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

Shadowmoor

 Schattenmoor  Sombrelande  Landa Tenebrosa  Páramo Sombrío  Pântano Sombrio  シャドウムーア  暗影荒原  Шэдоумур  Shadowmoor ZH_TW

→ Checklist → Cards

1. Apothecary Initiate

Creature — Kithkin Cleric 1/1 W (1) Shadowmoor (Common)
Whenever a player plays a white spell, you may pay {1}. If you do, you gain 1 life.

2. Armored Ascension

Enchantment — Aura 3W (4) Shadowmoor (Uncommon)
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.

3. Ballynock Cohort

Creature — Kithkin Soldier 2/2 2W (3) Shadowmoor (Common)
First strike
Ballynock Cohort gets +1/+1 as long as you control another white creature.

4. Barrenton Medic

Creature — Kithkin Cleric 0/4 4W (5) Shadowmoor (Common)
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.
  • With the second ability, the -1/-1 counter is put on as a cost. If adding the counter kills the creature, it go to the graveyard immediately after paying the cost and before you can do anything else. [Shadowmoor FAQ 2008/04/21]

5. Boon Reflection

Enchantment 4W (5) Shadowmoor (Rare)
If you would gain life, you gain twice that much life instead.
  • The effects are cumulative. If you have two in play you gain 4 time as much life, and if you have three you gain 8 times as much. [Shadowmoor FAQ 2008/04/21]
  • If an effect sets your life total to a certain number, and that number is higher than your current life total, that effect will cause you to gain life equal to the difference. This card will double that gain. For example, if you have 13 life and Blessed Wind causes your life total to become 20, your life total will actually become 27. [Shadowmoor FAQ 2008/04/21]
  • This card does not cause you to gain life. It causes other life-gaining effects to give you more life than they would have. [Shadowmoor FAQ 2008/04/21]

6. Goldenglow Moth

Creature — Insect 0/1 W (1) Shadowmoor (Common)
Flying
Whenever Goldenglow Moth blocks, you may gain 4 life.

7. Greater Auramancy

Enchantment 1W (2) Shadowmoor (Rare)
Other enchantments you control have shroud.
Enchanted creatures you control have shroud.
  • Does not give itself Shroud, but if you have two of these they can give each other Shroud. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Shroud, Rule 502.36.

8. Inquisitor's Snare

Instant 1W (2) Shadowmoor (Common)
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
  • The prevention applies even after the creature leaves play. [Shadowmoor FAQ 2008/04/21]

9. Kithkin Rabble

Creature — Kithkin X/X 3W (4) Shadowmoor (Uncommon)
Vigilance
Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.

10. Kithkin Shielddare

Creature — Kithkin Soldier 1/1 1W (2) Shadowmoor (Common)
{W}, {T}: Target blocking creature gets +2/+2 until end of turn.

11. Last Breath

Instant 1W (2) Shadowmoor (Common)
Remove target creature with power 2 or less from the game. Its controller gains 4 life.

12. Mass Calcify

Sorcery 5WW (7) Shadowmoor (Rare)
Destroy all nonwhite creatures.

13. Mine Excavation

Sorcery 1W (2) Shadowmoor (Common)
Return target artifact or enchantment card in a graveyard to its owner's hand.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

14. Mistmeadow Skulk

Creature — Kithkin Rogue 1/1 1W (2) Shadowmoor (Uncommon)
Lifelink, protection from converted mana cost 3 or greater

15. Niveous Wisps

Instant W (1) Shadowmoor (Common)
Target creature becomes white until end of turn. Tap that creature.
Draw a card.

16. Order of Whiteclay

Creature — Kithkin Cleric 1/4 1WW (3) Shadowmoor (Rare)
{1}{W}{W}, {U}: Return target creature card with converted mana cost 3 or less from your graveyard to play. ({U} is the untap symbol.)

17. Pale Wayfarer

Creature — Spirit Giant 4/4 5WW (7) Shadowmoor (Uncommon)
{2}{W}{W}, {U}: Target creature gains protection from the color of its controller's choice until end of turn. ({U} is the untap symbol.)

18. Prison Term

Enchantment — Aura 1WW (3) Shadowmoor (Uncommon)
Enchant creature
Enchanted creature can't attack or block and its activated abilities can't be played.
Whenever a creature comes into play under an opponent's control, you may attach Prison Term to that creature.

19. Resplendent Mentor

Creature — Kithkin Cleric 2/2 4W (5) Shadowmoor (Uncommon)
White creatures you control have "{T}: You gain 1 life."

20. Rune-Cervin Rider

Creature — Elf Knight 2/2 3W (4) Shadowmoor (Common)
Flying
{G/W}{G/W}: Rune-Cervin Rider gets +1/+1 until end of turn.

21. Runed Halo

Enchantment WW (2) Shadowmoor (Rare)
As Runed Halo comes into play, name a card.
You have protection from the chosen name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)

22. Safehold Sentry

Creature — Elf Warrior 2/2 1W (2) Shadowmoor (Common)
{2}{W}, {U}: Safehold Sentry gets +0/+2 until end of turn. ({U} is the untap symbol.)

23. Spectral Procession

Sorcery {2/W}{2/W}{2/W} (6) Shadowmoor (Uncommon)
({2/W} can be paid with any two mana or with {W}. This card's converted mana cost is 6.)
Put three 1/1 white Spirit creature tokens with flying into play.

24. Strip Bare

Instant W (1) Shadowmoor (Common)
Destroy all Auras and Equipment attached to target creature.

25. Twilight Shepherd

Creature — Angel 5/5 3WWW (6) Shadowmoor (Rare)
Flying, vigilance
When Twilight Shepherd comes into play, return to your hand all cards in your graveyard put there from play this turn.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

26. Windbrisk Raptor

Creature — Bird 5/7 5WW (7) Shadowmoor (Rare)
Flying
Attacking creatures you control have lifelink.

27. Woeleecher

Creature — Elemental 3/5 5W (6) Shadowmoor (Common)
{W}, {T}: Remove a -1/-1 counter from target creature. If you do, you gain 2 life.

28. Advice from the Fae

Sorcery {2/U}{2/U}{2/U} (6) Shadowmoor (Uncommon)
({2/U} can be paid with any two mana or with {U}. This card's converted mana cost is 6.)
Look at the top five cards of your library. If you control more creatures than any other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.

29. Biting Tether

Enchantment — Aura 4U (5) Shadowmoor (Uncommon)
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.

30. Briarberry Cohort

Creature — Faerie Soldier 1/1 1U (2) Shadowmoor (Common)
Flying
Briarberry Cohort gets +1/+1 as long as you control another blue creature.

31. Cerulean Wisps

Instant U (1) Shadowmoor (Common)
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.

32. Consign to Dream

Instant 2U (3) Shadowmoor (Common)
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.

33. Counterbore

Instant 3UU (5) Shadowmoor (Rare)
Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. Then that player shuffles his or her library.
  • The effect does not affect cards in play. [Shadowmoor FAQ 2008/04/21]
  • You are not required to find copies that are in the hand or library, but you must find all copies in the graveyard because it's a face-up zone. [Shadowmoor FAQ 2008/04/21]
  • If the spell can't be countered, you still get to perform the search. [Shadowmoor FAQ 2008/04/21]
  • Most of the time, the countered spell will be removed because it will go to the graveyard as part of the countering, then be found by the search. If the card goes to a different graveyard than the player that played it, of if it isn't countered, however, it won't get removed from the game. [Shadowmoor FAQ 2008/04/21]

34. Cursecatcher

Creature — Merfolk Wizard 1/1 U (1) Shadowmoor (Uncommon)
Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays {1}.

35. Deepchannel Mentor

Creature — Merfolk Rogue 2/2 5U (6) Shadowmoor (Uncommon)
Blue creatures you control are unblockable.

36. Drowner Initiate

Creature — Merfolk Wizard 1/1 U (1) Shadowmoor (Common)
Whenever a player plays a blue spell, you may pay {1}. If you do, target player puts the top two cards of his or her library into his or her graveyard.

37. Faerie Swarm

Creature — Faerie X/X 3U (4) Shadowmoor (Uncommon)
Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.

38. Flow of Ideas

Sorcery 5U (6) Shadowmoor (Uncommon)
Draw a card for each Island you control.

39. Ghastly Discovery

Sorcery 2U (3) Shadowmoor (Common)
Draw two cards, then discard a card.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

40. Isleback Spawn

Creature — Kraken 4/8 5UU (7) Shadowmoor (Rare)
Shroud
Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in it.

41. Kinscaer Harpoonist

Creature — Kithkin Soldier 2/2 3U (4) Shadowmoor (Common)
Flying
Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.
  • You can target a creature that doesn't have flying. [Shadowmoor FAQ 008/04/21]

42. Knacksaw Clique

Creature — Faerie Rogue 1/4 3U (4) Shadowmoor (Rare)
Flying
{1}{U}, {U}: Target opponent removes the top card of his or her library from the game. Until end of turn, you may play that card. ({U} is the untap symbol.)
  • Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17]
  • You play the card using all the same rules you would use if playing it from your hand. [Shadowmoor FAQ 2008/04/21]
  • If you don't play the card, it remains removed from the game. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Untap, Rule G21.7.

43. Leech Bonder

Creature — Merfolk Soldier 3/3 2U (3) Shadowmoor (Uncommon)
Leech Bonder comes into play with two -1/-1 counters on it.
{U}, {U}: Move a counter from target creature onto another target creature. ({U} is the untap symbol.)
  • Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17]
  • It can target creatures with no counters on them. [Shadowmoor FAQ 2008/04/21]
  • This effect may result in useless counters being placed on a creature. For example, moving an "age" counter from a creature with Cumulative Upkeep to one without it. [Shadowmoor FAQ 2008/04/21]
  • If either target is illegal on resolution, no counters move. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Untap, Rule G21.7.

44. Merrow Wavebreakers

Creature — Merfolk Soldier 3/3 4U (5) Shadowmoor (Common)
{1}{U}, {U}: Merrow Wavebreakers gains flying until end of turn. ({U} is the untap symbol.)

45. Parapet Watchers

Creature — Kithkin Soldier 2/2 2U (3) Shadowmoor (Common)
{W/U}: Parapet Watchers gets +0/+1 until end of turn.

46. Prismwake Merrow

Creature — Merfolk Wizard 2/1 2U (3) Shadowmoor (Common)
Flash
When Prismwake Merrow comes into play, target permanent becomes the color or colors of your choice until end of turn.
  • You must choose at least one color but can choose up to all five colors. You can't choose colorless. [Shadowmoor FAQ 2008/04/21]
  • Adding color to an artifact does not make it stop being an artifact. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Flash, Rule 502.57.

47. Puca's Mischief

Enchantment 3U (4) Shadowmoor (Rare)
At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with an equal or lesser converted mana cost.
  • You can't play the ability unless you can find two targets that meet the requirements. [Shadowmoor FAQ 2008/04/21]
  • You must choose targets is a legal set is available. On resoltion of the ability you decide whether or not to exchange. [Shadowmoor FAQ 2008/04/21]
  • If either target becomes illegal before resolution, no exchange is made. [Shadowmoor FAQ 2008/04/21]
  • Remember that tokens have a converted mana cost of zero unless otherwise specified by the effect that created the token. See Rule 203.1d. [D'Angelo 2008/07/12]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - Also see Exchange, Rule G5.20.

48. Put Away

Instant 2UU (4) Shadowmoor (Common)
Counter target spell. You may shuffle up to one target card from your graveyard into your library.
  • You have the option to choose a target in your graveyard, but are not required to choose one. If you do choose one, it must be at the time this spell is announced (so this card won't be in the graveyard yet.) [Shadowmoor FAQ 2008/04/21]

49. River Kelpie

Creature — Beast 3/3 3UU (5) Shadowmoor (Rare)
Whenever River Kelpie or another permanent is put into play from a graveyard, draw a card.
Whenever a spell is played from a graveyard, draw a card.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

50. Savor the Moment

Sorcery 1UU (3) Shadowmoor (Rare)
Take an extra turn after this one. Skip the untap step of that turn.

51. Sinking Feeling

Enchantment — Aura 2U (3) Shadowmoor (Common)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has "{1}, Put a -1/-1 counter on this creature: Untap this creature."

52. Spell Syphon

Instant 1U (2) Shadowmoor (Common)
Counter target spell unless its controller pays {1} for each blue permanent you control.

53. Thought Reflection

Enchantment 4UUU (7) Shadowmoor (Rare)
If you would draw a card, draw two cards instead.
  • This is a replacement effect that alters other draws. [D'Angelo 2008/05/17]
  • It does affect your draw during the draw step. [Shadowmoor FAQ 2008/04/21]
  • If you would draw more than one card from something else, this replaces each of those card draws with two draws, effectively doubling you number of draws. [Shadowmoor FAQ 2008/04/21]
  • The effects of more than one of these are cumulative. If you have two, you will end up drawing 4 cards, and if you have three it will be 8 cards. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Replacement Effects, Rule 419 and Rule 419.6.

54. Whimwader

Creature — Elemental 6/4 4U (5) Shadowmoor (Common)
Whimwader can't attack unless defending player controls a blue permanent.

55. Aphotic Wisps

Instant B (1) Shadowmoor (Common)
Target creature becomes black and gains fear until end of turn.
Draw a card.

56. Ashenmoor Cohort

Creature — Elemental Warrior 4/3 5B (6) Shadowmoor (Common)
Ashenmoor Cohort gets +1/+1 as long as you control another black creature.

57. Beseech the Queen

Sorcery {2/B}{2/B}{2/B} (6) Shadowmoor (Uncommon)
({2/B} can be paid with any two mana or with {B}. This card's converted mana cost is 6.)
Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.

58. Blowfly Infestation

Enchantment 2B (3) Shadowmoor (Uncommon)
Whenever a creature is put into a graveyard from play, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature.
  • You only put one -1/-1 counter even if the creature had more than one. [Shadowmoor FAQ 2008/04/21]

59. Cinderbones

Creature — Elemental Skeleton 1/1 2B (3) Shadowmoor (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
{1}{B}: Regenerate Cinderbones.

60. Cinderhaze Wretch

Creature — Elemental Shaman 3/2 4B (5) Shadowmoor (Common)
{T}: Target player discards a card. Play this ability only during your turn.
Put a -1/-1 counter on Cinderhaze Wretch: Untap Cinderhaze Wretch.
  • With the second ability, the -1/-1 counter is put on as a cost. If adding the counter kills the creature, it go to the graveyard immediately after paying the cost and before you can do anything else. [Shadowmoor FAQ 2008/04/21]

61. Corrosive Mentor

Creature — Elemental Rogue 1/3 2B (3) Shadowmoor (Uncommon)
Black creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)

62. Corrupt

Sorcery 5B (6) Shadowmoor (Uncommon)
Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way.
  • The swamps are counted on resolution. [DeLaney 1998/10/05]

63. Crowd of Cinders

Creature — Elemental X/X 3B (4) Shadowmoor (Uncommon)
Fear
Crowd of Cinders's power and toughness are each equal to the number of black permanents you control.

64. Disturbing Plot

Sorcery 1B (2) Shadowmoor (Common)
Return target creature card in a graveyard to its owner's hand.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

65. Dusk Urchins

Creature — Ouphe 4/3 2B (3) Shadowmoor (Rare)
Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it.
When Dusk Urchins is put into a graveyard from play, draw a card for each -1/-1 counter on it.
  • It gets the -1/-1 counter from the first ability during the declare attackers or declare blockers step, so it will have a lower power by the time combat damage is assigned. [Shadowmoor FAQ 2008/04/21]
  • If its toughness goes to zero due to the second ability, it will go to the graveyard before damage is assigned and won't deal damage at all. [Shadowmoor FAQ 2008/04/21] If it blocked, the attacker will still be blocked. [D'Angelo 2008/05/17]

66. Faerie Macabre

Creature — Faerie Rogue 2/2 1BB (3) Shadowmoor (Common)
Flying
Discard Faerie Macabre: Remove up to two target cards in graveyards from the game.
  • The ability can only be played when this card is in your hand. It is played any time you could play an instant. [Shadowmoor FAQ 2008/04/21]
  • The targeted cards may be in the same or different graveyards. [Shadowmoor FAQ 2008/04/21]

67. Gloomlance

Sorcery 3BB (5) Shadowmoor (Common)
Destroy target creature. If that creature was green or white, its controller discards a card.

68. Hollowborn Barghest

Creature — Demon Hound 7/6 5BB (7) Shadowmoor (Rare)
At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life.
At the beginning of each opponent's upkeep, if that player has no cards in hand, he or she loses 2 life.
  • Both abilities count the cards in hand when they trigger and when they resolve. If the player has cards in hand in either case, the ability does nothing. [Shadowmoor FAQ 2008/04/21]

69. Hollowsage

Creature — Merfolk Wizard 2/2 3B (4) Shadowmoor (Uncommon)
Whenever Hollowsage becomes untapped, you may have target player discard a card.
  • If this triggers during an untap step, it goes on the stack at the beginning of the upkeep step along with beginning-of-upkeep triggers. [Shadowmoor FAQ 2008/04/21]

70. Incremental Blight

Sorcery 3BB (5) Shadowmoor (Uncommon)
Put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.
  • You cannot play this unless you have three legal targets. [Shadowmoor FAQ 2008/04/21]

71. Loch Korrigan

Creature — Spirit 1/1 3B (4) Shadowmoor (Common)
{U/B}: Loch Korrigan gets +1/+1 until end of turn.

72. Midnight Banshee

Creature — Spirit 5/5 3BBB (6) Shadowmoor (Rare)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.

73. Plague of Vermin

Sorcery 6B (7) Shadowmoor (Rare)
Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player puts a 1/1 black Rat creature token into play for each 1 life he or she paid this way.
  • It goes until all players choose not to pay within a single round. A player may decline in one round, but then pay in a later round (assuming someone else paid in the earlier round or else the effect would have ended). [Shadowmoor FAQ 2008/04/21]
  • After all players pay whatever life they wish to pay, the tokens are all put into play simultaneously. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Token Creatures, Rule 216.

74. Polluted Bonds

Enchantment 3BB (5) Shadowmoor (Rare)
Whenever a land comes into play under an opponent's control, that player loses 2 life and you gain 2 life.

75. Puppeteer Clique

Creature — Faerie Wizard 3/2 3BB (5) Shadowmoor (Rare)
Flying
When Puppeteer Clique comes into play, put target creature card in an opponent's graveyard into play under your control. It has haste. At the end of your turn, remove it from the game.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

76. Rite of Consumption

Sorcery 1B (2) Shadowmoor (Common)
As an additional cost to play Rite of Consumption, sacrifice a creature.
Rite of Consumption deals damage equal to the sacrificed creature's power to target player. You gain life equal to the damage dealt this way.

77. Sickle Ripper

Creature — Elemental Warrior 2/1 1B (2) Shadowmoor (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

78. Smolder Initiate

Creature — Elemental Shaman 1/1 B (1) Shadowmoor (Common)
Whenever a player plays a black spell, you may pay {1}. If you do, target player loses 1 life.

79. Splitting Headache

Sorcery 3B (4) Shadowmoor (Common)
Choose one — Target player discards two cards; or target player reveals his or her hand, you choose a card from it, then that player discards that card.

80. Torture

Enchantment — Aura B (1) Shadowmoor (Common)
Enchant creature
{1}{B}: Put a -1/-1 counter on enchanted creature.

81. Wound Reflection

Enchantment 5B (6) Shadowmoor (Rare)
At the end of each turn, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.)
  • It checks if life was lost. If life was also gained this turn, it will still trigger. For example, if 4 life was lost and 6 gained, it will see that 4 was lost and act on that. [Shadowmoor FAQ 2008/04/21]
  • It checks at the end of every turn, not just your turns. But it always refers to your opponents, not the player whose turn it is. [Shadowmoor FAQ 2008/04/21]
  • It will take effect even if it wasn't in play when the life was lost. As long as it is in play at the end of turn. [Shadowmoor FAQ 2008/04/21]
  • If life is lost during the end-of-turn after this resolves, it won't be detected. [Shadowmoor FAQ 2008/04/21]
  • The effect is cumulative. If more than one is in play, the first one will cause extra loss of life. The second one will see that loss in addition to the original loss. And so on. [Shadowmoor FAQ 2008/04/21]

82. Blistering Dieflyn

Creature — Imp 0/1 3R (4) Shadowmoor (Common)
Flying
{B/R}: Blistering Dieflyn gets +1/+0 until end of turn.

83. Bloodmark Mentor

Creature — Goblin Warrior 1/1 1R (2) Shadowmoor (Uncommon)
Red creatures you control have first strike.

84. Bloodshed Fever

Enchantment — Aura R (1) Shadowmoor (Common)
Enchant creature
Enchanted creature attacks each turn if able.

85. Boggart Arsonists

Creature — Goblin Rogue 2/1 2R (3) Shadowmoor (Common)
Plainswalk
{2}{R}, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains.

86. Burn Trail

Sorcery 3R (4) Shadowmoor (Common)
Burn Trail deals 3 damage to target creature or player.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

87. Cragganwick Cremator

Creature — Giant Shaman 5/4 2RR (4) Shadowmoor (Rare)
When Cragganwick Cremator comes into play, discard a card at random. If you discard a creature card this way, Cragganwick Cremator deals damage equal to that card's power to target player.
  • You target a player when the triggered ability is put on the stack. You don't see what card is revealed until the ability resolves. [Shadowmoor FAQ 2008/04/21]
  • The power is checked as the card exists in the graveyard. This can matter for some creatures with variable power. [Shadowmoor FAQ 2008/04/21]

88. Crimson Wisps

Instant R (1) Shadowmoor (Common)
Target creature becomes red and gains haste until end of turn.
Draw a card.

89. Deep-Slumber Titan

Creature — Giant Warrior 7/7 2RR (4) Shadowmoor (Rare)
Deep-Slumber Titan comes into play tapped.
Deep-Slumber Titan doesn't untap during your untap step.
Whenever Deep-Slumber Titan is dealt damage, untap it.

90. Elemental Mastery

Enchantment — Aura 3R (4) Shadowmoor (Rare)
Enchant creature
Enchanted creature has "{T}: Put X 1/1 red Elemental creature tokens with haste into play, where X is this creature's power. Remove them from the game at end of turn."

91. Ember Gale

Sorcery 3R (4) Shadowmoor (Common)
Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls.
  • Creatures entering play under the control of the target player after this is played still can't block this turn. [Shadowmoor FAQ 2008/04/21]

92. Flame Javelin

Instant {2/R}{2/R}{2/R} (6) Shadowmoor (Uncommon)
({2/R} can be paid with any two mana or with {R}. This card's converted mana cost is 6.)
Flame Javelin deals 4 damage to target creature or player.

93. Furystoke Giant

Creature — Giant Warrior 3/3 3RR (5) Shadowmoor (Rare)
When Furystoke Giant comes into play, other creatures you control gain "{T}: This creature deals 2 damage to target creature or player" until end of turn.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

94. Horde of Boggarts

Creature — Goblin X/X 3R (4) Shadowmoor (Uncommon)
Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.
Horde of Boggarts can't be blocked except by two or more creatures.

95. Inescapable Brute

Creature — Giant Warrior 3/3 5R (6) Shadowmoor (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Inescapable Brute must be blocked if able.

96. Intimidator Initiate

Creature — Goblin Shaman 1/1 R (1) Shadowmoor (Common)
Whenever a player plays a red spell, you may pay {1}. If you do, target creature can't block this turn.

97. Jaws of Stone

Sorcery 5R (6) Shadowmoor (Uncommon)
Jaws of Stone deals X damage divided as you choose among any number of target creatures and/or players, where X is the number of Mountains you control as you play Jaws of Stone.
  • It counts the mountains that the time you announce this spell and pay the cost. This value is locked in and doesn't change after that. [Shadowmoor FAQ 2008/04/21]
  • If you control no mountains, X is zero and you pick no targets. [Shadowmoor FAQ 2008/04/21]
  • You X is greater than zero, you must pick between 1 and X targets. Each target must be assigned at least 1 damage. [Shadowmoor FAQ 2008/04/21]

98. Knollspine Dragon

Creature — Dragon 7/5 5RR (7) Shadowmoor (Rare)
Flying
When Knollspine Dragon comes into play, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.
  • You target an opponent when the triggered ability is put on the stack. You pick whetehr to discard or draw when the ability resolves. [Shadowmoor FAQ 2008/04/21]
  • It counts all damage dealt to the opponent from all sources this turn as of when this resolves. Prevented damage doesn't count. Damage that didn't cause loss of life (as with Worship) does count. [Shadowmoor FAQ 2008/04/21]

99. Knollspine Invocation

Enchantment 1RR (3) Shadowmoor (Rare)
{X}, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to target creature or player.

100. Mudbrawler Cohort

Creature — Goblin Warrior 1/1 1R (2) Shadowmoor (Common)
Haste
Mudbrawler Cohort gets +1/+1 as long as you control another red creature.

101. Power of Fire

Enchantment — Aura 1R (2) Shadowmoor (Common)
Enchant creature
Enchanted creature has "{T}: This creature deals 1 damage to target creature or player."

102. Puncture Bolt

Instant 1R (2) Shadowmoor (Common)
Puncture Bolt deals 1 damage to target creature. Put a -1/-1 counter on that creature.

103. Pyre Charger

Creature — Elemental Warrior 1/1 RR (2) Shadowmoor (Uncommon)
Haste
{R}: Pyre Charger gets +1/+0 until end of turn.

104. Rage Reflection

Enchantment 4RR (6) Shadowmoor (Rare)
Creatures you control have double strike.

105. Rustrazor Butcher

Creature — Goblin Warrior 1/2 1R (2) Shadowmoor (Common)
First strike
Wither (This deals damage to creatures in the form of -1/-1 counters.)

106. Slinking Giant

Creature — Giant Rogue 4/4 2RR (4) Shadowmoor (Uncommon)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever Slinking Giant blocks or becomes blocked, it gets -3/-0 until end of turn.

107. Smash to Smithereens

Instant 1R (2) Shadowmoor (Common)
Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller.

108. Wild Swing

Sorcery 3R (4) Shadowmoor (Uncommon)
Choose three target nonenchantment permanents. Destroy one of them at random.
  • You cannot play this unless there are three legal targets. [D'Angelo 2008/05/17]
  • You randomly decide which one to destroy during resolution. There is no chance to react by any means (such as regenerating something) after this choice is made. You have to guess which one will be affected and plan beforehand. [Shadowmoor FAQ 2008/04/21]
  • If one target has become invalid before resolution, then randomly pick between the remaining two. If two targets are invalid before then, the remaining target is affected. [Shadowmoor FAQ 2008/04/21]
  • You can pick an indestructible target. If it gets randomly chosen, it simply won't be destroyed. [Shadowmoor FAQ 2008/04/21]

109. Crabapple Cohort

Creature — Treefolk Warrior 4/4 4G (5) Shadowmoor (Common)
Crabapple Cohort gets +1/+1 as long as you control another green creature.

110. Devoted Druid

Creature — Elf Druid 0/2 1G (2) Shadowmoor (Common)
{T}: Add {G} to your mana pool.
Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.
  • With the second ability, the -1/-1 counter is put on as a cost. If adding the counter kills the creature, it go to the graveyard immediately after paying the cost and before you can do anything else. [Shadowmoor FAQ 2008/04/21]

111. Dramatic Entrance

Instant 3GG (5) Shadowmoor (Rare)
You may put a green creature card from your hand into play.

112. Drove of Elves

Creature — Elf X/X 3G (4) Shadowmoor (Uncommon)
Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Drove of Elves can't be the target of spells or abilities your opponents control.

113. Farhaven Elf

Creature — Elf Druid 1/1 2G (3) Shadowmoor (Common)
When Farhaven Elf comes into play, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.

114. Flourishing Defenses

Enchantment 4G (5) Shadowmoor (Uncommon)
Whenever a -1/-1 counter is placed on a creature, you may put a 1/1 green Elf Warrior creature token into play.
  • The ability triggers when a -1/-1 counter is placed on a creature in play, and when a creature enters play with a -1/-1 counter on it (as with the Persist ability). [Shadowmoor FAQ 2008/04/21]
  • It triggers once for each -1/-1 counter. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Token Creatures, Rule 216.

115. Foxfire Oak

Creature — Treefolk Shaman 3/6 5G (6) Shadowmoor (Common)
{R/G}{R/G}{R/G}: Foxfire Oak gets +3/+0 until end of turn.

116. Gleeful Sabotage

Sorcery 1G (2) Shadowmoor (Common)
Destroy target artifact or enchantment.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

117. Gloomwidow

Creature — Spider 3/3 2G (3) Shadowmoor (Uncommon)
Reach
Gloomwidow can't block creatures without flying.

118. Gloomwidow's Feast

Instant 3G (4) Shadowmoor (Common)
Destroy target creature with flying. If that creature was blue or black, put a 1/2 green Spider creature token with reach into play. (It can block creatures with flying.)

119. Howl of the Night Pack

Sorcery 6G (7) Shadowmoor (Uncommon)
Put a 2/2 green Wolf creature token into play for each Forest you control.

120. Hungry Spriggan

Creature — Goblin Warrior 1/1 2G (3) Shadowmoor (Common)
Trample
Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn.

121. Juvenile Gloomwidow

Creature — Spider 1/3 GG (2) Shadowmoor (Common)
Reach (This can block creatures with flying.)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

122. Mana Reflection

Enchantment 4GG (6) Shadowmoor (Rare)
If you tap a permanent for mana, it produces twice as much of that mana instead.
  • The mana produced is doubled. If you have more than one of these in play, the effect is cumulative. Two gives you 4 times as much, and three gives eight times as much. [Shadowmoor FAQ 2008/04/21]
  • As an example of doubling, a permanent producing "{W}{U}" would produce "{W}{W}{U}{U}". [Shadowmoor FAQ 2008/04/21]
  • If another effect would alter the type or amount of mana being produced, you choose the order to apply these effects. See Rule 419.9. [Shadowmoor FAQ 2008/04/21]

123. Mossbridge Troll

Creature — Troll 5/5 5GG (7) Shadowmoor (Rare)
If Mossbridge Troll would be destroyed, regenerate it.
Tap any number of untapped creatures you control other than Mossbridge Troll with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of turn.
  • The power of creatures tapped is only checked when paying the cost. It does not check again later. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Regenerate, Rule G18.7.

124. Nurturer Initiate

Creature — Elf Shaman 1/1 G (1) Shadowmoor (Common)
Whenever a player plays a green spell, you may pay {1}. If you do, target creature gets +1/+1 until end of turn.

125. Presence of Gond

Enchantment — Aura 2G (3) Shadowmoor (Common)
Enchant creature
Enchanted creature has "{T}: Put a 1/1 green Elf Warrior creature token into play."

126. Prismatic Omen

Enchantment 1G (2) Shadowmoor (Rare)
Lands you control are every basic land type in addition to their other types.
  • By being every basic land type, they also have each of the abilities of those land types to tap for mana. [Shadowmoor FAQ 2008/04/21]

127. Raking Canopy

Enchantment 1GG (3) Shadowmoor (Uncommon)
Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it.

128. Roughshod Mentor

Creature — Giant Warrior 5/4 5G (6) Shadowmoor (Uncommon)
Green creatures you control have trample.

129. Spawnwrithe

Creature — Elemental 2/2 2G (3) Shadowmoor (Rare)
Trample
Whenever Spawnwrithe deals combat damage to a player, put a token into play that's a copy of Spawnwrithe.

130. Toil to Renown

Sorcery 1G (2) Shadowmoor (Common)
You gain 1 life for each tapped artifact, creature, and land you control.

131. Tower Above

Sorcery {2/G}{2/G}{2/G} (6) Shadowmoor (Uncommon)
({2/G} can be paid with any two mana or with {G}. This card's converted mana cost is 6.)
Until end of turn, target creature gets +4/+4 and gains trample, wither, and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.)

132. Viridescent Wisps

Instant G (1) Shadowmoor (Common)
Target creature becomes green and gets +1/+0 until end of turn.
Draw a card.

133. Wildslayer Elves

Creature — Elf Warrior 3/3 3G (4) Shadowmoor (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

134. Witherscale Wurm

Creature — Wurm 9/9 4GG (6) Shadowmoor (Rare)
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it.
  • Because the other creature gains Wither upon blocking assignment, that creature will give this one the -1/-1 counters during damage dealing for that combat. [D'Angelo 2008/05/17]
  • The second ability triggers on any damage, not just combat damage. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Wither, Rule 502.80.

135. Woodfall Primus

Creature — Treefolk Shaman 6/6 5GGG (8) Shadowmoor (Rare)
Trample
When Woodfall Primus comes into play, destroy target noncreature permanent.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

136. Æthertow

Instant 3{W/U} (4) Shadowmoor (Common)
Put target attacking or blocking creature on top of its owner's library.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

137. Augury Adept

Creature — Kithkin Wizard 2/2 1{W/U}{W/U} (3) Shadowmoor (Rare)
Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.

138. Barrenton Cragtreads

Creature — Kithkin Scout 3/3 2{W/U}{W/U} (4) Shadowmoor (Common)
Barrenton Cragtreads can't be blocked by red creatures.

139. Curse of Chains

Enchantment — Aura 1{W/U} (2) Shadowmoor (Common)
Enchant creature
At the beginning of each upkeep, tap enchanted creature.

140. Enchanted Evening

Enchantment 3{W/U}{W/U} (5) Shadowmoor (Rare)
All permanents are enchantments in addition to their other types.

141. Glamer Spinners

Creature — Faerie Wizard 2/4 4{W/U} (5) Shadowmoor (Uncommon)
Flash
Flying
When Glamer Spinners comes into play, attach all Auras enchanting target permanent to another permanent with the same controller.
  • You can target a permanent with no Auras enchanting it. [Shadowmoor FAQ 2008/04/21]
  • You target the permanent that wil be losing its Auras when the triggered ability is put on the stack. You don't choose the receiving permanent until the ability resolves. [Shadowmoor FAQ 2008/04/21]
  • On resolution, you can only choose a receiving permanent if it is controlled by the same controller as the target, it isn't the original target, and it is able to have all Auras on the targeted permanent moved to it. Otherwise the Auras don't move. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Flash, Rule 502.57.
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

142. Godhead of Awe

Creature — Spirit Avatar 4/4 {W/U}{W/U}{W/U}{W/U}{W/U} (5) Shadowmoor (Rare)
Flying
Other creatures are 1/1.
  • This doesn't cause creatures to lose any abilities. It just alters power and toughness. [Shadowmoor FAQ 2008/04/21]
  • Setting power/toughness to 1/1 overrides most other power/toughness setting effects, except: ones that alter or set power/toughness and are applied after this resolves; counters that alter power toughness (even if they are played before this resolves); static abilities that change power/toughness such as Glorious Anthem (even if they were played before this resolves); and effects that switch power/toughness. [Shadowmoor FAQ 2008/04/21] See Rule 418.5 for details.
  • Does not make itself 1/1, but if you have two of these they can make each other 1/1. [D'Angelo 2008/05/17]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.
  • Note - Also see Interaction of Continuous Effects, Rule 418.5.

143. Mirrorweave

Instant 2{W/U}{W/U} (4) Shadowmoor (Rare)
Each other creature becomes a copy of target nonlegendary creature until end of turn.

144. Mistmeadow Witch

Creature — Kithkin Wizard 1/1 1{W/U} (2) Shadowmoor (Uncommon)
{2}{W}{U}: Remove target creature from the game. Return that card to play under its owner's control at end of turn.

145. Plumeveil

Creature — Elemental 4/4 {W/U}{W/U}{W/U} (3) Shadowmoor (Uncommon)
Flash
Flying, defender

146. Puresight Merrow

Creature — Merfolk Wizard 2/2 {W/U}{W/U} (2) Shadowmoor (Uncommon)
{W/U}, {U}: Look at the top card of your library. You may remove that card from the game. ({U} is the untap symbol.)

147. Repel Intruders

Instant 3{W/U} (4) Shadowmoor (Uncommon)
Put two 1/1 white Kithkin Soldier creature tokens into play if {W} was spent to play Repel Intruders. Counter up to one target creature spell if {U} was spent to play Repel Intruders. (Do both if {W}{U} was spent.)
  • You do both if at least one {W} and one {U} were spent on the cost. [Shadowmoor FAQ 2008/04/21]
  • If you choose to target a creature spell and that target is not legal on resolution, this spell will be countered. You won't get any tokens. [Shadowmoor FAQ 2008/04/21]
  • Due to how announcing a spell works, you choose whether or not to target a creature spell prior to paying the cost. If you choose a target, but then do not pay {U}, then it won't counter that spell on resolution. [Shadowmoor FAQ 2008/04/21] See Rule 409.1.
  • If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.
  • Note - Also see Token Creatures, Rule 216.

148. Silkbind Faerie

Creature — Faerie Rogue 1/3 2{W/U} (3) Shadowmoor (Common)
Flying
{1}{W/U}, {U}: Tap target creature. ({U} is the untap symbol.)

149. Somnomancer

Creature — Kithkin Wizard 2/1 1{W/U} (2) Shadowmoor (Common)
When Somnomancer comes into play, you may tap target creature.

150. Steel of the Godhead

Enchantment — Aura 2{W/U} (3) Shadowmoor (Common)
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.)
As long as enchanted creature is blue, it gets +1/+1 and is unblockable.

151. Swans of Bryn Argoll

Creature — Bird Spirit 4/3 2{W/U}{W/U} (4) Shadowmoor (Rare)
Flying
If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.

152. Thistledown Duo

Creature — Kithkin Soldier Wizard 2/2 2{W/U} (3) Shadowmoor (Common)
Whenever you play a white spell, Thistledown Duo gets +1/+1 until end of turn.
Whenever you play a blue spell, Thistledown Duo gains flying until end of turn.

153. Thistledown Liege

Creature — Kithkin Knight 1/3 1{W/U}{W/U}{W/U} (4) Shadowmoor (Rare)
Flash
Other white creatures you control get +1/+1.
Other blue creatures you control get +1/+1.

154. Thoughtweft Gambit

Instant 4{W/U}{W/U} (6) Shadowmoor (Uncommon)
Tap all creatures your opponents control and untap all creatures you control.

155. Turn to Mist

Instant 1{W/U} (2) Shadowmoor (Common)
Remove target creature from the game. Return that card to play under its owner's control at end of turn.

156. Worldpurge

Sorcery 4{W/U}{W/U}{W/U}{W/U} (8) Shadowmoor (Rare)
Return all permanents to their owners' hands. Each player chooses up to seven cards in his or her hand, then shuffles the rest into his or her library. Empty all mana pools.

157. Zealous Guardian

Creature — Kithkin Soldier 1/1 {W/U} (1) Shadowmoor (Common)
Flash

158. Cemetery Puca

Creature — Shapeshifter 1/2 1{U/B}{U/B} (3) Shadowmoor (Rare)
Whenever a creature is put into a graveyard from play, you may pay {1}. If you do, Cemetery Puca becomes a copy of that creature and gains this ability.

159. Dire Undercurrents

Enchantment 3{U/B}{U/B} (5) Shadowmoor (Rare)
Whenever a blue creature comes into play under your control, you may have target player draw a card.
Whenever a black creature comes into play under your control, you may have target player discard a card.
  • You can target yourself with either ability if you want to. [D'Angelo 2008/05/17]
  • A creature that is both blue and black will trigger both abilities. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

160. Dream Salvage

Instant {U/B} (1) Shadowmoor (Uncommon)
Draw cards equal to the number of cards target opponent discarded this turn.

161. Fate Transfer

Instant 1{U/B} (2) Shadowmoor (Common)
Move all counters from target creature onto another target creature.
  • This effect may result in useless counters being placed on a creature. For example, moving an "age" counter from a creature with Cumulative Upkeep to one without it. [Shadowmoor FAQ 2008/04/21]
  • The counters do not move if either target becomes illegal before resolution. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

162. Ghastlord of Fugue

Creature — Spirit Avatar 4/4 {U/B}{U/B}{U/B}{U/B}{U/B} (5) Shadowmoor (Rare)
Ghastlord of Fugue is unblockable.
Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.

163. Glen Elendra Liege

Creature — Faerie Knight 2/3 1{U/B}{U/B}{U/B} (4) Shadowmoor (Rare)
Flying
Other blue creatures you control get +1/+1.
Other black creatures you control get +1/+1.

164. Gravelgill Axeshark

Creature — Merfolk Soldier 3/3 4{U/B} (5) Shadowmoor (Common)
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

165. Gravelgill Duo

Creature — Merfolk Rogue Warrior 2/1 2{U/B} (3) Shadowmoor (Common)
Whenever you play a blue spell, Gravelgill Duo gets +1/+1 until end of turn.
Whenever you play a black spell, Gravelgill Duo gains fear until end of turn.

166. Helm of the Ghastlord

Enchantment — Aura 3{U/B} (4) Shadowmoor (Common)
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."

167. Inkfathom Infiltrator

Creature — Merfolk Rogue 2/1 {U/B}{U/B} (2) Shadowmoor (Uncommon)
Inkfathom Infiltrator can't block and is unblockable.

168. Inkfathom Witch

Creature — Merfolk Wizard 1/1 1{U/B} (2) Shadowmoor (Uncommon)
Fear
{2}{U}{B}: Each unblocked creature becomes 4/1 until end of turn.
  • A creature is only "unblocked" during combat after blockers are declared. Playing the ability prior to the declaration of blockers or after combat ends will affect no creatures. [Shadowmoor FAQ 2008/04/21]
  • Although the creatures stop being unblocked at the end of combat, they will remain 4/1 until end of turn. [Shadowmoor FAQ 2008/04/21]
  • Setting power/toughness to 4/1 overrides most other power/toughness setting effects, except: ones that alter or set power/toughness and are applied after this resolves; counters that alter power toughness (even if they are played before this resolves); static abilities that change power/toughness such as Glorious Anthem (even if they were played before this resolves); and effects that switch power/toughness. [Shadowmoor FAQ 2008/04/21] See Rule 418.5 for details.
  • Note - Also see Fear, Rule 502.25.
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.
  • Note - Also see Interaction of Continuous Effects, Rule 418.5.

169. Memory Plunder

Instant {U/B}{U/B}{U/B}{U/B} (4) Shadowmoor (Rare)
You may play target instant or sorcery card in an opponent's graveyard without paying its mana cost.
  • If you want to play a card, it is played during the resolution of this spell. Timing restrictions (such as Sorcery) are ignored. Other restrictions (such as "play only during combat") are not ignored. [Shadowmoor FAQ 2008/04/21]
  • You can't pay any alternate costs, but you may pay additional costs (such as Conspire) if you choose. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

170. Memory Sluice

Sorcery {U/B} (1) Shadowmoor (Common)
Target player puts the top four cards of his or her library into his or her graveyard.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

171. Merrow Grimeblotter

Creature — Merfolk Wizard 2/2 3{U/B} (4) Shadowmoor (Uncommon)
{1}{U/B}, {U}: Target creature gets -2/-0 until end of turn. ({U} is the untap symbol.)

172. Oona, Queen of the Fae

Legendary Creature — Faerie Wizard 5/5 3{U/B}{U/B}{U/B} (6) Shadowmoor (Rare)
Flying
{X}{U/B}: Choose a color. Target opponent removes the top X cards of his or her library from the game. For each card of the chosen color removed this way, put a 1/1 blue and black Faerie Rogue creature token with flying into play.

173. Oona's Gatewarden

Creature — Faerie Soldier 2/1 {U/B} (1) Shadowmoor (Common)
Flying, defender
Wither (This deals damage to creatures in the form of -1/-1 counters.)

174. River's Grasp

Sorcery 3{U/B} (4) Shadowmoor (Uncommon)
If {U} was spent to play River's Grasp, return up to one target creature to its owner's hand. If {B} was spent to play River's Grasp, target player reveals his or her hand, you choose a nonland card from it, then that player discards that card. (Do both if {U}{B} was spent.)
  • You do both if at least one {U} and one {B} were spent on the cost. [Shadowmoor FAQ 2008/04/21]
  • If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

175. Scarscale Ritual

Sorcery 1{U/B} (2) Shadowmoor (Common)
As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a creature you control.
Draw two cards.

176. Sygg, River Cutthroat

Legendary Creature — Merfolk Rogue 1/3 {U/B}{U/B} (2) Shadowmoor (Rare)
At end of turn, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
  • It checks if life was lost. If life was also gained this turn, it will still trigger. [Shadowmoor FAQ 2008/04/21]
  • It checks at the end of every turn, not just your turns. [Shadowmoor FAQ 2008/04/21]
  • You don't choose an opponent. If at least one opponent lost 3 or more life, it triggers. [Shadowmoor FAQ 2008/04/21]
  • It will trigger even if it wasn't in play when the life was lost. As long as it is in play at the end of turn. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.
  • Note - Also see Legendary, Rule G12.9.

177. Torpor Dust

Enchantment — Aura 2{U/B} (3) Shadowmoor (Common)
Flash
Enchant creature
Enchanted creature gets -3/-0.

178. Wanderbrine Rootcutters

Creature — Merfolk Rogue 3/3 2{U/B}{U/B} (4) Shadowmoor (Common)
Wanderbrine Rootcutters can't be blocked by green creatures.

179. Wasp Lancer

Creature — Faerie Soldier 3/2 {U/B}{U/B}{U/B} (3) Shadowmoor (Uncommon)
Flying

180. Ashenmoor Gouger

Creature — Elemental Warrior 4/4 {B/R}{B/R}{B/R} (3) Shadowmoor (Uncommon)
Ashenmoor Gouger can't block.

181. Ashenmoor Liege

Creature — Elemental Knight 4/1 1{B/R}{B/R}{B/R} (4) Shadowmoor (Rare)
Other black creatures you control get +1/+1.
Other red creatures you control get +1/+1.
Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.

182. Cultbrand Cinder

Creature — Elemental Shaman 3/3 4{B/R} (5) Shadowmoor (Common)
When Cultbrand Cinder comes into play, put a -1/-1 counter on target creature.

183. Demigod of Revenge

Creature — Spirit Avatar 5/4 {B/R}{B/R}{B/R}{B/R}{B/R} (5) Shadowmoor (Rare)
Flying, haste
When you play Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to play.
  • The ability triggers when you put this spell on the stack by playing it. It does not trigger if this card it put directly into play or if a copy of it is placed on the stack. [Shadowmoor FAQ 2008/04/21]
  • If this spell is countered before the triggered ability resolves, the ability will still resolve as normal. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Haste, Rule 502.5.
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

184. Din of the Fireherd

Sorcery 5{B/R}{B/R}{B/R} (8) Shadowmoor (Rare)
Put a 5/5 black and red Elemental creature token into play. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.

185. Emberstrike Duo

Creature — Elemental Warrior Shaman 1/1 1{B/R} (2) Shadowmoor (Common)
Whenever you play a black spell, Emberstrike Duo gets +1/+1 until end of turn.
Whenever you play a red spell, Emberstrike Duo gains first strike until end of turn.

186. Everlasting Torment

Enchantment 2{B/R} (3) Shadowmoor (Rare)
Players can't gain life.
Damage can't be prevented.
All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)
  • Spells and abilities that would cause a player to gain life can still be played and still resolve, but the life gaining part of them has no effect. [Shadowmoor FAQ 2008/04/21]
  • A cost that includes life gain cannot be paid. [Shadowmoor FAQ 2008/04/21] For example, Invigorate.
  • Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life. [Shadowmoor FAQ 2008/04/21]
  • An effect that replaces an event with gaining life will replace the event with nothing. [Shadowmoor FAQ 2008/04/21] For example, Words of Worship.
  • If an effect sets your life total to a certain number, and that number is higher than your current life total, that effect will do nothing because it would be making you gain life. If your life total was lower, you still would lose life. [Shadowmoor FAQ 2008/04/21]
  • Spells and abilities that would prevent damage can still be played and still resolve, but the damage prevention portion of them does nothing. [Shadowmoor FAQ 2008/04/21]
  • Damage can still be redirected or replaced. It just can't be prevented. [Shadowmoor FAQ 2008/04/21]
  • The last ability works on damage from all sources (creatures, spells, and even cards not in play). Wither is applied in all cases. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.
  • Note - Also see Wither, Rule 502.80.

187. Fists of the Demigod

Enchantment — Aura 1{B/R} (2) Shadowmoor (Common)
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)
As long as enchanted creature is red, it gets +1/+1 and has first strike.

188. Fulminator Mage

Creature — Elemental Shaman 2/2 1{B/R}{B/R} (3) Shadowmoor (Rare)
Sacrifice Fulminator Mage: Destroy target nonbasic land.

189. Grief Tyrant

Creature — Horror 8/8 5{B/R} (6) Shadowmoor (Uncommon)
Grief Tyrant comes into play with four -1/-1 counters on it.
When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant.
  • The ability is mandatory. If you are the only player who controls any creatures when it triggers, you must target one of them. [Shadowmoor FAQ 2008/04/21]
  • You pick one target creature and it gets all the counters. [D'Angelo 2008/05/17]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

190. Kulrath Knight

Creature — Elemental Knight 3/3 3{B/R}{B/R} (5) Shadowmoor (Uncommon)
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creatures your opponents control with counters on them can't attack or block.

191. Manaforge Cinder

Creature — Elemental Shaman 1/1 {B/R} (1) Shadowmoor (Common)
{1}: Add {B} or {R} to your mana pool. Play this ability no more than three times each turn.

192. Murderous Redcap

Creature — Goblin Assassin 2/2 2{B/R}{B/R} (4) Shadowmoor (Uncommon)
When Murderous Redcap comes into play, it deals damage equal to its power to target creature or player.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

193. Poison the Well

Sorcery 2{B/R}{B/R} (4) Shadowmoor (Common)
Destroy target land. Poison the Well deals 2 damage to that land's controller.

194. Scar

Instant {B/R} (1) Shadowmoor (Common)
Put a -1/-1 counter on target creature.

195. Sootstoke Kindler

Creature — Elemental Shaman 1/1 1{B/R} (2) Shadowmoor (Common)
Haste
{T}: Target black or red creature gains haste until end of turn.

196. Sootwalkers

Creature — Elemental Rogue 3/3 2{B/R}{B/R} (4) Shadowmoor (Common)
Sootwalkers can't be blocked by white creatures.

197. Spiteflame Witch

Creature — Elemental Shaman 2/1 1{B/R} (2) Shadowmoor (Uncommon)
{B}{R}: Each player loses 1 life.

198. Spiteful Visions

Enchantment 2{B/R}{B/R} (4) Shadowmoor (Rare)
At the beginning of each player's draw step, that player draws a card.
Whenever a player draws a card, Spiteful Visions deals 1 damage to that player.

199. Torrent of Souls

Sorcery 4{B/R} (5) Shadowmoor (Uncommon)
Return up to one target creature card from your graveyard to play if {B} was spent to play Torrent of Souls. Creatures target player controls get +2/+0 and gain haste until end of turn if {R} was spent to play Torrent of Souls. (Do both if {B}{R} was spent.)
  • You do both if at least one {B} and one {R} were spent on the cost. [Shadowmoor FAQ 2008/04/21]
  • If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21]
  • You do the effects in order. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Haste, Rule 502.5.
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

200. Traitor's Roar

Sorcery 4{B/R} (5) Shadowmoor (Common)
Tap target untapped creature. It deals damage equal to its power to its controller.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

201. Tyrannize

Sorcery 3{B/R}{B/R} (5) Shadowmoor (Rare)
Target player discards his or her hand unless he or she pays 7 life.

202. Boartusk Liege

Creature — Goblin Knight 3/4 1{R/G}{R/G}{R/G} (4) Shadowmoor (Rare)
Trample
Other red creatures you control get +1/+1.
Other green creatures you control get +1/+1.

203. Boggart Ram-Gang

Creature — Goblin Warrior 3/3 {R/G}{R/G}{R/G} (3) Shadowmoor (Uncommon)
Haste
Wither (This deals damage to creatures in the form of -1/-1 counters.)

204. Deus of Calamity

Creature — Spirit Avatar 6/6 {R/G}{R/G}{R/G}{R/G}{R/G} (5) Shadowmoor (Rare)
Trample
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.

205. Firespout

Sorcery 2{R/G} (3) Shadowmoor (Uncommon)
Firespout deals 3 damage to each creature without flying if {R} was spent to play Firespout and 3 damage to each creature with flying if {G} was spent to play it. (Do both if {R}{G} was spent.)
  • You do both if at least one {R} and one {G} were spent on the cost. [Shadowmoor FAQ 2008/04/21]
  • If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

206. Fossil Find

Sorcery {R/G} (1) Shadowmoor (Uncommon)
Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose.
  • You can shuffle your graveyard in order to pick randomly. [Shadowmoor FAQ 2008/04/21]
  • If multiple cards in the graveyard have the same name and one of them is targeted by a spell or ability at the time ths resolves, you must keep track of which one is which. In this case, using dice or using a proxy card to represent the targeted card is recommended. [Shadowmoor FAQ 2008/04/21]
  • All players get to see which card was chosen at random. [Shadowmoor FAQ 2008/04/21]
  • Reordering the graveyard does not break any targeting by spells and abilities on the stack. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

207. Giantbaiting

Sorcery 2{R/G} (3) Shadowmoor (Common)
Put a 4/4 red and green Giant Warrior creature token with haste into play. Remove it from the game at end of turn.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

208. Guttural Response

Instant {R/G} (1) Shadowmoor (Uncommon)
Counter target blue instant spell.

209. Impromptu Raid

Enchantment 3{R/G} (4) Shadowmoor (Rare)
{2}{R/G}: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card into play. That creature has haste. Sacrifice it at end of turn.
  • If a different player controls this at the end of turn, you won't be able to sacrifice it and it will remain in play with haste. [Shadowmoor FAQ 2008/04/21]
  • If the ability is played during the end-of-turn step, it won't be sacrificed until the next turn's end-of-turn step. [Shadowmoor FAQ 2008/04/17]
  • Note - Also see Haste, Rule 502.5.
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

210. Loamdragger Giant

Creature — Giant Warrior 7/6 4{R/G}{R/G}{R/G} (7) Shadowmoor (Common)

211. Manamorphose

Instant 1{R/G} (2) Shadowmoor (Common)
Add two mana in any combination of colors to your mana pool.
Draw a card.

212. Morselhoarder

Creature — Elemental 6/4 4{R/G}{R/G} (6) Shadowmoor (Common)
Morselhoarder comes into play with two -1/-1 counters on it.
Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.

213. Mudbrawler Raiders

Creature — Goblin Warrior 3/3 2{R/G}{R/G} (4) Shadowmoor (Common)
Mudbrawler Raiders can't be blocked by blue creatures.

214. Rosheen Meanderer

Legendary Creature — Giant Shaman 4/4 3{R/G} (4) Shadowmoor (Rare)
{T}: Add {4} to your mana pool. Spend this mana only on costs that contain {X}.
  • The {X} can be in any portion of the spell or ability's cost, including an additional cost. This works even if you choose X to be zero. [Shadowmoor FAQ 2008/04/21]
  • This mana may be spend on the non-{X} part of the cost, as long as the cost has an {X} part to it. [Shadowmoor FAQ 2008/04/21]
  • You do not have to spend all four mana on the same spell or ability. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Legendary, Rule G12.9.

215. Runes of the Deus

Enchantment — Aura 4{R/G} (5) Shadowmoor (Common)
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)
As long as enchanted creature is green, it gets +1/+1 and has trample.

216. Scuzzback Marauders

Creature — Goblin Warrior 5/2 4{R/G} (5) Shadowmoor (Common)
Trample
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

217. Scuzzback Scrapper

Creature — Goblin Warrior 1/1 {R/G} (1) Shadowmoor (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

218. Tattermunge Duo

Creature — Goblin Warrior Shaman 2/3 2{R/G} (3) Shadowmoor (Common)
Whenever you play a red spell, Tattermunge Duo gets +1/+1 until end of turn.
Whenever you play a green spell, Tattermunge Duo gains forestwalk until end of turn.

219. Tattermunge Maniac

Creature — Goblin Warrior 2/1 {R/G} (1) Shadowmoor (Uncommon)
Tattermunge Maniac attacks each turn if able.

220. Tattermunge Witch

Creature — Goblin Shaman 2/1 1{R/G} (2) Shadowmoor (Uncommon)
{R}{G}: Each blocked creature gets +1/+0 and gains trample until end of turn.

221. Valleymaker

Creature — Giant Shaman 5/5 5{R/G} (6) Shadowmoor (Rare)
{T}, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature.
{T}, Sacrifice a Forest: Choose a player. That player adds {G}{G}{G} to his or her mana pool.
  • You can choose to give yourself the mana or an opponent. Note that someone unable to spend the mana before the end of the phase will lose life due to mana burn. See Rule 300.3. [Shadowmoor FAQ 2008/04/21]
  • You choose the player during resolution. [D'Angelo 2008/05/17]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.

222. Vexing Shusher

Creature — Goblin Shaman 2/2 {R/G}{R/G} (2) Shadowmoor (Rare)
Vexing Shusher can't be countered.
{R/G}: Target spell can't be countered by spells or abilities.

223. Wort, the Raidmother

Legendary Creature — Goblin Shaman 3/3 4{R/G}{R/G} (6) Shadowmoor (Rare)
When Wort, the Raidmother comes into play, put two 1/1 red and green Goblin Warrior creature tokens into play.
Each red or green instant or sorcery spell you play has conspire. (As you play the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)

224. Barkshell Blessing

Instant {G/W} (1) Shadowmoor (Common)
Target creature gets +2/+2 until end of turn.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

225. Dawnglow Infusion

Sorcery X{G/W} (1) Shadowmoor (Uncommon)
You gain X life if {G} was spent to play Dawnglow Infusion and X life if {W} was spent to play it. (Do both if {G}{W} was spent.)
  • You can play this with X equal to zero, but it won't do anything. [D'Angelo 2008/05/17]
  • You do both if at least one {G} and one {W} were spent on the cost. [Shadowmoor FAQ 2008/04/21]
  • If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21]
  • Note - Also see Hybrid Mana Symbols, Rule 104.3f.
  • Note - Also see X Costs, Rule G24.1.

226. Elvish Hexhunter

Creature — Elf Shaman 1/1 {G/W} (1) Shadowmoor (Common)
{G/W}, {T}, Sacrifice Elvish Hexhunter: Destroy target enchantment.

227. Fracturing Gust

Instant 2{G/W}{G/W}{G/W} (5) Shadowmoor (Rare)
Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.

228. Heartmender

Creature — Elemental 2/2 2{G/W}{G/W} (4) Shadowmoor (Rare)
At the beginning of your upkeep, remove a -1/-1 counter from each creature you control.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

229. Kitchen Finks

Creature — Ouphe 3/2 1{G/W}{G/W} (3) Shadowmoor (Uncommon)
When Kitchen Finks comes into play, you gain 2 life.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

230. Medicine Runner

Creature — Elf Cleric 2/1 1{G/W} (2) Shadowmoor (Common)
When Medicine Runner comes into play, you may remove a counter from target permanent.

231. Mercy Killing

Instant 2{G/W} (3) Shadowmoor (Uncommon)
Target creature's controller sacrifices it, then puts X 1/1 green and white Elf Warrior creature tokens into play, where X is that creature's power.

232. Old Ghastbark

Creature — Treefolk Warrior 3/6 3{G/W}{G/W} (5) Shadowmoor (Common)

233. Oracle of Nectars

Creature — Elf Cleric 2/2 2{G/W} (3) Shadowmoor (Rare)
{X}, {T}: You gain X life.

234. Oversoul of Dusk

Creature — Spirit Avatar 5/5 {G/W}{G/W}{G/W}{G/W}{G/W} (5) Shadowmoor (Rare)
Protection from blue, from black, and from red

235. Raven's Run Dragoon

Creature — Elf Knight 3/3 2{G/W}{G/W} (4) Shadowmoor (Common)
Raven's Run Dragoon can't be blocked by black creatures.

236. Reknit

Instant 1{G/W} (2) Shadowmoor (Uncommon)
Regenerate target permanent.

237. Rhys the Redeemed

Legendary Creature — Elf Warrior 1/1 {G/W} (1) Shadowmoor (Rare)
{2}{G/W}, {T}: Put a 1/1 green and white Elf Warrior creature token into play.
{4}{G/W}{G/W}, {T}: For each creature token you control, put a token into play that's a copy of that creature.

238. Safehold Duo

Creature — Elf Warrior Shaman 2/4 3{G/W} (4) Shadowmoor (Common)
Whenever you play a green spell, Safehold Duo gets +1/+1 until end of turn.
Whenever you play a white spell, Safehold Duo gains vigilance until end of turn.

239. Safehold Elite

Creature — Elf Scout 2/2 1{G/W} (2) Shadowmoor (Common)
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

240. Safewright Quest

Sorcery {G/W} (1) Shadowmoor (Common)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.

241. Seedcradle Witch

Creature — Elf Shaman 1/1 {G/W} (1) Shadowmoor (Uncommon)
{2}{G}{W}: Target creature gets +3/+3 until end of turn. Untap that creature.

242. Shield of the Oversoul

Enchantment — Aura 2{G/W} (3) Shadowmoor (Common)
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and is indestructible. (Lethal damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
As long as enchanted creature is white, it gets +1/+1 and has flying.

243. Wheel of Sun and Moon

Enchantment — Aura {G/W}{G/W} (2) Shadowmoor (Rare)
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.

244. Wilt-Leaf Cavaliers

Creature — Elf Knight 3/4 {G/W}{G/W}{G/W} (3) Shadowmoor (Uncommon)
Vigilance

245. Wilt-Leaf Liege

Creature — Elf Knight 4/4 1{G/W}{G/W}{G/W} (4) Shadowmoor (Rare)
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it into play instead of putting it into your graveyard.

246. Blazethorn Scarecrow

Artifact Creature — Scarecrow 3/3 5 (5) Shadowmoor (Common)
Blazethorn Scarecrow has haste as long as you control a red creature.
Blazethorn Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)

247. Blight Sickle

Artifact — Equipment 2 (2) Shadowmoor (Common)
Equipped creature gets +1/+0 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)
Equip {2}

248. Cauldron of Souls

Artifact 5 (5) Shadowmoor (Rare)
{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

249. Chainbreaker

Artifact Creature — Scarecrow 3/3 2 (2) Shadowmoor (Common)
Chainbreaker comes into play with two -1/-1 counters on it.
{3}, {T}: Remove a -1/-1 counter from target creature.

250. Elsewhere Flask

Artifact 2 (2) Shadowmoor (Common)
When Elsewhere Flask comes into play, draw a card.
Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn.
  • The lands become the chosen basic land type (gaining the appropriate mana ability) and lose all other land types and abilities. [Shadowmoor FAQ 2008/04/21]

251. Gnarled Effigy

Artifact 4 (4) Shadowmoor (Uncommon)
{4}, {T}: Put a -1/-1 counter on target creature.

252. Grim Poppet

Artifact Creature — Scarecrow 4/4 7 (7) Shadowmoor (Rare)
Grim Poppet comes into play with three -1/-1 counters on it.
Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature.

253. Heap Doll

Artifact Creature — Scarecrow 1/1 1 (1) Shadowmoor (Uncommon)
Sacrifice Heap Doll: Remove target card in a graveyard from the game.

254. Illuminated Folio

Artifact 5 (5) Shadowmoor (Uncommon)
{1}, {T}, Reveal two cards from your hand that share a color: Draw a card.
  • The two cards stay revealed until this resolves. If either leaves your hand before it resolves, the ability still resolves as normal. You are just required to leave them revealed if they are in your hand. [Shadowmoor FAQ 2008/04/21]
  • Colorless is not a color. You can't reveal two colorless cards to play this ability. [Shadowmoor FAQ 2008/04/21]

255. Lockjaw Snapper

Artifact Creature — Scarecrow 2/2 4 (4) Shadowmoor (Uncommon)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
When Lockjaw Snapper is put into a graveyard from play, put a -1/-1 counter on each creature with a -1/-1 counter on it.

256. Lurebound Scarecrow

Artifact Creature — Scarecrow 4/4 3 (3) Shadowmoor (Uncommon)
As Lurebound Scarecrow comes into play, choose a color.
When you control no permanents of the chosen color, sacrifice Lurebound Scarecrow.
  • If you somehow get one of these without choosing a color, the second ability won't ever trigger. For example, a Cemetery Puca turns into one of these. [Shadowmoor FAQ 2008/04/21]

257. Painter's Servant

Artifact Creature — Scarecrow 1/3 2 (2) Shadowmoor (Rare)
As Painter's Servant comes into play, choose a color.
All cards that aren't in play, spells, and permanents are the chosen color in addition to their other colors.
  • This affects all cards and tokens in all zones (including the removed from game zone). [Shadowmoor FAQ 2008/04/21]
  • It adds a color without removing any previous colors. [Shadowmoor FAQ 2008/04/21]
  • It only has the color change effect while this card is in play. It ends when this card leaves play. [D'Angelo 2008/08/30]

258. Pili-Pala

Artifact Creature — Scarecrow 1/1 2 (2) Shadowmoor (Common)
Flying
{2}, {U}: Add one mana of any color to your mana pool. ({U} is the untap symbol.)

259. Rattleblaze Scarecrow

Artifact Creature — Scarecrow 5/3 6 (6) Shadowmoor (Common)
Rattleblaze Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
Rattleblaze Scarecrow has haste as long as you control a red creature.

260. Reaper King

Legendary Artifact Creature — Scarecrow 6/6 {2/W}{2/U}{2/B}{2/R}{2/G} (10) Shadowmoor (Rare)
({2/W} can be paid with any two mana or with {W}. This card's converted mana cost is 10.)
Other Scarecrow creatures you control get +1/+1.
Whenever another Scarecrow comes into play under your control, destroy target permanent.

261. Revelsong Horn

Artifact 2 (2) Shadowmoor (Uncommon)
{1}, {T}, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.

262. Scrapbasket

Artifact Creature — Scarecrow 3/2 4 (4) Shadowmoor (Common)
{1}: Scrapbasket becomes all colors until end of turn.
  • Gaining colors does not stop it from being an artifact. [Shadowmoor FAQ 2008/04/21]

263. Scuttlemutt

Artifact Creature — Scarecrow 2/2 3 (3) Shadowmoor (Common)
{T}: Add one mana of any color to your mana pool.
{T}: Target creature becomes the color or colors of your choice until end of turn.
  • For the second ability you choose at least one color and up to all 5 colors. [Shadowmoor FAQ 2008/04/21]

264. Tatterkite

Artifact Creature — Scarecrow 2/1 3 (3) Shadowmoor (Uncommon)
Flying
Tatterkite can't have counters placed on it.
  • Any effect that would add a counter to this creature simply doesn't do so. The effect still does whatever else it would do. [Shadowmoor FAQ 2008/04/21]
  • If a Wither damage is dealt to this, the damage simply does nothing. It does not get treated as normal damage and does not add counters. [Shadowmoor FAQ 2008/04/21]
  • You can't pay a cost that includes putting a counter on this. For example, you can't play Scarscale Ritual by putting a counter on this. [Shadowmoor FAQ 2008/04/21]

265. Thornwatch Scarecrow

Artifact Creature — Scarecrow 4/4 6 (6) Shadowmoor (Common)
Thornwatch Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)
Thornwatch Scarecrow has vigilance as long as you control a white creature.

266. Trip Noose

Artifact 2 (2) Shadowmoor (Uncommon)
{2}, {T}: Tap target creature.

267. Umbral Mantle

Artifact — Equipment 3 (3) Shadowmoor (Uncommon)
Equipped creature has "{3}, {U}: This creature gets +2/+2 until end of turn." ({U} is the untap symbol.)
Equip {0}

268. Watchwing Scarecrow

Artifact Creature — Scarecrow 2/4 4 (4) Shadowmoor (Common)
Watchwing Scarecrow has vigilance as long as you control a white creature.
Watchwing Scarecrow has flying as long as you control a blue creature.

269. Wicker Warcrawler

Artifact Creature — Scarecrow 6/6 5 (5) Shadowmoor (Uncommon)
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.
  • It gets the -1/-1 counter after damage is dealt, so it won't reduce the amount of damage. [Shadowmoor FAQ 2008/04/21]

270. Wingrattle Scarecrow

Artifact Creature — Scarecrow 2/2 3 (3) Shadowmoor (Common)
Wingrattle Scarecrow has flying as long as you control a blue creature.
Wingrattle Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

271. Fire-Lit Thicket

Land Shadowmoor (Rare)
{T}: Add {1} to your mana pool.
{R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G} to your mana pool.

272. Graven Cairns

Land Shadowmoor (Rare)
{T}: Add {1} to your mana pool.
{B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R} to your mana pool.

273. Leechridden Swamp

Land — Swamp Shadowmoor (Uncommon)
({T}: Add {B} to your mana pool.)
Leechridden Swamp comes into play tapped.
{B}, {T}: Each opponent loses 1 life. Play this ability only if you control two or more black permanents.
  • This is not a basic land, but it is a Swamp and has the ability to tap it for black mana. [Shadowmoor FAQ 2008/04/21]

274. Madblind Mountain

Land — Mountain Shadowmoor (Uncommon)
({T}: Add {R} to your mana pool.)
Madblind Mountain comes into play tapped.
{R}, {T}: Shuffle your library. Play this ability only if you control two or more red permanents.
  • This is not a basic land, but it is a Mountain and has the ability to tap it for red mana. [Shadowmoor FAQ 2008/04/21]

275. Mistveil Plains

Land — Plains Shadowmoor (Uncommon)
({T}: Add {W} to your mana pool.)
Mistveil Plains comes into play tapped.
{W}, {T}: Put target card in your graveyard on the bottom of your library. Play this ability only if you control two or more white permanents.
  • This is not a basic land, but it is a Plains and has the ability to tap it for white mana. [Shadowmoor FAQ 2008/04/21]

276. Moonring Island

Land — Island Shadowmoor (Uncommon)
({T}: Add {U} to your mana pool.)
Moonring Island comes into play tapped.
{U}, {T}: Look at the top card of target player's library. Play this ability only if you control two or more blue permanents.
  • This is not a basic land, but it is an Island and has the ability to tap it for blue mana. [Shadowmoor FAQ 2008/04/21]

277. Mystic Gate

Land Shadowmoor (Rare)
{T}: Add {1} to your mana pool.
{W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U} to your mana pool.

278. Reflecting Pool

Land Shadowmoor (Rare)
{T}: Add to your mana pool one mana of any type that a land you control could produce.
  • If none of your lands can produce mana, or if all of your lands are Reflecting Pools, then your Reflecting Pools can have their abilities played but they will not generate any mana. [Barclay 2003/10/29]
  • It does not care if you are currently unable to meet the costs or play requirements for a mana ability of the land. For example, if the land has a cost of removing a counter and it has no counter, or if the land can only produce mana on your turn. [Shadowmoor FAQ 2008/04/21]
  • It checks for types the land could produce under all possible conditions. For example, if a land can only produce mana if you pay a cost or if some condition is met, Reflecting Pool can still generate mana of that color. For example, Reflecting Pool can make green mana if Gaea's Cradle is in play with no creatures in play, or black mana if a Bottomless Vault is in play with no counters on it, or red mana if a Mountain is in play and tapped. [WotC Rules Team 1999/03/18] The rule about multiple Reflecting Pools not helping each other out is a special one. That is true since Reflecting Pool does not specify what mana it could produce, so the "perfect conditions" here result in confusion, which results in no mana types at all.
  • Any change to a land's type or splicing of text into a land can affect the types of mana a land can produce. [D'Angelo 1998/11/12]
  • The type of mana is whatever color(s) of mana could be produced after applying effects that might alter the color(s). [Shadowmoor FAQ 2008/04/21]
  • Any replacement effects, such as Naked Singularity, are considered by Reflecting Pool when determining the types of mana a land can produce. [WotC Rules Team 1998/03/18]
  • It does not copy any restrictions on how the mana is spent. [Shadowmoor FAQ 2008/04/21]

279. Sapseep Forest

Land — Forest Shadowmoor (Uncommon)
({T}: Add {G} to your mana pool.)
Sapseep Forest comes into play tapped.
{G}, {T}: You gain 1 life. Play this ability only if you control two or more green permanents.
  • This is not a basic land, but it is a Forest and has the ability to tap it for green mana. [D'Angelo 2008/05/17]

280. Sunken Ruins

Land Shadowmoor (Rare)
{T}: Add {1} to your mana pool.
{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B} to your mana pool.

281. Wooded Bastion

Land Shadowmoor (Rare)
{T}: Add {1} to your mana pool.
{G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W} to your mana pool.

282. Plains

Basic Land — Plains Shadowmoor (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

283. Plains

Basic Land — Plains Shadowmoor (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

284. Plains

Basic Land — Plains Shadowmoor (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

285. Plains

Basic Land — Plains Shadowmoor (Land)
[W]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

286. Island

Basic Land — Island Shadowmoor (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

287. Island

Basic Land — Island Shadowmoor (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

288. Island

Basic Land — Island Shadowmoor (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

289. Island

Basic Land — Island Shadowmoor (Land)
[U]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

290. Swamp

Basic Land — Swamp Shadowmoor (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

291. Swamp

Basic Land — Swamp Shadowmoor (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

292. Swamp

Basic Land — Swamp Shadowmoor (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

293. Swamp

Basic Land — Swamp Shadowmoor (Land)
[B]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

294. Mountain

Basic Land — Mountain Shadowmoor (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

295. Mountain

Basic Land — Mountain Shadowmoor (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

296. Mountain

Basic Land — Mountain Shadowmoor (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

297. Mountain

Basic Land — Mountain Shadowmoor (Land)
[R]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

298. Forest

Basic Land — Forest Shadowmoor (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

299. Forest

Basic Land — Forest Shadowmoor (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

300. Forest

Basic Land — Forest Shadowmoor (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

301. Forest

Basic Land — Forest Shadowmoor (Land)
[G]
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]