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Planar Chaos

 Weltenchaos  Chaos planaire  Caos Dimensionale  Caos planar  Caos Planar  次元の混乱  时空混沌  Вселенский Хаос

→ Checklist → Cards

1. Aven Riftwatcher

Creature — Bird Rebel Soldier 2/3 2W (3) Planar Chaos (Common)
Flying
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Aven Riftwatcher comes into play or leaves play, you gain 2 life.

2. Benalish Commander

Creature — Human Soldier Lord */* 3W (4) Planar Chaos (Rare)
Benalish Commander's power and toughness are each equal to the number of Soldiers you control.
Suspend X—{X}{W}{W}. X can't be 0.
Whenever a time counter is removed from Benalish Commander while it's removed from the game, put a 1/1 white Soldier creature token into play.

3. Crovax, Ascendant Hero

Legendary Creature — Human Lord 4/4 4WW (6) Planar Chaos (Rare)
Other white creatures get +1/+1.
Nonwhite creatures get -1/-1.
Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand.

4. Dawn Charm

Instant 1W (2) Planar Chaos (Common)
Choose one — Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you.

5. Dust Elemental

Creature — Elemental 6/6 2WW (4) Planar Chaos (Rare)
Flash (You may play this spell any time you could play an instant.)
Flying, fear
When Dust Elemental comes into play, return three creatures you control to their owner's hand.
  • You may return this creature just after it comes into play. In fact, you must do so if you control 3 or fewer creatures. [Planar Chaos FAQ 2006/12/13]
  • The choice is made during resolution and it is not targeted. No player can respond to the choice before it takes effect. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Fear, Rule 502.25.
  • Note - Also see Flash, Rule 502.57.

6. Ghost Tactician

Creature — Spirit Spellshaper 2/5 4W (5) Planar Chaos (Common)
{W}, {T}, Discard a card: Creatures you control get +1/+0 until end of turn.

7. Heroes Remembered

Sorcery 6WWW (9) Planar Chaos (Rare)
You gain 20 life.
Suspend 10—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

8. Magus of the Tabernacle

Creature — Human Wizard 2/6 3W (4) Planar Chaos (Rare)
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay {1}."

9. Mantle of Leadership

Enchantment — Aura 1W (2) Planar Chaos (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Whenever a creature comes into play, enchanted creature gets +2/+2 until end of turn.

10. Pallid Mycoderm

Creature — Fungus 2/4 3W (4) Planar Chaos (Common)
At the beginning of your upkeep, put a spore counter on Pallid Mycoderm.
Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Each Fungus and each Saproling you control gets +1/+1 until end of turn.

11. Poultice Sliver

Creature — Sliver 2/2 2W (3) Planar Chaos (Common)
All Slivers have "{2}, {T}: Regenerate target Sliver."
  • Since the text is put on the slivers, the controller of the sliver gets to choose when to play the ability. [Planar Chaos FAQ 2006/12/13]

12. Rebuff the Wicked

Instant W (1) Planar Chaos (Uncommon)
Counter target spell that targets a permanent you control.
  • The spell can target other things in addition to a permanent you control. [Planar Chaos FAQ 2006/12/13]

13. Retether

Sorcery 3W (4) Planar Chaos (Rare)
Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.)
  • The Auras return to play simultaneously. Whether an Aura can be attached is checked prior to returning any to play, then all of them are put on their creatures at once. [Planar Chaos FAQ 2006/12/13]
  • The Auras do not need to say "enchant creature". For example, one that says "enchant land" can be returned if there is a land creature for it to enchant. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Aura, Rule G1.30.

14. Riftmarked Knight

Creature — Human Rebel Knight 2/2 1WW (3) Planar Chaos (Uncommon)
Flanking, protection from black
Suspend 3—{1}{W}{W}
When the last time counter is removed from Riftmarked Knight while it's removed from the game, put a 2/2 black Knight creature token with flanking, protection from white, and haste into play.

15. Saltblast

Sorcery 3WW (5) Planar Chaos (Uncommon)
Destroy target nonwhite permanent.

16. Saltfield Recluse

Creature — Human Rebel Cleric 1/2 2W (3) Planar Chaos (Common)
{T}: Target creature gets -2/-0 until end of turn.

17. Serra's Boon

Enchantment — Aura 2W (3) Planar Chaos (Uncommon)
Enchant creature
Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1.

18. Shade of Trokair

Creature — Shade 1/2 3W (4) Planar Chaos (Common)
{W}: Shade of Trokair gets +1/+1 until end of turn.
Suspend 3—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

19. Stonecloaker

Creature — Gargoyle 3/2 2W (3) Planar Chaos (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Flying
When Stonecloaker comes into play, return a creature you control to its owner's hand.
When Stonecloaker comes into play, remove target card in a graveyard from the game.
  • You may return this creature just after it comes into play. In fact, you must do so if you control no other creatures. [Planar Chaos FAQ 2006/12/13]
  • The choice of a creature in play to return is made during resolution and it is not targeted. No player can respond to the choice before it takes effect. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Flash, Rule 502.57.

20. Stormfront Riders

Creature — Human Soldier 4/3 4W (5) Planar Chaos (Uncommon)
Flying
When Stormfront Riders comes into play, return two creatures you control to their owner's hand.
Whenever Stormfront Riders or another creature is returned to your hand from play, put a 1/1 white Soldier creature token into play.
  • You may return this creature just after it comes into play. In fact, you must do so if you control 2 or fewer creatures. [Planar Chaos FAQ 2006/12/13]
  • The choice of a creature to return is made during resolution of the triggered ability, and it is not targeted. No player can respond to the choice before it takes effect. [Planar Chaos FAQ 2006/12/13]
  • The second ability will trigger on this card being returned by its own ability. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Token Creatures, Rule 216.

21. Voidstone Gargoyle

Creature — Gargoyle 3/3 3WW (5) Planar Chaos (Rare)
Flying
As Voidstone Gargoyle comes into play, name a nonland card.
The named card can't be played.
Activated abilities of permanents with that name can't be played.
Activated abilities of cards with that name that aren't in play can't be played.
  • Copies of the named card can be played, as with Isochron Scepter. And activiated abilities of those copies can ba played. [Planar Chaos FAQ 2006/12/13]
  • The named card can be played face down. [Planar Chaos FAQ 2006/12/13]
  • Does stop mana abilities of the named card from being played. [Planar Chaos FAQ 2006/12/13]
  • You cannot use the ability after a card has been played to somehow prevent it from being played. Once the card is on the stack as a spell, this card can't affect it. [D'Angelo 2007/06/04]

22. Whitemane Lion

Creature — Cat 2/2 1W (2) Planar Chaos (Common)
Flash (You may play this spell any time you could play an instant.)
When Whitemane Lion comes into play, return a creature you control to its owner's hand.
  • You may return this creature just after it comes into play. In fact, you must do so if you control no other creatures. [Planar Chaos FAQ 2006/12/13]
  • The choice is made during resolution and it is not targeted. No player can respond to the choice before it takes effect. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Flash, Rule 502.57.

23. Calciderm

Creature — Beast 5/5 2WW (4) Planar Chaos (Uncommon)
Vanishing 4 (This permanent comes into play with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Calciderm can't be the target of spells or abilities.

24. Malach of the Dawn

Creature — Angel 2/4 2WW (4) Planar Chaos (Uncommon)
Flying
{W}{W}{W}: Regenerate Malach of the Dawn.

25. Mana Tithe

Instant W (1) Planar Chaos (Common)
Counter target spell unless its controller pays {1}.

26. Mesa Enchantress

Creature — Human Druid 0/2 1WW (3) Planar Chaos (Rare)
Whenever you play an enchantment spell, you may draw a card.

27. Mycologist

Creature — Human Druid 0/2 1W (2) Planar Chaos (Uncommon)
At the beginning of your upkeep, put a spore counter on Mycologist.
Remove three spore counters from Mycologist: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: You gain 2 life.

28. Porphyry Nodes

Enchantment W (1) Planar Chaos (Rare)
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures in play, sacrifice Porphyry Nodes.
  • The effect is not targeted, so it can choose creatures that say they cannot be targeted. [Planar Chaos FAQ 2006/12/13]
  • If there are multiple creatures tied for least power and some but not all of them are indestructible, the indestructible ones cannot be chosen. [Planar Chaos FAQ 2006/12/13]
  • If all the creatures with the least power are indestructible, the ability does nothing. [Planar Chaos FAQ 2006/12/13]

29. Revered Dead

Creature — Spirit Soldier 1/1 1W (2) Planar Chaos (Common)
{W}: Regenerate Revered Dead.

30. Sinew Sliver

Creature — Sliver 1/1 1W (2) Planar Chaos (Common)
All Slivers get +1/+1.
  • Yes, it does give the bonus to itself. [D'Angelo 2007/05/15]

31. Sunlance

Sorcery W (1) Planar Chaos (Common)
Sunlance deals 3 damage to target nonwhite creature.

32. Aeon Chronicler

Creature — Avatar */* 3UU (5) Planar Chaos (Rare)
Aeon Chronicler's power and toughness are each equal to the number of cards in your hand.
Suspend X—{X}{3}{U}. X can't be 0.
Whenever a time counter is removed from Aeon Chronicler while it's removed from the game, draw a card.
  • When the last time counter is removed, both the Suspend ability and the ability on this card trigger. You can put them on the stack in either order. If Suspend goes on the stack first, you draw a card and then this spell is played. If Suspend goes on the stack last, the spell is played, and then you get to draw a card. This can affect how many cards you have in hand when it enters play. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Suspend, Rule 502.59.
  • Note - Also see X Costs, Rule G24.1.

33. Aquamorph Entity

Creature — Shapeshifter */* 2UU (4) Planar Chaos (Common)
As Aquamorph Entity comes into play or is turned face up, it becomes your choice of 5/1 or 1/5.
Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
  • The choice is made right before it comes into play and it enters play as the chosen power/toughness. [Planar Chaos FAQ 2006/12/13]
  • A copy entering play will get to make the choice, but a creature that becomes a copy while in play will copy the choice. [Planar Chaos 2006/12/13]

34. Auramancer's Guise

Enchantment — Aura 2UU (4) Planar Chaos (Uncommon)
Enchant creature
Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.

35. Body Double

Creature — Shapeshifter 0/0 4U (5) Planar Chaos (Rare)
As Body Double comes into play, you may choose a creature card in a graveyard. If you do, Body Double comes into play as a copy of that card.
  • The choice is made before it enter play, and it enters play as a copy. This means that any other "As ~this~ comes into play", "This card comes into play with", or "When this comes into play" abilities do apply. [Planar Chaos FAQ 2006/12/13]
  • You do not have to make a choice, and may actually be unable to if there are no creatures to choose at the appropriate time. [Planar Chaos FAQ 2006/12/13]

36. Braids, Conjurer Adept

Legendary Creature — Human Wizard 2/2 2UU (4) Planar Chaos (Rare)
At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from his or her hand into play.

37. Chronozoa

Creature — Illusion 3/3 3U (4) Planar Chaos (Rare)
Flying
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Chronozoa is put into a graveyard from play, if it had no time counters on it, put two tokens into play that are copies of it.
  • The ability checks if there are any time counters on it when it left play. It does not matter how it left play with no time counters on it. [Planar Chaos FAQ 2006/12/13]
  • The copies come into play with 3 time counters each and with Vanishing, so the process can repeat. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Token Creatures, Rule 216.
  • Note - Also see Vanishing, Rule 502.60.

38. Dichotomancy

Sorcery 7UU (9) Planar Chaos (Rare)
For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent and put it into play under your control. Then that player shuffles his or her library.
Suspend 3—{1}{U}{U}
  • The cards come into play simultaneously. If one of the cards is an Aura, it must attach to a permanent already in play and not one of the cards coming into play at the same time, otherwise it remains in the opponent's library. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Suspend, Rule 502.59.

39. Dismal Failure

Instant 2UU (4) Planar Chaos (Uncommon)
Counter target spell. Its controller discards a card.

40. Dreamscape Artist

Creature — Human Spellshaper 1/1 1U (2) Planar Chaos (Common)
{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them into play. Then shuffle your library.

41. Erratic Mutation

Instant 2U (3) Planar Chaos (Common)
Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's converted mana cost. Put all cards revealed this way on the bottom of your library in any order.
  • You choose the target before revealing cards. [Planar Chaos FAQ 2006/12/13]
  • If a split card (Rule G19.25) is drawn, it has two converted mana costs and so two +X/-X effects will occur. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Converted Mana Cost, Rule G3.30.

42. Jodah's Avenger

Creature — Shapeshifter 4/4 5U (6) Planar Chaos (Uncommon)
{0}: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)

43. Magus of the Bazaar

Creature — Human Wizard 0/1 1U (2) Planar Chaos (Rare)
{T}: Draw two cards, then discard three cards.

44. Pongify

Instant U (1) Planar Chaos (Uncommon)
Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token into play.
  • The token creature is put into play even if the creature isn't destroyed (because it is indestructible, for example). [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Token Creatures, Rule 216.

45. Reality Acid

Enchantment — Aura 2U (3) Planar Chaos (Common)
Enchant permanent
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Reality Acid leaves play, enchanted permanent's controller sacrifices it.

46. Shaper Parasite

Creature — Illusion 2/3 1UU (3) Planar Chaos (Common)
Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Shaper Parasite is turned face up, target creature gets +2/-2 or -2/+2 until end of turn.
  • You choose whether the creature gets one bonus or the other when this resolves. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Morph, Rule 502.26.

47. Spellshift

Instant 3U (4) Planar Chaos (Rare)
Counter target instant or sorcery spell. Its controller reveals cards from the top of his or her library until he or she reveals an instant or sorcery card. That player may play that card without paying its mana cost. Then he or she shuffles his or her library.
  • If the targeted spell cannot be countered, it remains on the stack and the rest of this spell's effects occur. [Planar Chaos FAQ 2006/12/13]
  • If the revealed card isn't played, it gets shuffled back into the library. [Planar Chaos FAQ 2006/12/13]
  • If there are no Instants or Sorceries in the library, the whole library is revealed and then shuffled. [Planar Chaos FAQ 2006/12/13]

48. Synchronous Sliver

Creature — Sliver 3/3 4U (5) Planar Chaos (Common)
All Slivers have vigilance.

49. Tidewalker

Creature — Elemental */* 2U (3) Planar Chaos (Uncommon)
Tidewalker comes into play with a time counter on it for each Island you control.
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
Tidewalker's power and toughness are each equal to the number of time counters on it.

50. Timebender

Creature — Human Wizard 1/1 U (1) Planar Chaos (Uncommon)
Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Timebender is turned face up, choose one — Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card.

51. Veiling Oddity

Creature — Illusion 2/3 3U (4) Planar Chaos (Common)
Suspend 4—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)
When the last time counter is removed from Veiling Oddity while it's removed from the game, creatures are unblockable this turn.
  • Creatures that enter play after the ability resolves are still unblockable this turn. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Suspend, Rule 502.59.

52. Venarian Glimmer

Instant XU (1) Planar Chaos (Uncommon)
Target player reveals his or her hand. Choose a nonland card with converted mana cost X or less from it. That player discards that card.

53. Wistful Thinking

Sorcery 2U (3) Planar Chaos (Common)
Target player draws two cards, then discards four cards.

54. Frozen Æther

Enchantment 3U (4) Planar Chaos (Uncommon)
Artifacts, creatures, and lands your opponents control come into play tapped.
  • They enter play tapped. They don't enter play and then tap afterwards. [Planar Chaos FAQ 2006/12/13]
  • It does affect tokens and cards put into play by effects. [Planar Chaos FAQ 2006/12/13]

55. Gossamer Phantasm

Creature — Illusion 2/1 1U (2) Planar Chaos (Common)
Flying
When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it.

56. Merfolk Thaumaturgist

Creature — Merfolk Wizard 1/2 2U (3) Planar Chaos (Common)
{T}: Switch target creature's power and toughness until end of turn.

57. Ovinize

Instant 1U (2) Planar Chaos (Uncommon)
Target creature loses all abilities and becomes 0/1 until end of turn.
  • This does not counter any abilities of the creature that have already been triggered or played. [Planar Chaos FAQ 2006/12/13]
  • If the creature gains an ability after this resolves, it will keep the ability. [Planar Chaos FAQ 2006/12/13]
  • A face-down creature affected by this cannot be turned face up for its Morph cost. If it gets turned face up somehow, any "when/as this creature turns face up" abilities won't work, and it will be a 0/1 creature with no abilities until end of turn. [Planar Chaos FAQ 2006/12/13]
  • If played in response to the Vanishing upkeep trigger when there is one time counter left, it will remove the Vanishing ability so that when the last counter is removed it will not be sacrificed. When this wears off and it gets back the Vanishing ability it will have no time counters so nothing will happen and the creature stays in play. [Planar Chaos FAQ 2006/12/13]
  • If this is played on a Mistform Ultimus, it will lose the ability to have all creature types, but it will still be all creature types. The way continuous effects work, its type-changing ability is applied before this effect removes it. [Planar Chaos FAQ 2006/12/13]

58. Piracy Charm

Instant U (1) Planar Chaos (Common)
Choose one — Target creature gains islandwalk until end of turn; or target creature gets +2/-1 until end of turn; or target player discards a card.

59. Primal Plasma

Creature — Elemental Shapeshifter */* 3U (4) Planar Chaos (Common)
As Primal Plasma comes into play, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
  • If a creature comes into play as a copy of this card, its controller gets to choose. [Planar Chaos FAQ 2006/12/13]
  • If a creature that is in play changes to copy this card, it copies the choice that was made originally. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Defender, Rule 502.41.

60. Riptide Pilferer

Creature — Merfolk Rogue 1/1 1U (2) Planar Chaos (Uncommon)
Whenever Riptide Pilferer deals combat damage to a player, that player discards a card.
Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

61. Serendib Sorcerer

Creature — Human Wizard 1/1 1UU (3) Planar Chaos (Rare)
{T}: Target creature other than Serendib Sorcerer becomes 0/2 until end of turn.

62. Serra Sphinx

Creature — Sphinx 4/4 3UU (5) Planar Chaos (Rare)
Flying, vigilance

63. Big Game Hunter

Creature — Human Rebel Assassin 1/1 1BB (3) Planar Chaos (Uncommon)
When Big Game Hunter comes into play, destroy target creature with power 4 or greater. It can't be regenerated.
Madness {B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

64. Blightspeaker

Creature — Human Rebel Cleric 1/1 1B (2) Planar Chaos (Common)
{T}: Target player loses 1 life.
{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library.

65. Brain Gorgers

Creature — Zombie 4/2 3B (4) Planar Chaos (Common)
When you play Brain Gorgers, any player may sacrifice a creature. If a player does, counter Brain Gorgers.
Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
  • When this spell is played, the triggered ability goes on the stack on top of it. When the ability resolves, each player gets a chance (in turn order), to perform the action. If anyone does, then this spell is countered. [Planar Chaos FAQ 2006/12/13]
  • A player must actually pay the cost to counter it. Paying just part of the cost is now allowed. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Madness, Rule 502.24.

66. Circle of Affliction

Enchantment 1B (2) Planar Chaos (Uncommon)
As Circle of Affliction comes into play, choose a color.
Whenever a source of the chosen color deals damage to you, you may pay {1}. If you do, target player loses 1 life and you gain 1 life.
  • This ability goes on the stack after you are damaged. If the damage reduces your life to zero, the game will end before this ability can resolve. [Planar Chaos FAQ 2006/12/13]
  • You can target a player to lose the life that is different from the player that controlled the source that damaged you. [Planar Chaos FAQ 2006/12/13]
  • If several sources deal damage to you at once (as in combat damage), this ability triggers once for each source. [Planar Chaos FAQ 2006/12/13]

67. Cradle to Grave

Instant 1B (2) Planar Chaos (Common)
Destroy target nonblack creature that came into play this turn.

68. Dash Hopes

Instant BB (2) Planar Chaos (Common)
When you play Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes.
Counter target spell.
  • When this spell is played, the triggered ability goes on the stack on top of it. When the ability resolves, each player gets a chance (in turn order), to perform the action. If anyone does, then this spell is countered. [Planar Chaos FAQ 2006/12/13]
  • A player must actually pay the cost to counter it. Paying just part of the cost is now allowed. [Planar Chaos FAQ 2006/12/13]

69. Deadly Grub

Creature — Insect 3/1 2B (3) Planar Chaos (Common)
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Deadly Grub is put into a graveyard from play, if it had no time counters on it, put a 6/1 green Insect creature token into play with "This creature can't be the target of spells or abilities."

70. Enslave

Enchantment — Aura 4BB (6) Planar Chaos (Uncommon)
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, enchanted creature deals 1 damage to its owner.

71. Extirpate

Instant B (1) Planar Chaos (Rare)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.

72. Imp's Mischief

Instant 1B (2) Planar Chaos (Rare)
Change the target of target spell with a single target. You lose life equal to that spell's converted mana cost.
  • If there are no other legal targets, the target does not change but you still lose the life. [Planar Chaos FAQ 2006/12/13]
  • If a spell targets multiple things, you cannot use this spell on it even if all the other targets have become illegal. [Planar Chaos FAQ 2006/12/13]
  • If a spell targets the same thing multiple times, you cannot use this spell on it. [Planar Chaos FAQ 2006/12/13]
  • If you change a spell to target this spell, this spell will resolve first and leave that spell having an illegal target when it resolves. [Planar Chaos FAQ 2006/12/13]
  • A spell cannot target itself. See Rule G20.3f. [D'Angelo 2007/01/31]
  • Note - Also see Changing Targets, Rule 415.7.
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - Also see Targeting, Rule G20.3.

73. Magus of the Coffers

Creature — Human Wizard 4/4 4B (5) Planar Chaos (Rare)
{2}, {T}: Add {B} to your mana pool for each Swamp you control.

74. Midnight Charm

Instant B (1) Planar Chaos (Common)
Choose one — Midnight Charm deals 1 damage to target creature and you gain 1 life; or target creature gains first strike until end of turn; or tap target creature.

75. Mirri the Cursed

Legendary Creature — Vampire Cat 3/2 2BB (4) Planar Chaos (Rare)
Flying, first strike, haste
Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1 counter on Mirri the Cursed.

76. Muck Drubb

Creature — Beast 3/3 3BB (5) Planar Chaos (Uncommon)
Flash (You may play this spell any time you could play an instant.)
When Muck Drubb comes into play, change the target of target spell that targets only a single creature to Muck Drubb.
Madness {2}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
  • The spell's target is changed only if this is a legal target for that spell. [Planar Chaos FAQ 2006/12/13]
  • If a spell targets multiple things, you cannot use this spell on it even if all the other targets have become illegal. [Planar Chaos FAQ 2006/12/13]
  • If a spell targets the same thing multiple times, you cannot use this spell on it. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Flash, Rule 502.57.
  • Note - Also see Madness, Rule 502.24.

77. Phantasmagorian

Creature — Horror 6/6 5BB (7) Planar Chaos (Uncommon)
When you play Phantasmagorian, any player may discard three cards. If a player does, counter Phantasmagorian.
Discard three cards: Return Phantasmagorian from your graveyard to your hand.
  • When this spell is played, the triggered ability goes on the stack on top of it. When the ability resolves, each player gets a chance (in turn order), to perform the action. If anyone does, then this spell is countered. [Planar Chaos FAQ 2006/12/13]
  • A player must actually pay the cost to counter it. Paying just part of the cost is now allowed. [Planar Chaos FAQ 2006/12/13]

78. Ridged Kusite

Creature — Horror Spellshaper 1/1 B (1) Planar Chaos (Common)
{1}{B}, {T}, Discard a card: Target creature gets +1/+0 and gains first strike until end of turn.

79. Roiling Horror

Creature — Horror */* 3BB (5) Planar Chaos (Rare)
Roiling Horror's power and toughness are each equal to your life total minus the life total of an opponent with the most life.
Suspend X—{X}{B}{B}{B}. X can't be 0.
Whenever a time counter is removed from Roiling Horror while it's removed from the game, target player loses 1 life and you gain 1 life.
  • When the last time counter is removed, both the Suspend ability and the ability on this card trigger. You can put them on the stack in either order. If Suspend goes on the stack first, you alter life totals, then this spell is played. If Suspend goes on the stack last, the spell is played, and then you alter life titals. This can affect how much life players have when this card enters play. [Planar Chaos FAQ 2006/12/13]
  • If a player's life total is less than zero, this ability treats it as zero. [Planar Chaos FAQ 2006/12/13]
  • If your life total is less than or equal to the opponent with the most life, this card will have a toughness of zero or less and will be put into the graveyard as a state-based effect. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Suspend, Rule 502.59.
  • Note - Also see X Costs, Rule G24.1.

80. Spitting Sliver

Creature — Sliver 3/3 4B (5) Planar Chaos (Common)
All Slivers have first strike.

81. Temporal Extortion

Sorcery BBBB (4) Planar Chaos (Rare)
When you play Temporal Extortion, any player may pay half his or her life, rounded up. If a player does, counter Temporal Extortion.
Take an extra turn after this one.
  • When this spell is played, the triggered ability goes on the stack on top of it. When the ability resolves, each player gets a chance (in turn order), to perform the action. If anyone does, then this spell is countered. [Planar Chaos FAQ 2006/12/13]
  • A player must actually pay the cost to counter it. Paying just part of the cost is now allowed. [Planar Chaos FAQ 2006/12/13]

82. Treacherous Urge

Instant 4B (5) Planar Chaos (Uncommon)
Target opponent reveals his or her hand. You may put a creature card from it into play under your control. That creature has haste. Sacrifice it at end of turn.
  • If you don't control the creature at end of turn, it will not be sacrificed because you cannot sacrifice something you don't control. [Planar Chaos FAQ 2006/12/13]
  • If this is played during the End of Turn step, the sacfice will not occur until the next turn's End of Turn step. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Haste, Rule 502.5.

83. Waning Wurm

Creature — Zombie Wurm 7/6 3B (4) Planar Chaos (Uncommon)
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

84. Bog Serpent

Creature — Serpent 5/5 5B (6) Planar Chaos (Common)
Bog Serpent can't attack unless defending player controls a Swamp.
When you control no Swamps, sacrifice Bog Serpent.

85. Damnation

Sorcery 2BB (4) Planar Chaos (Rare)
Destroy all creatures. They can't be regenerated.

86. Dunerider Outlaw

Creature — Human Rebel Rogue 1/1 BB (2) Planar Chaos (Uncommon)
Protection from green
At end of turn, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it.
  • This card gets only one +1/+1 counter per turn regardless of how many times it damages an opponent that turn. [Planar Chaos FAQ 2006/12/13]
  • If its controller changes during the turn, at the time the ability resolves it checks each player it damaged is an opponent of its current controller. [Planar Chaos FAQ 2006/12/13]
  • If a player leaves the game, but that was damaged before leaving, this card will still remember having damaged them. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Protection, Rule 502.7.

87. Kor Dirge

Instant 2B (3) Planar Chaos (Uncommon)
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.

88. Melancholy

Enchantment — Aura 2B (3) Planar Chaos (Common)
Enchant creature
When Melancholy comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of your upkeep, sacrifice Melancholy unless you pay {B}.

89. Null Profusion

Enchantment 4BB (6) Planar Chaos (Rare)
Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.

90. Rathi Trapper

Creature — Human Rebel Rogue 1/2 1B (2) Planar Chaos (Common)
{B}, {T}: Tap target creature.

91. Shrouded Lore

Sorcery B (1) Planar Chaos (Uncommon)
Target opponent chooses a card in your graveyard. You may pay {B}. If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand.
  • You target an opponent when playing this. The opponent chooses a card during resolution. Once you decide not to pay to have them pick a different card, you get that card. [Planar Chaos FAQ 2006/12/13]
  • When it says "already chosen for ~this~", it means for this instance of this spell. If another Shrouded Lore resolves in the same turn, all cards are once again available to choose. [Planar Chaos FAQ 2006/12/13]

92. Vampiric Link

Enchantment — Aura B (1) Planar Chaos (Common)
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.

93. Æther Membrane

Creature — Wall 0/5 1RR (3) Planar Chaos (Uncommon)
Defender
Æther Membrane can block as though it had flying.
Whenever Æther Membrane blocks a creature, return that creature to its owner's hand at end of combat.

94. Akroma, Angel of Fury

Legendary Creature — Angel 6/6 5RRR (8) Planar Chaos (Rare)
Akroma, Angel of Fury can't be countered.
Flying, trample, protection from white, protection from blue
{R}: Akroma, Angel of Fury gets +1/+0 until end of turn.
Morph {3}{R}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

95. Battering Sliver

Creature — Sliver 4/4 5R (6) Planar Chaos (Common)
All Slivers have trample.

96. Detritivore

Creature — Lhurgoyf */* 2RR (4) Planar Chaos (Rare)
Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards.
Suspend X—{X}{3}{R}. X can't be 0.
Whenever a time counter is removed from Detritivore while it's removed from the game, destroy target nonbasic land.
  • When the last time counter is removed, both the Suspend ability and the ability on this card trigger. You can put them on the stack in either order. If Suspend goes on the stack first, you destroy a nonbasic land, then this spell is played. If Suspend goes on the stack last, the spell is played, and then you get to destroy a nonbasic land. This can affect how many nonbasic lands are in the opponent's graveyard when it enters play. [Planar Chaos FAQ 2006/12/13]
  • If your opponent has no nonbasic lands, and you do have one, you must target it. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Suspend, Rule 502.59.
  • Note - Also see X Costs, Rule G24.1.

97. Dust Corona

Enchantment — Aura R (1) Planar Chaos (Common)
Enchant creature
Enchanted creature gets +2/+0 and can't be blocked by creatures with flying.

98. Fatal Frenzy

Instant 2R (3) Planar Chaos (Rare)
Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at end of turn.
  • If you don't control the affected creature at end of turn, it is not sacrificed. [Planar Chaos FAQ 2006/12/13] This is because you can only sacrifice things you control. [D'Angelo 2007/01/30]
  • Note - Also see Trample, Rule 502.9.

99. Firefright Mage

Creature — Goblin Spellshaper 1/1 R (1) Planar Chaos (Common)
{1}{R}, {T}, Discard a card: Target creature can't be blocked this turn except by artifact creatures and/or red creatures.

100. Fury Charm

Instant 1R (2) Planar Chaos (Common)
Choose one — Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card.

101. Hammerheim Deadeye

Creature — Giant Warrior 3/3 3R (4) Planar Chaos (Uncommon)
Echo {5}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Hammerheim Deadeye comes into play, destroy target creature with flying.

102. Keldon Marauders

Creature — Human Warrior 3/3 1R (2) Planar Chaos (Common)
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player.

103. Lavacore Elemental

Creature — Elemental 5/3 2R (3) Planar Chaos (Uncommon)
Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a creature you control deals combat damage to a player, put a time counter on Lavacore Elemental.
  • The ability triggers for each separate creature you control that deals combat damage, including this one. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Vanishing, Rule 502.60.

104. Magus of the Arena

Creature — Human Wizard 5/5 4RR (6) Planar Chaos (Rare)
{3}, {T}: Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other.
  • If either target becomes illegal before the ability resolves, the ability taps the remaining target but no damage is dealt. If both targets become illegal, the ability is countered. [Planar Chaos FAQ 2006/12/13]
  • You choose your creature first, then your opponent chooses. [Planar Chaos FAQ 2006/12/13]
  • If an effect changes the targets of this ability, the choice of which opponent cannot be changed, but which creature that opponent controls that is targeted can be changed. [Planar Chaos FAQ 2006/12/13]
  • A tapped creature can be targeted. Tapping them again will do nothing, but they will still deal damage. [Planar Chaos FAQ 2006/12/13]

105. Needlepeak Spider

Creature — Spider 4/2 3R (4) Planar Chaos (Common)
Needlepeak Spider can block as though it had flying.

106. Shivan Meteor

Sorcery 3RR (5) Planar Chaos (Uncommon)
Shivan Meteor deals 13 damage to target creature.
Suspend 2—{1}{R}{R} (Rather than play this card from your hand, you may pay {1}{R}{R} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
  • If the Suspend ability is used to play this and there is no valid target on resolution, then it stays removed from the game and does nothing. [D'Angelo 2007/08/01] See Rule 409.1c.
  • Note - Also see Suspend, Rule 502.59.

107. Stingscourger

Creature — Goblin Warrior 2/2 1R (2) Planar Chaos (Common)
Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Stingscourger comes into play, return target creature an opponent controls to its owner's hand.

108. Sulfur Elemental

Creature — Elemental 3/2 2R (3) Planar Chaos (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
White creatures get +1/-1.

109. Timecrafting

Instant XR (1) Planar Chaos (Uncommon)
Choose one — Remove X time counters from target permanent or suspended card; or put X time counters on target permanent with a time counter on it or suspended card.

110. Torchling

Creature — Shapeshifter 3/3 3RR (5) Planar Chaos (Rare)
{R}: Untap Torchling.
{R}: Target creature blocks Torchling this turn if able.
{R}: Change the target of target spell that targets only Torchling.
{1}: Torchling gets +1/-1 until end of turn.
{1}: Torchling gets -1/+1 until end of turn.
  • With the third ability, if there is no other legal target, it will not change. [Planar Chaos FAQ 2006/12/13]
  • If a spell targets multiple things, you cannot use the target changnig ability on it even if all the other targets have become illegal. [Planar Chaos FAQ 2006/12/13]
  • If a spell targets the same thing multiple times, you cannot use the target changing ability on it. [Planar Chaos FAQ 2006/12/13]

111. Volcano Hellion

Creature — Hellion 6/5 2RR (4) Planar Chaos (Rare)
Volcano Hellion has echo {X}, where X is your life total.
When Volcano Hellion comes into play, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented.
  • During resolution of the triggered ability, you choose a number. It does that much damage. You can choose zero. [Planar Chaos FAQ 2006/12/13]
  • The Echo cost is determined at the time the Echo ability resolves. [Planar Chaos FAQ 2006/12/13]

112. Boom (Boom/Bust)

Sorcery 1R (2) Planar Chaos (Rare)
Destroy target land you control and target land you don't control.

113. Dead (Dead/Gone)

Instant R (1) Planar Chaos (Common)
Dead deals 2 damage to target creature.

114. Rough (Rough/Tumble)

Sorcery 1R (2) Planar Chaos (Uncommon)
Rough deals 2 damage to each creature without flying.

115. Blood Knight

Creature — Human Knight 2/2 RR (2) Planar Chaos (Uncommon)
First strike, protection from white

116. Brute Force

Instant R (1) Planar Chaos (Common)
Target creature gets +3/+3 until end of turn.

117. Molten Firebird

Creature — Phoenix 2/2 4R (5) Planar Chaos (Rare)
Flying
When Molten Firebird is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step.
{4}{R}: Remove Molten Firebird from the game.
  • The player who controls this when it leaves play skips their draw step, even if this card comes into play under a different player's control. [Planar Chaos FAQ 2006/12/13]
  • The second ability can only be played while it is in play. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Skip, Rule G19.11.

118. Prodigal Pyromancer

Creature — Human Wizard 1/1 2R (3) Planar Chaos (Common)
{T}: Prodigal Pyromancer deals 1 damage to target creature or player.

119. Pyrohemia

Enchantment 2RR (4) Planar Chaos (Uncommon)
At end of turn, if no creatures are in play, sacrifice Pyrohemia.
{R}: Pyrohemia deals 1 damage to each creature and each player.

120. Reckless Wurm

Creature — Wurm 4/4 3RR (5) Planar Chaos (Uncommon)
Trample
Madness {2}{R} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

121. Shivan Wumpus

Creature — Beast 6/6 3R (4) Planar Chaos (Rare)
Trample
When Shivan Wumpus comes into play, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library.
  • Players get the change in turn order. Once one player pays, no other player can pay. If all decline, this stays in play. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Trample, Rule 502.9.

122. Simian Spirit Guide

Creature — Ape Spirit 2/2 2R (3) Planar Chaos (Common)
Remove Simian Spirit Guide in your hand from the game: Add {R} to your mana pool.
  • The ability is a mana ability. [Planar Chaos FAQ 2006/12/13]

123. Skirk Shaman

Creature — Goblin Shaman 2/2 1RR (3) Planar Chaos (Common)
Skirk Shaman can't be blocked except by artifact creatures and/or red creatures.

124. Ana Battlemage

Creature — Human Wizard 2/2 2G (3) Planar Chaos (Uncommon)
Kicker {2}{U} and/or {1}{B}
When Ana Battlemage comes into play, if the {2}{U} kicker cost was paid, target player discards three cards.
When Ana Battlemage comes into play, if the {1}{B} kicker cost was paid, tap target untapped creature and that creature deals damage equal to its power to its controller.
  • If the {1}{B} kicker was paid and there are no other untapped creatures in play to target, you may be forced to target this card with the ability. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Kicker, Rule 502.21.

125. Citanul Woodreaders

Creature — Human Druid 1/4 2G (3) Planar Chaos (Common)
Kicker {2}{G} (You may pay an additional {2}{G} as you play this spell.)
When Citanul Woodreaders comes into play, if the kicker cost was paid, draw two cards.

126. Deadwood Treefolk

Creature — Treefolk 3/6 5G (6) Planar Chaos (Uncommon)
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Deadwood Treefolk comes into play or leaves play, return another target creature card from your graveyard to your hand.

127. Evolution Charm

Instant 1G (2) Planar Chaos (Common)
Choose one — Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn.

128. Fungal Behemoth

Creature — Fungus */* 3G (4) Planar Chaos (Rare)
Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control.
Suspend X—{X}{G}{G}. X can't be 0.
Whenever a time counter is removed from Fungal Behemoth while it's removed from the game, you may put a +1/+1 counter on target creature.
  • When the last time counter is removed, both the Suspend ability and the ability on this card trigger. You can put them on the stack in either order. If Suspend goes on the stack first, you place a +1/+1 counter, then this spell is played. If Suspend goes on the stack last, the spell is played, and then you get to place a +1/+1 counter. This can affect how many +1/+1 counters are on your creatures when it enters play. [Planar Chaos FAQ 2006/12/13]
  • The ability does count +1/+1 counters on this creature, if there are any. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Suspend, Rule 502.59.
  • Note - Also see X Costs, Rule G24.1.

129. Giant Dustwasp

Creature — Insect 3/3 3GG (5) Planar Chaos (Common)
Flying
Suspend 4—{1}{G} (Rather than play this card from your hand, you may pay {1}{G} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

130. Hunting Wilds

Sorcery 3G (4) Planar Chaos (Uncommon)
Kicker {3}{G} (You may pay an additional {3}{G} as you play this spell.)
Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library.
If the kicker cost was paid, untap all Forests put into play this way. They become 3/3 green creatures with haste that are still lands.

131. Jedit Ojanen of Efrava

Legendary Creature — Cat Warrior Lord 5/5 3GGG (6) Planar Chaos (Rare)
Forestwalk
Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play.

132. Kavu Predator

Creature — Kavu 2/2 1G (2) Planar Chaos (Uncommon)
Trample
Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator.

133. Life and Limb

Enchantment 3G (4) Planar Chaos (Rare)
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types.
  • Each Forest and Saproling is both a creature and a land, and it has land subtype Forest and creature subtype Saproling. [Planar Chaos FAQ 2006/12/13]
  • The effect ends when this card leaves play. [Planar Chaos FAQ 2006/12/13]
  • Forests that come into play while this card is in play enter play as land creatures. They will have summoning sickness. [Planar Chaos FAQ 2006/12/13]
  • Saprolings in play have the ability "{Tap}: Add {G} to your mana pool.". [Planar Chaos FAQ 2006/12/13]
  • Saprolings in play are Forests but they are not basic lands. [Planar Chaos FAQ 2006/12/13]
  • With this card in play, Mistform Ultimus is a Legendary 1/1 green land creature that has land type Forest and all creature types. [Planar Chaos FAQ 2006/12/13]

134. Magus of the Library

Creature — Human Wizard 1/1 GG (2) Planar Chaos (Rare)
{T}: Add {1} to your mana pool.
{T}: Draw a card. Play this ability only if you have exactly seven cards in hand.

135. Mire Boa

Creature — Snake 2/1 1G (2) Planar Chaos (Common)
Swampwalk
{G}: Regenerate Mire Boa.

136. Pouncing Wurm

Creature — Wurm 3/3 3G (4) Planar Chaos (Uncommon)
Kicker {2}{G} (You may pay an additional {2}{G} as you play this spell.)
If the kicker cost was paid, Pouncing Wurm comes into play with three +1/+1 counters on it and with haste.

137. Psychotrope Thallid

Creature — Fungus 1/1 2G (3) Planar Chaos (Uncommon)
At the beginning of your upkeep, put a spore counter on Psychotrope Thallid.
Remove three spore counters from Psychotrope Thallid: Put a 1/1 green Saproling creature token into play.
{1}, Sacrifice a Saproling: Draw a card.

138. Reflex Sliver

Creature — Sliver 2/2 3G (4) Planar Chaos (Common)
All Slivers have haste.

139. Sophic Centaur

Creature — Centaur Spellshaper 1/1 3G (4) Planar Chaos (Uncommon)
{2}{G}{G}, {T}, Discard a card: You gain 2 life for each card in your hand.

140. Timbermare

Creature — Elemental 5/5 3G (4) Planar Chaos (Rare)
Haste
Echo {5}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Timbermare comes into play, tap all other creatures.
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was creature type "Elemental" until Oracle 2007/10/01, when it became "Elemental Horse".

141. Uktabi Drake

Creature — Drake 2/1 G (1) Planar Chaos (Common)
Flying, haste
Echo {1}{G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

142. Utopia Vow

Enchantment — Aura 1G (2) Planar Chaos (Common)
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "{T}: Add one mana of any color to your mana pool."

143. Vitaspore Thallid

Creature — Fungus 1/1 1G (2) Planar Chaos (Common)
At the beginning of your upkeep, put a spore counter on Vitaspore Thallid.
Remove three spore counters from Vitaspore Thallid: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Target creature gains haste until end of turn.

144. Wild Pair

Enchantment 4GG (6) Planar Chaos (Rare)
Whenever a creature comes into play, if you played it from your hand, you may search your library for a creature card with the same total power and toughness and put it into play. If you do, shuffle your library.
  • If you play a 2/2 Grizzly Bears, you can search for any creature with total power and toughness of 4. For example: 0/4, 1/3, 2/2, or 3/1. [Planar Chaos FAQ 2006/12/13]
  • The power/toughness to search for is determined by the current power/toughness when this ability resolves. [Planar Chaos FAQ 2006/12/13]
  • If the total power+toughness is less than zero, it is treated as zero. [Planar Chaos FAQ 2006/12/13]
  • See Rule 208.2 to see how to treat a '*' on a card. [D'Angelo 2008/02/10]

145. Essence Warden

Creature — Elf Shaman 1/1 G (1) Planar Chaos (Common)
Whenever another creature comes into play, you gain 1 life.

146. Fa'adiyah Seer

Creature — Human Shaman 1/1 1G (2) Planar Chaos (Common)
{T}: Draw a card and reveal it. If it isn't a land card, discard it.
  • Be sure to reveal the drawn card before adding it to your hand. [Planar Chaos FAQ 2006/12/13]
  • If the draw is replaced (even with another draw), then the rest of this ability is ignored. You don't reveal or discard due to this card. [Planar Chaos FAQ 2006/12/13]

147. Gaea's Anthem

Enchantment 1GG (3) Planar Chaos (Rare)
Creatures you control get +1/+1.

148. Groundbreaker

Creature — Elemental 6/1 GGG (3) Planar Chaos (Rare)
Trample, haste
At end of turn, sacrifice Groundbreaker.

149. Harmonize

Sorcery 2GG (4) Planar Chaos (Uncommon)
Draw three cards.

150. Healing Leaves

Instant G (1) Planar Chaos (Common)
Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.

151. Hedge Troll

Creature — Troll Cleric 2/2 2G (3) Planar Chaos (Uncommon)
Hedge Troll gets +1/+1 as long as you control a Plains.
{W}: Regenerate Hedge Troll.

152. Keen Sense

Enchantment — Aura G (1) Planar Chaos (Uncommon)
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
  • It triggers when the creature damages one of your opponents (since you are the controller of this enchantment), not one of the creature's controller's opponents. So if this is on an opponent's creature it triggers when that creature damages them, not you. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Aura, Rule G1.30.

153. Seal of Primordium

Enchantment 1G (2) Planar Chaos (Common)
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.

154. Cautery Sliver

Creature — Sliver 2/2 WR (2) Planar Chaos (Uncommon)
All Slivers have "{1}, Sacrifice this creature: This creature deals 1 damage to target creature or player."
All Slivers have "{1}, Sacrifice this creature: Prevent the next 1 damage that would be dealt to target Sliver or player this turn."

155. Darkheart Sliver

Creature — Sliver 2/2 BG (2) Planar Chaos (Uncommon)
All Slivers have "Sacrifice this creature: You gain 3 life."
  • Since the text is put on the slivers, the controller of the sliver gets to choose when to play the ability and gains the life. [Planar Chaos FAQ 2006/12/13]

156. Dormant Sliver

Creature — Sliver 2/2 2UG (4) Planar Chaos (Uncommon)
All Slivers have defender and "When this creature comes into play, draw a card."
  • Since the text is put on the slivers, the controller of any sliver that comes into play draws the card. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Defender, Rule 502.41.

157. Frenetic Sliver

Creature — Sliver 2/2 1UR (3) Planar Chaos (Uncommon)
All Slivers have "{0}: If this creature is in play, flip a coin. If you win the flip, remove this creature from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it."
  • Since the text is put on the slivers, the controller of the sliver gets to choose when to play the ability and they control the ability. [Planar Chaos FAQ 2006/12/13]
  • The ability can be played any number of times, but only the first one to resolve will do anything. The rest will do nothing. [Planar Chaos FAQ 2006/12/13]

158. Intet, the Dreamer

Legendary Creature — Dragon 6/6 3URG (6) Planar Chaos (Rare)
Flying
Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play.
  • After this card leaves play, the removed cards stay removed from game with no way to play them, but you can still loook at them. [Planar Chaos FAQ 2006/12/13]
  • When you play the removed card, it leaves the removed-from-game zone. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Legendary, Rule G12.9.

159. Necrotic Sliver

Creature — Sliver 2/2 1WB (3) Planar Chaos (Uncommon)
All Slivers have "{3}, Sacrifice this creature: Destroy target permanent."
  • Since the text is put on the slivers, the controller of the sliver gets to choose when to play the ability and what to target with it. [Planar Chaos FAQ 2006/12/13]

160. Numot, the Devastator

Legendary Creature — Dragon 6/6 3WUR (6) Planar Chaos (Rare)
Flying
Whenever Numot, the Devastator deals combat damage to a player, you may pay {2}{R}. If you do, destroy up to two target lands.
  • You choose the targets when the ability is put on the stack, but don't choose whether or not to pay the mana until resolution. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Legendary, Rule G12.9.

161. Oros, the Avenger

Legendary Creature — Dragon 6/6 3WBR (6) Planar Chaos (Rare)
Flying
Whenever Oros, the Avenger deals combat damage to a player, you may pay {2}{W}. If you do, Oros deals 3 damage to each nonwhite creature.

162. Radha, Heir to Keld

Legendary Creature — Elf Warrior 2/2 RG (2) Planar Chaos (Rare)
Whenever Radha, Heir to Keld attacks, you may add {R}{R} to your mana pool.
{T}: Add {G} to your mana pool.
  • The triggered ability is not a mana ability. It goes on the stack and can be countered. [Planar Chaos FAQ 2006/12/13]
  • If you choose to get the red mana, you have until the end of the combat phase to use it or deal with mana burn. [D'Angelo 2007/02/28]
  • Note - Also see Legendary, Rule G12.9.

163. Teneb, the Harvester

Legendary Creature — Dragon 6/6 3WBG (6) Planar Chaos (Rare)
Flying
Whenever Teneb, the Harvester deals combat damage to a player, you may pay {2}{B}. If you do, put target creature card in a graveyard into play under your control.

164. Vorosh, the Hunter

Legendary Creature — Dragon 6/6 3UBG (6) Planar Chaos (Rare)
Flying
Whenever Vorosh, the Hunter deals combat damage to a player, you may pay {2}{G}. If you do, put six +1/+1 counters on Vorosh.

165. Urborg, Tomb of Yawgmoth

Legendary Land Planar Chaos (Rare)
Each land is a Swamp in addition to its other land types.
  • While in play, this card is a Swamp, and just like all Swamps it has the "{Tap}: Add {B} to your mana pool." ability. [Planar Chaos FAQ 2006/12/13]
  • If this card loses its abilities, all lands will still be Swamps. This is because of how continuouse effects work. The type-changing ability is applied before this card loses its abilities. [Planar Chaos FAQ 2006/12/13]
  • Note - Also see Legendary, Rule G12.9.

166. Bust (Boom/Bust)

Sorcery 5R (6) Planar Chaos (Rare)
Destroy all lands.

167. Gone (Dead/Gone)

Instant 2R (3) Planar Chaos (Common)
Return target creature you don't control to its owner's hand.

168. Tumble (Rough/Tumble)

Sorcery 5R (6) Planar Chaos (Uncommon)
Tumble deals 6 damage to each creature with flying.