Menu:
Home
Random
Advanced Search
Preferences

Editions:
Zendikar (new)
Magic 2010
Alara Reborn
Conflux
Shards of Alara
View All

Extras:
Tokens
Contributors
Help

Rules:
Rulings Summaries
Comprehensive Rules

Stronghold

 Felsenburg  Forteresse  Fortezza  Fortaleza  Fortaleza

→ Checklist → Cards

1. Bottomless Pit

Enchantment 1BB (3) Stronghold (Uncommon)
During each player's upkeep, that player discards a card at random.
  • The ability is controlled by the player who controls Bottomless Pit. This means that Bottomless Pit can trigger Guerrilla Tactics and other abilities which trigger off an opponent forcing you to discard. [WotC Rules Team 1998/05/01]

2. Brush with Death

Sorcery 2B (3) Stronghold (Common)
Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target opponent loses 2 life. You gain 2 life.

3. Cannibalize

Sorcery 1B (2) Stronghold (Common)
Choose two target creatures controlled by any one player. Remove one of those creatures from the game and put two +1/+1 counters on the other.
  • You choose the two target creatures during announcement, and you choose which gets the counters and which is to get removed from the game during announcement as well. [D'Angelo 1999/06/20]
  • A creature will not be affected if it changes controllers before this spell resolves. This is because being controlled by the chosen player is a targeting restriction. [WotC Rules Team 1998/03/31]
  • If one of the targets is not valid on resolution, it still affects the other target normally. [Duelist Magazine #25, Page 30]

4. Corrupting Licid

Summon Licid 2/2 2B (3) Stronghold (Uncommon)
{B}, {T}: Corrupting Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature cannot be blocked except by artifact creatures and black creatures" instead of a creature. Move Corrupting Licid onto target creature. You may pay {B} to end this effect.

5. Crovax the Cursed

Summon Legend 0/0 2BB (4) Stronghold (Rare)
Crovax the Cursed counts as a Vampire.
Crovax comes into play with four +1/+1 counters on it.
During your upkeep, sacrifice a creature and put a +1/+1 counter on Crovax, or reove a +1/+1 counter from Crovax.
{B}: Crovax gains flying until end of turn.
  • Can sacrifice itself to its upkeep triggered ability. [Barclay 1998/02/27]
  • You can only sacrifice one card to it each turn. [D'Angelo 1998/10/12]
  • If you choose not to sacrifice a creature and he has no +1/+1 counters, then nothing bad happens. [DeLaney 1999/01/13] Note that some other effect must be keeping him alive if he has no counters.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01.

6. Dauthi Trapper

Summon Minion 1/1 2B (3) Stronghold (Uncommon)
{T}: Target creature gains shadow until end of turn. (This creature can block or be blocked only by creatures with shadow.)
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Dauthi Minion".

7. Death Stroke

Sorcery BB (2) Stronghold (Common)
Destroy target tapped creature.

8. Dungeon Shade

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

9. Foul Imp

Summon Imp 2/2 BB (2) Stronghold (Common)
Flying
When Foul Imp comes into play, lose 2 life.

10. Grave Pact

Enchantment 1BBB (4) Stronghold (Rare)
Whenever any creature you control is put into any graveyard, each other player sacrifices a creature.
  • Each of your opponents sacrifices a creature for each creature you control that goes to a graveyard. [Duelist Magazine #25, Page 30]

11. Lab Rats

Sorcery B (1) Stronghold (Common)
Buyback {4} (You may pay an additional {4} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Put a Rat token into play. Treat this token as a 1/1 black creature.

12. Megrim

Enchantment 2B (3) Stronghold (Uncommon)
Whenever any opponent discards a card, Megrim deals 2 damage to him or her.

13. Mind Peel

Sorcery B (1) Stronghold (Uncommon)
Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target player chooses and discards a card.

14. Mindwarper

Summon Spirit 0/0 2BB (4) Stronghold (Rare)
Mindwarper comes into play with three +1/+1 counters on it.
2B, Remove a +1/+1 counter from Mindwarper: Target player chooses and discards a card. Play this ability as a sorcery.

15. Morgue Thrull

Summon Thrull 2/2 2B (3) Stronghold (Common)
Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard.

16. Mortuary

Enchantment 3B (4) Stronghold (Rare)
Whenever any creature is put into your graveyard from play, put that creature on top of your library.
  • This is not an optional ability. [Barclay 1998/02/27]
  • If multiple creatures die at once, you resolve the triggers in the order you choose, so the creatures end up on your library in the order you choose. [Barclay 1998/02/27]

17. Rabid Rats

Summon Rat 1/1 1B (2) Stronghold (Common)
{T}: Target blocking creatures gets -1/-1 until end of turn.

18. Revenant

Summon Spirit X/X 4B (5) Stronghold (Rare)
Flying
Revenant has power and toughness each equal to the number of creature cards in your graveyard.

19. Serpent Warrior

Summon Soldier 3/3 2B (3) Stronghold (Common)
When Serpent Warrior comes into play, lose 3 life.
  • You can play this if you have less than 3 life, since the life is lost as an effect and not a payment. [Duelist Magazine #25, Page 30]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - The Portal version had no creature type.
  • Note - This card was of creature type "Soldier" and not "Snake Warrior" until Ninth Edition and Oracle 2005/08/01.

20. Skeleton Scavengers

Summon Skeletons 0/0 2B (3) Stronghold (Rare)
Skeleton Scavengers comes into play with one +1/+1 counter on it.
Pay {1} for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers and put a +1/+1 counter on it.

21. Stronghold Assassin

Summon Assassin 2/1 1BB (3) Stronghold (Rare)
{T}, Sacrifice a creature: Destroy target nonblack creature.
  • Note - This card was creature type "Assassin" until Oracle 2007/10/01, when it became "Zombie Assassin".

22. Stronghold Taskmaster

Summon Minion 4/3 2BB (4) Stronghold (Uncommon)
All other black creatures get -1/-1.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Giant Minion".

23. Torment

Enchant Creature 1B (2) Stronghold (Common)
Enchanted creature gets -3/-0.

24. Tortured Existence

Enchantment B (1) Stronghold (Common)
{B}, Choose and discard a creature card: Return target creature card from your graveyard to your hand.
  • You cannot return the same card you are discarding. This is because you pick the target before paying the costs. [D'Angelo 1999/06/01]

25. Wall of Souls

Summon Wall 0/4 1B (2) Stronghold (Uncommon)
Whenever Wall of Souls is dealt combat damage, it deals an equal amount of damage to target opponent.

26. Cloud Spirit

Summon Spirit 3/1 2U (3) Stronghold (Common)
Flying
Cloud Spirit can block only creatures with flying.
  • If it loses Flying, it will be unable to block any creatures. [D'Angelo 1998/10/06]
  • Note - The Portal version had no creature type.

27. Contempt

Enchant Creature 1U (2) Stronghold (Common)
If enchanted creature attacks, return that creature and Contempt to owner's hand at end of combat.
  • If the creature dies before the end of combat, neither will return to your hand, because Contempt will be put into the graveyard when the creature dies. [Barclay 1998/02/27]
  • If Contempt is moved to another creature after the creature attacks, Contempt will still return to your hand at end of combat whether or not the creature dies. [D'Angelo 1998/03/23]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

28. Dream Halls

Enchantment 3UU (5) Stronghold (Rare)
Instead of paying the casting cost for a spell of any color, its caster may choose and discard a card that shares at least one color with that spell. If the spell has {X} in its casting cost, X is 0.
  • The effect applies to all players, not just the controller of this card. [D'Angelo 2006/05/23]
  • Only pays the mana cost (the mana in the upper right hand corner of the card). It will not pay additional costs from the card text (such as Buyback) or from other effects (such as Gloom or Chill). It does not prevent you from paying those additional costs if you want or need to. [Duelist Magazine #25, Page 30]
  • Discarding a Guerrilla Tactics to pay for a red spell through your opponent's Dream Halls will not trigger the Guerrilla Tactics second ability, because you are discarding as a cost, not an effect. [D'Angelo 1998/05/21]
  • You cannot target the discarded card with the spell you are casting. [D'Angelo 1998/05/28]
  • Vintage tournaments (see Rule 801) restricted this card from 1999/10/01 until 2008/09/20.
  • Legacy tournaments (see Rule 802) have banned this card since 1999/10/01.
  • Extended tournaments (See Rule 803) have banned this card since 1999/10/01.
  • Standard (Type 2) tournaments (see Rule 804) have banned this card since 1999/04/01.

29. Dream Prowler

Summon Illusion 1/5 2UU (4) Stronghold (Common)
Dream Prowler is unblockable as long as no other creatures are attacking.

30. Evacuation

Instant 3UU (5) Stronghold (Rare)
Return all creatures to owner's hands.

31. Gliding Licid

Summon Licid 2/2 2U (3) Stronghold (Uncommon)
{U}, {T}: Gliding Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature gains flying" instead of a creature. Move Gliding Licid onto target creature. You may pay {U} to end this effect.

32. Hammerhead Shark

Summon Fish 2/3 1U (2) Stronghold (Common)
Hammerhead Shark cannot attack unless defending player controls any islands.

33. Hesitation

Enchantment 1U (2) Stronghold (Uncommon)
If any spell is played, counter that spell and sacrifice Hesitation.
  • Playing a land is not a "spell", so playing a land will not trigger this card. [D'Angelo 1998/12/02]

34. Intruder Alarm

Enchantment 2U (3) Stronghold (Rare)
Creatures do not untap during their controllers' untap phase.
Whenever any creature comes into play, untap all creatures.

35. Leap

Instant U (1) Stronghold (Common)
Target creature gains flying until end of turn.
Draw a card.

36. Mana Leak

Interrupt 1U (2) Stronghold (Common)
Counter target spell unless its caster pays an additional {3}.
  • Note - This card was of type Interrupt. It is now an Instant. [Oracle 1999/05/01]

37. Mask of the Mimic

Instant U (1) Stronghold (Uncommon)
Sacrifice a creature: Search your library for any copy of target creature card and put it into play. Shuffle your library afterwards.
  • You target a card in play which is a "Creature" or "Artifact Creature" card, even if that card is not currently a creature due to some effect. [D'Angelo 1999/06/01] Older cards of type Summon can also be targeted.
  • You can choose the sacrificed creature as the target, but if you do so the effect will fizzle on resolution and you will not get to look for a creature. [Duelist Magazine #25, Page 31]
  • You look for a card of the same name, the current type of the card does not matter. [WotC Rules Team 1998/03/18]
  • If a copy card, such as Clone, is targeted by this effect, you get to look for another copy of the card it is copying (not the Clone card). This is because a copy card actually takes on the name and initial characteristics of what it copies. [WotC Rules Team 1999/03/18]
  • You do not have to find a card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

38. Mind Games

Instant U (1) Stronghold (Common)
Buyback {2}{U} (You may pay an additional {2}{U} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Tap target artifact, creature or land.

39. Ransack

Sorcery 3U (4) Stronghold (Uncommon)
Look at the top five cards of target player's library. Put any number of those cards on the bottom of that player's library in any order and the rest on top of the player's library in any order.

40. Rebound

Interrupt 1U (2) Stronghold (Uncommon)
Target spell, which targets only a single player, targets another player of your choice instead.
  • You must pick a new legal target for the spell. [WotC Rules Team 1998/03/01] So if a spell targets "an opponent", you cannot make it target the caster.
  • You cannot use this on a spell unless the target spell uses the word "target" in its text. If the word "target" is not there, then the spell does not target a player at all. It just affects a player without targeting them. [D'Angelo 1999/06/01]
  • Note - This card was of type Interrupt. It is now of type Instant. [Oracle 1999/05/01]

41. Reins of Power

Instant 2UU (4) Stronghold (Rare)
You and target opponent each untap and gain control of all creatures the other controls until end of turn. Those creatures are unaffected by summoning sickness this turn.
  • It is perfectly legal for either or both players to have zero creatures. They give control of all their zero creatures as instructed. [Barclay 1998/02/27]
  • If any of the creatures phase out, the control effect ends for those creatures, and the creatures will phase back during your next untap but under their original controller's control. [D'Angelo 1998/06/01]
  • Note - Also see Haste, Rule 502.5.

42. Sift

Sorcery 3U (4) Stronghold (Common)
Draw three cards, then choose and discard a card.

43. Silver Wyvern

Summon Drake 4/3 3UU (5) Stronghold (Rare)
Flying
{U}: Target spell or ability, which targets only Silver Wyvern, targets another creature of your choice instead. Play this ability as an interrupt.
  • You must pick a legal target when redirecting the spell or ability. [WotC Rules Team 1998/03/01]

44. Spindrift Drake

Summon Drake 2/1 U (1) Stronghold (Common)
Flying
During your upkeep, pay {U} or sacrifice Spindrift Drake.

45. Thalakos Deceiver

Summon Wizard 1/1 3U (4) Stronghold (Rare)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice Thalakos Deceiver: Gain control of target creature permanently. Use this ability only if Thalakos Deceiver is attacking and unblocked.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Thalakos Wizard".

46. Tidal Surge

Sorcery 1U (2) Stronghold (Common)
Tap up to three target creatures without flying.

47. Tidal Warrior

Summon Merfolk 1/1 U (1) Stronghold (Common)
{T}: Target land is an island until end of turn.
  • Note - This card was creature type "Merfolk" until Oracle 2007/10/01, when it became "Merfolk Warrior".

48. Volrath's Shapeshifter

Summon Shapeshifter 0/1 1UU (3) Stronghold (Rare)
As long as the top card of your graveyard is a creature card, Volrath's Shapeshifter is a copy of that card, except that Volrath's Shapeshifter retains its abilities.
{2}: Choose and discard a card.
  • This card is no longer a copy card (see Rule 503). It now simply sets its own characteristics based on a characteristic setting ability (which is a special kind of continuous effect). [D'Angelo 2003/09/08]
  • If the top card in your graveyard isn't a creature card (meaning a "Creature" or "Artifact Creature"), then it's just a 0/1 blue creature. [D'Angelo 1999/06/01] Older cards of type Summon are also Creature cards.
  • If the top card in your graveyard is a creature card, this card uses the listed characteristics, including color and artifact nature. But, this card keeps the granted ability in addition to those from the card being copied. [Barclay 1998/02/27]
  • If the top card in the graveyard has any asterisks (*) in the power/toughness, then those values are considered to be zero unless the card also has a characteristic setting ability that sets the value for these asterisks, in which case the Shapeshifter also gets that ability and sets the values. For example, a Nightmare or Keldon Warlord will have their power/toughness set as appropriate. [DeLaney 1998/07/17] But a Clone, Vesuvan Doppelganger, or Shapeshifter results in a 0 value for the *. [D'Angelo 1999/01/26]
  • If the top card in the graveyard has any other undefined characteristics, then those characteristics are not acquired and the shapeshifter uses the characteristic from its own card. [Barclay 1998/02/27]
  • If the top card in your graveyard is a creature at the time this card comes into play, it comes into play with the appropriate characteristics of that card and will trigger any of its own (or others) comes into play abilities as appropriate. [D'Angelo 1999/06/01] It will not apply any "as comes into play" text on the creature card, however. [D'Angelo 2001/08/31]
  • When it changes forms, you do not play any "comes into play" abilities of the cards it copies. [D'Angelo 1998/06/05]
  • A copy (such as a Clone) of a Volrath's Shapeshifter will have the shapeshifting ability. [D'Angelo 2003/07/01]
  • Note - Also see Copying Objects, Rule 503.

49. Walking Dream

Summon Illusion 3/3 3U (4) Stronghold (Uncommon)
Walking Dream is unblockable.
Walking Dream does not untap during your untap phase if any opponent controls two or more creatures.

50. Wall of Tears

Summon Wall 0/4 1U (2) Stronghold (Uncommon)
(Walls cannot attack)
If Wall of Tears blocks any creatures, return each of those creatures to owner's hand at end of combat.

51. Awakening

Enchantment 2GG (4) Stronghold (Rare)
At the beginning of each player's upkeep, untap all creatures and lands.
  • This includes all creatures and lands controlled by all players. [D'Angelo 2009/02/07]
  • It is possible to tap your lands for mana before this effect untaps them, and get a bunch of mana for use during your upkeep. [Barclay 1998/02/27]

52. Burgeoning

Enchantment G (1) Stronghold (Rare)
Whenever any opponent plays a land, you may choose a land card from your hand and put it into play.
  • Playing a land will trigger it, but putting a land into play as part of an effect will not. [Duelist Magazine #25, Page 30]

53. Carnassid

Summon Beast 5/4 4GG (6) Stronghold (Rare)
Trample
{1}{G}: Regenerate Carnassid.

54. Constant Mists

Instant 1G (2) Stronghold (Uncommon)
Buyback - Sacrifice a land (You may sacrifice a land in addition to any other costs when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Creatures deal no combat damage this turn.

55. Crossbow Ambush

Instant G (1) Stronghold (Common)
All creatures you control can block creatures with flying until end of turn.

56. Elven Rite

Sorcery 1G (2) Stronghold (Uncommon)
Put two +1/+1 counters, distributed any way you choose, on any number of target creatures.

57. Endangered Armodon

Summon Elephant 4/5 2GG (4) Stronghold (Common)
If you control any creature with toughness 2 or less, sacrifice Endangered Armodon.

58. Hermit Druid

Summon Druid 1/1 1G (2) Stronghold (Rare)
{G}, {T}: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and put all other revealed cards into your graveyard.
  • You can put the cards from your library into your graveyard in any order. [Duelist Magazine #25, Page 31]
  • Legacy tournaments (see Rule 801) have banned this card since 2004/09/20.
  • Extended tournaments (see Rule 803) have banned this card since 2004/01/01.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid".

59. Lowland Basilisk

Summon Basilisk 1/3 2G (3) Stronghold (Common)
Whenever Lowland Basilisk damages any creature, destroy that creature at end of combat.
  • If it damages a creature outside of combat, its effect will destroy the creature at the end of the next combat. [Duelist Magazine #25, Page 31]
  • If a creature leaves play (including phasing out) before the end of combat, then the Lowland Basilisk effect on it will end. [Duelist Magazine #25, Page 31]

60. Mulch

Sorcery 1G (2) Stronghold (Common)
Reveal the top four cards of your library to all players. Put any of those cards that are lands into your hand and the rest into your graveyard.

61. Overgrowth

Enchant Land 2G (3) Stronghold (Common)
Whenever enchanted land is tapped for mana, it produces an additional {G}{G}.
  • This is a triggered mana ability. [D'Angelo 1999/06/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Ninth Edition and Oracle 2005/08/01.

62. Primal Rage

Enchantment 1G (2) Stronghold (Uncommon)
All creatures you control gain trample.

63. Provoke

Instant 1G (2) Stronghold (Common)
Untap target creature you do not control. That creature blocks this turn if able.
Draw a card.
  • You can target an untapped creature. [Duelist Magazine #25, Page 31]

64. Skyshroud Archer

Summon Elf 1/1 G (1) Stronghold (Common)
{T}: Target creature with flying gets -1/-1 until end of turn.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Archer".

65. Skyshroud Troopers

Summon Elves 3/3 3G (4) Stronghold (Common)
{T}: Add {G} to your mana pool. Play this ability as a mana source.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Druid Warrior".

66. Spike Breeder

Summon Spike 0/0 3G (4) Stronghold (Rare)
Spike Breeder comes into play with three +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature.
{2}, Remove a +1/+1 counter from Spike Breeder: Put a Spike token into play. Treat this token as a 1/1 green creature.
  • It dies as a state based effect just after you remove the last counter when announcing its ability to remove a counter and right before any other spells or abilities can be used. There is no way to sacrifice it or do anything else with it before it dies. [D'Angelo 1999/06/01]
  • Note - Also see Token Creatures, Rule 216.

67. Spike Colony

Summon Spike 0/0 4G (5) Stronghold (Common)
Spike Colony comes into play with four +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature.
  • It dies as a state based effect just after you remove the last counter when announcing its ability to remove a counter and right before any other spells or abilities can be used. There is no way to sacrifice it or do anything else with it before it dies. [D'Angelo 1999/06/01]

68. Spike Feeder

Summon Spike 0/0 1GG (3) Stronghold (Uncommon)
Spike Feeder comes into play with two +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Feeder: Gain 2 life.
  • It dies as a state based effect just after you remove the last counter when announcing its ability to remove a counter and right before any other spells or abilities can be used. There is no way to sacrifice it or do anything else with it before it dies. [D'Angelo 1999/06/01]

69. Spike Soldier

Summon Spike 0/0 2GG (4) Stronghold (Uncommon)
Spike Soldier comes into play with three +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.
  • It dies as a state based effect just after you remove the last counter when announcing its ability to remove a counter and right before any other spells or abilities can be used. There is no way to sacrifice it or do anything else with it before it dies. [D'Angelo 1999/06/01]
  • Note - This card was creature type "Spike" until Oracle 2008/01/01, when it became "Spike Soldier".

70. Spike Worker

Summon Spike 0/0 2G (3) Stronghold (Common)
Spike Worker comes into play with two +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature.
  • It dies as a state based effect just after you remove the last counter when announcing its ability to remove a counter and right before any other spells or abilities can be used. There is no way to sacrifice it or do anything else with it before it dies. [D'Angelo 1999/06/01]

71. Spined Wurm

Summon Wurm 5/4 4G (5) Stronghold (Common)
  • Note - The Portal version had no creature type.

72. Tempting Licid

Summon Licid 2/2 2G (3) Stronghold (Uncommon)
{G}, {T}: Tempting Licid loses this ability and becomes a creature enchantment that reads "All creatures able to block enchanted creature do so" instead of a creature. Move Tempting Licid onto target creature. You may pay {G} to end this effect.

73. Verdant Touch

Sorcery 1G (2) Stronghold (Rare)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target land becomes a 2/2 creature permanently. (This creature still counts as a land.)
  • The land is still a land and retains all its abilities, plus any other characteristics. [Barclay 1998/02/27]
  • Note - Also see Buyback, Rule 502.16.

74. Volrath's Gardens

Enchantment 1G (2) Stronghold (Rare)
{2}, Tap a creature you control: Gain 2 life. Play this ability as a sorcery.

75. Wall of Blossoms

Summon Wall 0/4 1G (2) Stronghold (Uncommon)
(Walls cannot attack.)
When Wall of Blossoms comes into play, draw a card.

76. Amok

Enchantment 1R (2) Stronghold (Rare)
{1}, Discard a card at random: Put a +1/+1 counter on target creature.

77. Convulsing Licid

Summon Licid 2/2 2R (3) Stronghold (Uncommon)
{R}, {T}: Convulsing Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature cannot block" instead of a creature. Move Convulsing Licid onto target creature. You may pay {R} to end this effect.

78. Craven Giant

Summon Giant 4/1 2R (3) Stronghold (Common)
Craven Giant cannot block.
  • Note - The Portal version had no creature type.

79. Duct Crawler

Summon Insect 1/1 R (1) Stronghold (Common)
{1}{R}: Target creature cannot block Duct Crawler this turn.

80. Fanning the Flames

Sorcery XRR (2) Stronghold (Uncommon)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Fanning the Flames deals X damage to target creature or player.

81. Flame Wave

Sorcery 3RRRR (7) Stronghold (Uncommon)
Flame Wave deals 4 damage to target player and each creature he or she controls.

82. Fling

Instant 1R (2) Stronghold (Common)
Sacrifice a creature: Fling deals damage equal to the sacrificed creature's power to target creature or player.

83. Flowstone Blade

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

84. Flowstone Hellion

Summon Beast 3/3 4R (5) Stronghold (Uncommon)
Flowstone Hellion is unaffected by summoning sickness.
{0}: Flowstone Hellion gets +1/-1 until end of turn.
  • It will be destroyed as soon as one of its abilities resolves that puts its toughness at zero (or less than the current amount of damage on it). This destruction is a state-based effect, so there is no way to use its ability any more to increase its power and there is no way to use Fling before it is put into the graveyard. [D'Angelo 1999/06/01]
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Hellion Beast".

85. Flowstone Mauler

Summon Beast 4/5 4RR (6) Stronghold (Rare)
Trample
{R}: Flowstone Mauler gets +1/-1 until end of turn.

86. Flowstone Shambler

Summon Beast 2/2 2R (3) Stronghold (Common)
{R}: Flowstone Shambler gets +1/-1 until end of turn.

87. Furnace Spirit

Summon Spirit 1/1 2R (3) Stronghold (Common)
Furnace Spirit is unaffected by summoning sickness.
{R}: Furnace Spirit gets +1/+0 until end of turn.

88. Heat of Battle

Enchantment 1R (2) Stronghold (Uncommon)
Whenever any creature blocks, Heat of Battle deals 1 damage to that creature's controller.

89. Invasion Plans

Enchantment 2R (3) Stronghold (Rare)
Each creature blocks whenever able.; Attacking player chooses how each creature blocks. (All blocking assignments must still be legal.)
  • When this card is in play, creatures that require paying a cost to block cannot block. This is because blocking costs must be paid when the block is declared, but this card causes the attacking player to declare blockers and that player cannot pay the costs. [WotC Rules Team 1998/07/01]

90. Mob Justice

Sorcery 1R (2) Stronghold (Common)
Mob Justice deals 1 damage to target player for each creature you control.
  • Creatures are counted on resolution. [Barclay 1998/02/27]

91. Mogg Bombers

Summon Goblins 3/4 3R (4) Stronghold (Common)
If any other creature comes into play, sacrifice Mogg Bombers and it deals 3 damage to target player.
  • The Mogg Bombers do trigger on any creatures that come into play at the same time they do. See Rule 410.10a. [D'Angelo 1999/10/18]
  • The "if you do" only happens if you successfully sacrifice this card. So it still has to be in play when the trigger resolves in order to deal damage. [D'Angelo 2001/08/31]
  • If multiple creatures comes into play as the result of a single spell or ability, such as Snake Basket, then it will trigger multiple times, but due to the errata, only the first resolution will do 3 damage. The other triggers will do nothing. [D'Angelo 1999/03/19]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

92. Mogg Flunkies

Summon Goblins 3/3 1R (2) Stronghold (Common)
Mogg Flunkies cannot attack or block during a turn in which no other creature you control attacks or blocks.
  • A group of more than one Mogg Flunkies can attack together. [Barclay 1998/02/27]

93. Mogg Infestation

Sorcery 3RR (5) Stronghold (Rare)
Destroy all creatures target player controls. For each creature put into any graveyard in this way, put two Goblin tokens into play under that player's control. Treat these tokens as 1/1 red creatures.

94. Mogg Maniac

Summon Goblin 1/1 1R (2) Stronghold (Uncommon)
Whenever Mogg Maniac is dealt damage, it deals an equal amount of damage to target opponent.
  • If it blocks a trample creature, it only gets dealt damage equal to what is assigned to it. This means it will likely only get to deal 1 damage to the opponent. [D'Angelo 1998/10/08] See Rule 502.9.

95. Ruination

Sorcery 3R (4) Stronghold (Rare)
Destroy all nonbasic lands.

96. Seething Anger

Sorcery R (1) Stronghold (Common)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target creature gets +3/+0 until end of turn.

97. Shard Phoenix

Summon Phoenix 2/2 4R (5) Stronghold (Rare)
Flying
{R}{R}{R}: Put Shard Phoenix into your hand. Use the ability only if Shard Phoenix is in your graveyard and only during your upkeep.
Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying.

98. Shock

Instant R (1) Stronghold (Common)
Shock deals 2 damage to target creature or player.

99. Spitting Hydra

Summon Hydra 0/0 3RR (5) Stronghold (Rare)
Spitting Hydra comes into play with four +1/+1 counters on it.
{1}{R}, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature.
  • It will die as soon as you remove enough counters for its toughness to be less than or equal to the damage on it. So if a Spitting Hydra has 2 damage on it, you can only spend it down to two +1/+1 counters before it will die. You cannot spend the remaining counters before it dies. [Duelist Magazine #25, Page 31]

100. Wall of Razors

Summon Wall 4/1 1R (2) Stronghold (Uncommon)
(Walls cannot attack.)
First strike

101. Bandage

Instant W (1) Stronghold (Common)
Prevent 1 damage to any creature or player.
Draw a card.

102. Calming Licid

Summon Licid 2/2 2W (3) Stronghold (Uncommon)
{W}, {T}: Calming Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature cannot attack" instead of a creature. Move Calming Licid onto target creature. You may pay {W} to end this effect.

103. Change of Heart

Instant W (1) Stronghold (Common)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target creature cannot attack this turn.
  • Will not remove an already attacking creature from the combat. It must be used before attackers are declared or it won't have any noticeable effect on the game. [Barclay 1998/03/06]
  • Note - Also see Buyback, Rule 502.16.

104. Contemplation

Enchantment 1WW (3) Stronghold (Uncommon)
Whenever you successfully cast a spell, gain 1 life.
  • You do not gain life from the casting of Contemplation itself. [Duelist Magazine #25, Page 30]

105. Conviction

Enchant Creature 1W (2) Stronghold (Common)
Enchanted creature gets +1/+3.
{W}: Return Conviction to owner's hand.

106. Hidden Retreat

Enchantment 2W (3) Stronghold (Rare)
Choose a card in your hand and put it on top of your library: Prevent all damage from an instant or sorcery. (Treat further damage from that source normally.)
  • Can be used on instant or sorcery spells on the stack, but not on abilities. [bethmo 1999/06/13]
  • Can be used on damage to a creature or player. [D'Angelo 1998/11/10]

107. Honor Guard

Summon Soldier 1/1 W (1) Stronghold (Common)
{W}: Honor Guard gets +0/+1 until end of turn.
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Ninth Edition and Oracle 2005/08/01.

108. Lancers en-Kor

Summon Soldiers 3/3 3WW (5) Stronghold (Uncommon)
Trample
{0}: Redirect 1 damage from Lancers en-Kor to a creature you control.
  • When you redirect damage it is still combat damage. [D'Angelo 1999/06/01]
  • You can use this ability as much as you want prior to damage being dealt. [D'Angelo 1999/06/01]
  • It is possible to redirect more damage to a creature than that creature's toughness. [D'Angelo 1998/03/23]
  • It can redirect damage to itself. [D'Angelo 1998/03/17]
  • The ability of this card does not do anything to stop Trample damage from being assigned to the defending player (see Rule 502.9). [D'Angelo 1998/10/08]
  • Note - Also see Trample, Rule 502.9.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Kor Soldier".

109. Nomads en-Kor

Summon Soldiers 1/1 W (1) Stronghold (Common)
{0}: Redirect 1 damage from Nomads en-Kor to a creature you control.
  • See Lancers en-Kor for rulings.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Kor Nomad Soldier".

110. Pursuit of Knowledge

Enchantment 3W (4) Stronghold (Rare)
Skip drawing a card: Put a study counter on Pursuit of Knowledge.
Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards.
  • You can skip your normal draw during your draw step or any number of draws from spells or abilities. For example, Sylvan Library or Brainstorm. [Duelist Magazine #25, Page 31]

111. Rolling Stones

Enchantment 1W (2) Stronghold (Rare)
Walls can attack as though they were not Walls.

112. Sacred Ground

Enchantment 1W (2) Stronghold (Rare)
Whenever an effect controlled by any opponent puts a land into your graveyard from play, put that land into play.
  • A land creature dying due to fatal damage is not being destroyed by a spell or ability. It is being destroyed by a game rule, so this card will not trigger. [WotC Rules Team 1998/03/31]
  • A legendary land being put into the graveyard as a duplicate legend will not be brought back since it is being buried by a game rule. [WotC Rules Team 1998/03/31]

113. Samite Blessing

Enchant Creature W (1) Stronghold (Common)
Enchanted creature gains "{T}: Prevent all damage to any creature from any one source." (Treat further damage from that source normally.)

114. Scapegoat

Instant W (1) Stronghold (Uncommon)
Sacrifice a creature: Return any number of target creatures you control to owner's hand.
  • You can choose the sacrificed creature as the target, but if you do so the effect will fizzle on resolution (with respect to that target) and you will not get to return the creature to its owner's hand. [Duelist Magazine #25, Page 31]

115. Shaman en-Kor

Summon Cleric 1/2 1W (2) Stronghold (Rare)
{0}: Redirect 1 damage from Shaman en-Kor to a creature you control.
{1}{W}: Redirect to Shaman en-Kor all damage dealt to any one creature from any one source.
  • See Lancers en-Kor for rulings.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Kor Shaman Cleric".

116. Skyshroud Falcon

Summon Bird 1/1 1W (2) Stronghold (Common)
Flying
Attacking does not cause Skyshroud Falcon to tap.

117. Smite

Instant W (1) Stronghold (Common)
Destroy target blocked creature.

118. Soltari Champion

Summon Soldier 2/2 2W (3) Stronghold (Rare)
Shadow (This creature can block and be blocked by only creatures with shadow.)
If Soltari Champion attacks, all other creatures you control get +1/+1 until end of turn.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Soltari Soldier".

119. Spirit en-Kor

Summon Spirit 2/2 3W (4) Stronghold (Common)
Flying
{0}: Redirect 1 damage from Spirit en-Kor to a creature you control.
  • See Lancers en-Kor for rulings.
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Kor Spirit".

120. Temper

Instant X1W (2) Stronghold (Uncommon)
Prevent up to X damage to target creature. For each 1 damage prevented in this way, put a +1/+1 counter on that creature.
  • You can make X be larger than the amount of damage, but you only get one counter for each actual point of damage prevented. [Duelist Magazine #25, Page 31]
  • The +1/+1 counters do show up at the same time as any unprevented damage, which means they are there before you check for lethal damage. [D'Angelo 1999/02/11]
  • Note - Also see X Costs, Rule G24.1.

121. Venerable Monk

Summon Cleric 2/2 2W (3) Stronghold (Common)
When Venerable Monk comes into play, gain 2 life.

122. Wall of Essence

Summon Wall 0/4 1W (2) Stronghold (Uncommon)
(Walls cannot attack.)
For each 1 combat damage dealt to Wall of Essence, gain 1 life.

123. Warrior Angel

Summon Angel 3/4 4WW (6) Stronghold (Rare)
Flying
For each 1 damage Warrior Angel deals, gain 1 life.

124. Warrior en-Kor

Summon Knight 2/2 WW (2) Stronghold (Uncommon)
{0}: Redirect 1 damage from Warrior en-Kor to a creature you control.
  • See Lancers en-Kor for rulings.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Kor Warrior Knight".

125. Youthful Knight

Summon Knight 2/1 1W (2) Stronghold (Common)
First strike

126. Bullwhip

Artifact 4 (4) Stronghold (Uncommon)
{2}, {T}: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able.

127. Ensnaring Bridge

Artifact 3 (3) Stronghold (Rare)
Each creature with power greater than the number of cards in your hand cannot attack.
  • It only checks the cards in your hand when declaring attackers. Once they are declared, changes to your hand size or to the power of the creatures will not remove creatures from the attack. [Duelist Magazine #25, Page 30]
  • All creatures in play (including yours) are subject to the restriction based on the number of cards in your hand. [D'Angelo 1998/07/22]

128. Heartstone

Artifact 3 (3) Stronghold (Uncommon)
The cost of each creature ability requiring an activation cost is reduced by {1}.
This cannot reduce an ability's generic mana cost to less then {1}.
  • The cost reduction can be applied to extra costs such as Gloom. [D'Angelo 1998/02/27]
  • Will not add a 1 generic mana cost to abilities with no generic mana in their activation cost. [Barclay 1998/02/27]
  • It will never reduce any colored mana portion of an activation cost. [D'Angelo 1998/11/06]

129. Horn of Greed

Artifact 3 (3) Stronghold (Rare)
Whenever any player plays a land, that player draws a card.
  • Playing a land will trigger it, but putting a land into play as part of an effect will not. [Duelist Magazine #25, Page 30]

130. Hornet Cannon

Artifact 4 (4) Stronghold (Uncommon)
{3}, {T}: Put a Hornet token into play. Treat this token as a 1/1 artifact creature with flying that is unaffected by summoning sickness. At end of turn, destroy the token.

131. Jinxed Ring

Artifact 2 (2) Stronghold (Rare)
Whenever any card is put into your graveyard from play, Jinxed Ring deals 1 damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Ring permanently.

132. Mox Diamond

Artifact 0 (0) Stronghold (Rare)
When Mox Diamond comes into play, choose and discard a land card or sacrifice Mox Diamond.
{T}: Add one mana of any color to your mana pool. Play this ability as a mana source.

133. Portcullis

Artifact 4 (4) Stronghold (Rare)
Whenever any creature comes into play, if there are two or more other creatures in play, set that creature aside. If Portcullis leaves play, put the creature into play under its owner's control.
  • If the creature that triggered Portcullis is no longer in play when the ability resolves, then it fails to do anything. [Duelist Magazine #25, Page 31]
  • Creatures which are phasing in will not trigger this card's ability. [D'Angelo 1998/04/13]
  • You check the count of the number of creatures in play again during resolution. The creature will not be removed if the count is 2 or less. [D'Angelo 2003/01/19]
  • If Portcullis phases out, and something prevents one of the creatures from coming into play, then the creature remains out of play and can try to enter play again the next time Portcullis leaves play. [bethmo 1998/05/02]
  • The "when Portcullis leaves play" is not part of setting the creature aside, so it does not happen if Portcullis' abilities are removed at the time it leaves play. [D'Angelo 1999/06/01]
  • If multiple creatures come into play at the same time, Portcullis triggers for each creature. [bethmo 1999/05/26]
  • If multiple creatures come into play at the same time, Portcullis sees the creature count as being the new total after all the creatures are in play. Don't handle this like creatures coming into play one at a time. [bethmo 1999/05/26]
  • If multiple creatures come into play at once, due to Living Death for example, then Portcullis will trigger on all of those creatures. The player controlling Portcullis decides the order to resolve the Portcullis triggers and therefore chooses which two creatures stay in play (assuming that none were already in play... if some were already in play he might not really get a choice). All the others get yanked by the Portcullis. [D'Angelo 1998/06/11]
  • If any creature comes into play which has a "comes into play" ability (see Rule 410.10a), that ability is still applied even if Portcullis removes that creature from play before you resolve the ability. [D'Angelo 1998/06/11]
  • If any creature comes into play which has a "comes into play" ability (see Rule 410.10a), you need to use the timing rules for triggered abilities (see Rule 404) to determine the order to put the triggers on the stack. The rule is that first the current player does all of their triggers in any order they choose, then the other player does all of theirs in any order they choose. [D'Angelo 1999/06/01] The result is that if the current player controls Portcullis, they can do their creatures' "comes into play" abilities before or after Portcullis removes creatures from play, while the other player always resolves their creatures' "comes into play" abilities before Portcullis. If the other player controls Portcullis, the current player always does their creatures' "comes into play" abilities after Portcullis, then the other player can do their creatures' "comes into play" abilities before or after the Portcullis removes creatures from play.
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

134. Shifting Wall

Artifact Creature 0/0 X (0) Stronghold (Uncommon)
Shifting Wall counts as a Wall. (Walls cannot attack.)
Shifting Wall comes into play with X +1/+1 counters on it.

135. Sword of the Chosen

Legendary Artifact 2 (2) Stronghold (Rare)
{T}: Target legend gets +2/+2 until end of turn.

136. Volrath's Laboratory

Artifact 5 (5) Stronghold (Rare)
When you play Volrath's Laboratory, choose a color and creature type.
{5}, {T}: Put a token creature into play. Treat this token as a 2/2 creature of the chosen color and creature type.
  • You do have to choose an existing creature type. (Rule 212.1e). [D'Angelo 2003/05/16]
  • The token has the same name as the creature type. [bethmo 1998/02/27]
  • The token does not have any built-in abilities. For example, choosing creature type Bird does not give the token Flying. [D'Angelo 1998/06/16]
  • Note - Also see Creature Type, Rule 205.3 and Rule 212.3.
  • Note - Also see Token Creatures, Rule 216.

137. Volrath's Stronghold

Legendary Land Stronghold (Rare)
{T}: Add one colorless mana to your mana pool.
{1}{B}, {T}: Put target creature card from your graveyard on top of your library.

138. Acidic Sliver

Summon Sliver 2/2 BR (2) Stronghold (Uncommon)
Each Sliver gains "{2}, Sacrifice this creature: This creature deals 2 damage to target creature of player."

139. Crystalline Sliver

Summon Sliver 2/2 WU (2) Stronghold (Uncommon)
Slivers cannot be the target of spells or abilities.
  • This card makes slivers in play untargetable. What this means is that no spell or ability with the word "target" in its text can be announced with a Sliver in play as the target. If the spell or ability does not use the word "target", then Crystalline Sliver does not protect the slivers from it. It is very important to remember that cards can be affected without targeting them! [D'Angelo 1998/06/11] For example, none of the Slivers use the word "target" when granting Sliver abilities.
  • The ability only applies while this card is in play. [D'Angelo 1999/06/02]
  • Note - Also see Shroud, Rule 502.36.

140. Hibernation Sliver

Summon Sliver 2/2 UB (2) Stronghold (Uncommon)
Each Sliver gains "Pay 2 life: Return this creature to owner's hand."

141. Sliver Queen

Summon Legend 7/7 WUBRG (5) Stronghold (Rare)
Sliver Queen counts as a Sliver.
{2}: Put a Sliver token into play. Treat this token as a 1/1 colorless creature.

142. Spined Sliver

Summon Sliver 2/2 RG (2) Stronghold (Uncommon)
If any Sliver is blocked it gets +1/+1 until end of turn for each creature blocking it.
  • If two Spined Slivers are in play then each blocked sliver gets +2/+2 for each creature blocking it. [D'Angelo 1998/10/27]

143. Victual Sliver

Summon Sliver 2/2 WG (2) Stronghold (Uncommon)
Each Sliver gains "{2}, Sacrifice this creature: Gain 4 life."