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Prophecy

 Prophezeihung  ProphĂ©tie  Profezia  ProfecĂ­a  Profecia

→ Checklist → Cards

1. Abolish

Instant 1WW (3) Prophecy (Uncommon)
You may discard a plains from your hand instead of paying Abolish's mana cost.
Destroy target artifact or enchantment.
  • You may discard a non-basic land that "counts as" or "is" a plains. [DeLaney 2000/05/29]

2. Aura Fracture

Enchantment 2W (3) Prophecy (Common)
Sacrifice a land: Destroy target enchantment.

3. Avatar of Hope

Creature - Avatar 4/9 6WW (8) Prophecy (Rare)
Flying
If you have 3 life or less, Avatar of Hope costs {6} less to play.
Avatar of Hope may block any number of creatures.
  • The converted mana cost (see Rule G3.29) of this card is still 8, even if you only pay {W}{W} to play it. [DeLaney 2000/05/29]

4. Blessed Wind

Sorcery 7WW (9) Prophecy (Rare)
Target player's life total becomes 20.
  • This counts as gaining or losing life as appropriate. [Prophecy FAQ 2000/05/25]

5. Celestial Convergence

Enchantment 2WW (4) Prophecy (Rare)
Celestial Convergence comes into play with seven omen counters on it.
At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for the highest life total, the game is a draw.

6. Diving Griffin

Creature - Griffin 2/2 1WW (3) Prophecy (Common)
Flying
Attacking doesn't cause Diving Griffin to tap.

7. Entangler

Enchant Creature 2WW (4) Prophecy (Uncommon)
Enchanted creature may block any number of creatures.

8. Excise

Instant XW (1) Prophecy (Common)
Remove target attacking creature from the game unless its controller pays {X}.

9. Flowering Field

Enchant Land 1W (2) Prophecy (Uncommon)
Enchanted land has "{T}: Prevent the next one damage that would be dealt to target creature or player this turn."
  • The land's controller gets to play the ability. [DeLaney 2000/05/29]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

10. Glittering Lion

Creature - Cat 2/2 2W (3) Prophecy (Uncommon)
Prevent all damage that would be dealt to Glittering Lion.
{3}: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability.

11. Glittering Lynx

Creature - Cat 1/1 W (1) Prophecy (Common)
Prevent all damage that would be dealt to Glittering Lynx.
{2}: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability.

12. Jeweled Spirit

Creature - Spirit 3/3 3WW (5) Prophecy (Rare)
Flying
Sacrifice two lands: Jeweled Spirit gains protection from artifacts or protection from the color of your choice until end of turn.

13. Mageta the Lion

Creature - Spellshaper Legend 3/3 3WW (5) Prophecy (Rare)
{2}{W}{W}, {T}, Discard two cards from your hand: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Spellshaper". Then with Oracle 2007/10/01 it became "Human Spellshaper".

14. Mageta's Boon

Enchant Creature 1W (2) Prophecy (Common)
You may play Mageta's Boon any time you could play an instant.
Enchanted creature gets +1/+2.
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Flash, Rule 502.57.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

15. Mercenary Informer

Creature - Rebel Mercenary 2/1 2W (3) Prophecy (Rare)
Mercenary Informer can't be the target of black spells or abilities.
{2}{W}: Put target Mercenary card on the bottom of its owner's library.
  • It can target Mercenary cards or tokens in play. [WotC Rules Team 2000/06/06]
  • Note - This card was creature type "Rebel Mercenary" until Oracle 2007/10/01, when it became "Human Rebel Mercenary".

16. Mine Bearer

Creature - Soldier 1/1 2W (3) Prophecy (Common)
{T}, Sacrifice Mine Bearer: Destroy target attacking creature.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

17. Mirror Strike

Instant 3W (4) Prophecy (Uncommon)
Target unblocked creature deals combat damage to its controller instead of to you this turn.

18. Reveille Squad

Creature - Rebel 3/3 2WW (4) Prophecy (Uncommon)
Whenever you're attacked, if Reveille Squad is untapped, you may untap all creatures you control.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

19. Rhystic Circle

Enchantment 2WW (4) Prophecy (Common)
{1}: Any player may pay {1}. If no one does, the next time a source of your choice would deal damage to you this turn, prevent that damage.
  • Cannot be used to prevent damage to your creatures, just to you. [DeLaney 2000/05/29]

20. Rhystic Shield

Instant 1W (2) Prophecy (Common)
Creatures you control get +0/+1 until end of turn. They get an additional +0/+2 until end of turn unless any player pays {2}.
  • Each player (starting with the current player and going in turn order) gets the option to pay when this spell resolves. [Prophecy FAQ 2000/05/25]
  • Only affects creatures you control when it resolves. [DeLaney 2000/05/29]

21. Samite Sanctuary

Enchantment 2W (3) Prophecy (Rare)
{2}: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may play this ability.

22. Sheltering Prayers

Enchantment W (1) Prophecy (Rare)
Basic lands each player controls can't be the targets of spells or abilities as long as that player controls three or fewer lands.

23. Shield Dancer

Creature - Rebel 1/3 2W (3) Prophecy (Uncommon)
{2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.
  • If the ability is used twice, it will cause the next two attacks this turn (which only happens if something gives a player two attacks) from the creature to "reflect" back to itself. It will not result in double damage back from a single attack. [Prophecy FAQ 2000/05/25]
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

24. Soul Charmer

Creature - Rebel 2/2 2W (3) Prophecy (Common)
Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays {2}.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

25. Sword Dancer

Creature - Rebel 1/2 1W (2) Prophecy (Uncommon)
{W}{W}: Target attacking creature gets -1/-0 until end of turn.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

26. Trenching Steed

Creature - Rebel 2/3 3W (4) Prophecy (Common)
Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Horse Rebel".

27. Troubled Healer

Creature - Cleric 1/2 2W (3) Prophecy (Common)
Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

28. Alexi, Zephyr Mage

Creature - Spellshaper Legend 3/3 3UU (5) Prophecy (Rare)
{X}{U}, {T}, Discard two cards from your hand: Return X target creatures to their owners' hands.

29. Alexi's Cloak

Enchant Creature 1U (2) Prophecy (Common)
You may play Alexi's Cloak any time you could play an instant.
Enchanted creature can't be the target of spells or abilities.

30. Avatar of Will

Creature - Avatar 5/6 6UU (8) Prophecy (Rare)
Flying
If an opponent has no cards in hand, Avatar of Will costs {6} less to play.
  • The converted mana cost (see Rule G3.29) of this card is still 8, even if you only pay {U}{U} to play it. [DeLaney 2000/05/29]

31. Coastal Hornclaw

Creature - Bird 3/3 4U (5) Prophecy (Common)
Sacrifice a land: Coastal Hornclaw gains flying until end of turn.

32. Denying Wind

Sorcery 7UU (9) Prophecy (Rare)
Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library.

33. Excavation

Enchantment 1U (2) Prophecy (Uncommon)
{1}, Sacrifice a land: Draw a card. Any player may play this ability.

34. Foil

Instant 2UU (4) Prophecy (Uncommon)
You may discard an island and another card from your hand instead of paying Foil's mana cost.
Counter target spell.
  • You may discard a non-basic land that "counts as" or "is" an Island, but not one that produces blue mana but doesn't actually say it is an Island. [DeLaney 2000/05/29]

35. Gulf Squid

Creature - Beast 2/2 3U (4) Prophecy (Common)
When Gulf Squid comes into play, tap all lands target player controls.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Squid Beast".

36. Hazy Homunculus

Creature - Illusion 1/1 1U (2) Prophecy (Common)
Hazy Homunculus is unblockable as long as defending player controls an untapped land.
  • Note - This card was creature type "Illusion" until Oracle 2007/10/01, when it became "Homunculus Illusion".

37. Heightened Awareness

Enchantment 3UU (5) Prophecy (Rare)
As Heightened Awareness comes into play, discard your hand.
At the beginning of your draw step, draw a card.
  • The main effect of this card is that you get to draw an extra card (in addition to your normal one) each of your draw steps. [Prophecy FAQ 2000/05/25]

38. Mana Vapors

Sorcery 1U (2) Prophecy (Uncommon)
Lands target player controls don't untap during his or her next untap step.
  • Only affects lands target player controls when the spell resolves. [DeLaney 2000/05/29]

39. Overburden

Enchantment 1U (2) Prophecy (Rare)
Whenever a player puts a creature card into play, that player returns a land he or she controls to its owner's hand.

40. Psychic Theft

Sorcery 1U (2) Prophecy (Rare)
Look at target player's hand, choose an instant or sorcery card from it, and remove that card from the game. You may play the card as though it were in your hand as long as it is removed from the game. At end of turn, if you haven't played the card, return it to its owner's hand.
  • The card is revealed to all players while it is removed from the game. [DeLaney 2000/05/29]
  • You can play the instant or sorcery during the end of turn step after you put the "at end of turn" trigger on the stack, as long as you do so before that trigger resolves. [Prophecy FAQ 2000/05/25]
  • The card may only be played once. Once it is announced and put on the stack, the card is no longer removed from the game and the effect of Psychic Theft ends. [D'Angelo 2000/07/06]

41. Quicksilver Wall

Creature - Wall 1/6 2U (3) Prophecy (Uncommon)
(Walls can't attack.)
{4}: Return Quicksilver Wall to its owner's hand. Any player may play this ability.

42. Rethink

Instant 2U (3) Prophecy (Common)
Counter target spell unless its controller pays {X}, where X is its converted mana cost.

43. Rhystic Deluge

Enchantment 2U (3) Prophecy (Common)
{U}: Tap target creature unless its controller pays {1}.
  • The creature's controller gets the option to pay when this ability resolves. [Prophecy FAQ 2000/05/25]

44. Rhystic Scrying

Sorcery 2UU (4) Prophecy (Uncommon)
Draw three cards. Then, if any player pays {2}, discard three cards from your hand.
  • Each player (starting with the current player and going in turn order) gets the option to pay when this spell resolves. [Prophecy FAQ 2000/05/25]

45. Rhystic Study

Enchantment 2U (3) Prophecy (Common)
Whenever an opponent plays a spell, you may draw a card unless that player pays {1}.
  • The player gets the option to pay when this triggered ability resolves. [Prophecy FAQ 2000/05/25] This will be after the spell is announced, but before it resolves. [DeLaney 2000/06/20]
  • You don't have to decide whether or not you are drawing until after the player decides whether or not to pay. [DeLaney 2000/05/29]

46. Ribbon Snake

Creature - Snake 2/3 1UU (3) Prophecy (Common)
Flying
{2}: Ribbon Snake loses flying until end of turn. Any player may play this ability.

47. Shrouded Serpent

Creature - Serpent 4/4 4UUU (7) Prophecy (Rare)
Whenever Shrouded Serpent attacks, defending player may pay {4}. If he or she doesn't, Shrouded Serpent is unblockable this turn.

48. Spiketail Drake

Creature - Drake 3/3 3UU (5) Prophecy (Uncommon)
Flying
Sacrifice Spiketail Drake: Counter target spell unless its controller pays {3}.
  • The spell's controller gets the option to pay when this ability resolves. [Prophecy FAQ 2000/05/25]

49. Spiketail Hatchling

Creature - Drake 1/1 1U (2) Prophecy (Common)
Flying
Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays {1}.
  • The spell's controller gets the option to pay when this ability resolves. [Prophecy FAQ 2000/05/25]

50. Stormwatch Eagle

Creature - Bird 2/1 3U (4) Prophecy (Common)
Flying
Sacrifice a land: Return Stormwatch Eagle to its owner's hand.

51. Sunken Field

Enchant Land 1U (2) Prophecy (Uncommon)
Enchanted land has "{T}: Counter target spell unless its controller pays {1}."
  • The spell's controller gets the option to pay when the ability resolves. [Prophecy FAQ 2000/05/25]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

52. Troublesome Spirit

Creature - Spirit 3/4 2UU (4) Prophecy (Rare)
Flying
At the end of your turn, tap all lands you control.

53. Windscouter

Creature - Ship 3/3 3U (4) Prophecy (Uncommon)
Flying
Whenever Windscouter attacks or blocks, return it to owner's hand at end of combat.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Human Scout".

54. Withdraw

Instant UU (2) Prophecy (Common)
Return target creature to its owner's hand. Then return another target creature to its owners hand unless its controller pays {1}.
  • The creature's controller gets the option to pay when the spell resolves. [Prophecy FAQ 2000/05/25]
  • The two creatures may have different controllers. [DeLaney 2000/05/29]
  • Must target two different creatures. [DeLaney 2000/06/20]
  • You choose on announcement which creature is the one that can be paid to prevent the effect. The payment itself is made on resolution (if at all). [DeLaney 2000/06/20]

55. Agent of Shauku

Creature - Mercenary 1/1 1B (2) Prophecy (Common)
{1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

56. Avatar of Woe

Creature - Avatar 6/5 6BB (8) Prophecy (Rare)
If there are ten or more creature cards total in all graveyards, Avatar of Woe costs {6} less to play.
Avatar of Woe can't be blocked except by artifact creatures and/or black creatures.
{T}: Destroy target creature. It can't be regenerated.
  • The converted mana cost (see Rule G3.29) of this card is still 8, even if you only pay {B}{B} to play it. [DeLaney 2000/05/29]
  • Note - Also see Fear, Rule 502.25.

57. Bog Elemental

Creature - Elemental 5/4 3BB (5) Prophecy (Rare)
Protection from white
At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land.

58. Bog Glider

Creature - Mercenary 1/1 2B (3) Prophecy (Common)
Flying
{T}, Sacrifice a land: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Mercenary card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

59. Chilling Apparition

Creature - Ghost 1/1 2B (3) Prophecy (Uncommon)
{B}: Regenerate Chilling Apparition.
Whenever Chilling Apparition deals combat damage to a player, that player discards a card from his or her hand.
  • Note - This card was creature type "Ghost" until Oracle 2007/10/01, when it became "Spirit".

60. Coffin Puppets

Creature - Zombie 3/3 3BB (5) Prophecy (Rare)
Sacrifice two lands: Return Coffin Puppets to play. Play this ability only during your upkeep, only if Coffin Puppets is in your graveyard, and only if you control a swamp.
  • The ability works even if you sacrifice your last swamp to activate it. It only checks for a swamp at announcement time. [Prophecy FAQ 2000/05/25]

61. Death Charmer

Creature - Mercenary 2/2 2B (3) Prophecy (Common)
Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays {2}.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Worm Mercenary".

62. Despoil

Sorcery 3B (4) Prophecy (Common)
Destroy target land. Its controller loses 2 life.

63. Endbringer's Revel

Enchantment 2B (3) Prophecy (Uncommon)
{4}: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery.

64. Fen Stalker

Creature - Nightstalker 3/2 3B (4) Prophecy (Common)
Fen Stalker can't be blocked except by artifact creatures and/or black creatures as long as you control no untapped lands.

65. Flay

Sorcery 3B (4) Prophecy (Common)
Target player discards a card at random from his or her hand. Then that player discards another card at random from his or her hand unless he or she pays {1}.
  • The player gets the option to pay when this spell resolves. [Prophecy FAQ 2000/05/25]
  • The player gets to see the first discard before choosing whether or not to pay. [Prophecy FAQ 2000/05/25]

66. Greel, Mind Raker

Creature - Spellshaper Legend 3/3 3BB (5) Prophecy (Rare)
{X}{B}, {T}, Discard two cards from your hand: Target player discards X cards at random from his or her hand.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Spellshaper". Then with Oracle 2007/10/01 it became "Horror Spellshaper".

67. Greel's Caress

Enchant Creature 1B (2) Prophecy (Common)
You may play Greel's Caress any time you could play an instant.
Enchanted creature gets -3/-0.

68. Infernal Genesis

Enchantment 4BB (6) Prophecy (Rare)
At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is the card's converted mana cost.

69. Nakaya Shade

Creature - Shade 1/1 1B (2) Prophecy (Uncommon)
{B}: Nakaya Shade gets +1/+1 until end of turn unless any player pays {2}.
  • Each player gets the option to pay when the ability resolves. [Prophecy FAQ 2000/05/25]

70. Noxious Field

Enchant Land 1BB (3) Prophecy (Uncommon)
Enchanted land has "{T}: This land deals 1 damage to each creature and each player."
  • The damage dealt by a land is normally colorless. [Prophecy FAQ 2000/05/25]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

71. Outbreak

Sorcery 3B (4) Prophecy (Uncommon)
You may discard a swamp from your hand instead of paying Outbreak's mana cost.
Choose a creature type. All creatures of that type get -1/-1 until end of turn.
  • You may discard a non-basic land that "counts as" or "is" a swamp. [DeLaney 2000/05/29]
  • You choose the creature type during resolution. [D'Angelo 2008/02/05]
  • Note - Also see Rule 212.1e for how to choose a creature type.

72. Pit Raptor

Creature - Mercenary 4/3 2BB (4) Prophecy (Uncommon)
Flying, first strike
At the beginning of your upkeep, sacrifice Pit Raptor unless you pay {2}{B}{B}.

73. Plague Fiend

Creature - Insect 1/1 1B (2) Prophecy (Common)
Whenever Plague Fiend deals combat damage to a creature, destroy that creature unless its controller pays {2}.
  • The creature's controller gets the option to pay when the triggered ability resolves. [Prophecy FAQ 2000/05/25]

74. Plague Wind

Sorcery 7BB (9) Prophecy (Rare)
Destroy all creatures you don't control. They can't be regenerated.

75. Rebel Informer

Creature - Mercenary Rebel 1/2 2B (3) Prophecy (Rare)
Rebel Informer can't be the target of white spells or abilities.
{3}: Put target Rebel card on the bottom of its owner's library.
  • It can target Rebel cards or tokens in play. [WotC Rules Team 2000/06/06]
  • Note - This card was creature type "Mercenary Rebel" until Oracle 2007/10/01, when it became "Human Mercenary Rebel".

76. Rhystic Syphon

Sorcery 3BB (5) Prophecy (Uncommon)
Unless target player pays {3}, he or she loses 5 life and you gain 5 life.

77. Rhystic Tutor

Sorcery 2B (3) Prophecy (Rare)
Unless any player pays {2}, search you library for a card and put that card into your hand, then shuffle your library.

78. Soul Strings

Sorcery XB (1) Prophecy (Common)
Return two target creature cards from your graveyard to your hand unless any player pays {X}.

79. Steal Strength

Instant 1B (2) Prophecy (Common)
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.

80. Wall of Vipers

Creature - Wall 2/4 2B (3) Prophecy (Uncommon)
(Walls can't attack.)
{3}: Destroy Wall of Vipers and target creature it is blocking. Any player may play this ability.

81. Whipstitched Zombie

Creature - Zombie 2/2 1B (2) Prophecy (Common)
At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay {B}.

82. Avatar of Fury

Creature - Avatar 6/6 6RR (8) Prophecy (Rare)
Flying
If an opponent controls seven or more lands, Avatar of Fury costs {6} less to play.
{R}: Avatar of Fury gets +1/+0 until end of turn.
  • The converted mana cost (see Rule G3.29) of this card is still 8, even if you only pay {R}{R} to play it. [DeLaney 2000/05/29]

83. Barbed Field

Enchant Land 2RR (4) Prophecy (Uncommon)
Enchanted land has "{T}: This land deals 1 damage to target creature or player."
  • The damage dealt by a land is normally colorless. [Prophecy FAQ 2000/05/25]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

84. Branded Brawlers

Creature - Soldier 2/2 R (1) Prophecy (Common)
Branded Brawlers can't attack if defending player controls an untapped land.
Branded Brawlers can't block if you control an untapped land.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

85. Brutal Suppression

Enchantment R (1) Prophecy (Uncommon)
Activated abilities on Rebel cards cost an additional "Sacrifice a land" to play.

86. Citadel of Pain

Enchantment 2R (3) Prophecy (Uncommon)
At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls.
  • It counts the untapped lands on resolution. [DeLaney 2000/06/20]

87. Devastate

Sorcery 3RR (5) Prophecy (Common)
Destroy target land. Devastate deals 1 damage to each creature and each player.

88. Fault Riders

Creature - Soldier 2/2 2R (3) Prophecy (Common)
Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Play this ability only once each turn.

89. Fickle Efreet

Creature - Efreet 5/2 3R (4) Prophecy (Rare)
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.

90. Flameshot

Sorcery 3R (4) Prophecy (Uncommon)
You may discard a mountain from your hand instead of paying Flameshot's mana cost.
Flameshot deals 3 damage as you choose among any number of target creatures.
  • You cannot choose zero targets. You must choose between 1 and 3 targets. [DeLaney 2003/05/19]

91. Inflame

Instant R (1) Prophecy (Common)
Inflame deals 2 damage to each creature dealt damage this turn.

92. Keldon Arsonist

Creature - Soldier 1/1 2R (3) Prophecy (Uncommon)
{1}, Sacrifice two lands: Destroy target land.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

93. Keldon Berserker

Creature - Soldier 2/3 3R (4) Prophecy (Common)
Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier". Then with Oracle 2008/01/01 it became "Human Soldier Berserker".

94. Keldon Firebombers

Creature - Soldier 3/3 3RR (5) Prophecy (Rare)
When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

95. Latulla, Keldon Overseer

Creature - Spellshaper Legend 3/3 3RR (5) Prophecy (Rare)
{X}{R}, {T}, Discard two cards from your hand: Latulla, Keldon Overseer deals X damage to target creature or player.
  • X can be zero. [D'Angelo 2000/06/19]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Spellshaper". Then with Oracle 2007/10/01 it became "Human Spellshaper".

96. Latulla's Orders

Enchant Creature 1R (2) Prophecy (Common)
You may play Latulla's Orders any time you could play an instant.
Whenever enchanted creature deals combat damage to defending player, you may have it destroy target artifact that player controls.

97. Lesser Gargadon

Creature - Beast 6/4 2RR (4) Prophecy (Uncommon)
Whenever Lesser Gargadon attacks or blocks, sacrifice a land.

98. Panic Attack

Sorcery 2R (3) Prophecy (Common)
Up to three target creatures can't block this turn.

99. Rhystic Lightning

Instant 2R (3) Prophecy (Common)
Rhystic Lightning deals 4 damage to target creature or player unless that creature's controller or player pays {2}. If he or she does, Rhystic Lightning deals 2 damage to the creature or player.
  • The player gets the option to pay when this spell resolves. [Prophecy FAQ 2000/05/25]

100. Ridgeline Rager

Creature - Beast 1/2 2R (3) Prophecy (Common)
{R}: Ridgeline Rager gets +1/+0 until end of turn.

101. Scoria Cat

Creature - Cat 3/3 3RR (5) Prophecy (Uncommon)
Scoria cat gets +3/+3 as long as you control no untapped lands.

102. Search for Survivors

Sorcery 2R (3) Prophecy (Rare)
Shuffle your graveyard. An opponent chooses a card from it at random. If that card is a creature card, put into play. Otherwise, remove it from the game.

103. Searing Wind

Instant 8R (9) Prophecy (Rare)
Searing Wind deals 10 damage to target creature or player.

104. Spur Grappler

Creature - Beast 2/1 2R (3) Prophecy (Common)
Spur Grappler gets +2/+1 as long as you control no untapped lands.

105. Task Mage Assembly

Enchantment 2R (3) Prophecy (Rare)
Whenever there are no creatures in play, sacrifice Task Mage Assembly.
{2}: Task Mage Assembly deals 1 damage to target creature. Any player may play this ability but only any time he or she could play a sorcery.

106. Veteran Brawlers

Creature - Soldier 4/4 1R (2) Prophecy (Rare)
Veteran Brawlers can't attack if defending player controls an untapped land.
Veteran Brawlers can't bock if you control an untapped land.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

107. Whip Sergeant

Creature - Soldier 2/1 2R (3) Prophecy (Uncommon)
{R}: Target creature gains haste until end of turn. (It may attack and {T} the turn it comes under your control.)
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Ninth Edition and Oracle 2005/08/01.

108. Zerapa Minotaur

Creature - Minotaur 3/3 2RR (4) Prophecy (Common)
First strike
{2}: Zerapa Minotaur loses first strike until end of turn. Any player may play this ability.

109. Avatar of Might

Creature - Avatar 8/8 6GG (8) Prophecy (Rare)
Trample
If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to play.
  • The converted mana cost (see Rule G3.29) of this card is still 8, even if you only pay {G}{G} to play it. [DeLaney 2000/05/29]
  • Note - Also see Trample, Rule 502.9.

110. Calming Verse

Sorcery 3G (4) Prophecy (Common)
Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control.
  • It checks if you control an untapped land during resolution. [Prophecy FAQ 2000/05/25]

111. Darba

Creature - Beast 5/4 3G (4) Prophecy (Uncommon)
At the beginning of your upkeep, sacrifice Darba unless you pay {G}{G}.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Bird Beast".

112. Dual Nature

Enchantment 4GG (6) Prophecy (Rare)
Whenever a creature card comes into play, its controller puts a token into play that's a copy of that creature.
Whenever a creature card leaves play, remove all tokens with the same name as that creature from the game.
When Dual Nature leaves play, remove all tokens created with it from the game.
  • It only triggers on a card of type "Creature" or "Artifact Creature" (or "Summon" for older cards) comes into play. Another card type which comes into play as a creature won't trigger this. [Prophecy FAQ 2000/05/25] This is because it says "creature card" and not just "creature".
  • If a Legendary creature (see Rule G12.9) comes into play, the token is put into play and then is immediately sent to the graveyard before you can do anything with it, because it is a duplicate Legend. [Prophecy FAQ 2000/05/25]
  • If Dual Nature leaves play between when it triggers and when a token is put into play, that token remains in play indefinitely. It missed the separate ability which would have removed the token from the game. [Prophecy 2000/05/25]
  • If the original creature has any "comes into play" abilities, the copy will also have those. [D'Angelo 2001/02/10]
  • If the original came into play with a Kicker cost paid, as with Benalish Emissary, the copy is not considered to have had its Kicker cost paid. [D'Angelo 2001/02/10]
  • Note - Also see Token Creatures, Rule 216.

113. Elephant Resurgence

Sorcery 1G (2) Prophecy (Rare)
Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard."
  • The token creatures' power and toughness continuously adjust. They are not "locked in" when the spell resolves. [Prophecy FAQ 2000/05/25] This is because the tokens get an ability, rather than simply having their power and toughness set.
  • Note - Also see Token Creatures, Rule 216.

114. Forgotten Harvest

Enchantment 1G (2) Prophecy (Rare)
At the beginning of your upkeep, you may remove a land card in you graveyard from the game. If you do, put a +1/+1 counter on target creature.

115. Jolrael, Empress of Beasts

Creature - Spellshaper Legend 3/3 3GG (5) Prophecy (Rare)
{2}{G}, {T}, Discard two cards from your hand: Until end of turn, all lands target player controls are 3/3 creatures that are still lands."
  • Only affects lands the target player controls when the ability resolves. [DeLaney 2000/05/29]
  • The lands retain their abilities. [DeLaney 2000/05/29]
  • The lands do not get a creature type. [DeLaney 2000/05/29]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, and then creature type "Spellshaper" until Oracle 2006/10/01 and Time Spiral when it became "Human Spellshaper".

116. Jolrael's Favor

Enchant Creature 1G (2) Prophecy (Common)
You may play Jolrael's Favor any time you could play an instant.
{1}{G}: Regenerate enchanted creature.
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Flash, Rule 502.57.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

117. Living Terrain

Enchant Land 2GG (4) Prophecy (Uncommon)
Enchanted land is a 5/6 green Treefolk creature that's still a land.
  • This can be placed on any land, not just Forests. [D'Angelo 2000/06/19]
  • It does give the land a color and creature type, which is unlike most other ways to animate a land. [DeLaney 2000/06/20]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

118. Marsh Boa

Creature - Snake 1/1 G (1) Prophecy (Common)
Swampwalk (This creature is unblockable as long as defending player controls a swamp.)

119. Mungha Wurm

Creature - Wurm 6/5 2GG (4) Prophecy (Rare)
You can't untap more than one land during your untap phase.

120. Pygmy Razorback

Creature - Boar 2/1 1G (2) Prophecy (Common)
Trample

121. Rib Cage Spider

Creature - Spider 1/4 2G (3) Prophecy (Common)
Rib Cage Spider may block as though it had flying.

122. Root Cage

Enchantment 1G (2) Prophecy (Uncommon)
Mercenaries don't untap during their controllers' untap steps.

123. Silt Crawler

Creature - Beast 3/3 2G (3) Prophecy (Common)
When Silt Crawler comes into play, tap all lands you control.

124. Snag

Instant 3G (4) Prophecy (Uncommon)
You may discard a forest from your hand instead of paying Snag's mana cost.
Prevent all combat damage that would be dealt by unblocked creatures this turn.
  • You may discard a non-basic land that "counts as" or "is" a forest. [DeLaney 2000/05/29]

125. Spitting Spider

Creature - Spider 3/5 3GG (5) Prophecy (Uncommon)
Spitting Spider may block as though it had flying.
Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying.

126. Spore Frog

Creature - Frog 1/1 G (1) Prophecy (Common)
Sacrifice Spore Frog: Prevent all combat damage that would be dealt this turn.

127. Squirrel Wrangler

Creature - Druid 2/2 2GG (4) Prophecy (Rare)
{1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.
{1}{G}, Sacrifice a land: All Squirrels get +1/+1 until end of turn.
  • Only affects Squirrels in play when the ability resolves. [DeLaney 2000/05/29]
  • Note - Also see Token Creatures, Rule 216.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid".

128. Thresher Beast

Creature - Beast 4/4 3GG (5) Prophecy (Common)
Whenever Thresher Beast becomes blocked, defending player sacrifices a land.

129. Thrive

Sorcery XG (1) Prophecy (Common)
Put a +1/+1 counter on each of X target creatures.
  • It means X different creatures. You can't give more than one +1/+1 counter to a creature with this spell. [DeLaney 2000/05/29]
  • Note - Also see X Costs, Rule G24.1.

130. Verdant Field

Enchant Land 2G (3) Prophecy (Uncommon)
Enchanted land has "{T}: Target creature gets +1/+1 until end of turn."

131. Vintara Elephant

Creature - Elephant 4/3 4G (5) Prophecy (Common)
Trample
{3}: Vintara Elephant loses trample until end of turn. Any player may play this ability.

132. Vintara Snapper

Creature - Turtle 2/2 GG (2) Prophecy (Uncommon)
Vintara Snapper can't be the target of spells or abilities as long as you control no untapped lands.

133. Vitalizing Wind

Instant 8G (9) Prophecy (Rare)
Creatures you control get +7/+7 until end of turn.
  • Only affects creatures you control when the spell resolves. [DeLaney 2000/05/29]

134. Wild Might

Instant 1G (2) Prophecy (Common)
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays {2}.
  • Each player gets the option to pay when the spell resolves. [Prophecy FAQ 2000/05/25]

135. Wing Storm

Sorcery 2G (3) Prophecy (Uncommon)
Wing Storm deals X damage to each player, where X is twice the number of creatures with flying that player controls.

136. Chimeric Idol

Artifact 3 (3) Prophecy (Uncommon)
{0}: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn.
  • Your lands are tapped as part of the effect, not part of the cost. [D'Angelo 2000/06/19]
  • Note - This card had no creature type when animated until Oracle 2007/10/01, when it became "Turtle".

137. Copper-Leaf Angel

Artifact Creature - Angel 2/2 5 (5) Prophecy (Rare)
Flying
{T}, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.
  • X can be zero. [D'Angelo 2000/06/19]

138. Hollow Warrior

Artifact Creature - Golem 4/4 4 (4) Prophecy (Uncommon)
Hollow Warrior can't attack or block unless you tap an untapped creature you control. (This cost is paid as attackers or blockers are declared.)
  • The cost is paid when declaring attackers or blockers. [D'Angelo 2007/02/04]
  • This card cannot tap itself to allow itself to attack or block. You have to tap a different creature which is not being declared as an attacker or blocker. [DeLaney 2000/05/29]
  • Note - This card was creature type "Golem" until Oracle 2007/10/01, when it became "Golem Warrior".

139. Keldon Battlewagon

Artifact Creature 0/3 5 (5) Prophecy (Rare)
Trample
Keldon Battlewagon can't block.
When Keldon Battlewagon attacks, sacrifice it at end of combat.
Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the tapped creature's power.

140. Well of Discovery

Artifact 6 (6) Prophecy (Rare)
At the end of your turn, if you control no untapped lands, draw a card.
  • The "if" condition is tested before putting any triggers on the stack, and it is tested again on resolution. If you have a Troublesome Spirit which taps all your lands during the end of turn step, it will do this after the if condition failed, and it won't back up time and put this trigger onto the stack. [Prophecy FAQ 2000/05/25]

141. Well of Life

Artifact 4 (4) Prophecy (Uncommon)
At the end of your turn, if you control no untapped lands, you gain 2 life.
  • The "if" condition is tested before putting any triggers on the stack, and it is tested again on resolution. If you have a Troublesome Spirit which taps all your lands during the end of turn step, it will do this after the if condition failed, and it won't back up time and put this trigger onto the stack. [Prophecy FAQ 2000/05/25]

142. Rhystic Cave

Land Prophecy (Uncommon)
{T}: Add one mana of any color to your mana pool unless any player pays {1}.
  • Each player (starting with the current player and going in turn order) gets the option to pay when this ability resolves. [Prophecy FAQ 2000/05/25]
  • If a player pays {1}, Rhystic Cave does not produce any mana, but is still considered to have been tapped for mana. Things which trigger of the land being tapped for mana (such as Mana Flare) will trigger, but things which try to replace mana production (such as Ritual of Subdual) will have nothing to replace. [DeLaney 2000/09/08]

143. Wintermoon Mesa

Land Prophecy (Rare)
Wintermoon Mesa comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{2}, {T}, Sacrifice Wintermoon Messa: Tap two target lands.