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Mirage

 Trugbilder  Mirage  Mirage  Espejismo  Miragem

→ Checklist → Cards

1. Abyssal Hunter

Summon Hunter 1/1 3B (4) Mirage (Rare)
{B}, {T}: Tap target creature. Abyssal Hunter deals to that creature an amount of damage equal to Abyssal Hunter's power.
  • The ability can be used on an already tapped creature. [bethmo 1997/10/14]
  • Note - This card was creature type "Hunter" until Sixth Edition, when it became "Minion". Then with Oracle 2005/08/01 it became "Human Assassin".

2. Ashen Powder

Sorcery 2BB (4) Mirage (Rare)
Put target creature card from an opponent's graveyard into play under your control.

3. Barbed-Back Wurm

Summon Wurm 4/3 4B (5) Mirage (Uncommon)
{B}: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn.

4. Binding Agony

Enchant Creature 1B (2) Mirage (Common)
For each 1 damage dealt to enchanted creature, Binding Agony deals 1 damage to that creature's controller.

5. Blighted Shaman

Summon Cleric 1/1 1B (2) Mirage (Uncommon)
{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.
{T}, Sacrifice a swamp: Target creature gets +1/+1 until end of turn.
  • Note - This card was creature type "Cleric" until Sixth Edition, when it became "Wizard". Then with Oracle 2005/08/01 it became "Human Shaman". Then with Oracle 2008/01/01 it became "Human Cleric Shaman".

6. Bone Harvest

Instant 2B (3) Mirage (Common)
Put any number of target creature cards from your graveyard on top of your library.
Draw a card at the beginning of the next turn's upkeep.
  • You have to show the creatures you put on top of your library, but not the order you put them there. [D'Angelo 2000/02/18]

7. Breathstealer

Summon Night Stalker 2/2 2B (3) Mirage (Common)
{B}: +1/-1 until end of turn.
  • Note - This card is referred to by Urborg Panther.
  • Note - Before errata, it was of creature type Night Stalker (with two words). [Oracle 1999/07/01]

8. Cadaverous Knight

Summon Knight 2/2 2B (3) Mirage (Common)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
{1}{B}{B}: Regenerate

9. Carrion

Instant 1BB (3) Mirage (Rare)
Sacrifice a creature: Put into play a number of Maggot tokens equal to the sacrificed creature's power. Treat these tokens as 0/1 black creatures.

10. Catacomb Dragon

Summon Dragon 4/4 4BB (6) Mirage (Rare)
Flying
Whenever Catacomb Dragon is blocked by any nonartifact, non-Dragon creature, that creature's power is halved, rounded up, until end of turn.
  • The value of X is calculated when the ability resolves. It is not recalculated later if something changes. [D'Angelo 2001/03/17] (REVERSAL)

11. Choking Sands

Sorcery 1BB (3) Mirage (Common)
Destroy target nonswamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller.

12. Crypt Cobra

Summon Cobra 3/3 3B (4) Mirage (Uncommon)
If Crypt Cobra attacks and is not blocked, defending player gets a poison counter. If any player has ten or more poison counters, he or she loses the game.
  • The player gets a poison counter as a triggered ability on not blocking the Cobra. Killing the Cobra after declaring blockers or preventing its damage will not prevent the poison counter. [D'Angelo 1999/07/01]
  • Note - Also see Poison, Rule G16.21.
  • Note - This card was of creature type "Cobra" and not "Snake" until Oracle 2005/08/01.

13. Dark Banishing

Instant 2B (3) Mirage (Common)
Bury target nonblack creature.

14. Dark Ritual

Mana Source B (1) Mirage (Common)
Add {B}{B}{B} to your mana pool.
  • This card, as with all instants cards, goes to the graveyard when it resolves. It does not stay in play. [D'Angelo 1999/05/01]
  • Extended tournaments (see Rule 803) have banned this card since 2000/04/01.
  • Note - In Mirage, Fifth Edition, Tempest, and Urza's Saga, this spell was of type Mana Source. In Ice Age, Fourth Edition (and before), it was of type Interrupt. It is now of type Instant.

15. Dirtwater Wraith

Summon Wraith 1/3 3B (4) Mirage (Common)
Swampwalk (If defending player controls any swamps, this creature is unblockable.)
{B}: +1/+0 until end of turn.

16. Drain Life

Sorcery X1B (2) Mirage (Common)
For each {B} you spend in addition to the casting cost, Drain Life deals 1 damage to target creature or player. Gain 1 life for each 1 damage dealt, but not more than the toughness of the creature or the life total of the player Drain Life damages.
  • You can put as much black mana as you want into this spell's X value, but you cannot gain more life than the creature's toughness. [D'Angelo 1996/07/01]
  • You may gain up to the total toughness of the creature even if it was already damaged. [PPG Page 70]
  • Cost reducers, such as Helm of Awakening can be used to reduce the X part of the mana cost. [WotC Rules Team 1997/06/01]
  • Note - Also see X Costs, Rule G24.1.
  • Note - Before errata, the X part of the cost was not part of the mana cost; it was part of the card's text. [Oracle 1999/07/01] This means the X cost is now part of the cost for things like Spell Blast.
  • Note - The artist's name, Shuler, was misspelled on the Limited Edition and Unlimited Edition versions of this card.

17. Dread Specter

Summon Specter 2/2 3B (4) Mirage (Uncommon)
Whenever Dread Specter blocks or is blocked by a nonblack creature, destroy that creature at end of combat.

18. Ebony Charm

Instant B (1) Mirage (Common)
Choose one - Target opponent loses 1 life and you gain 1 life; or remove from the game up to three cards in any player's graveyard; or target creature cannot be blocked this turn except by artifact or black creatures.

19. Enfeeblement

Enchant Creature BB (2) Mirage (Common)
Enchanted creature gets -2/-2.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" prior to Ninth Edition and Oracle 2005/08/01.

20. Feral Shadow

Summon Night Stalker 2/1 2B (3) Mirage (Common)
Flying
  • Note - This card is referred to by Urborg Panther.
  • Note - Before errata, the creature type was Night Stalker as two words. [Oracle 1999/07/01]
  • Note - The Portal version had no creature type.

21. Fetid Horror

Summon Shade 1/2 3B (4) Mirage (Common)
{B}: +1/+1 until end of turn.
  • Note - This card was creature type "Shade" until Oracle 2007/10/01, when it became "Shade Horror".

22. Forbidden Crypt

Enchantment 3BB (5) Mirage (Rare)
For each card you would draw, instead choose target card in your graveyard and put it into your hand. If you cannot, you lose the game.
Whenever a card is put into your graveyard, remove that card from the game.
  • The "if you can't" in the first ability refers to putting the card in your hand, as well as being unable to choose a card. Thus, if you cannot choose a card during resolution, you lose the game. [D'Angelo 1999/07/03]
  • The second ability is a replacement effect, not a triggered ability. The card never gets to the graveyard. [D'Angelo 1999/05/01]
  • It will replace itself being sent to the graveyard, and remove itself from the game. [D'Angelo 1999/05/01]
  • If more than one card is being drawn due to a single effect, apply the replacement as if the cards were being drawn one at a time. [D'Angelo 2000/04/20]

23. Forsaken Wastes

Enchant World 2B (3) Mirage (Rare)
Players cannot gain life.
During each player's upkeep, that player loses 1 life.
If Forsaken wastes is the target of a successfully cast spell, that spell's caster loses 5 life.
  • The loss of life from targeting this card does not work until after this card enters play, so you can counterspell it without losing life. [Aahz 1996/09/19]
  • There are currently no cards that get around this card blocking players from gaining life. [Aahz 1997/02/16]
  • It will not stop a life-giving effect from being altered by replacement abilities. Thus, if you have Lich in play when you play Healing Salve to gain 3 life, the replacement effect of the Lich will take place and cause there to be no life gain for Forsaken Wastes to affect. [D'Angelo 1999/07/10]
  • Note - Also see Enchant World, Rule G23.5.
  • Note - This card was of type "Enchant World" until Oracle 2005/08/01.

24. Grave Servitude

Enchant Creature 1B (2) Mirage (Common)
You may choose to play Grave Servitude as an instant; if you do, bury it at end of turn.
Enchanted creature gets +3/-1 and is black.
  • The color change lasts only while this card is on the creature. [Duelist Magazine #16, Page 30]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

25. Gravebane Zombie

Summon Zombie 3/2 3B (4) Mirage (Common)
If Gravebane Zombie is put into the graveyard from play, put Gravebane Zombie on top of owner's library.
  • This is a replacement effect, so this card never actually goes to the graveyard. [D'Angelo 1999/05/01]

26. Harbinger of Night

Summon Spirit 2/3 2BB (4) Mirage (Rare)
During your upkeep, put a -1/-1 counter on each creature.

27. Infernal Contract

Sorcery BBB (3) Mirage (Rare)
Pay half your life, rounded up: Draw four cards.

28. Kaervek's Hex

Sorcery 3B (4) Mirage (Uncommon)
Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature.

29. Mire Shade

Summon Shade 1/1 1B (2) Mirage (Uncommon)
{B}, Sacrifice a swamp: Put a +1/+1 counter on Mire Shade. Play this ability as a sorcery.

30. Nocturnal Raid

Instant 2BB (4) Mirage (Uncommon)
All black creatures get +2/+0 until end of turn.
  • On resolution, all black creatures in play get the bonus. Ones that enter play later in the turn do not get it. [bethmo 1997/11/03]

31. Painful Memories

Sorcery 1B (2) Mirage (Uncommon)
Look at target opponent's hand. Choose one of those cards and put it on top of his or her library.

32. Phyrexian Tribute

Sorcery 2B (3) Mirage (Rare)
Sacrifice two creatures: Destroy target artifact.

33. Purraj of Urborg

Summon Legend 2/3 3BB (5) Mirage (Rare)
First strike when attacking
{B}: Put a +1/+1 counter on Purraj of Urborg. Use this ability only when a black spell is successfully cast and only once for each such spell.

34. Ravenous Vampire

Summon Vampire 3/3 3BB (5) Mirage (Uncommon)
Flying
During your upkeep, sacrifice a nonartifact creature and put a +1/+1 counter on Ravenous Vampire, or tap Ravenous Vampire.
  • If sacrificed to itself, it goes to the graveyard before getting the +1/+1 counter. [Jordan 2001/05/20]

35. Reign of Terror

Sorcery 3BB (5) Mirage (Uncommon)
Bury all white creatures or bury all green creatures. Lose 2 life for each creature put into the graveyard this way.

36. Restless Dead

Summon Skeletons 1/1 1B (2) Mirage (Common)
{B}: Regenerate

37. Sewer Rats

Summon Rats 1/1 B (1) Mirage (Common)
{B}, Pay 1 life: +1/+0 until end of turn. You cannot spend more than {B}{B}{B} in this way each turn.

38. Shadow Guildmage

Summon Wizard 1/1 B (1) Mirage (Common)
{U}, {T}: Put target creature you control on top of owner's library.
{R}, {T}: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you.
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Oracle 2005/08/01.

39. Shallow Grave

Instant 1B (2) Mirage (Rare)
Put the top creature card from your graveyard into play as though it were just played. That creature is unaffected by summoning sickness. Remove the creature from the game at end of any turn.
  • Only removes the creature from the game if the creature is still in play at the end of the turn. [D'Angelo 1998/05/28]
  • Note - Also see Haste, Rule 502.5.

40. Shauku, Endbringer

Summon Legend 5/5 5BB (7) Mirage (Rare)
Flying
Shauku, Endbringer cannot attack if there is another creature in play.
During your upkeep, lose 3 life.
{T}: Remove target creature from the game and put a +1/+1 counter on Shauku.

41. Skulking Ghost

Summon Ghost 2/1 1B (2) Mirage (Common)
Flying
If Skulking Ghost is the target of a spell or effect, bury Skulking Ghost.
  • The sacrifice is triggered on the announcement of a spell that targets it and is placed on the stack before responses can be announced. [D'Angelo 1999/07/10]
  • You can move an enchantment onto this card using Enchantment Alteration or a similar effect without causing this card to be sacrificed. [D'Angelo 1997/12/15]
  • Note - This card was of creature type "Ghost" and not "Spirit" until Oracle 2005/08/01.

42. Soul Rend

Instant 1B (2) Mirage (Uncommon)
Bury target creature if it is white.
Draw a card at the beginning of the next turn's upkeep.
  • Only checks the color of the creature on resolution. [D'Angelo 1998/06/10]

43. Soulshriek

Instant B (1) Mirage (Common)
Target creature you control gets +*/+0 until end of turn, where * is equal to the number of creature cards in your graveyard. Bury that creature at end of turn.

44. Spirit of the Night

Summon Legend 6/5 6BBB (9) Mirage (Rare)
Flying, trample, protection from black
First strike when attacking
Spirit of the Night is unaffected by summoning sickness.

45. Stupor

Sorcery 2B (3) Mirage (Uncommon)
Target opponent discards a card at random, then chooses and discards a card.

46. Tainted Specter

Summon Specter 2/2 3B (4) Mirage (Rare)
Flying
{1}{B}{B}, {T}: Target player chooses a card from his or her hand and then chooses either to discard that card or put it on top of his or her library. If the card is discarded, Tainted Specter deals 1 damage to each creature and player. Play this ability as a sorcery.
  • When put into the graveyard, this is not a discard. [D'Angelo 1999/07/10]

47. Tombstone Stairwell

Enchant World 2BB (4) Mirage (Rare)
Cumulative Upkeep {1}{B}
During each upkeep, each player puts into play a Tombspawn token for each summon card in his or her graveyard. Treat these tokens as 2/2 black creatures that are unaffected by summoning sickness and count as Zombies. At end of any turn, or if Tombstone Stairwell leaves play, bury all of these tokens.
  • You control the triggered ability, but each player controls the token creature they put into play due to the ability's effect. [D'Angelo 1999/07/10]
  • All the tokens are put into play simultaneously. [D'Angelo 1998/11/16]
  • All tokens are owned by the controller of this card, and when the tokens go to the graveyard, they go to that player's graveyard. [D'Angelo 1997/11/14]
  • Both the cumulative upkeep and the triggered ability trigger at the beginning of upkeep, so you can choose what order they resolve. [D'Angelo 1999/07/10]
  • The haste ability is an initial ability of the tokens. This ability can be removed by Humility. [D'Angelo 1999/07/10]
  • Does not put the Zombies into play if this card is not still in play when its ability resolves. [D'Angelo 2001/06/01] (This puts the ruling back to the way it was before 2001/03/07 errata changed it.)
  • If something changes the names of the tokens, then the "at end of turn" ability will still destroy them. [D'Angelo 2003/08/01]
  • Note - Also see Cumulative Upkeep, Rule 502.13.
  • Note - Also see Enchant World, Rule G23.5.
  • Note - Also see Haste, Rule 502.5.
  • Note - Also see Token Creatures, Rule 216.
  • Note - This card was of type "Enchant World" until Oracle 2005/08/01.
  • Note - The tokens were of creature type and name "Tombspawn Zombie" until Oracle 2005/08/01.

48. Urborg Panther

Summon Night Stalker 2/2 2B (3) Mirage (Common)
{B}, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther.
Sacrifice Feral Shadow, Breathstealer, and Urborg Panther: Search your library for Spirit of the Night and put it into play as though it were just played. Shuffle your library afterwards.
  • You do not have to find a Spirit of the Night card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - This card refers to Feral Shadow.
  • Note - This card refers to Breathstealer.
  • Note - This card refers to Spirit of the Night.
  • Note - This card was of creature type "Night Stalker" until Oracle 1999/07/01. Then it was of type "Nightstalker" and not "Nightstalker Cat" until Oracle 2005/08/01.

49. Wall of Corpses

Summon Wall 0/2 1B (2) Mirage (Common)
{B}, Sacrifice Wall of Corpses: Destroy target creature blocked by Wall of Corpses.

50. Withering Boon

Interrupt 1B (2) Mirage (Uncommon)
Pay 3 life: Counter target summon spell.
  • The loss of life is now an additional cost instead of being part of the effect. [D'Angelo 2005/08/01]
  • Note - Before errata, this card was of type Interrupt. [Oracle 1999/07/01]

51. Zombie Mob

Summon Zombies 2/0 2BB (4) Mirage (Uncommon)
Zombie Mob comes into play with one +1/+1 counter for each summon card in your graveyard. Remove all of those summon cards from the game.
  • A creature card is any Creature or Artifact Creature card. Older cards of type Summon are also creature cards. [D'Angelo 1999/07/10]

52. Ancestral Memories

Sorcery 2UUU (5) Mirage (Rare)
Look at the top seven cards of your library. Put two of those cards into your hand and the rest into your graveyard.
  • If there are less than 7 cards in the library, look at all of them. Put two into your hand, and the rest in the graveyard. [D'Angelo 1998/06/16]
  • This is not considered a draw or a discard. [D'Angelo 1998/06/16]

53. Azimaet Drake

Summon Drake 1/3 2U (3) Mirage (Common)
Flying
{U}: +1/+0 until end of turn. You cannot spend more than {U} in this way each turn.

54. Bay Falcon

Summon Falcon 1/1 1U (2) Mirage (Common)
Flying
Attacking does not cause Bay Falcon to tap.

55. Bazaar of Wonders

Enchant World 3UU (5) Mirage (Rare)
When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game.
Whenever a spell is played, counter it if a card with the same name is in play or in any graveyard.
  • Because it only looks in play and in the graveyard, you can cast several of the same spell in the same stack of spells/abilities. This is because a spell which has been announced but has not yet resolved is on the stack and is not checked. [D'Angelo 1999/07/10]
  • This card will trigger on every spell being played. It does not check if there's a card of that name in the gravyard until it resolves. If a card named X is in the graveyard at the time it checks as the result of triggering on a spell named X, it will counter that spell. [D'Angelo 2008/12/20]
  • Note - Also see Enchant World, Rule G23.5.
  • Note - This card was of type "Enchant World" until Oracle 2005/08/01.

56. Boomerang

Instant UU (2) Mirage (Common)
Return target permanent to owner's hand.

57. Cerulean Wyvern

Summon Wyvern 3/3 4U (5) Mirage (Uncommon)
Flying, protection from green

58. Cloak of Invisibility

Enchant Creature U (1) Mirage (Common)
Enchanted creature gains phasing and cannot be blocked except by Walls.

59. Coral Fighters

Summon Merfolk 1/1 1U (2) Mirage (Uncommon)
If Coral Fighters attacks and is not blocked, look at the top card of defending player's library. You may choose to put that card on the bottom of that player's library.
  • Note - This card was of creature type "Merfolk" and not "Merfolk Soldier" until Oracle 2005/08/01.

60. Daring Apprentice

Summon Wizard 1/1 1UU (3) Mirage (Rare)
{T}, Sacrifice Daring Apprentice: Counter target spell.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Wizard and not Human Wizard.

61. Dissipate

Interrupt 1UU (3) Mirage (Uncommon)
Counter target spell. Remove that spell card from the game.
  • The card does not go to the graveyard before being removed from the game. [DeLaney 1999/01/04]
  • If the spell is not countered (because the spell it targets cannot be countered), then it does not get removed from the game. [D'Angelo 2001/04/16]
  • Note - Before errata, this card was of type Interrupt. [Oracle 1999/07/01]

62. Dream Cache

Sorcery 2U (3) Mirage (Common)
Draw three cards. Choose two cards from your hand and put both on either the top or the bottom of your library.

63. Dream Fighter

Summon Soldier 1/1 2U (3) Mirage (Common)
Whenever Dream Fighter blocks or is blocked by a creature, Dream Fighter and that creature phase out.
  • Affects all creatures that end up blocking it, including ones that are members of bands. [bethmo 1996/09/17]
  • If Dream Fighter is assigned to block a creature with Flanking, the Flanking ability and the Dream Fighter ability both trigger. The active player's Flanking effect is put on the stack first and resolves after the Dream Fighter's phasing out effect happen, so the Flanking does nothing. [D'Angelo 1999/07/10]
  • Note - Also see Phasing Out and In, Rule 502.15.
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Oracle 2005/08/01.

64. Energy Vortex

Enchantment 3UU (5) Mirage (Rare)
When you play Energy Vortex, choose target opponent.
At the beginning of your upkeep, remove all energy counters from Energy Vortex.
During chosen opponent's upkeep, he or she pays {1} for each energy counter on Energy Vortex, or it deals 3 damage to him or her.
{X}: Put X energy counters on Energy Vortex. Use this ability only during your upkeep.
  • Does a flat 3 damage, not 3 damage per counter. [bethmo 1996/09/27]

65. Ether Well

Instant 3U (4) Mirage (Uncommon)
Put target creature on top of owner's library. If that creature is red, you may choose to put it on the bottom of owner's library instead.
  • The choice of where to put the creature is made on resolution. [bethmo 1996/09/17]

66. Flash

Instant 1U (2) Mirage (Rare)
Choose a creature card from your hand and put that creature into play as though it were just played. Pay the creature's casting cost reduced by up to {2}. If you cannot, bury the creature.
  • The mana cost you pay includes colored mana. It effectively means that you cast the other spell as normal but pay 2 less generic mana in doing so. [D'Angelo 1999/05/01]
  • Any X in the creature's mana cost is zero. [Aahz 1996/11/15]
  • If a Clone is played, you pay the Clone's mana cost (reduced by up to {2}), and not the new form's cost. [DeLaney 2000/03/31]
  • The creature does enter play first before you make the choice on whether or not to sacrifice it. Any abilities that trigger on it entering play, however, do not get put on the stack until after you sacrifice it or pay the cost. [D'Angelo 2007/05/15]
  • Legacy tournaments (see Rule 802) have banned this card since 2007/06/20.
  • Vintage tournaments (see Rule 801) have restricted this card since 2008/06/20.

67. Floodgate

Summon Wall 0/5 3U (4) Mirage (Uncommon)
If Floodgate gains flying, bury it.
If Floodgate leaves play, it deals to each nonblue creature without flying 1 damage for each two islands you control.

68. Hakim, Loreweaver

Summon Legend 2/4 3UU (5) Mirage (Rare)
Flying
{U}{U}: Put target creature enchantment card from your graveyard on Hakim, Loreweaver. Treat that enchantment as though it were just played. Use this ability only during your upkeep and only if there are no enchantments on Hakim.
{U}{U}, {T}: Destroy all enchantments on Hakim.
  • If you pick an Aura (Enchant Creature) that cannot legally enchant this card, then the enchantment stays in the graveyard. [DeLaney 2000/04/10]
  • You can use the ability multiple times in one spell stack and can get multiple enchantments on him this way. You only check if he has no enchantments when announcing the ability. [Duelist Magazine #16, Page 28] The Duelist page somewhat contradicts itself, and the above is correct. [D'Angelo 1997/03/02]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" and not "Human Wizard"
  • until Oracle 2004/10/01.

69. Harmattan Efreet

Summon Efreet 2/2 2UU (4) Mirage (Uncommon)
Flying
{1}{U}{U}: Target creature gains flying until end of turn.

70. Jolt

Instant 2U (3) Mirage (Common)
Tap or untap target artifact, creature or land.
Draw a card at the beginning of the next turn's upkeep.

71. Kukemssa Pirates

Summon Pirates 2/2 3U (4) Mirage (Rare)
If Kukemssa Pirates attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do, gain control of target artifact that player controls.
  • Note - This card was of creature type "Pirate" and not "Human Pirate" until Oracle 2005/08/01.

72. Kukemssa Serpent

Summon Serpent 4/3 3U (4) Mirage (Common)
Islandhome (If defending player controls no islands, this creature cannot attack. If you control no islands, bury this creature.)
{U}, Sacrifice an island: Target land an opponent controls is an island until end of turn.

73. Meddle

Interrupt 1U (2) Mirage (Uncommon)
Target spell, which targets a single creature, targets another creature of your choice instead. The new target must be legal.
  • Only works on spells with a single target, where that target is a creature. Will not work on spells that target a single creature and a player, for example. [bethmo 1996/12/07]
  • Does not work on "comes into play" abilities. It only targets spells. [D'Angelo 1997/02/17]
  • Note - The Mirage version of this card was of type Interrupt.

74. Memory Lapse

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

75. Merfolk Raiders

Summon Merfolk 2/3 1U (2) Mirage (Common)
Phasing; islandwalk (If defending player controls any islands, this creature is unblockable.)

76. Merfolk Seer

Summon Merfolk 2/2 2U (3) Mirage (Common)
{1}{U}: Draw a card. Use this ability only when Merfolk Seer is put into the graveyard from play and only once.
  • Note - This card was of creature type "Merfolk" and not "Merfolk Wizard" until Oracle 2005/08/01.

77. Mind Bend

Instant U (1) Mirage (Uncommon)
Change the text of target permanent by replacing all instances of one color word or basic land type with another. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
  • It can be used to change a land's type from one basic land type to another. For example, a Forest can be change to an Island so it produces blue mana. [8E FAQ 2003/07/28]
  • If you respond to your opponent's use of this spell with another use so that the color word changes before the opponent's resolves, the opponent's will do nothing since no instances of the words they chose will be there. [bethmo 1996/11/05]
  • 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.

78. Mind Harness

Enchant Creature U (1) Mirage (Uncommon)
Play only on a red or green creature.
Cumulative upkeep {1}
Gain control of enchanted creature.

79. Mist Dragon

Summon Dragon 4/4 4UU (6) Mirage (Rare)
{0}: Flying
{0}: Loses flying
{3}{U}{U}: Phases out.

80. Mystical Tutor

Instant U (1) Mirage (Uncommon)
Search your library for an instant, interrupt, mana source, or sorcery card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it.
  • You do not have to find an instant or sorcery card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Vintage tournaments (see Rule 801) have restricted this card since 1999/10/01.
  • Legacy tournaments (see Rule 802) banned this card from 1999/10/01 until 2004/09/20.
  • Note - Old interrupt and mana source cards have errata to be of type instant now. Refer to specific cards for information.

81. Political Trickery

Sorcery 2U (3) Mirage (Rare)
Choose target land you control and target land an opponent controls. Exchange control of those lands.
  • If you use this spell and then respond by sacrificing your land, then Political Trickery will not do anything. [bethmo 1996/11/06]
  • Note - Also see Exchange, Rule G5.20.

82. Polymorph

Sorcery 3U (4) Mirage (Rare)
Bury target creature. That creature's controller reveals cards from the top of his or her library until a creature card is revealed and then puts that creature into play under his or her control as though it were just played. The player shuffles all other revealed cards into his or her library.
  • If there are no creatures in the player's library, then the target creature is still destroyed, you see all the cards in that player's library, and then they shuffle and continue play. [Duelist Magazine #16, Page 30]

83. Power Sink

Interrupt XU (1) Mirage (Common)
Counter target spell unless that spell's caster pays an additional {X}. That player draws and pays all mana from lands and mana pool until {X} is paid; he or she may also draw and pay mana from other sources if desired.
  • When this spell resolves, you either pay X mana or let all your lands become tapped. The lands that become tapped are not "tapped for mana". [bethmo 1997/10/09] If you choose to pay, you may pay the X mana using whatever mana abilities you want to use.
  • Special lands which do not provide mana are also tapped by this card. [D'Angelo 2000/11/06]
  • If the land provides mana only for specific purposes (like Mishra's Workshop), it cannot be used to pay the X mana (unless that purpose is being filled). Mishra's Workshop, like most purposed mana, could not be used to pay for Power Sink. [WotC Rules Team 1994/09/30]
  • Does not increase the mana cost of the spell. It just requires a separate expenditure in order for it to succeed. [bethmo 1994/05/05]
  • Note - Also see X Costs, Rule G24.1.

84. Prismatic Lace

Instant U (1) Mirage (Rare)
Target permanent becomes the color(s) of your choice. Costs to tap, maintain, or use an ability of that permanent remain unchanged.

85. Psychic Transfer

Sorcery 4U (5) Mirage (Rare)
Compare your life total with target player's life total. If the difference is 5 or less and you have at least 1 life, exchange life totals with that player.
  • A player with less than 0 life is considered to have 0 life for the check in difference of life and for the effective life total being swapped. [Duelist Magazine #16, Page 24]

86. Ray of Command

Instant 3U (4) Mirage (Common)
Untap target creature an opponent controls and gain control of it until end of turn. That creature is unaffected by summoning sickness this turn. Tap the creature if you lose control of it at end of this turn.
  • Can be used on an untapped creature. Being tapped is not a targeting requirement. [Aahz 1995/06/08]
  • The creature returns to the opponent when the "until end of turn" effect wears off during the cleanup step. It taps during the Cleanup step (if it is not already tapped), so any abilities triggered off it tapping happen at that time. [D'Angelo 1999/07/10]
  • Note that the creature gets summoning sickness again when it returns so it cannot be tapped for an ability or attack until it begins that player's turn under their control again. [D'Angelo 1995/08/02]
  • This effect ends if the creature phases out. The creature will phase back in during your next untap phase without the Ray of Command's control effect, which typically means it will be under its original controller's control. [D'Angelo 1997/09/02]
  • Note - Also see Haste, Rule 502.5.

87. Reality Ripple

Instant 1U (2) Mirage (Common)
Target artifact, creature, or land phases out.

88. Sandbar Crocodile

Summon Crocodile 6/5 4U (5) Mirage (Common)
Phasing

89. Sapphire Charm

Instant U (1) Mirage (Common)
Choose one - Target player draws a card at the beginning of the next turn's upkeep; or target creature an opponent controls phases out; or target creature gains flying until end of turn.

90. Sea Scryer

Summon Merfolk 1/1 1U (2) Mirage (Common)
{T}: Add one colorless mana to your mana pool. Play this ability as a mana source.
{1}, {T}: Add {U} to your mana pool. Play this ability as a mana source.
  • Note - This card was of creature type "Merfolk" and not "Merfolk Wizard" until Oracle 2005/08/01.

91. Shaper Guildmage

Summon Wizard 1/1 U (1) Mirage (Common)
{W}, {T}: Target creature gains first strike until end of turn.
{B}, {T}: Target creature gets +1/+0 until end of turn.

92. Shimmer

Enchantment 2UU (4) Mirage (Rare)
When you play Shimmer, choose a land type.
All lands of the chosen type gain phasing.
  • Can affect basic or non-basic types, but it must be for a specific type. Examples include, Mountains, Maze of Ith, and Tolaria. Entire classes of lands (like Legendary Lands or Snow-Covered lands) are not supported. [Duelist Magazine #16, Page 28]
  • You cannot restrict the land type based on a characteristic such as color or whether or not it is Snow-Covered. [WotC Rules Team 1998/05/01]
  • Will give multilands phasing if one of the land types they count as is affected. [D'Angelo 1996/11/07]
  • Note - Also see Phasing, Rule 502.15.

93. Soar

Enchant Creature 1U (2) Mirage (Common)
You may choose to play Soar as an instant; if you do, bury it at end of turn.
Enchanted creature gets +0/+1 and gains flying.

94. Suq'Ata Firewalker

Summon Wizard 0/1 1UU (3) Mirage (Uncommon)
Suq'Ata Firewalker cannot be the target of red spells or effects.
{T}: Suq'Ata Firewalker deals 1 damage to target creature or player.
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Oracle 2005/08/01.

95. Taniwha

Summon Legend 7/7 3UU (5) Mirage (Rare)
Phasing, trample
At the beginning of your upkeep, all lands you control phase out.

96. Teferi's Curse

Enchant Permanent 1U (2) Mirage (Common)
Play only on an artifact or creature.
Enchanted permanent gains phasing.

97. Teferi's Drake

Summon Drake 3/2 2U (3) Mirage (Common)
Flying, phasing

98. Teferi's Imp

Summon Imp 1/1 2U (3) Mirage (Rare)
Flying, phasing
When Teferi's Imp phases out, choose and discard a card.
When Teferi's Imp phases in, draw a card.
  • There is no negative effect if you cannot discard when it phases out. You still get to draw a card when it phases in. [bethmo 1996/12/08]
  • Note - Also see Phasing, Rule 502.15.

99. Thirst

Enchant Creature 2U (3) Mirage (Common)
When Thirst comes into play, tap enchanted creature.
During your upkeep, pay {U} or bury Thirst.
Enchanted creature does not untap during its controller's untap phase.

100. Tidal Wave

Instant 2U (3) Mirage (Uncommon)
Put a Wave token into play. Treat this token as a 5/5 blue creature that counts as a Wall. Bury the token at end of any turn.

101. Vaporous Djinn

Summon Djinn 3/4 2UU (4) Mirage (Uncommon)
Flying
During your upkeep, pay {U}{U} or Vaporous Djinn phases out.

102. Wave Elemental

Summon Elemental 2/3 2UU (4) Mirage (Uncommon)
{U}, {T}, Sacrifice Wave Elemental: Tap up to three target creatures without flying.

103. Afiya Grove

Enchantment 1G (2) Mirage (Rare)
Afiya Grove comes into play with three +1/+1 counters on it.
During your upkeep, put one of these counters on target creature.
If Afiya Grove has none of these counters on it, bury it.
  • If there are any creatures in play, even if they are just your opponent's, you must put a +1/+1 on one of them. If there are no creatures in play, then no counter is removed from this card. [bethmo 1996/12/13]

104. Armor of Thorns

Enchant Creature 1G (2) Mirage (Common)
You may choose to play Armor of Thorns as an instant; if you do, bury it at end of turn.
Play only on a non-black creature.
Enchanted creature gets +2/+2.

105. Barbed Foliage

Enchantment 2GG (4) Mirage (Uncommon)
Whenever a creature attacks you, it loses flanking until end of turn.
Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it.

106. Brushwagg

Summon Brushwagg 3/2 1GG (3) Mirage (Rare)
If Brushwagg blocks or is blocked, it gets -2/+2 until end of turn.

107. Canopy Dragon

Summon Dragon 4/4 4GG (6) Mirage (Rare)
Trample
{1}{G}: Flying and loses trample until end of turn.

108. Crash of Rhinos

Summon Rhinos 8/4 6GG (8) Mirage (Common)
Trample

109. Cycle of Life

Enchantment 1GG (3) Mirage (Rare)
Return Cycle of Life to owner's hand: Target creature you summoned this turn is 0/1 until the beginning of your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature.
  • Does not work on creatures which are put into play by an effect instead of by being played. [bethmo 1996/12/03]

110. Decomposition

Enchant Creature 1G (2) Mirage (Uncommon)
Play only on a black creature.
Enchanted creature gains "Cumulative upkeep - 1 life."
If enchanted creature is put into the graveyard, its controller loses 2 life.

111. Early Harvest

Instant 1GG (3) Mirage (Rare)
Target player untaps all basic lands he or she controls.

112. Fallow Earth

Sorcery 2G (3) Mirage (Uncommon)
Put target land on top of owner's library.

113. Femeref Archers

Summon Archers 2/2 2G (3) Mirage (Uncommon)
{T}: Femeref Archers deals 4 damage to target attacking creature with flying.
  • Note - This card was of creature type "Archer" until Sixth Edition, and then creature type "Soldier" and not "Human Archer" until Oracle 2005/08/01.

114. Fog

Instant G (1) Mirage (Common)
Creatures deal no combat damage this turn.

115. Foratog

Summon Atog 1/2 2G (3) Mirage (Uncommon)
{G}, Sacrifice a forest: +2/+2 until end of turn.

116. Giant Mantis

Summon Mantis 2/4 3G (4) Mirage (Common)
Giant Mantis can block creatures with flying.

117. Gibbering Hyenas

Summon Hyenas 3/2 2G (3) Mirage (Common)
Gibbering Hyenas cannot block black creatures.
  • Note - This card was creature type "Hyena" until Oracle 2007/10/01, when it became "Hound". Then with Oracle 2008/01/01 it became "Hyena".

118. Granger Guildmage

Summon Wizard 1/1 G (1) Mirage (Common)
{W}, {T}: Target creature gains first strike until end of turn.
{R}, {T}: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.

119. Hall of Gemstone

Enchant World 1GG (3) Mirage (Rare)
During each player's upkeep, that player chooses a color.
Until end of turn, each mana-producing land produces mana of the chosen color instead of its normal color.
  • Will affect lands that normally produce colorless mana. [Aahz 1996/11/07]
  • Will not affect lands that do not produce mana. [D'Angelo 1998/02/03]
  • Although the color may be altered, any restrictions on the use of the mana are not removed. So Mishra's Workshop may produce colored mana which can only be used on artifacts. [Aahz 1996/11/07]
  • Note - Also see Enchant World, Rule G23.5.
  • Note - This card was of type "Enchant World" until Oracle 2005/08/01.

120. Jolrael's Centaur

Summon Centaur 2/2 1GG (3) Mirage (Common)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
Jolrael's Centaur cannot be the target of spells or effects.

121. Jungle Patrol

Summon Soldiers 3/2 3G (4) Mirage (Rare)
{1}{G}, {T}: Put a Wood token into play. Treat this token as a 0/1 green creature that counts as a Wall.
Sacrifice a Wood token: Add {R} to your mana pool. Play this ability as a mana source.

122. Jungle Wurm

Summon Wurm 5/5 3GG (5) Mirage (Common)
For each creature assigned to block it beyond the first, Jungle Wurm gets -1/-1 until end of turn.

123. Karoo Meerkat

Summon Meerkat 2/1 1G (2) Mirage (Uncommon)
Protection from blue

124. Locust Swarm

Summon Swarm 1/1 3G (4) Mirage (Uncommon)
Flying
{G}: Regenerate
{G}: Untap Locust Swarm. Use this ability only once each turn.
  • Note - This card was of creature type "Swarm" and not "Insect" until Oracle 2005/08/01.

125. Lure of Prey

Instant 2GG (4) Mirage (Rare)
Play only if an opponent successfully cast a summon spell this turn.
Put a green summon card from your hand into play as though it were just played.
  • Does work for artifact creatures played by your opponent. [D'Angelo 1999/07/10]

126. Maro

Summon Nature Spirit X/X 2GG (4) Mirage (Rare)
Maro has power and toughness each equal to the number of cards in your hand.
  • Can be sacrificed to a spell that is being cast, and which would leave your hand empty. Your hand is not actually empty until the announcement is done and by that time Maro has been sacrificed. [Duelist Magazine #18, Page 28]
  • If Infernal Harvest is the last card in your hand and it is announced, Maro doesn't die. This is because the Swamps return to your hand as a cost and are in your hand before state-based effects are checked. [Jordan 2001/12/16]
  • His toughness is checked as a state-based effect (see Rule 420). This happens right before a player gains priority to play a spell or ability. If a spell had your number of cards go to zero during the middle of resolution, but you did not have zero when the spell ended, then Maro would live. [D'Angelo 1999/05/01]

127. Mindbender Spores

Summon Wall 0/1 2G (3) Mirage (Rare)
Flying
Whenever Mindbender Spores blocks any creature, put four fungus counters on that creature. During its controller's untap phase, remove a fungus counter from the creature. As long as the creature has any fungus counters on it, it does not untap during its controller's untap phase.

128. Mtenda Lion

Summon Lion 2/1 G (1) Mirage (Common)
If Mtenda Lion attacks, defending player may pay {U} to have it deal no combat damage this turn.
  • Note - This card was of creature type "Lion" and not "Cat" until Oracle 2005/08/01.

129. Natural Balance

Sorcery 2GG (4) Mirage (Rare)
Each player controlling six or more lands sacrifices enough lands to reduce his or her land total to five.
Each player controlling four or fewer lands may search his or her library for enough basic land to bring his or her land total to five and put those lands into play. Those players shuffle their library afterwards.
  • The sacrifice is made on resolution, not on announcement. Even the caster does not have to choose lands to sacrifice until their turn at the resolution comes around. [Duelist Magazine #18, Page 28]
  • You are not required to find all the basic lands you are entitled to. See Rule G19.4. [D'Angelo 2001/07/14]

130. Nettletooth Djinn

Summon Djinn 4/4 3G (4) Mirage (Uncommon)
During your upkeep, Nettletooth Djinn deals 1 damage to you.

131. Preferred Selection

Enchantment 2GG (4) Mirage (Rare)
At the beginning of your draw phase, look at the top two cards of your library and choose one. Put that card on the bottom of your library, or sacrifice Preferred Selection and pay {2}{G}{G} to draw the card.
  • The errata moved this effect from your Draw step to your Upkeep step. [D'Angelo 2006/01/01]

132. Quirion Elves

Summon Elves 1/1 1G (2) Mirage (Common)
When you play Quirion Elves, choose a color.
{T}: Add one mana of the chosen color to your mana pool. Play this ability as a mana source.
{T}: Add {G} to your mana pool. Play this ability as a mana source.
  • 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.

133. Rampant Growth

Sorcery 1G (2) Mirage (Common)
Search your library for a basic land card and put it into play, tapped. Shuffle your library afterwards.
  • The land does not count toward your one per turn limit because it was put into play by an effect. [Duelist Magazine #16, Page 30]
  • 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]

134. Regeneration

Enchant Creature 1G (2) Mirage (Common)
{G}: Regenerate enchanted creature.

135. Roots of Life

Enchantment 1GG (3) Mirage (Uncommon)
When you play Roots of Life, choose islands or swamps.
Whenever a land of the chosen type that target opponent controls becomes tapped, gain 1 life.
  • A Magical Hack that targets this spell on the stack will allow you to change the land types it affects. Once it is in play, changing the text does not change the behavior. [D'Angelo 2000/06/10]
  • It affects all opponents in a multiplayer game. [D'Angelo 1999/07/01]

136. Sabertooth Cobra

Summon Cobra 2/2 2G (3) Mirage (Common)
If Sabertooth Cobra damages a player, he or she gets a poison counter. During that player's next upkeep, he or she gets another poison counter unless he or she pays {2} before then to prevent this effect. If any player has ten or more poison counters, he or she loses the game.
  • The ability still gives a poison counter even if Sabertooth Cobra leaves play before the next upkeep. [D'Angelo 1998/06/05]
  • Note - Also see Poison, Rule G16.21.
  • Note - This card was of creature type "Cobra" and not "Snake" until Oracle 2005/08/01.

137. Sandstorm

Instant G (1) Mirage (Common)
Sandstorm deals 1 damage to each attacking creature.
  • Only affects attacking creatures, which means it only works during the attack phase. If used at other times, it does nothing. [D'Angelo 1994/02/01]
  • Creatures receive the damage immediately and may be killed before they can deal damage. [Arab FAQ 1994/01/05]

138. Seedling Charm

Instant G (1) Mirage (Common)
Choose one - Return target creature enchantment to owner's hand; or regenerate target green creature; or target creature gains trample until end of turn.

139. Seeds of Innocence

Sorcery 1GG (3) Mirage (Rare)
Bury all artifacts. Each artifact's controller gains an amount of life equal to that artifact's casting cost.

140. Serene Heart

Instant 1G (2) Mirage (Common)
Destroy all local enchantments.

141. Stalking Tiger

Summon Tiger 3/3 3G (4) Mirage (Common)
Stalking Tiger cannot be blocked by more than one creature.
  • Note - This card was of creature type "Tiger" and not "Cat" until Oracle 2005/08/01.
  • Note - The Portal version had no creature type.

142. Superior Numbers

Sorcery GG (2) Mirage (Uncommon)
Superior Numbers deals to target creature 1 damage for each creature you control in excess of the number of creatures target opponent controls.
  • You can target a different player than the one that controls the creature. [D'Angelo 2008/07/12]

143. Tranquil Domain

Instant 1G (2) Mirage (Common)
Destroy all global enchantments.

144. Tropical Storm

Sorcery XG (1) Mirage (Uncommon)
Tropical Storm deals X damage to each creature with flying and 1 damage to each blue creature.

145. Uktabi Faerie

Summon Faerie 1/1 1G (2) Mirage (Common)
Flying
{3}{G}, Sacrifice Uktabi Faerie: Destroy target artifact.

146. Uktabi Wildcats

Summon Wildcats X/X 4G (5) Mirage (Rare)
Uktabi Wildcats has power and toughness each equal to the number of forests you control.
{G}, Sacrifice a forest: Regenerate
  • Note - In Mirage this card was of creature type Wildcats and in Sixth Edition it was of type Cat Warrior. It is now of type Cat.

147. Unseen Walker

Summon Dryad 1/1 1G (2) Mirage (Uncommon)
Forestwalk (If defending player controls any forests, this creature is unblockable.)
{1}{G}{G}: Target creature gains forestwalk until end of turn.

148. Unyaro Bee Sting

Sorcery 3G (4) Mirage (Uncommon)
Unyaro Bee Sting deals 2 damage to target creature or player.

149. Village Elder

Summon Druid 1/1 G (1) Mirage (Common)
{G}, {T}, Sacrifice a forest: Regenerate target creature.
  • Note - This card was of creature type "Druid" and not "Human Druid" until Oracle 2005/08/01.

150. Waiting in the Weeds

Sorcery 1GG (3) Mirage (Rare)
For each untapped forest he or she controls, each player puts a Cat token into play under his or her control. Treat these tokens as 1/1 green creatures.

151. Wall of Roots

Summon Wall 0/5 1G (2) Mirage (Common)
Put a -0/-1 counter on Wall of Roots: Add {G} to your mana pool. Play this ability as a mana source. Use this ability only once each turn.

152. Wild Elephant

Summon Elephant 3/3 3G (4) Mirage (Common)
Trample

153. Worldly Tutor

Instant G (1) Mirage (Uncommon)
Search your library for a creature card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it.
  • You do not have to find a creature card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

154. Agility

Enchant Creature 1R (2) Mirage (Common)
Enchanted creature gets +1/+1 and gains flanking (whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn).

155. Aleatory

Instant 1R (2) Mirage (Uncommon)
Play only after defense is chosen.
Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
  • You pick the target on announcement and flip the coin on resolution. [Duelist Magazine #16, Page 28]

156. Armorer Guildmage

Summon Wizard 1/1 R (1) Mirage (Common)
{B}, {T}: Target creature gets +1/+0 until end of turn.
{G}, {T}: Target creature gets +0/+1 until end of turn.
  • Note - This card was of creature type "Wizard" until Oracle 2005/08/01.

157. Barreling Attack

Instant 2RR (4) Mirage (Rare)
Target creature gains trample until end of turn. That creature gets +1/+1 until end of turn for each creature that blocks it.
  • The effect only counts creatures blocking the creature upon resolution of this spell. [Duelist Magazine #16, Page 25]
  • Both the +1/+1 and trample last only until end of turn. [D'Angelo 1999/07/10]
  • Note - Also see Trample, Rule 502.9.

158. Blind Fury

Instant 2RR (4) Mirage (Uncommon)
All creatures lose trample until end of turn. Double all combat damage assigned to creatures this turn.

159. Blistering Barrier

Summon Wall 5/2 2R (3) Mirage (Common)
Defender (This creature can't attack.)

160. Builder's Bane

Sorcery XXR (2) Mirage (Common)
Destroy X target artifacts. For each artifact put into the graveyard in this way, Builder's Bane deals 1 damage to that artifact's controller.

161. Burning Palm Efreet

Summon Efreet 2/2 2RR (4) Mirage (Uncommon)
{1}{R}{R}: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn.

162. Burning Shield Askari

Summon Knight 2/2 2R (3) Mirage (Common)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
{R}{R}: First strike until end of turn.

163. Chaos Charm

Instant R (1) Mirage (Common)
Choose one - Target creature is unaffected by summoning sickness this turn; or Chaos Charm deals 1 damage to target creature; or destroy target Wall.

164. Chaosphere

Enchant World 2R (3) Mirage (Rare)
Creatures with flying cannot block creatures without flying.
Creatures without flying can block creatures with flying.

165. Cinder Cloud

Instant 3RR (5) Mirage (Uncommon)
Destroy target creature. If a white creature is put into the graveyard in this way, Cinder Cloud deals to that creature's controller an amount of damage equal to the creature's power.

166. Consuming Ferocity

Enchant Creature 1R (2) Mirage (Uncommon)
Play only on a non-Wall creature.
Enchanted creature gets +1/+0.
During your upkeep, put a +1/+0 counter on enchanted creature. At the end of any upkeep, if that creature has three of these counters on it, bury the creature and it deals to its controller an amount of damage equal to its power.

167. Crimson Hellkite

Summon Dragon 6/6 6RRR (9) Mirage (Rare)
Flying
{ }{X}, {T}: Crimson Hellkite deals X damage to target creature. Spend only red mana in this way.

168. Crimson Roc

Summon Roc 2/2 4R (5) Mirage (Uncommon)
Flying
If Crimson Roc blocks any creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.
  • It gets the bonus only once no matter how many non-flying creatures it blocks. [bethmo 1999/02/24]
  • Note - Also see First Strike, Rule 502.2.
  • Note - This card was of creature type "Roc" and not "Bird" until Oracle 2005/08/01.

169. Dwarven Miner

Summon Dwarf 1/2 1R (2) Mirage (Uncommon)
{2}{R}, {T}: Destroy target nonbasic land.

170. Dwarven Nomad

Summon Dwarf 1/1 2R (3) Mirage (Common)
{T}: Target creature with power 2 or less is unblockable this turn.
  • See Dwarven Warriors for rulings.
  • Note - This card was creature type "Dwarf" until Oracle 2007/10/01, when it became "Dwarf Nomad".

171. Ekundu Cyclops

Summon Cyclops 3/4 3R (4) Mirage (Common)
If any creature you control attacks, Ekundu Cyclops also attacks if able.
  • If Errantry is put on it, then it will not be able to attack if other creatures attack. This is because Errantry will prevent it. It either attacks alone or not at all. [Aahz 1997/06/14]
  • Note - This card was creature type "Cyclops" until Oracle 1999/07/01, when it became "Giant". Then with Oracle 2007/10/01 it became "Cyclops".

172. Emberwilde Djinn

Summon Djinn 5/4 2RR (4) Mirage (Rare)
Flying
During each player's upkeep, he or she may pay {R}{R} or 2 life to gain control of Emberwilde Djinn.
  • Comes to your side with summoning sickness when you pay for him. You need to start a turn with him in play in order to attack with him. [Duelist Magazine #16, Page 30]

173. Final Fortune

Instant RR (2) Mirage (Rare)
Take another turn after this one. You lose the game at the end of that turn.
  • If you end up skipping the extra turn that is gained, you do not lose the game. For example, you can feed the extra turn to untap a Time Vault. [Duelist Magazine #16, Page 25] The turn is not "saved" by the Time Vault, so when you use the Vault, that turn does not have the Final Fortune disadvantage. [Duelist Magazine #16, Page 25]
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. [CompRules 2002/02/20 - 300.6] See Rule 300.6.

174. Firebreathing

Enchant Creature R (1) Mirage (Common)
{R}: Enchanted creature gets +1/+0 until end of turn.

175. Flame Elemental

Summon Elemental 3/2 2RR (4) Mirage (Uncommon)
{R}, {T}, Sacrifice Flame Elemental: Flame Elemental deals an amount of damage equal to its power to target creature.

176. Flare

Instant 2R (3) Mirage (Common)
Flare deals 1 damage to target creature or player.
Draw a card at the beginning of the next turn's upkeep.

177. Goblin Elite Infantry

Summon Goblins 2/2 1R (2) Mirage (Common)
If Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn.
  • Note - This card was of creature type "Goblin" and not "Goblin Warrior" until Oracle 2005/08/01.

178. Goblin Scouts

Sorcery 3RR (5) Mirage (Uncommon)
Put three Goblin Scout tokens into play. Treat these tokens as 1/1 red creatures with mountainwalk that count as Goblins (If defending player controls any mountains, these creatures are unblockable).

179. Goblin Soothsayer

Summon Goblin 1/1 R (1) Mirage (Uncommon)
{R}, {T}, Sacrifice a Goblin: All red creatures get +1/+1 until end of turn.
  • Note - This card was of creature type "Goblin" and not "Goblin Shaman" until Oracle 2005/08/01.

180. Goblin Tinkerer

Summon Goblin 1/2 1R (2) Mirage (Common)
{R}, {T}: Destroy target artifact. That artifact deals an amount of damage equal to its casting cost to Goblin Tinkerer.

181. Hammer of Bogardan

Sorcery 1RR (3) Mirage (Rare)
Hammer of Bogardan deals 3 damage to target creature or player.
{2}{R}{R}{R}: Return Hammer of Bogardan to your hand. Use this ability only during your upkeep, and only if Hammer of Bogardan is in your graveyard.

182. Hivis of the Scale

Summon Legend 3/4 3RR (5) Mirage (Rare)
You may choose not to untap Hivis of the Scale during your untap phase.
{T}: Gain control of target Dragon. If Hivis becomes untapped or you lose control of Hivis, lose control of that Dragon.

183. Illicit Auction

Sorcery 3RR (5) Mirage (Rare)
Choose target creature. Each player may bid life for control of that creature. You begin the bidding with a high bid of 0. Proceeding in turn order, each player may top the high bid. The auction ends when the high bid stands. The high bidder loses an amount of life equal to the high bid and gains control of the creature.
  • This is a life loss and not a life payment so you can bid more life than you have. [bethmo 1996/11/27]

184. Incinerate

Instant 1R (2) Mirage (Common)
Incinerate deals 3 damage to target creature or player. A creature damaged by Incinerate cannot regenerate this turn.

185. Kaervek's Torch

Sorcery XR (1) Mirage (Common)
Interrupts that target Kaervek's Torch each cost an additional {2} to play.
Kaervek's Torch deals X damage to target creature or player.

186. Lightning Reflexes

Enchant Creature 1R (2) Mirage (Common)
You may choose to play Lightning Reflexes as an instant; if you do, bury it at end of turn.
Enchanted creature gets +1/+0 and gains first strike.

187. Pyric Salamander

Summon Salamander 1/1 1R (2) Mirage (Common)
{R}: +1/+0 until end of turn. Bury Pyric Salamander at end of turn.
  • Note - This card was creature type "Salamander" until Oracle 2005/08/01, when it became "Lizard". Then with Oracle 2007/10/01 it became "Salamander".

188. Raging Spirit

Summon Spirit 3/3 3R (4) Mirage (Common)
{2}: Raging Spirit is colorless until end of turn.

189. Reckless Embermage

Summon Wizard 2/2 3R (4) Mirage (Rare)
{1}{R}: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself.
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Oracle 2005/08/01.

190. Reign of Chaos

Sorcery 2RR (4) Mirage (Uncommon)
Destroy target plains and target white creature, or destroy target island and target blue creature.

191. Searing Spear Askari

Summon Knight 2/2 2R (3) Mirage (Common)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
{1}{R}: Searing Spear Askari cannot be blocked by only one creature this turn.
  • The ability only does something if used before blockers are declared. You can use it afterwards but to no useful effect. [Duelist Magazine #16, Page 30]
  • Note - Also see Flanking, Rule 502.3.
  • Note - This card was of creature type "Knight" and not "Human Knight" until Oracle 2005/08/01.

192. Sirocco

Instant 1R (2) Mirage (Uncommon)
Target player reveals his or her hand to all players. For each blue interrupt card that player holds, he or she pays 4 life or discards that card.

193. Spitting Earth

Sorcery 1R (2) Mirage (Common)
Spitting Earth deals to target creature an amount of damage equal to the number of mountains you control.

194. Stone Rain

Sorcery 2R (3) Mirage (Common)
Destroy target land.

195. Subterranean Spirit

Summon Elemental 3/3 3RR (5) Mirage (Rare)
Protection from red
{T}: Subterranean Spirit deals 1 damage to each creature without flying.

196. Talruum Minotaur

Summon Minotaur 3/3 2RR (4) Mirage (Common)
Talruum Minotaur is unaffected by summoning sickness.
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was of creature type "Minotaur" and not "Minotaur Berserker" until Oracle 2005/08/01.

197. Telim'Tor

Summon Legend 2/2 4R (5) Mirage (Rare)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
If Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.

198. Telim'Tor's Edict

Instant R (1) Mirage (Rare)
Remove from the game target permanent you own or control.
Draw a card at the beginning of the next turn's upkeep.

199. Torrent of Lava

Sorcery XRR (2) Mirage (Rare)
Torrent of Lava deals X damage to each creature without flying.
Each creature gains "{T}: Prevent 1 damage to this creature from Torrent of Lava."
  • If X is zero, it deals zero damage (not -1 damage) to non-flying creatures that become tapped. [DeLaney 1999/11/17]
  • Note - Also see X Costs, Rule G24.1.

200. Viashino Warrior

Summon Viashino 4/2 3R (4) Mirage (Common)
  • Note - This card was of creature type "Viashino" and not "Viashino Warrior" until Oracle 2005/08/01.

201. Volcanic Dragon

Summon Dragon 4/4 4RR (6) Mirage (Rare)
Flying
Volcanic Dragon is unaffected by summoning sickness.

202. Volcanic Geyser

Instant XRR (2) Mirage (Uncommon)
Volcanic Geyser deals X damage to target creature or player.

203. Wildfire Emissary

Summon Efreet 2/4 3R (4) Mirage (Uncommon)
Protection from white
{1}{R}: +1/+0 until end of turn.

204. Zirilan of the Claw

Summon Legend 3/4 3RR (5) Mirage (Rare)
{1}{R}{R}, {T}: Search your library for a Dragon card and put it into play as though it were just played. Shuffle your library afterwards. That creature is unaffected by summoning sickness. Remove the creature from the game at the end of any turn.
  • If the Dragon is brought into play and then phases out, the "At end of turn remove it from the game" will be forgotten. [D'Angelo 1998/10/30]
  • You do not have to find a Dragon card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was of creature type "Legend" and not "Viashino Shaman" until Oracle 2004/10/01.

205. Afterlife

Instant 2W (3) Mirage (Uncommon)
Bury target creature and put an Essence Token into play under the control of that creature's controller. Treat this token as a 1/1 white creature with flying.

206. Alarum

Instant 1W (2) Mirage (Common)
Untap target nonattacking creature. That creature gets +1/+3 until end of turn.

207. Auspicious Ancestor

Summon Ancestor 2/3 3W (4) Mirage (Rare)
If Auspicious Ancestor is put into the graveyard from play, gain 3 life.
{1}: Gain 1 life. Use this ability only when a white spell is successfully cast and only once for each such spell.
  • Note - This card was of creature type "Ancestor" until Oracle 2005/08/01.

208. Benevolent Unicorn

Summon Unicorn 1/2 1W (2) Mirage (Common)
Whenever a spell assigns damage to a creature or player, that damage is reduced by 1.

209. Blinding Light

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

210. Celestial Dawn

Enchantment 1WW (3) Mirage (Rare)
All nonland cards you own that are not in play are white. All nonland permanents you control are white. All lands you control are plains. All colored mana symbols in all costs on all of these cards and permanents are {W}.
  • Does not change the color of mana produced by anything. It just allows you to spend it as if it were of a color or as if it were colorless. [Time Spiral FAQ 2006/08/30]
  • If a permanent spell is played while Celestial Dawn is in play, then Celestial Dawn leaves play, the permanent's color reverts to the colors in its mana cost. [D'Angelo 2001/05/19]
  • The effect to turn all your non-land cards (including artifacts) white is the effect of a static ability that will override the color as set prior to Celestial Dawn's effect. Thus, a Deathlace on casting of a spell or prior to Celestial Dawn entering play will be overridden by Celestial Dawn's effect. [Aahz 1997/03/18]
  • A color change effect which enters play after Celestial Dawn can override the color changing effect of Celestial Dawn. [D'Angelo 1997/03/18]
  • If an effect like Vampire Bats or Dragon Whelp is used by paying white mana, then the limitations on playing the ability still apply as if you spent the proper color. [D'Angelo 2002/07/21]
  • You may use a different color mana than the color required for spells and abilities such as Soul Burn. If you do, if the spell or ability checks the actual color of the mana, it can tell the difference. For example, if you use white mana on Soul Burn, you will not gain any life. The same goes for Vigor Mortis and similar spells. [Time Spiral FAQ 2006/08/30]
  • Does not change the type of lands which are not in play. Lands out of play are what they say they are. [Time Spiral FAQ 2006/08/30]
  • Any "comes into play" effects of playing a land will not happen since the lands will enter play as Plains. [Time Spiral FAQ 2006/08/30]
  • Will not add or remove Snow-Covered nature from a land. [D'Angelo 1998/08/11]
  • If you use Magical Hack (or a similar effect) to change the word "plains" to a different land type, your lands are all of that new land type. [Time Spiral FAQ 2006/08/30]
  • It no longer changes mana symbols on cards. [Rules Team 2001/05/01]
  • It no longer causes your spells and abilities to produce white mana instead of other colors. [Oracle 2006/07/14]

211. Civic Guildmage

Summon Wizard 1/1 W (1) Mirage (Common)
{G}, {T}: Target creature gets +0/+1 until end of turn.
{U}, {T}: Put target creature you control on top of owner's library.
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Oracle 2005/08/01.

212. Dazzling Beauty

Instant 2W (3) Mirage (Common)
Play only when defense is chosen.
Target unblocked creature is considered blocked.
Draw a card at the beginning of the next turn's upkeep.
  • Does not trigger most blocking abilities since most of them say they happen when a creature blocks, not when they are blocked without a creature. [D'Angelo 1996/11/11] Keeper of Tresserhorn's effect can be stopped, as can effects of "Is Not Blocked Ability" creatures.
  • Works on unblockable creatures. [bethmo 1996/11/18] Or on creatures that have special blocking requirements such as when Goblin War Drums is in effect. [bethmo 1997/01/22]
  • Is not very useful against Trample creatures since Trample damage comes through as if a zero toughness creature blocked the Trampler. [Duelist Magazine #16, Page 28] See Rule 502.9.

213. Disempower

Instant 1W (2) Mirage (Common)
Put target artifact or enchantment on top of owner's library.

214. Disenchant

Instant 1W (2) Mirage (Common)
Destroy target artifact or enchantment.
  • Artifact creatures can regenerate from destroy effects like this. [D'Angelo 1998/02/03]
  • This spell is not modal. If the target changes from an artifact to an enchantment or vice versa (as with Transmogrifying Licid), this spell still destroys it. [WotC Rules Team 1998/07/01]

215. Divine Offering

Instant 1W (2) Mirage (Common)
Destroy target artifact. Gain an amount of life equal to that artifact's casting cost.
  • You may regenerate the artifact without losing the life bonus. [Duelist Magazine #2, Page 8]
  • It can be used on your opponent's artifacts and you still gain the life. [bethmo 1994/09/05]
  • If the target artifact becomes illegal before resolution, you do not gain any life. [Duelist Magazine #5, Page 23]
  • Note - Also see Converted Mana Cost, Rule G3.30.

216. Divine Retribution

Instant 1W (2) Mirage (Rare)
For each attacking creature, Divine Retribution deals 1 damage to target attacking creature

217. Ekundu Griffin

Summon Griffin 2/2 3W (4) Mirage (Common)
Flying, first strike

218. Enlightened Tutor

Instant W (1) Mirage (Uncommon)
Search your library for an artifact or enchantment card and reveal that card to all players. Shuffle your library and put the revealed card back on top of it.
  • The "shuffle and put the card on top" is a single action. If Field of Dreams was in play, the second card down on the library is not revealed. [Aahz 1996/12/07]
  • You do not have to find an artifact or enchantment card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Vintage tournaments (see Rule 801) have restricted this card since 1999/10/01.
  • Legacy tournaments (see Rule 802) banned this card from 1999/10/01 until 2004/09/20.

219. Ethereal Champion

Summon Avatar 3/4 2WWW (5) Mirage (Rare)
Pay 1 life: Prevent 1 damage to Ethereal Champion.

220. Favorable Destiny

Enchant Creature 1W (2) Mirage (Uncommon)
As long as enchanted creature's controller controls at least one other creature, enchanted creature cannot be the target of spells or effects.
As long as enchanted creature is white, it gets +1/+2.

221. Femeref Healer

Summon Cleric 1/1 1W (2) Mirage (Common)
{T}: Prevent 1 damage to any creature or player.
  • Note - This card was of creature type "Cleric" and not "Human Cleric" until Oracle 2005/08/01.

222. Femeref Knight

Summon Knight 2/2 2W (3) Mirage (Common)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
{W}: Attacking does not cause Femeref Knight to tap this turn.

223. Femeref Scouts

Summon Scouts 1/4 2W (3) Mirage (Common)
  • Note - This card was of creature type "Scout" until Oracle 1999/07/01. Then it was type "Soldier" and not "Human Scout" until Oracle 2005/08/01.

224. Healing Salve

Instant W (1) Mirage (Common)
Target player gains 3 life, or prevent up to 3 damage to any creature or player.

225. Illumination

Interrupt WW (2) Mirage (Uncommon)
Counter target artifact or enchantment spell. That spell's caster gains an amount of life equal to the spell's casting cost.

226. Iron Tusk Elephant

Summon Elephant 3/3 4W (5) Mirage (Uncommon)
Trample

227. Ivory Charm

Instant W (1) Mirage (Common)
Choose one - All creatures get -2/-0 until end of turn; or prevent 1 damage to any creature or player; or tap target creature.

228. Jabari's Influence

Instant 3WW (5) Mirage (Rare)
Play only after combat.
Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it.

229. Mangara's Blessing

Instant 2W (3) Mirage (Uncommon)
Gain 5 life.
If a spell or effect controlled by an opponent causes you to discard Mangara's Blessing, gain 2 life and return Mangara's Blessing from your graveyard to your hand at end of turn.
  • The 2 life from having it discarded is gained when the triggered ability resolves, not at end of turn. Only the return to hand is done at end of turn. [Oracle Update 1998/11/11]
  • The Mangara's Blessing card is only returned if it is still in the graveyard at end of turn and never left the graveyard in the meantime. [D'Angelo 1998/11/13]

230. Mangara's Equity

Enchantment 1WW (3) Mirage (Uncommon)
When you play Mangara's Equity, choose black or red.
During your upkeep, pay {1}{W} or bury Mangara's Equity.
For each 1 damage a creature of the chosen color deals to you or a white creature you control, Mangara's Equity deals 1 damage to that creature.

231. Melesse Spirit

Summon Angel 3/3 3WW (5) Mirage (Uncommon)
Flying, protection from black
  • Note - Also see Protection, Rule 502.7.
  • Note - This card was of creature type "Angel" until Oracle 2005/08/01, when it became "Spirit". Then with Oracle 2007/10/01 it became "Angel Spirit".

232. Mtenda Griffin

Summon Griffin 2/2 3W (4) Mirage (Uncommon)
Flying
{W}, {T}: Return Mtenda Griffin to owner's hand and return target Griffin card in your graveyard to your hand. Use this ability only during your upkeep.
  • Must have a Griffin in the graveyard to use this ability because it requires a target. [D'Angelo 1996/10/15]

233. Mtenda Herder

Summon Scout 1/1 W (1) Mirage (Common)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)

234. Noble Elephant

Summon Elephant 2/2 3W (4) Mirage (Common)
Banding, trample

235. Null Chamber

Enchant World 3W (4) Mirage (Rare)
You and target opponent each name any card except a basic land. Those cards cannot be played.
  • It does not target the opponent, but you still choose an opponent. [WotC Rules Team 1998/02/01]
  • Cannot stop a creature from being put into play through an effect, such as Flash. [bethmo 1996/11/07] Also Animate Dead, Ivory Gargoyle's trigger, and so on.
  • Does not stops cards from being put into play under Eureka. [D'Angelo 1999/02/16]
  • The caster chooses before the opponent. [bethmo 1997/09/13]
  • Note - Also see Enchant World, Rule G23.5.
  • Note - This card was of type "Enchant World" until Oracle 2005/08/01.

236. Pacifism

Enchant Creature 1W (2) Mirage (Common)
Enchanted creature cannot attack or block.

237. Pearl Dragon

Summon Dragon 4/4 4WW (6) Mirage (Rare)
Flying
{1}{W}: +0/+1 until end of turn.

238. Prismatic Circle

Enchantment 2W (3) Mirage (Common)
Cumulative Upkeep {1}
When you play Prismatic Circle, choose a color.
{1}: Prevent all damage to you from a source of the chosen color. Treat further damage from that source normally.

239. Rashida Scalebane

Summon Legend 3/4 3WW (5) Mirage (Rare)
{T}: Bury target attacking or blocking Dragon. Gain an amount of life equal to that Dragon's power.

240. Ritual of Steel

Enchant Creature 2W (3) Mirage (Common)
Draw a card at the beginning of the upkeep of the turn after Ritual of Steel comes into play.
Enchanted creature gets +0/+2.

241. Sacred Mesa

Enchantment 2W (3) Mirage (Rare)
During your upkeep, sacrifice a Pegasus or bury Sacred Mesa.
{1}{W}: Put a Wild Pegasus token into play. Treat this token as a 1/1 white creature with flying that counts as a Pegasus.

242. Shadowbane

Instant 1W (2) Mirage (Uncommon)
Prevent all damage to you or a creature you control from any one source. If that source is black, gain 1 life for each 1 damage prevented in this way.
  • This card used to be targeted but it no longer is. [D'Angelo 2006/01/01]

243. Sidar Jabari

Summon Legend 2/2 3W (4) Mirage (Rare)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
If Sidar Jabari attacks, tap target creature defending player controls.

244. Soul Echo

Enchantment XWW (2) Mirage (Rare)
When you play Soul Echo, put X echo counters on it.
At the beginning of your upkeep, if there are no echo counters on Soul Echo bury it; otherwise, target opponent may choose that for each 1 damage dealt to you until your next upkeep, you instead remove 1 echo counter from Soul Echo.
You do not lose the game as a result of having less than 1 life.
  • If this card runs out of counters before your next upkeep, the effect still replaces the damage and uselessly tries to remove counters from the now empty card. [WotC Rules Team 1996/10/03]
  • If this card leaves play before your next upkeep, the effect still replaces the damage and uselessly tries to remove counters from the now missing card. [Duelist Magazine #15, Page 29]
  • If you have more than one Soul Echo, the opponent chooses which ones will be replacing damage that turn (if any). [Duelist Magazine #15, Page 29] And when damage happens, you decide which one of the ones the opponent selected that you want the damage to be replaced with, but the damage all goes to one of them. [Aahz 1997/01/17]
  • If you take damage between the start of the upkeep step and the time in which the upkeep trigger resolves, then Soul Echo will not affect that damage and you will be affected by the damage as normal. [D'Angelo 1999/07/10]
  • It does not target the opponent, but you still choose an opponent. [WotC Rules Team 1998/02/01]
  • In a multi-player game, you choose a new opponent during each of your upkeeps. [D'Angelo 1997/12/29]
  • Note - Also see X Costs, Rule G24.1.

245. Spectral Guardian

Summon Guardian 2/3 2WW (4) Mirage (Rare)
As long as Spectral Guardian is untapped, noncreature artifacts cannot be the target of spells or effects.

246. Sunweb

Summon Wall 5/6 3W (4) Mirage (Rare)
Flying
Sunweb cannot block creatures with power 2 or less.

247. Teremko Griffin

Summon Griffin 2/2 3W (4) Mirage (Common)
Banding, flying

248. Unyaro Griffin

Summon Griffin 2/2 3W (4) Mirage (Uncommon)
Flying
Sacrifice Unyaro Griffin: Counter target red spell that assigns damage to you or a creature you control. Play this ability as an interrupt.
  • Note - In Mirage this could only counter a red spell that was going to assign damage to you or a creature you control.

249. Vigilant Martyr

Summon Martyr 1/1 W (1) Mirage (Uncommon)
Sacrifice Vigilant Martyr: Regenerate target creature.
{W}{W}, {T}, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment in play. Play this ability as an interrupt.
  • Note - This card was of creature type "Martyr" and not "Human Cleric" until Oracle 2005/08/01.

250. Wall of Resistance

Summon Wall 0/3 1W (2) Mirage (Common)
Flying
At the end of any turn in which Wall of Resistance is dealt damage, put a +0/+1 counter on it.

251. Ward of Lights

Enchant Creature WW (2) Mirage (Common)
You may choose to play Ward of Lights as an instant; if you do, bury it at end of turn.
Enchanted creature gains protection from a color of your choice. The protection granted by Ward of Lights does not bury Ward of Lights.

252. Yare

Instant 2W (3) Mirage (Rare)
Target creature defending player controls gets +3/+0 until end of turn. That creature may be assigned to block up to three creatures this turn. All blocks must be legal.

253. Zhalfirin Commander

Summon Knight 2/2 2W (3) Mirage (Uncommon)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
{1}{W}{W}: Target Knight gets +1/+1 until end of turn.

254. Zhalfirin Knight

Summon Knight 2/2 2W (3) Mirage (Common)
Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
{W}{W}: First strike until end of turn

255. Zuberi, Golden Feather

Summon Legend 3/3 4W (5) Mirage (Rare)
Flying
Zuberi, Golden Feather counts as a Griffin.
All other Griffins get +1/+1.

256. Acidic Dagger

Artifact 4 (4) Mirage (Rare)
{4}, {T}: Destroy any non-Wall creature receiving combat damage from target creature this turn. If targeted creature leaves play, bury Acidic Dagger. Use this ability only before defense is chosen.
  • If used on a creature with first strike, the Dagger ability will destroy the blocked/blocking creature at the end of first strike damage resolution, so if the other creature did not have first strike, it may never get to go at all. [bethmo 1996/10/27]
  • Does not affect the creature if all damage is prevented or redirected. [D'Angelo 1996/10/15]

257. Amber Prison

Artifact 4 (4) Mirage (Rare)
You may choose not to untap Amber Prison during your untap phase.
{4}, {T}: Tap target artifact, creature or land. As long as Amber Prison remains tapped, that permanent does not untap during its controller's untap phase.

258. Amulet of Unmaking

Artifact 5 (5) Mirage (Rare)
{5}, {T}, Remove Amulet of Unmaking from the game: Remove target artifact, creature or land from the game. Play this ability as a sorcery.

259. Basalt Golem

Artifact Creature 2/4 5 (5) Mirage (Uncommon)
Basalt Golem cannot be blocked by artifact creatures.
Whenever Basalt Golem is blocked by any creature, bury that creature at end of combat and put a Stone token into play under the control of the creature's controller. Treat this token as a 0/2 artifact creature that counts as a Wall.

260. Bone Mask

Artifact 4 (4) Mirage (Rare)
{2}, {T}: Prevent all damage to you from any one source. For each 1 damage prevented in this way, remove the top card of your library from the game.
  • If you do not have enough cards in your library, the damage is still prevented and all the cards in your library are removed. [D'Angelo 1997/01/22]

261. Charcoal Diamond

Artifact 2 (2) Mirage (Uncommon)
Charcoal Diamond comes into play tapped.
{T}: Add {B} to your mana pool. Play this ability as a mana source.

262. Chariot of the Sun

Artifact 3 (3) Mirage (Uncommon)
{2}, {T}: Target creature you control gains flying and has its toughness reduced to 1 until end of turn.
  • The entire effect lasts until end of turn, not just the toughness reduction. [bethmo 1997/01/22]

263. Crystal Golem

Artifact Creature 3/3 4 (4) Mirage (Uncommon)
At the end of your turn Crystal Golem phases out.

264. Cursed Totem

Artifact 2 (2) Mirage (Rare)
Players cannot play any creature abilities requiring an activation cost.
  • Affects anything with an activation cost, which is anything written as "Cost: effect", or as "you may pay to do ". [D'Angelo 1999/05/01]
  • Remember this is only creature abilities and not abilities of Auras which are on creatures. [bethmo 1996/09/19]
  • Does not prevent creature cards which are not in play from having their abilities used. For example, Elvish Spirit Guide and Ashen Ghoul. This is because they are not "creatures", they are "creature cards" when they are not in play. [Duelist Magazine #19, Page 30]
  • Can prevent mana abilities from being played. [D'Angelo 1999/05/01]

265. Elixir of Vitality

Artifact 4 (4) Mirage (Uncommon)
Elixir of Vitality comes into play tapped.
{T}, Sacrifice Elixir of Vitality: Gain 4 life.
{8}, {T}, Sacrifice Elixir of Vitality: Gain 8 life.

266. Ersatz Gnomes

Artifact Creature 1/1 3 (3) Mirage (Uncommon)
{T}: Target spell is colorless. Play this ability as an interrupt.
{T}: Target permanent is colorless until end of turn.
  • If used on a spell which becomes a permanent when cast, the permanent enters play colorless and remains colorless. Remember that the permanent is not an artifact just because it is colorless. [Duelist Magazine #16, Page 28]
  • Note - Before errata, this card had no creature type. [Oracle 1999/07/01]

267. Fire Diamond

Artifact 2 (2) Mirage (Uncommon)
Fire Diamond comes into play tapped.
{T}: Add {R} to your mana pool. Play this ability as a mana source.

268. Grinning Totem

Artifact 4 (4) Mirage (Rare)
{2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for any card and put it face up in front of you. That player shuffles his or her library afterwards. You may play the card as though it were in your hand. If you do not play the card by the beginning of your next upkeep, put it into its owner's graveyard.
  • You must find a card. You can't fail to find something unless the library is empty. [Time Spiral FAQ 2006/08/30]
  • The ability to play the card ends at the beginning of upkeep, so there is no chance to play it after upkeep begins but before the triggered ability puts it into the graveyard. Your last change to play the card is usually the end-of-turn step of the previous turn. [Time Spiral FAQ 2006/08/30]
  • The removed card is played normally in all ways. The only difference is that you play it from the removed-from-the-game zone instead of from your hand. [Time Spiral FAQ 2006/08/30]

269. Horrible Hordes

Artifact Creature 2/2 3 (3) Mirage (Uncommon)
Rampage 1 (For each creature assigned to block it beyond the first, the creature gets +1/+1 until end of turn.)
  • If it blocks at least one creature in a combat phase and there is another combat phase, all creatures blocking it in the second combat phase cause it to get the bonus. [D'Angelo 1999/07/26]
  • Note - Also see Rampage, Rule 502.12.
  • Note - This card was had no creature type until Oracle 2005/08/01.

270. Igneous Golem

Artifact Creature 3/4 5 (5) Mirage (Uncommon)
{2}: Trample until end of turn

271. Lead Golem

Artifact Creature 3/5 5 (5) Mirage (Uncommon)
If Lead Golem attacks, it does not untap during your next untap phase.
  • Note - In Mirage this card did not have a creature type. [Oracle 1999/05/01]

272. Lion's Eye Diamond

Artifact 0 (0) Mirage (Rare)
Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability as a mana source.
  • The ability is a mana ability, so it is played and resolves as a mana ability, but it can only be played at times when you can play an instant. [bethmo 1999/11/17] Yes, this is a bit weird, but it does mean that this ability does not go on the stack and cannot be countered. [D'Angelo 2007/08/23]
  • You can discard a hand of zero cards to use this effect. [Duelist Magazine #16, Page 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.

273. Mana Prism

Artifact 3 (3) Mirage (Uncommon)
{T}: Add one colorless mana to your mana pool. Play this ability as a mana source.
{1}, {T}: Add one mana of any color to your mana pool. Play this ability as a mana source.

274. Mangara's Tome

Artifact 5 (5) Mirage (Rare)
When Mangara's Tome comes into play, search your library and choose any five cards. Shuffle these cards and put them face down under Mangara's Tome. Shuffle your library afterwards.
If you lose control of Mangara's Tome, remove all cards under it from the game.
{2}: Instead of drawing a card, put the top card from under Mangara's Tome into your hand.
  • The getting of cards with the Tome is not considered a "draw". [Aahz 1996/10/21]
  • The ability is a replacement effect (see Rule 419) that replaces a draw. [D'Angelo 1996/11/11]
  • If there are no cards left, you can still use the ability to turn a draw into a "do nothing". [DeLaney 1997/12/22]
  • If you lose control of this card, the cards removed stay out of the game and face down. [bethmo 1998/11/24]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

275. Marble Diamond

Artifact 2 (2) Mirage (Uncommon)
Marble Diamond comes into play tapped.
{T}: Add {W} to your mana pool. Play this ability as a mana source.

276. Misers' Cage

Artifact 3 (3) Mirage (Rare)
At end of target opponent's upkeep, if that opponent has 5 or more cards in hand, Miser's Cage deals 2 damage to him or her.
  • It affects all opponents. [D'Angelo 1999/07/10]

277. Moss Diamond

Artifact 2 (2) Mirage (Uncommon)
Moss Diamond comes into play tapped.
{T}: Add {G} to your mana pool. Play this ability as a mana source.

278. Patagia Golem

Artifact Creature 2/3 4 (4) Mirage (Uncommon)
{3}: Flying until end of turn.
  • Note - In Mirage, this card did not have a creature type.

279. Paupers' Cage

Artifact 3 (3) Mirage (Rare)
At end of target opponent's upkeep, if that player has two or fewer cards in hand, Paupers' Cage deals 2 damage to him or her.

280. Phyrexian Dreadnought

Artifact Creature 12/12 1 (1) Mirage (Rare)
Trample
When Phyrexian Dreadnought comes into play, sacrifice any number of creatures with total power of 12 or more, or bury Phyrexian Dreadnought.
  • It is sacrificed as a triggered ability. When it enters play put the ability on the stack. Players may respond to this before it resolves. When the ability resolves you choose whether to sacrifice it or 12 power in creatures. [D'Angelo 2007/07/15]
  • When it phases in, it is not "coming into play" due to the phasing rules. So you don't have to sacrifice again when it phases in. [D'Angelo 1999/07/29]
  • The sacrifices are simultaneous, not one at a time. So if have a Keldon Warlord and 6 other creatures, you have a 7/7 Warlord, and you can sacrifice it and 5 other creatures all at once to pay the cost. [D'Angelo 2000/02/25]
  • Note - Also see Trample, Rule 502.9.
  • Note - This card had no creature type until Oracle 2005/08/01.

281. Phyrexian Vault

Artifact 3 (3) Mirage (Uncommon)
{2}, {T}, Sacrifice a creature: Draw a card.

282. Razor Pendulum

Artifact 4 (4) Mirage (Rare)
At the end of each player's turn, if that player has 5 or less life, Razor Pendulum deals 2 damage to him or her.

283. Sand Golem

Artifact Creature 3/3 5 (5) Mirage (Uncommon)
If a spell or effect controlled by an opponent causes you to discard Sand Golem, put Sand Golem from your graveyard into play at end of turn with a +1/+1 counter on it.
  • Note - Before errata, this card did not have a creature type. [Oracle 1999/07/01]

284. Sky Diamond

Artifact 2 (2) Mirage (Uncommon)
Sky Diamond comes into play tapped.
{T}: Add {U} to your mana pool. Play this ability as a mana source.

285. Teeka's Dragon

Artifact Creature 5/5 9 (9) Mirage (Rare)
Flying, trample; rampage 4 (For each creature blocking it beyond the first, this creature gets +4/+4 until end of turn.)
Teeka's Dragon counts as a Dragon.

286. Telim'Tor's Darts

Artifact 2 (2) Mirage (Uncommon)
{2}, {T}: Telim'Tor's Darts deals 1 damage to target player.

287. Unerring Sling

Artifact 3 (3) Mirage (Uncommon)
{3}, {T}, Tap an untapped creature you control: Unerring Sling deals an amount of damage equal to that creature's power to target attacking or blocking creature with flying.

288. Ventifact Bottle

Artifact 3 (3) Mirage (Rare)
{1}{X}, {T}: Put X charge counters on Ventifact Bottle. Play this ability as a sorcery.
At the beginning of your main phase, if Ventifact Bottle has any charge counters on it, tap Ventifact Bottle and remove all charge counters from it to add to your mana pool an amount of colorless mana equal to the number of charge counters removed.

289. Bad River

Land Mirage (Uncommon)
Bad River comes into play tapped.
{T}: Sacrifice Bad River: Search your library for an island or swamp card. Put that land into play. Shuffle your library afterwards.
  • You do not have to find an island or swamp if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

290. Crystal Vein

Land Mirage (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}, Sacrifice Crystal Vein: Add two colorless mana to your mana pool.

291. Flood Plain

Land Mirage (Uncommon)
Flood Plain comes into play tapped.
{T}, Sacrifice Flood Plain: Search your library for a plains or island card. Put that land into play. Shuffle your library afterwards.
  • You do not have to find a plains or island card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

292. Forest

Land Mirage (Land)
{T}: Add {G} to your mana pool.
  • 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]

293. Forest

Land Mirage (Land)
{T}: Add {G} to your mana pool.
  • 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]

294. Forest

Land Mirage (Land)
{T}: Add {G} to your mana pool.
  • 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]

295. Forest

Land Mirage (Land)
{T}: Add {G} to your mana pool.
  • 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]

296. Grasslands

Land Mirage (Uncommon)
Grasslands comes into play tapped.
{T}, Sacrifice Grasslands: Search your library for a forest or plains card. Put that land into play. Shuffle your library afterwards.
  • You do not have to find a plains or forest card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

297. Island

Land Mirage (Land)
{T}: Add {U} to your mana pool.
  • 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]

298. Island

Land Mirage (Land)
{T}: Add {U} to your mana pool.
  • 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]

299. Island

Land Mirage (Land)
{T}: Add {U} to your mana pool.
  • 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]

300. Island

Land Mirage (Land)
{T}: Add {U} to your mana pool.
  • 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]

301. Mountain

Land Mirage (Land)
{T}: Add {R} to your mana pool.
  • 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]

302. Mountain

Land Mirage (Land)
{T}: Add {R} to your mana pool.
  • 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]

303. Mountain

Land Mirage (Land)
{T}: Add {R} to your mana pool.
  • 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]

304. Mountain

Land Mirage (Land)
{T}: Add {R} to your mana pool.
  • 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]

305. Mountain Valley

Land Mirage (Uncommon)
Mountain Valley comes into play tapped.
{T}: Sacrifice Mountain Valley to search your library for a mountain or forest. Put that land into play. Shuffle your library afterwards.
  • You do not have to find a mountain or forest card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

306. Plains

Land Mirage (Land)
{T}: Add {W} to your mana pool.
  • 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]

307. Plains

Land Mirage (Land)
{T}: Add {W} to your mana pool.
  • 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]

308. Plains

Land Mirage (Land)
{T}: Add {W} to your mana pool.
  • 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]

309. Plains

Land Mirage (Land)
{T}: Add {W} to your mana pool.
  • 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]

310. Rocky Tar Pit

Land Mirage (Uncommon)
Rocky Tar Pit comes into play tapped.
{T}: Sacrifice Rocky Tar Pit: Search your library for a swamp or mountain card. Put that land into play. Shuffle your library afterwards.
  • You do not have to find a swamp or mountain card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

311. Swamp

Land Mirage (Land)
{T}: Add {B} to your mana pool.
  • 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]

312. Swamp

Land Mirage (Land)
{T}: Add {B} to your mana pool.
  • 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]

313. Swamp

Land Mirage (Land)
{T}: Add {B} to your mana pool.
  • 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]

314. Swamp

Land Mirage (Land)
{T}: Add {B} to your mana pool.
  • 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]

315. Teferi's Isle

Legendary Land Mirage (Rare)
Phasing
Teferi's Isle comes into play tapped.
{T}: Add {U}{U} to your mana pool.

316. Asmira, Holy Avenger

Summon Legend 2/3 2WG (4) Mirage (Rare)
Flying
At the end of each turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play that turn.
  • Counts creatures that went to the graveyard before this card came into play. [D'Angelo 1998/06/08]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" and not "Human Cleric" until Oracle 2004/10/01.

317. Benthic Djinn

Summon Djinn 5/3 2UB (4) Mirage (Rare)
Islandwalk (If defending player controls any islands, this creature is unblockable.)
During your upkeep, lose 2 life.

318. Cadaverous Bloom

Enchantment 3BG (5) Mirage (Rare)
Choose a card in your hand and remove it from the game: Add {B}{B} or {G}{G} to your mana pool. Play this ability as a mana source.

319. Circle of Despair

Enchantment 1WB (3) Mirage (Rare)
{1}, Sacrifice a creature: Prevent all damage to any creature or player from any one source.

320. Delirium

Instant 1BR (3) Mirage (Uncommon)
Play only on target opponent's turn.
Tap target creature that player controls. That creature deals to the player an amount of damage equal to its power. The creature neither deals nor receives combat damage this turn.
  • Tapping the creature is part of the effect and not the cost, therefore you can play it on a tapped creature. [Duelist Magazine #16, Page 28]

321. Discordant Spirit

Summon Spirit 2/2 2BR (4) Mirage (Rare)
At end of target opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn.
At the end of your turn, remove all these counters from Discordant Spirit.
  • Will not count damage that was prevented. [D'Angelo 1999/07/10]

322. Emberwilde Caliph

Summon Djinn 4/4 2UR (4) Mirage (Rare)
Flying, trample
Emberwilde Caliph attacks each turn if able.
For each 1 damage Emberwilde Caliph successfully deals, lose 1 life.

323. Energy Bolt

Sorcery XWR (2) Mirage (Rare)
Energy Bolt deals X damage to target player, or target player gains X life.

324. Frenetic Efreet

Summon Efreet 2/1 1UR (3) Mirage (Rare)
Flying
{0}: Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Frenetic Efreet phases out. Otherwise, bury Frenetic Efreet.

325. Grim Feast

Enchantment 1BG (3) Mirage (Rare)
At the beginning of your upkeep, Grim Feast deals 1 damage to you.
Whenever a creature is put into target opponent's graveyard from play, gain an amount of life equal to that creature's toughness.
  • It affects all opposing players in a multiplayer game. [D'Angelo 1999/07/10]

326. Harbor Guardian

Summon Guardian 3/4 2WU (4) Mirage (Uncommon)
Harbor Guardian can block creatures with flying.
If Harbor Guardian attacks, defending player may draw a card.

327. Haunting Apparition

Summon Ghost X+1/2 1UB (3) Mirage (Uncommon)
Flying
Haunting Apparition has power equal to 1 plus the number of green creature cards in target opponent's graveyard.
  • You choose one opposing player when it comes into play and it only affects that one player. This choice is not changed even if this card changes controllers. This card becomes useless but stays in play if the chosen player leaves the game. [D'Angelo 1999/07/10]
  • Note - This card was of creature type "Ghost" and not "Spirit" until Oracle 2005/08/01.

328. Hazerider Drake

Summon Drake 2/3 2WU (4) Mirage (Uncommon)
Flying, protection from red

329. Jungle Troll

Summon Troll 2/1 1RG (3) Mirage (Uncommon)
{R}: Regenerate
{G}: Regenerate

330. Kaervek's Purge

Sorcery XBR (2) Mirage (Uncommon)
Destroy target creature with casting cost equal to X. If that creature is put into the graveyard in this way, Kaervek's Purge deals to the creature's controller an amount of damage equal to the creature's power.

331. Leering Gargoyle

Summon Gargoyle 2/2 1WU (3) Mirage (Rare)
Flying
{T}: Leering Gargoyle gets -2/+2 and loses flying until end of turn.

332. Malignant Growth

Enchantment 3UG (5) Mirage (Rare)
Cumulative upkeep {1}
During your upkeep, put a growth counter on Malignant Growth.
During target opponent's draw phase, he or she draws an additional card for each growth counter on Malignant Growth. For each card that opponent draws in this way, Malignant growth deals 1 damage to him or her.

333. Phyrexian Purge

Sorcery 2BR (4) Mirage (Rare)
Pay 3 life per target: Destroy any number of target creatures.
  • The life loss occurs even if the target is not actually destroyed. [D'Angelo 2006/01/01]

334. Prismatic Boon

Instant XWU (2) Mirage (Uncommon)
X target creatures gain protection from a single color of your choice until end of the turn.

335. Purgatory

Enchantment 2WB (4) Mirage (Rare)
Whenever a summon card is put into your graveyard from play, put that card face up under Purgatory.
During your upkeep, you may pay {4} and 2 life to put any card under Purgatory into play as though it were just played.
If Purgatory leaves play, remove all cards under it from the game.
  • Is used only once each upkeep. [D'Angelo 1996/10/15]
  • If destroyed at the same time some creatures are destroyed, the destroyed creatures are removed from the game and stay removed. [D'Angelo 1998/11/16]
  • If an opponent takes control of this card and plays the upkeep ability, the creatures will come into play under their control even if you removed them. [Oracle Update 1998/11/11]
  • If this card changes controllers between putting the triggered ability on the stack and resolving it, the creature is put into play under the control of the player who controlled this card when the trigger was put on the stack. [D'Angelo 1999/07/10]

336. Radiant Essence

Summon Spirit 2/3 1WG (3) Mirage (Uncommon)
As long as target opponent controls any black permanents, Radiant Essence gets +1/+2.
  • In a multiplayer game, it gets the bonus if at least one player controls a black permanent. [D'Angelo 1999/07/10]

337. Reflect Damage

Instant 3WR (5) Mirage (Rare)
Redirect all damage dealt by any one source to that source's controller.

338. Reparations

Enchantment 1WU (3) Mirage (Rare)
Whenever target opponent successfully casts a spell that targets you or a creature you control, you may draw a card.

339. Rock Basilisk

Summon Basilisk 4/5 4RG (6) Mirage (Rare)
Whenever Rock Basilisk blocks or is blocked by a non-Wall creature, destroy that creature at end of combat.

340. Savage Twister

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

341. Sawback Manticore

Summon Manticore 2/4 3RG (5) Mirage (Rare)
{4}: Flying until end of turn
{1}: Sawback Manticore deals 2 damage to target attacking or blocking creature. Use this ability only once each turn and only if Sawback Manticore is attacking or blocking.

342. Sealed Fate

Sorcery XUB (2) Mirage (Uncommon)
Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library in any order.

343. Shauku's Minion

Summon Minion 2/2 1BR (3) Mirage (Uncommon)
{B}{R}, {T}: Shauku's Minion deals 2 damage to target white creature.
  • Note - This card was of creature type "Minion" and not "Human Minion" until Oracle 2005/08/01.

344. Spatial Binding

Enchantment UB (2) Mirage (Uncommon)
Pay 1 life: Target permanent cannot phase out until the beginning of your next upkeep.
  • If played on an Aura and the subject of the enchantment phases out, the enchantment will not phase out. It will stay in play and then immediately be put into the graveyard since its subject left play. [Duelist Magazine #15, Page 29]
  • There was a misprinted answer in Inquest saying that Spatial Binding would only delay the phase-out until the beginning of upkeep instead of doing it earlier. This is incorrect. The effect really does prevent phasing out due to having Phasing ability. [bethmo 1997/01/12]

345. Unfulfilled Desires

Enchantment 1UB (3) Mirage (Rare)
{1}, Pay 1 life: Draw a card, then choose and discard a card.

346. Vitalizing Cascade

Instant XWG (2) Mirage (Uncommon)
Gain X+3 life.

347. Warping Wurm

Summon Wurm 1/1 2UG (4) Mirage (Rare)
Phasing
During your upkeep, pay {2}{G}{U} or Warping Wurm phases out.
When Warping Wurm phases in, put a +1/+1 counter on it.

348. Wellspring

Enchant Land 1WG (3) Mirage (Rare)
When Wellspring comes into play, gain control of enchanted land.
At the end of each of your turns, lose control of enchanted land.
At the beginning of each of your turns, gain control of enchanted land.
  • If the land is animated, it has summoning sickness when you gain control of it. [D'Angelo 1999/07/10]
  • If Wellspring leaves play, the control effect still lasts until end of turn. [D'Angelo 1999/07/10]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

349. Windreaper Falcon

Summon Falcon 1/1 1RG (3) Mirage (Uncommon)
Flying, protection from blue

350. Zebra Unicorn

Summon Unicorn 2/2 2WG (4) Mirage (Uncommon)
For each 1 damage Zebra Unicorn deals, gain 1 life.