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Shadowmoor  Schattenmoor Sombrelande Landa Tenebrosa Páramo Sombrío Pântano Sombrio シャドウムーア 暗影荒原 Шэдоумур Shadowmoor ZH_TW
| 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. |
| Enchantment — Aura |
3W (4) |
Shadowmoor (Uncommon) |
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying. |
| Creature — Kithkin Soldier 2/2 |
2W (3) |
Shadowmoor (Common) |
First strike Ballynock Cohort gets +1/+1 as long as you control another white creature. |
| 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]
| 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]
| Creature — Insect 0/1 |
W (1) |
Shadowmoor (Common) |
Flying Whenever Goldenglow Moth blocks, you may gain 4 life. |
| 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.
| 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]
| 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. |
| Creature — Kithkin Soldier 1/1 |
1W (2) |
Shadowmoor (Common) |
| {W}, {T}: Target blocking creature gets +2/+2 until end of turn. |
| Instant |
1W (2) |
Shadowmoor (Common) |
| Remove target creature with power 2 or less from the game. Its controller gains 4 life. |
| Sorcery |
5WW (7) |
Shadowmoor (Rare) |
| Destroy all nonwhite creatures. |
| 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.) |
| Creature — Kithkin Rogue 1/1 |
1W (2) |
Shadowmoor (Uncommon) |
| Lifelink, protection from converted mana cost 3 or greater |
| Instant |
W (1) |
Shadowmoor (Common) |
Target creature becomes white until end of turn. Tap that creature. Draw a card. |
| 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.) |
| 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.) |
| 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. |
| Creature — Kithkin Cleric 2/2 |
4W (5) |
Shadowmoor (Uncommon) |
| White creatures you control have "{T}: You gain 1 life." |
| Creature — Elf Knight 2/2 |
3W (4) |
Shadowmoor (Common) |
Flying {G/W}{G/W}: Rune-Cervin Rider gets +1/+1 until end of turn. |
| 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.) |
| 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.) |
| 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. |
| Instant |
W (1) |
Shadowmoor (Common) |
| Destroy all Auras and Equipment attached to target creature. |
| 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.) |
| Creature — Bird 5/7 |
5WW (7) |
Shadowmoor (Rare) |
Flying Attacking creatures you control have lifelink. |
| 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. |
| 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. |
| 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. |
| Creature — Faerie Soldier 1/1 |
1U (2) |
Shadowmoor (Common) |
Flying Briarberry Cohort gets +1/+1 as long as you control another blue creature. |
| Instant |
U (1) |
Shadowmoor (Common) |
Target creature becomes blue until end of turn. Untap that creature. Draw a card. |
| 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. |
| 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]
| Creature — Merfolk Wizard 1/1 |
U (1) |
Shadowmoor (Uncommon) |
| Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays {1}. |
| Creature — Merfolk Rogue 2/2 |
5U (6) |
Shadowmoor (Uncommon) |
| Blue creatures you control are unblockable. |
| 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. |
| 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. |
| Sorcery |
5U (6) |
Shadowmoor (Uncommon) |
| Draw a card for each Island you control. |
| 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.) |
| 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. |
| 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]
| 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.
| 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.
| 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.) |
| Creature — Kithkin Soldier 2/2 |
2U (3) |
Shadowmoor (Common) |
| {W/U}: Parapet Watchers gets +0/+1 until end of turn. |
| 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.
| 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.
| 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]
| 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.) |
| Sorcery |
1UU (3) |
Shadowmoor (Rare) |
| Take an extra turn after this one. Skip the untap step of that turn. |
| 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." |
| Instant |
1U (2) |
Shadowmoor (Common) |
| Counter target spell unless its controller pays {1} for each blue permanent you control. |
| 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.
| Creature — Elemental 6/4 |
4U (5) |
Shadowmoor (Common) |
| Whimwader can't attack unless defending player controls a blue permanent. |
| Instant |
B (1) |
Shadowmoor (Common) |
Target creature becomes black and gains fear until end of turn. Draw a card. |
| Creature — Elemental Warrior 4/3 |
5B (6) |
Shadowmoor (Common) |
| Ashenmoor Cohort gets +1/+1 as long as you control another black creature. |
| 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. |
| 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]
| 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. |
| 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]
| 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.) |
| 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]
| 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. |
| 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.) |
| 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]
| 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]
| Sorcery |
3BB (5) |
Shadowmoor (Common) |
| Destroy target creature. If that creature was green or white, its controller discards a card. |
| 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]
| 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]
| 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]
| Creature — Spirit 1/1 |
3B (4) |
Shadowmoor (Common) |
| {U/B}: Loch Korrigan gets +1/+1 until end of turn. |
| 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. |
| 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.
| 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. |
| 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.) |
| 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. |
| Creature — Elemental Warrior 2/1 |
1B (2) |
Shadowmoor (Common) |
| Wither (This deals damage to creatures in the form of -1/-1 counters.) |
| 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. |
| 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. |
| Enchantment — Aura |
B (1) |
Shadowmoor (Common) |
Enchant creature {1}{B}: Put a -1/-1 counter on enchanted creature. |
| 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]
| Creature — Imp 0/1 |
3R (4) |
Shadowmoor (Common) |
Flying {B/R}: Blistering Dieflyn gets +1/+0 until end of turn. |
| Creature — Goblin Warrior 1/1 |
1R (2) |
Shadowmoor (Uncommon) |
| Red creatures you control have first strike. |
| Enchantment — Aura |
R (1) |
Shadowmoor (Common) |
Enchant creature Enchanted creature attacks each turn if able. |
| Creature — Goblin Rogue 2/1 |
2R (3) |
Shadowmoor (Common) |
Plainswalk {2}{R}, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains. |
| 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.) |
| 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]
| Instant |
R (1) |
Shadowmoor (Common) |
Target creature becomes red and gains haste until end of turn. Draw a card. |
| 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. |
| 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." |
| 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]
| 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. |
| 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.) |
| 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. |
| 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. |
| 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. |
| 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]
| 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]
| Enchantment |
1RR (3) |
Shadowmoor (Rare) |
| {X}, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to target creature or player. |
| Creature — Goblin Warrior 1/1 |
1R (2) |
Shadowmoor (Common) |
Haste Mudbrawler Cohort gets +1/+1 as long as you control another red creature. |
| Enchantment — Aura |
1R (2) |
Shadowmoor (Common) |
Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." |
| Instant |
1R (2) |
Shadowmoor (Common) |
| Puncture Bolt deals 1 damage to target creature. Put a -1/-1 counter on that creature. |
| Creature — Elemental Warrior 1/1 |
RR (2) |
Shadowmoor (Uncommon) |
Haste {R}: Pyre Charger gets +1/+0 until end of turn. |
| Enchantment |
4RR (6) |
Shadowmoor (Rare) |
| Creatures you control have double strike. |
| Creature — Goblin Warrior 1/2 |
1R (2) |
Shadowmoor (Common) |
First strike Wither (This deals damage to creatures in the form of -1/-1 counters.) |
| 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. |
| Instant |
1R (2) |
Shadowmoor (Common) |
| Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller. |
| 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]
| Creature — Treefolk Warrior 4/4 |
4G (5) |
Shadowmoor (Common) |
| Crabapple Cohort gets +1/+1 as long as you control another green creature. |
| 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]
| Instant |
3GG (5) |
Shadowmoor (Rare) |
| You may put a green creature card from your hand into play. |
| 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. |
| 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. |
| 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.
| Creature — Treefolk Shaman 3/6 |
5G (6) |
Shadowmoor (Common) |
| {R/G}{R/G}{R/G}: Foxfire Oak gets +3/+0 until end of turn. |
| 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.) |
| Creature — Spider 3/3 |
2G (3) |
Shadowmoor (Uncommon) |
Reach Gloomwidow can't block creatures without flying. |
| 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.) |
| Sorcery |
6G (7) |
Shadowmoor (Uncommon) |
| Put a 2/2 green Wolf creature token into play for each Forest you control. |
| Creature — Goblin Warrior 1/1 |
2G (3) |
Shadowmoor (Common) |
Trample Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn. |
| 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.) |
| 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]
| 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.
| 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. |
| Enchantment — Aura |
2G (3) |
Shadowmoor (Common) |
Enchant creature Enchanted creature has "{T}: Put a 1/1 green Elf Warrior creature token into play." |
| 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]
| Enchantment |
1GG (3) |
Shadowmoor (Uncommon) |
| Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it. |
| Creature — Giant Warrior 5/4 |
5G (6) |
Shadowmoor (Uncommon) |
| Green creatures you control have trample. |
| 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. |
| Sorcery |
1G (2) |
Shadowmoor (Common) |
| You gain 1 life for each tapped artifact, creature, and land you control. |
| 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.) |
| Instant |
G (1) |
Shadowmoor (Common) |
Target creature becomes green and gets +1/+0 until end of turn. Draw a card. |
| Creature — Elf Warrior 3/3 |
3G (4) |
Shadowmoor (Common) |
| Wither (This deals damage to creatures in the form of -1/-1 counters.) |
| 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.
| 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.) |
| 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.) |
| 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. |
| Creature — Kithkin Scout 3/3 |
2{W/U}{W/U} (4) |
Shadowmoor (Common) |
| Barrenton Cragtreads can't be blocked by red creatures. |
| Enchantment — Aura |
1{W/U} (2) |
Shadowmoor (Common) |
Enchant creature At the beginning of each upkeep, tap enchanted creature. |
| Enchantment |
3{W/U}{W/U} (5) |
Shadowmoor (Rare) |
| All permanents are enchantments in addition to their other types. |
| 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.
| 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.
| Instant |
2{W/U}{W/U} (4) |
Shadowmoor (Rare) |
| Each other creature becomes a copy of target nonlegendary creature until end of turn. |
| 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. |
| Creature — Elemental 4/4 |
{W/U}{W/U}{W/U} (3) |
Shadowmoor (Uncommon) |
Flash Flying, defender |
| 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.) |
| 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.
| Creature — Faerie Rogue 1/3 |
2{W/U} (3) |
Shadowmoor (Common) |
Flying {1}{W/U}, {U}: Tap target creature. ({U} is the untap symbol.) |
| Creature — Kithkin Wizard 2/1 |
1{W/U} (2) |
Shadowmoor (Common) |
| When Somnomancer comes into play, you may tap target creature. |
| 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. |
| 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. |
| 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. |
| 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. |
| Instant |
4{W/U}{W/U} (6) |
Shadowmoor (Uncommon) |
| Tap all creatures your opponents control and untap all creatures you control. |
| 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. |
| 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. |
| Creature — Kithkin Soldier 1/1 |
{W/U} (1) |
Shadowmoor (Common) |
| Flash |
| 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. |
| 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.
| Instant |
{U/B} (1) |
Shadowmoor (Uncommon) |
| Draw cards equal to the number of cards target opponent discarded this turn. |
| 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.
| 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. |
| 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. |
| 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.) |
| 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. |
| 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." |
| Creature — Merfolk Rogue 2/1 |
{U/B}{U/B} (2) |
Shadowmoor (Uncommon) |
| Inkfathom Infiltrator can't block and is unblockable. |
| 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.
| 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.
| 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.) |
| 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.) |
| 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. |
| 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.) |
| 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.
| 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. |
| 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.
| Enchantment — Aura |
2{U/B} (3) |
Shadowmoor (Common) |
Flash Enchant creature Enchanted creature gets -3/-0. |
| Creature — Merfolk Rogue 3/3 |
2{U/B}{U/B} (4) |
Shadowmoor (Common) |
| Wanderbrine Rootcutters can't be blocked by green creatures. |
| Creature — Faerie Soldier 3/2 |
{U/B}{U/B}{U/B} (3) |
Shadowmoor (Uncommon) |
| Flying |
| Creature — Elemental Warrior 4/4 |
{B/R}{B/R}{B/R} (3) |
Shadowmoor (Uncommon) |
| Ashenmoor Gouger can't block. |
| 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. |
| 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. |
| 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.
| 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. |
| 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. |
| 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.
| 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. |
| Creature — Elemental Shaman 2/2 |
1{B/R}{B/R} (3) |
Shadowmoor (Rare) |
| Sacrifice Fulminator Mage: Destroy target nonbasic land. |
| 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.
| 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. |
| 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. |
| 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.) |
| Sorcery |
2{B/R}{B/R} (4) |
Shadowmoor (Common) |
| Destroy target land. Poison the Well deals 2 damage to that land's controller. |
| Instant |
{B/R} (1) |
Shadowmoor (Common) |
| Put a -1/-1 counter on target creature. |
| Creature — Elemental Shaman 1/1 |
1{B/R} (2) |
Shadowmoor (Common) |
Haste {T}: Target black or red creature gains haste until end of turn. |
| Creature — Elemental Rogue 3/3 |
2{B/R}{B/R} (4) |
Shadowmoor (Common) |
| Sootwalkers can't be blocked by white creatures. |
| Creature — Elemental Shaman 2/1 |
1{B/R} (2) |
Shadowmoor (Uncommon) |
| {B}{R}: Each player loses 1 life. |
| 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. |
| 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.
| 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.) |
| Sorcery |
3{B/R}{B/R} (5) |
Shadowmoor (Rare) |
| Target player discards his or her hand unless he or she pays 7 life. |
| 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. |
| 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.) |
| 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. |
| 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.
| 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.
| 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.) |
| Instant |
{R/G} (1) |
Shadowmoor (Uncommon) |
| Counter target blue instant spell. |
| 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.
| Creature — Giant Warrior 7/6 |
4{R/G}{R/G}{R/G} (7) |
Shadowmoor (Common) |
| Instant |
1{R/G} (2) |
Shadowmoor (Common) |
Add two mana in any combination of colors to your mana pool. Draw a card. |
| 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. |
| Creature — Goblin Warrior 3/3 |
2{R/G}{R/G} (4) |
Shadowmoor (Common) |
| Mudbrawler Raiders can't be blocked by blue creatures. |
| 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.
| 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. |
| 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.) |
| Creature — Goblin Warrior 1/1 |
{R/G} (1) |
Shadowmoor (Common) |
| Wither (This deals damage to creatures in the form of -1/-1 counters.) |
| 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. |
| Creature — Goblin Warrior 2/1 |
{R/G} (1) |
Shadowmoor (Uncommon) |
| Tattermunge Maniac attacks each turn if able. |
| 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. |
| 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.
| 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. |
| 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.) |
| 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.) |
| 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.
| Creature — Elf Shaman 1/1 |
{G/W} (1) |
Shadowmoor (Common) |
| {G/W}, {T}, Sacrifice Elvish Hexhunter: Destroy target enchantment. |
| 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. |
| 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.) |
| 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.) |
| 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. |
| 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. |
| Creature — Treefolk Warrior 3/6 |
3{G/W}{G/W} (5) |
Shadowmoor (Common) |
| Creature — Elf Cleric 2/2 |
2{G/W} (3) |
Shadowmoor (Rare) |
| {X}, {T}: You gain X life. |
| 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 |
| Creature — Elf Knight 3/3 |
2{G/W}{G/W} (4) |
Shadowmoor (Common) |
| Raven's Run Dragoon can't be blocked by black creatures. |
| Instant |
1{G/W} (2) |
Shadowmoor (Uncommon) |
| Regenerate target permanent. |
| 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. |
| 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. |
| 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.) |
| 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. |
| 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. |
| 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. |
| 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. |
| Creature — Elf Knight 3/4 |
{G/W}{G/W}{G/W} (3) |
Shadowmoor (Uncommon) |
| Vigilance |
| 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. |
| 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.) |
| 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} |
| 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.) |
| 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. |
| 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]
| Artifact |
4 (4) |
Shadowmoor (Uncommon) |
| {4}, {T}: Put a -1/-1 counter on target creature. |
| 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. |
| Artifact Creature — Scarecrow 1/1 |
1 (1) |
Shadowmoor (Uncommon) |
| Sacrifice Heap Doll: Remove target card in a graveyard from the game. |
| 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]
| 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. |
| 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]
| 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]
| 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.) |
| 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. |
| 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. |
| Artifact |
2 (2) |
Shadowmoor (Uncommon) |
| {1}, {T}, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn. |
| 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]
| 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]
| 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]
| 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. |
| Artifact |
2 (2) |
Shadowmoor (Uncommon) |
| {2}, {T}: Tap target creature. |
| 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} |
| 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. |
| 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]
| 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.) |
| 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. |
| 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. |
| 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]
| 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]
| 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]
| 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]
| 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. |
| 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]
| 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]
| 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. |
| 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. |
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
| 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]
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