Menu:
Home
Random
Advanced Search
Preferences

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

Extras:
Tokens
Contributors
Help

Rules:
Rulings Summaries
Comprehensive Rules

Nemesis

 Nemesis  Némésis  Nemesis  Némesis  Nêmesis

→ Checklist → Cards

1. Angelic Favor

Instant 3W (4) Nemesis (Uncommon)
If you control a plains, you may tap an untapped creature you control instead of paying Angelic Favor's mana cost.
Play Angelic Favor only during combat.
Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn.

2. Avenger en-Dal

Creature - Spellshaper 1/1 1W (2) Nemesis (Rare)
{2}{W}, {T}, Discard a card from your hand: Remove target attacking creature from the game. Its controller gains life equal to its toughness.

3. Blinding Angel

Creature - Angel 2/4 3WW (5) Nemesis (Rare)
Flying
Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.
  • If you are damaged by more than one, the effects are cumulative and you skip multiple combat phases. [8E FAQ 2003/07/28]

4. Chieftain en-Dal

Creature - Knight 2/2 1WW (3) Nemesis (Uncommon)
Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.
  • Does give itself first strike when attacking. [Nemesis FAQ 2000/02/07]
  • Note - Also see First Strike, Rule 502.2.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

5. Defender en-Vec

Creature - Cleric 2/4 3W (4) Nemesis (Common)
Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn.

6. Defiant Falcon

Creature - Rebel Bird 1/1 1W (2) Nemesis (Common)
Flying
{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.
  • This card is both a Rebel and a Bird. [Nemesis FAQ 2000/02/07]
  • You do not have to find a Rebel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.29.

7. Defiant Vanguard

Creature - Rebel 2/2 2W (3) Nemesis (Uncommon)
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.
{5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Rebel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.29.
  • Note - This card was of creature type "Rebel" and not "Human Rebel" until Oracle 2006/10/01.

8. Fanatical Devotion

Enchantment 2W (3) Nemesis (Common)
Sacrifice a creature: Regenerate target creature.

9. Lashknife

Enchant Creature 1W (2) Nemesis (Common)
If you control a plains, you may tap an untapped creature you control instead of paying Lashknife's mana cost.
Enchanted creature has first strike.

10. Lawbringer

Creature - Rebel 2/2 2W (3) Nemesis (Common)
{T}, Sacrifice Lawbringer: Remove target red creature from the game.
  • Note - Similar to Lightbringer.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

11. Lightbringer

Creature - Rebel 2/2 2W (3) Nemesis (Common)
{T}, Sacrifice Lightbringer: Remove target black creature from the game.
  • Note - Similar to Lawbringer.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

12. Lin Sivvi, Defiant Hero

Creature - Rebel Legend 1/3 1WW (3) Nemesis (Rare)
{X}, {T}: Search your library for a Rebel card with converted mana cost X or less and put that card into play. Then shuffle your library.
{3}: Put target Rebel card from your graveyard on the bottom of your library.
  • You do not have to find a Rebel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Mercadian Masques/Nemesis/Prophecy block format tournaments (see Rule 806.7) have banned this card since 2000/07/01.
  • Note - Also see Converted Mana Cost, Rule G3.29.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Rebel". Then with Oracle 2007/10/01 it became "Human Rebel".

13. Netter en-Dal

Creature - Spellshaper 1/1 W (1) Nemesis (Common)
{W}, {T}, Discard a card from your hand: Target creature can't attack this turn.

14. Noble Stand

Enchantment 4W (5) Nemesis (Uncommon)
Whenever a creature you control blocks, you gain 2 life.
  • Triggers once per creature you have that blocks. Does not trigger multiple times when a single creature blocks more than one attacker. [Nemesis 2000/02/07]

15. Off Balance

Instant W (1) Nemesis (Common)
Target creature can't attack or block this turn.
  • The ability only does something if used before attackers or blockers (as appropriate) are declared during a turn. If used after the creature is declared as an attacker or blocker, nothing happens. [Nemesis FAQ 2000/02/07]

16. Oracle's Attendants

Creature - Soldier 1/5 3W (4) Nemesis (Rare)
{T}: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead.
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Ninth Edition and Oracle 2005/08/01.

17. Parallax Wave

Enchantment 2WW (4) Nemesis (Rare)
Fading 5
Remove a fade counter from Parallax Wave: Remove target creature from the game.
When Parallax Wave leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Wave.
  • If this card is not in play on resolution of its ability, the effect does nothing. [Nemesis FAQ 2000/02/07]
  • If Parallax Wave somehow removes itself from the game, it will not return itself to play. [Nemesis FAQ 2000/02/07] But if removed by a different Parallax Wave, it will still return. [DeLaney 2000/02/21]
  • Note - Also see Fading, Rule 502.20.
  • Note - Cycle with Parallax Nexus and Parallax Tide.

18. Seal of Cleansing

Enchantment 1W (2) Nemesis (Common)
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.

19. Silkenfist Fighter

Creature - Soldier 1/3 1W (2) Nemesis (Common)
Whenever Silkenfist Fighter becomes blocked, untap it.
  • Note - Similar to Silkenfist Order.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Kor Soldier".

20. Silkenfist Order

Creature - Soldier 3/5 3WW (5) Nemesis (Uncommon)
Whenever Silkenfist Order becomes blocked, untap it.
  • Note - Similar to Silkenfist Fighter.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Kor Soldier".

21. Sivvi's Ruse

Instant 2WW (4) Nemesis (Uncommon)
If an opponent controls a mountain and you control a plains, you may play Sivvi's Ruse without paying its mana cost.
Prevent all damage that would be dealt this turn to creatures you control.

22. Sivvi's Valor

Instant 2W (3) Nemesis (Rare)
If you control a plains, you may tap an untapped creature you control instead of paying the mana cost of Sivvi's Valor.
All damage that would be dealt to target creature this turn is dealt to you instead.

23. Spiritual Asylum

Enchantment 2WW (4) Nemesis (Rare)
Creatures and lands you control can't be the target of spells or abilities.
When a creature you control attacks, sacrifice Spiritual Asylum.

24. Topple

Sorcery 2W (3) Nemesis (Common)
Remove target creature with the greatest power from the game. (If two or more creatures are tied for greatest power, target only one of them.)
  • It can only target a creature with the greatest power. This means you pick such a creature on announcement, and if that creature is not still the one with greatest power on resolution, then this spell is countered since its target is illegal. [Nemesis FAQ 2000/02/07]
  • If the creature with the greatest power (or all the creatures if there are more than one) are untargetable, you can't cast this spell. [DeLaney 2000/02/21]

25. Voice of Truth

Creature - Angel 2/2 3W (4) Nemesis (Uncommon)
Flying, protection from white

26. Accumulated Knowledge

Instant 1U (2) Nemesis (Common)
Draw a card, then draw cards equal to the number of Accumulated Knowledge cards in all graveyards.
  • The count does not include the card that is currently resolving. The card does not go to the graveyard until after it is done resolving. [Nemesis FAQ 2000/02/07]

27. Æther Barrier

Enchantment 2U (3) Nemesis (Rare)
Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays {1}.

28. Air Bladder

Enchant Creature U (1) Nemesis (Common)
Enchanted creature has flying.
Enchanted creature may block only creatures with flying.

29. Cloudskate

Creature - Illusion 2/2 1U (2) Nemesis (Common)
Flying
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

30. Daze

Instant 1U (2) Nemesis (Common)
You may return an island you control to its owner's hand instead of paying Daze's mana cost.
Counter target spell unless its controller pays {1}.

31. Dominate

Instant X1UU (3) Nemesis (Uncommon)
Gain control of target creature with converted mana cost X or less. (This spell's effect doesn't end at end of the turn.)

32. Ensnare

Instant 3U (4) Nemesis (Uncommon)
You may return two islands you control to their owner's hand instead of paying Ensnare's mana cost.
Tap all creatures.

33. Infiltrate

Instant U (1) Nemesis (Common)
Target creature is unblockable this turn.

34. Jolting Merfolk

Creature - Merfolk 2/2 2UU (4) Nemesis (Uncommon)
Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Jolting Merfolk: Tap target creature.

35. Oraxid

Creature - Beast 2/3 3U (4) Nemesis (Common)
Protection from red

36. Pale Moon

Instant 1U (2) Nemesis (Rare)
Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of its normal type.
  • The ability does not change the amount of mana produced, only the color. [Nemesis FAQ 2000/02/07]

37. Parallax Tide

Enchantment 2UU (4) Nemesis (Rare)
Fading 5
Remove a fade counter from Parallax Tide: Remove target land from the game.
When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide.

38. Rising Waters

Enchantment 3U (4) Nemesis (Rare)
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land he or she controls.

39. Rootwater Commando

Creature - Merfolk 2/2 2U (3) Nemesis (Common)
Islandwalk (This creature is unblockable as long as defending player controls an island.)

40. Rootwater Thief

Creature - Merfolk 1/2 1U (2) Nemesis (Rare)
{U}: Rootwater Thief gains flying until end of turn.
Whenever Rootwater Thief deals combat damage to a player, you may pay {2}. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library.
  • Note - This card was designed by Mike Long after winning the 2000 tournament in Kuala Lumpur.
  • Note - This card was creature type "Merfolk" until Oracle 2007/10/01, when it became "Merfolk Rogue".

41. Seahunter

Creature - Mercenary 2/2 2UU (4) Nemesis (Rare)
{3}, {T}: Search your library for a Merfolk card and put that card into play. Then shuffle your library.
  • You do not have to find a Merfolk card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Similar to Moggcatcher, Rathi Assassin, Rathi Fiend, and Rathi Intimidator.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

42. Seal of Removal

Enchantment U (1) Nemesis (Common)
Sacrifice Seal of Removal: Return target creature to its owner's hand.

43. Sliptide Serpent

Creature - Serpent 4/4 4UU (6) Nemesis (Rare)
{3}{U}: Return Sliptide Serpent to its owner's hand.

44. Sneaky Homunculus

Creature - Illusion 1/1 1U (2) Nemesis (Common)
Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater.
  • Note - This card was creature type "Illusion" until Oracle 2007/10/01, when it became "Homunculus Illusion".

45. Stronghold Biologist

Creature - Spellshaper 1/1 2U (3) Nemesis (Uncommon)
{U}{U}, {T}, Discard a card from your hand: Counter target creature spell.

46. Stronghold Machinist

Creature - Spellshaper 1/1 2U (3) Nemesis (Uncommon)
{U}{U}, {T}, Discard a card from your hand: Counter target noncreature spell.

47. Stronghold Zeppelin

Creature - Ship 3/3 2UU (4) Nemesis (Uncommon)
Flying
Stronghold Zeppelin can block only creatures with flying.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Human".

48. Submerge

Instant 4U (5) Nemesis (Uncommon)
If an opponent controls a forest and you control an island, you may play Submerge without paying its mana cost.
Put target creature on top of its owner's library.

49. Trickster Mage

Creature - Spellshaper 1/1 U (1) Nemesis (Common)
{U}, {T}, Discard a card from your hand: Tap or untap target artifact, creature, or land.

50. Wandering Eye

Creature - Illusion 1/3 2U (3) Nemesis (Common)
Flying
All players play with their hands revealed.

51. Ascendant Evincar

Creature - Legend 3/3 4BB (6) Nemesis (Rare)
Flying
Other black creatures get +1/+1.
Nonblack creatures get -1/-1.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01. Then it had no creature type until Tenth Edition and Oracle 2007/07/13 when it became "Vampire".

52. Battlefield Percher

Creature - Bird 2/2 3BB (5) Nemesis (Uncommon)
Flying
Battlefield Percher can block only creatures with flying.
{1}{B}: Battlefield Percher gets +1/+1 until end of turn.

53. Belbe's Percher

Creature - Bird 2/2 2B (3) Nemesis (Common)
Flying
Belbe's Percher can block only creatures with flying.

54. Carrion Wall

Creature - Wall 3/2 1BB (3) Nemesis (Uncommon)
(Walls can't attack)
{1}{B}: Regenerate Carrion Wall.

55. Dark Triumph

Instant 4B (5) Nemesis (Uncommon)
If you control a swamp, you may sacrifice a creature instead of paying Dark Triumph's mana cost.
Creatures you control get +2/+0 until end of turn.

56. Death Pit Offering

Enchantment 2BB (4) Nemesis (Rare)
As Death Pit Offering comes into play, sacrifice all creatures you control.
Creatures you control get +2/+2.

57. Divining Witch

Creature - Spellshaper 1/1 1B (2) Nemesis (Rare)
{1}{B}, {T}, Discard a card from your hand: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game.

58. Massacre

Sorcery 2BB (4) Nemesis (Uncommon)
If an opponent controls a plains and you control a swamp, you may play Massacre without paying its mana cost.
All creatures get -2/-2 until end of turn.

59. Mind Slash

Enchantment 1BB (3) Nemesis (Uncommon)
{B}, Sacrifice a creature: Look at target opponent's hand and choose a card from it. That player discards that card. Play this ability only if you could play a sorcery.

60. Mind Swords

Sorcery 1B (2) Nemesis (Common)
If you control a swamp, you may sacrifice a creature instead of paying Mind Swords's mana cost.
Each player removes two cards in his or her hand from the game.
  • The active player chooses two cards, then the other player chooses two cards, then all the chosen cards are removed from the game simultaneously. [Jordan 2001/11/01]

61. Murderous Betrayal

Enchantment BBB (3) Nemesis (Rare)
{B}{B}, Pay half your life rounded up: Destroy target nonblack creature. It can't be regenerated.

62. Parallax Dementia

Enchant Creature 1B (2) Nemesis (Common)
Fading 1 (This enchantment comes into play with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Enchanted creature gets +3/+2.
When Parallax Dementia leaves play, destroy enchanted creature. That creature can't be regenerated.

63. Parallax Nexus

Enchantment 2B (3) Nemesis (Rare)
Fading 5
Remove a fade counter from Parallax Nexus: Target opponent removes a card in his or her hand from the game. Play this ability only if you could play a sorcery.
When Parallax Nexus leaves play, each player returns to his or her hand all cards he or she owns removed from the game with Parallax Nexus.
  • If this card is not in play on resolution of its ability, the effect does nothing. [Nemesis FAQ 2000/02/07]
  • The target opponent chooses which card to remove from the game. [D'Angelo 2000/07/24]
  • Note - Also see Fading, Rule 502.20.
  • Note - Cycle with Parallax Tide and Parallax Wave.

64. Phyrexian Driver

Creature - Mercenary 1/1 2B (3) Nemesis (Common)
When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Zombie Mercenary".

65. Phyrexian Prowler

Creature - Mercenary 3/3 3B (4) Nemesis (Uncommon)
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn.
  • Note - Also see Fading, Rule 502.20.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Zombie Mercenary".

66. Plague Witch

Creature - Spellshaper 1/1 1B (2) Nemesis (Common)
{B}, {T}, Discard a card from your hand: Target creature gets -1/-1 until end of turn.

67. Rathi Assassin

Creature - Mercenary 2/2 2BB (4) Nemesis (Rare)
{1}{B}{B}, {T}: Destroy target tapped nonblack creature.
{3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

68. Rathi Fiend

Creature - Mercenary 2/2 3B (4) Nemesis (Uncommon)
When Rathi Fiend comes into play, each player loses 3 life.
{3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

69. Rathi Intimidator

Creature - Mercenary 2/1 1BB (3) Nemesis (Common)
Rathi Intimidator can't be blocked except by artifact creatures and black creatures.
{2}, {T}: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

70. Seal of Doom

Enchantment 2B (3) Nemesis (Common)
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.

71. Spineless Thug

Creature - Mercenary 2/2 1B (2) Nemesis (Common)
Spineless Thug can't block.
  • Note - This card was of creature type "Mercenary" and not "Zombie Mercenary" until Ninth Edition and Oracle 2005/08/01.

72. Spiteful Bully

Creature - Mercenary 3/3 1B (2) Nemesis (Common)
At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control.
  • It can damage itself. In fact, it has to if it is the only creature you control. [Nemesis FAQ 2000/02/07]
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Zombie Mercenary".

73. Stronghold Discipline

Sorcery 2BB (4) Nemesis (Common)
Each player loses 1 life for each creature he or she controls.

74. Vicious Hunger

Sorcery BB (2) Nemesis (Common)
Vicious Hunger deals 2 damage to target creature. You gain 2 life.

75. Volrath the Fallen

Creature - Legend 6/4 3BBB (6) Nemesis (Rare)
{1}{B}, Discard a creature card from your hand: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost.

76. Ancient Hydra

Creature - Hydra 5/1 4R (5) Nemesis (Uncommon)
Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
{1}, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player.

77. Arc Mage

Creature - Spellshaper 2/2 2R (3) Nemesis (Uncommon)
{2}{R}, {T}, Discard a card from your hand: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players.

78. Bola Warrior

Creature - Spellshaper 1/1 1R (2) Nemesis (Common)
{R}, {T}, Discard a card from your hand: Target creature can't block this turn.

79. Downhill Charge

Instant 2R (3) Nemesis (Common)
You may sacrifice a mountain instead of paying Downhill Charge's mana cost.
Target creature gets +X/+0 until end of turn, where X is the number of mountains you control.

80. Flame Rift

Sorcery 1R (2) Nemesis (Common)
Flame Rift deals 4 damage to each player.

81. Flowstone Crusher

Creature - Beast 4/4 3RR (5) Nemesis (Common)
{R}: Flowstone Crusher gets +1/-1 until end of turn.

82. Flowstone Overseer

Creature - Beast 4/4 2RRR (5) Nemesis (Rare)
{R}{R}: Target creature gets +1/-1 until end of turn.

83. Flowstone Slide

Sorcery X2RR (4) Nemesis (Rare)
All creatures get +X/-X until end of turn.

84. Flowstone Strike

Instant 1R (2) Nemesis (Common)
Target creature gets +1/-1 and gains haste until end of turn. (It may attack and {T} the turn it comes under your control.)

85. Flowstone Surge

Enchantment 1R (2) Nemesis (Uncommon)
Creatures you control get +1/-1.

86. Flowstone Wall

Creature - Wall 0/6 2R (3) Nemesis (Common)
(Walls can't attack)
{R}: Flowstone Wall gets +1/-1 until end of turn.

87. Laccolith Grunt

Creature - Beast 2/2 2R (3) Nemesis (Common)
Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt deals no combat damage this turn.
  • The ability triggers even if it is blocked by a spell such as Fog Patch instead of a creature. [Nemesis FAQ 2000/02/07]
  • It can target any creature in play, not just one of the ones blocking it. [D'Angelo 2000/02/15]
  • The ability allows you to deal damage during the declare blockers step of combat, which is well before even first strike creatures deal damage. [Nemesis FAQ 2000/02/15]
  • The ability is optional. You can decide to allow it to deal combat damage as normal. [Nemesis FAQ 2000/02/15]
  • Note - Similar to Laccolith Rig, Laccolith Titan, Laccolith Warrior, and Laccolith Whelp.

88. Laccolith Rig

Enchant Creature R (1) Nemesis (Common)
Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, enchanted creature deals no combat damage this turn.
  • If this is on an opponent's creature, the controller of this card (not the creature's controller) decides whether to use this card's ability or not, and decides what the target will be. [DeLaney 2000/02/21]
  • If placed on a Laccolith creature, both this card's ability and the Laccolith's ability will trigger and have their effect. [DeLaney 2000/02/21]
  • The words "first creature" means the enchanted creature. [D'Angelo 2006/10/08]
  • Note - See Laccolith Grunt for rulings.
  • Note - Similar to Laccolith Grunt, Laccolith Titan and Laccolith Warrior.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

89. Laccolith Titan

Creature - Beast 6/6 5RR (7) Nemesis (Rare)
Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan deals no combat damage this turn.

90. Laccolith Warrior

Creature - Beast 3/3 2RR (4) Nemesis (Uncommon)
Whenever Laccolith Warrior becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Warrior deals no combat damage this turn.

91. Laccolith Whelp

Creature - Beast 1/1 R (1) Nemesis (Common)
Whenever Laccolith Whelp becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Whelp deals no combat damage this turn.

92. Mana Cache

Enchantment 1RR (3) Nemesis (Rare)
At the end of each player's turn, put a charge counter on Mana Cache for each untapped land that player controls.
Remove a charge counter from Mana Cache: Add one colorless mana to your mana pool. Any player may play this ability but only during his or her turn before the end phase.

93. Mogg Alarm

Sorcery 1RR (3) Nemesis (Uncommon)
You may sacrifice two mountains instead of paying Mogg Alarm's mana cost.
Put two 1/1 red Goblin creature tokens into play.

94. Mogg Salvage

Instant 2R (3) Nemesis (Uncommon)
If an opponent controls an island and you control a mountain, you may play Mogg Salvage without paying its mana cost.
Destroy target artifact.

95. Mogg Toady

Creature - Goblin 2/2 1R (2) Nemesis (Common)
Mogg Toady can't attack unless you control more creatures than defending player.
Mogg Toady can't block unless you control more creatures than attacking player.

96. Moggcatcher

Creature - Mercenary 2/2 2RR (4) Nemesis (Rare)
{3}, {T}: Search your library for a Goblin card and put that card into play. Then shuffle your library.
  • You do not have to find a Goblin card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Similar to Rathi Assassin, Rathi Fiend, Rathi Intimidator, and Seahunter.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

97. Rupture

Sorcery 2R (3) Nemesis (Uncommon)
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.

98. Seal of Fire

Enchantment R (1) Nemesis (Common)
Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature or player.

99. Shrieking Mogg

Creature - Goblin 1/1 1R (2) Nemesis (Rare)
Haste (This creature may attack and {T} the turn it comes under your control.)
When Shrieking Mogg comes into play, tap all other creatures.

100. Stronghold Gambit

Sorcery 1R (2) Nemesis (Rare)
Each player chooses a card in his or her hand. Then each player reveals his or her chosen card. The owner of the creature card revealed this way with the lowest converted mana cost puts that card into play. If two or more creature cards are tied for lowest cost, those cards are put into play.
  • Creature cards which are revealed but are not the lowest cost, or any non-creature cards revealed remain in their owners' hands and stop being revealed. [Nemesis FAQ 2000/02/07]
  • You don't have to choose a creature card, but choosing a non creature does nothing except maybe bluff your opponent. [D'Angelo 2000/02/15]
  • Note - Also see Converted Mana Cost, Rule G3.29.

101. Animate Land

Instant G (1) Nemesis (Uncommon)
Until end of turn, target land is a 3/3 creature that's still a land.
  • You can attack with the land during your turn if you started the turn with the land in play under your control and have had control of it since then. [D'Angelo 2000/02/15]

102. Blastoderm

Creature - Beast 5/5 2GG (4) Nemesis (Common)
Fading 3 (This creature comes into play with thee fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Blastoderm can't be the target of spells or abilities.

103. Coiling Woodworm

Creature - Insect X/1 2G (3) Nemesis (Uncommon)
Coiling Woodworm's power is equal to the number of forests in play.
  • Note - This card was creature type "Insect" until Oracle 2007/10/01, when it became "Worm". Then with Oracle 2008/01/01 it became "Insect Worm".

104. Fog Patch

Instant 1G (2) Nemesis (Common)
Play Fog Patch only during the declare blockers step.
Attacking creatures become blocked. (This spell works on unblockable creatures.)

105. Harvest Mage

Creature - Spellshaper 1/1 G (1) Nemesis (Common)
{G}, {T}, Discard a card from your hand: Until end of turn, if you tap a land for mana, it produces one mana of any color instead of its normal type and amount.

106. Mossdog

Creature - Hound 1/1 G (1) Nemesis (Common)
Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog.
  • Note - This card was creature type "Hound" until Oracle 2007/10/01, when it became "Fungus Hound".

107. Nesting Wurm

Creature - Wurm 4/3 4GG (6) Nemesis (Uncommon)
Trample
When Nesting Wurm comes into play, you may search your library for up to three Nesting Wurm cards, reveal them, and put them into your hand. If you do, shuffle your library.

108. Overlaid Terrain

Enchantment 2GG (4) Nemesis (Rare)
As Overlaid Terrain comes into play, sacrifice all lands you control.
Lands you control have ``{T}: Add two mana of any one color to your mana pool.''
  • You sacrifice your lands right before this card enters play. There is no way to tap your lands using the 2-mana ability before they are sacrificed. [D'Angelo 2000/02/15]

109. Pack Hunt

Sorcery 3G (4) Nemesis (Rare)
Search your library for up to three copies of target creature, reveal them, and put them into your hand. Then shuffle your library.

110. Refreshing Rain

Instant 3G (4) Nemesis (Uncommon)
If an opponent controls a swamp and you control a forest, you may play Refreshing Rain without paying its mana cost.
Target player gains 6 life.

111. Reverent Silence

Sorcery 3G (4) Nemesis (Common)
If you have a forest in play, you may choose to have each other player gain 6 life instead of paying Reverent Silence's mana cost.
Destroy all enchantments.

112. Rhox

Creature - Beast 5/5 4GG (6) Nemesis (Rare)
You may have Rhox deal combat damage to defending player as though it weren't blocked.
{2}{G}: Regenerate Rhox.
  • When assigning combat damage, you choose whether you want to assign all damage to the defending player, or if you want to assign all of it to blocking creatures. [8E FAQ 2003/07/28]
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Rhino Beast".

113. Saproling Burst

Enchantment 4G (5) Nemesis (Rare)
Fade 7
Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst."
When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated.

114. Saproling Cluster

Enchantment 1G (2) Nemesis (Rare)
{1}, Discard a card from your hand: Put a 1/1 green Saproling creature token into play. Any player may play this ability.

115. Seal of Strength

Enchantment G (1) Nemesis (Common)
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.

116. Skyshroud Behemoth

Creature - Beast 10/10 5GG (7) Nemesis (Rare)
Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Skyshroud Behemoth comes into play tapped.

117. Skyshroud Claim

Sorcery 3G (4) Nemesis (Common)
Search your library for up to two forest cards and put them into play. Then shuffle your library.

118. Skyshroud Cutter

Creature - Beast 2/2 3G (4) Nemesis (Common)
If you control a forest, you may have each other player gain 5 life instead of paying Skyshroud Cutter's mana cost.

119. Skyshroud Poacher

Creature - Rebel 2/2 2GG (4) Nemesis (Rare)
{3}, {T}: Search your library for an Elf card and put that card into play. Then shuffle your library.
  • You do not have to find an Elf card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

120. Skyshroud Ridgeback

Creature - Beast 2/3 G (1) Nemesis (Common)
Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

121. Skyshroud Sentinel

Creature - Elf 1/1 2G (3) Nemesis (Common)
When Skyshroud Sentinel comes into play, you may search your library for up to three Skyshroud Sentinel cards, reveal them, and put them into your hand. If you do, shuffle your library.

122. Stampede Driver

Creature - Spellshaper 1/1 G (1) Nemesis (Uncommon)
{1}{G}, {T}, Discard a card from your hand: Creatures you control get +1/+1 and gain trample until end of turn.

123. Treetop Bracers

Enchant Creature 1G (2) Nemesis (Common)
Enchanted creature gets +1/+1 and may be blocked only by creatures with flying.
  • It cannnot be blocked by a creature with Reach. [Future Sight FAQ 2007/05/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Ninth Edition and Oracle 2005/08/01.

124. Wild Mammoth

Creature - Elephant 3/4 2G (3) Nemesis (Uncommon)
At the beginning of your upkeep, if a player controls more creatures than any other, that player gains control of Wild Mammoth.

125. Woodripper

Creature - Beast 4/6 3GG (5) Nemesis (Uncommon)
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
{1}, Remove a fade counter from Woodripper: Destroy target artifact.

126. Belbe's Armor

Artifact 3 (3) Nemesis (Uncommon)
{X}, {T}: Target creature gets -X/+X until end of turn.

127. Belbe's Portal

Artifact 5 (5) Nemesis (Rare)
As Belbe's Portal comes into play, choose a creature type.
{3}, {T}: Put a creature card of the chosen type from your hand into play.

128. Complex Automaton

Artifact Creature - Golem 4/4 4 (4) Nemesis (Rare)
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.

129. Eye of Yawgmoth

Artifact 3 (3) Nemesis (Rare)
{3}, {T}, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game.

130. Flint Golem

Artifact Creature - Golem 2/3 4 (4) Nemesis (Uncommon)
Whenever Flint Golem becomes blocked, defending player puts the top three cards of his or her library into his or her graveyard.

131. Flowstone Armor

Artifact 3 (3) Nemesis (Uncommon)
You may choose not to untap Flowstone Armor during your untap step.
{3}, {T}: Target creature gets +1/-1 as long as Flowstone Armor remains tapped.

132. Flowstone Thopter

Artifact Creature 4/4 7 (7) Nemesis (Uncommon)
{1}: Flowstone Thopter gets +1/-1 and gains flying until end of turn.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Thopter".

133. Kill Switch

Artifact 3 (3) Nemesis (Rare)
{2}, {T}: Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped.
  • Note that you cannot choose to leave this card tapped during your untap step (unless some other effect says so). [Nemesis FAQ 2000/02/07]
  • Only the artifacts that it tried to tap when the ability resolved are prevented from untapping. Artifacts that enter play after that or permanents that become artifacts after that are not affected. [Barclay 2003/05/20]

134. Parallax Inhibitor

Artifact 2 (2) Nemesis (Rare)
{1}, {T}, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control.

135. Predator, Flagship

Legd Art 5 (5) Nemesis (Rare)
{2}: Target creature gains flying until end of turn.
{5}, {T}: Destroy target creature with flying.

136. Rackling

Artifact Creature 2/2 4 (4) Nemesis (Uncommon)
At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is the number of cards in his or her hand card in his or her hand fewer than three.
  • If X is less than zero, it does not deal any damage. [D'Angelo 2006/10/08]
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Construct".

137. Rejuvenation Chamber

Artifact 3 (3) Nemesis (Uncommon)
Fading 2 (This artifact comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
{T}: You gain 2 life.

138. Rusting Golem

Artifact Creature - Golem X/X 4 (4) Nemesis (Uncommon)
Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Rusting Golem's power and toughness are each equal to the number of fade counters on it.

139. Tangle Wire

Artifact 3 (3) Nemesis (Rare)
Fading 4 (This artifact comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
At the beginning of each player's upkeep, that player taps an artifact, creature, or land he or she controls for each fade counter on Tangle Wire.

140. Viseling

Artifact Creature 2/2 4 (4) Nemesis (Uncommon)
At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus four.
  • If X is less than zero, no damage is dealt. [D'Angelo 2000/02/15]
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Construct".

141. Kor Haven

Legendary Artifact Nemesis (Rare)
{T}: Add one colorless mana to your mana pool.
{1}{W}, {T}: Prevent all combat damage that would be dealt by target attacking creature this turn.

142. Rath's Edge

Legendary Artifact Nemesis (Rare)
{T}: Add one colorless mana to your mana pool.
{4}, {T}, Sacrifice a land: Rath's Edge deals 1 damage to target creature or player.

143. Terrain Generator

Land Nemesis (Uncommon)
{T}: Add one colorless mana to your mana pool.
{2}, {T}: Put a basic land card from your hand into play tapped.
  • Putting a land into play this way does not count as your one land play for the turn. [Nemesis FAQ 2000/02/07]