Play this ability only if seven or more cards are in your graveyard.)
  • Check for Threshold before playing the ability. If playing the ability causes you to lose Threshold, the ability still resolves as normal. [Judgment FAQ 2002/05/28]
  • Note - Also see Threshold, Rule 502.23.

107. Brawn

Creature - Incarnation 3/3 3G (4) Judgment (Uncommon)
Trample
As long as Brawn is in your graveyard and you control a forest, creatures you control have trample.
  • The "in your graveyard" ability is ordered as if it starts at the time that this card goes to your graveyard. [Judgment FAQ 2002/05/28]
  • Note - Also see Trample, Rule 502.9.

108. Canopy Claws

Instant G (1) Judgment (Common)
Target creature loses flying until end of turn.
Flashback: {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

109. Centaur Rootcaster

Creature - Centaur Druid 2/2 3G (4) Judgment (Common)
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.

110. Crush of Wurms

Sorcery 6GGG (9) Judgment (Rare)
Put 3 6/6 green Wurm creature tokens into play.
Flashback: {9}{G}{G}{G} (You may play this card from your graveyard for its flaashback cost. Then remove it from the game.)

111. Elephant Guide

Enchant Creature 2G (3) Judgment (Uncommon)
Enchanted creature gets +3/+3.
When enchanted creature is put into a graveyard, put a 3/3 green Elephant token into play.

112. Epic Struggle

Enchantment 2GG (4) Judgment (Rare)
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
  • To win, you must control 20 or more creatures both at the beginning of upkeep and when it resolves. [Judgment FAQ 2002/05/28]

113. Erhnam Djinn

Creature - Djinn 4/5 3G (4) Judgment (Rare)
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep.
  • If there are no creatures your opponent controls to target at the beginning of your upkeep, ignore this ability. [D'Angelo 2000/02/25]
  • If you have more than one Djinn, you can have all of them target the same creature with their ability. [D'Angelo 1996/12/10]
  • In multiplayer games you can choose a different player's creature each time it is used. [Duelist Magazine #4, Page 64] You are forced to pick a creature that some opponent controls if there is at least one creature in play that is a legal target. [Aahz 1996/06/13]
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 until 2002/07/01.
  • Note - Also see Landwalk, Rule 502.6.

114. Exoskeletal Armor

Enchant Creature 1G (2) Judgment (Uncommon)
Enchanted creature gets +X/+X where X is the number of creature cards in all graveyards.
  • The value of X changes as the number of creatures cards in graveyards changes. [Judgment FAQ 2002/05/28]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

115. Folk Medicine

Instant 2G (3) Judgment (Common)
You gain 1 life for each creature you control.
Flashback: 1{W} (You may play this card from your graveyard for its glashback cost. Then remove it from the game.)

116. Forcemage Advocate

Creature - Centaur 2/1 1G (2) Judgment (Uncommon)
{T}: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature.
  • Note - This card was creature type "Centaur" until Oracle 2008/01/01, when it became "Centaur Shaman".

117. Genesis

Creature - Incarnation 4/4 4G (5) Judgment (Rare)
At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand.
  • Its ability only works if it is in your graveyard at the start of your upkeep and when its ability resolves. [Judgment FAQ 2002/05/28]

118. Giant Warthog

Creature - Beast 5/5 5G (6) Judgment (Common)
Trample

119. Grizzly Fate

Sorcery 3GG (5) Judgment (Uncommon)
Put two 2/2 green Bear creature tokens into play.
Threshold - Instead, put four 2/2 green Bear creature tokens into play.
Flashback: {5}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

120. Harvester Druid

Creature - Druid 1/1 1G (2) Judgment (Common)
{T}: Add to your mana pool one mana of any color that a land you control could produce.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid".

121. Ironshell Beetle

Creature - Insect 1/1 1G (2) Judgment (Common)
When Ironshell Beetle comes into play, put a +1/+1 counter on target creature.

122. Krosan Reclamation

Instant 1G (2) Judgment (Uncommon)
Target player shuffles up to two target cards from his or her graveyard into his or her library.
Flashback: 1{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

123. Krosan Wayfarer

Creature - Druid 1/1 G (1) Judgment (Common)
Sacrifice Krosan Wayfarer: Put a land card from your hand into play.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid".

124. Living Wish

Sorcery 1G (2) Judgment (Rare)
Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game.

125. Nantuko Tracer

Creature - Insect Druid 2/1 1G (2) Judgment (Common)
When Nantuko Tracer comes into play, you may put target card from a graveyard on the bottom of its owner's library.

126. Nullmage Advocate

Creature - Insect Druid 2/3 2G (3) Judgment (Common)
{T}: Return two target cards in an opponent's graveyard to his or her hand. Destroy target artifact or enchantment.
  • You can't play this ability unless a single opponent has at least two cards in their graveyard to target. [Judgment FAQ 2002/05/28]

127. Phantom Centaur

Creature - Centaur Spirit 2/0 2GG (4) Judgment (Uncommon)
Protection from black
Phantom Centaur comes into play with three +1/+1 counters on it.
If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur.
  • If this card is going to take damage from a black source, you can choose to apply Protection from Black's damage prevention ability prior to applying this card's built-in ability. This means you don't have to remove a counter. [Barclay 2002/05/22]
  • Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
  • The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
  • If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
  • If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]
  • Note - Also see Protection, Rule 502.7.

128. Phantom Nantuko

Creature - Insect Spirit 0/0 2G (3) Judgment (Rare)
Trample
Phantom Nantuko comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko.
{T}: Put a +1/+1 counter on Phantom Nantuko.
  • Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
  • The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
  • If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
  • If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]
  • Note - Also see Trample, Rule 502.9.

129. Phantom Tiger

Creature - Cat Spirit 1/0 2G (3) Judgment (Common)
Phantom Tiger comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger.
  • Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
  • The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
  • If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
  • If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]

130. Seedtime

Instant 1G (2) Judgment (Rare)
Play Seedtime only on your turn.
Take an extra turn after this one if an opponent played a blue spell this turn.
  • You only get an extra turn if an opponent played a blue spell this turn prior to this spell resolving. [Judgment FAQ 2002/05/28] Note that "playing" a spell only requires it to be announced, so an unresolved spell still counts as having been played.
  • You only get one extra turn (per Seedtime spell) each turn, regardless of how many blue spells they had cast.[Judgment FAQ 2002/05/28]

131. Serene Sunset

Instant XG (1) Judgment (Uncommon)
Prevent all combat damage X target creatures would deal this turn.

132. Sudden Strength

Instant 3G (4) Judgment (Common)
Target creature gets +3/+3 until end of turn. Draw a card.

133. Sylvan Safekeeper

Creature - Wizard 1/1 G (1) Judgment (Rare)
Sacrifice a land: Target creature you control can't be the target of spells or abilities this turn.
  • Note - Also see Shroud, Rule 502.36.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".
  • Note - This card was designed by Olle Rade after winning the 1997 Duelist Invitational in Hong Kong. He is pictured in the card art. [Judgment FAQ 2002/05/28]

134. Thriss, Nantuko Primus

Creature - Insect Druid Legend 5/5 5GG (7) Judgment (Rare)
{G}, {T}: Target creature gets +5/+5 until end of turn.

135. Tunneler Wurm

Creature - Wurm 6/6 6GG (8) Judgment (Uncommon)
Discard a card from your hand: Regenerate Tunneler Wurm.

136. Venomous Vines

Sorcery 2GG (4) Judgment (Common)
Destroy target enchanted permanent.

137. Anurid Brushhopper

Creature - Beast 3/4 1WG (3) Judgment (Rare)
Discard two cards from your hand: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn.
  • If the ability is played during the End of Turn step, it will not return to play until the End of Turn step in the following turn. [Judgment FAQ 2002/05/28]
  • It returns to play as if it were newly cast. All effects and such that were on it ended when it left play. [Judgment FAQ 2002/05/28]
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Frog Beast".

138. Hunting Grounds

Enchantment WG (2) Judgment (Rare)
Threshold - Whenever an opponent plays a spell, you may put a creature card from your hand into play. (You have threshold as long as seven or more cards are in your graveyard.)

139. Mirari's Wake

Enchantment 3WG (5) Judgment (Rare)
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

140. Phantom Nishoba

Creature - Beast Spirit 0/0 5WG (7) Judgment (Rare)
Trample
Phantom Nishoba comes into play with seven +1/+1 counters on it.
Whenever Phantom Nishoba deals damage, you gain that much life.
If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.
  • Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
  • The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
  • If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
  • If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]
  • Note - Also see Lifelink, Rule 502.68.
  • Note - Also see Trample, Rule 502.9.
  • Note - This card was creature type "Beast Spirit" until Oracle 2007/10/01, when it became "Cat Beast Spirit".

141. Krosan Verge

Land Judgment (Uncommon)
Krosan Verge comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{2}, {T}, Sacrifice Krosan Verge: Search your library for a forest card and a plains card and put them into play tapped. Then shuffle your library.

142. Nantuko Monastery

Land Judgment (Uncommon)
{T}: Add one colorless mana to your mana pool.
Threshold - {G}{W}: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. (Play this ability only if seven or more cards are in your graveyard.)

143. Riftstone Portal

Land Judgment (Uncommon)
{T}: Add one colorless mana to your mana pool.
As long as Riftstone Portal is in your graveyard, lands you control have "{T}: Add {G} or {W} to your mana pool."