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Tempest

 Sturmwind  TempĂȘte  Tempesta  Tempestad  Tempestade

→ Checklist → Cards

1. Abandon Hope

Sorcery X1B (2) Tempest (Uncommon)
Choose and discard X cards: Look at target opponent's hand and choose X of those cards. That player discards the chosen cards.
  • You discard as part of the cost paid when announcing the spell. [D'Angelo 1998/11/02]
  • X can be zero to just look at their hand. [D'Angelo 1998/11/02]
  • Note - Also see X Costs, Rule G24.1.

2. Bellowing Fiend

Summon Spirit 3/3 4B (5) Tempest (Rare)
Flying
Whenever Bellowing Fiend damages any creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you.

3. Blood Pet

Summon Thrull 1/1 B (1) Tempest (Common)
Sacrifice Blood Pet: Add {B} to your mana pool. Play this ability as a mana source.
  • You can sacrifice it for mana between when damage is assigned in combat and when the damage is dealt. If you do so, any damage that would be dealt to it never becomes dealt. This stops side-effects of the damage since the damage is never dealt to the Blood Pet. But, you do have the one black mana to deal with. [D'Angelo 1999/05/01]

4. Bounty Hunter

Summon Minion 2/2 2BB (4) Tempest (Rare)
{T}: Put a bounty counter on target nonblack creature.
{T}: Destroy target creature with any bounty counters on it.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Human Archer Minion".

5. Carrionette

Summon Skeleton 1/1 1B (2) Tempest (Rare)
{2}{B}{B}: Remove Carrionette and target creature from the game. That creature's controller may pay {2} to counter this ability. Use this ability only if Carrionette is in your graveyard.
  • Since it is removed as part of the effect and not part of the cost, you can activate its ability more than once in a single stack. [D'Angelo 1998/02/03]
  • A creature with Protection from Creatures cannot be targeted by this card's ability. [D'Angelo 2003/07/23]

6. Clot Sliver

Summon Sliver 1/1 1B (2) Tempest (Common)
Each sliver gains: "{2}: Regenerate this creature."

7. Coercion

Sorcery 2B (3) Tempest (Common)
Look at target opponent's hand. Choose a card from that player's hand. That player discards that card.

8. Coffin Queen

Summon Wizard 1/1 2B (3) Tempest (Rare)
You may choose not to untap Coffin Queen during your untap phase.
{2}{B}, {T}: Put target creature card from any graveyard into play under your control. Remove that creature from the game if Coffin Queen becomes untapped or if you lose control of Coffin Queen.
  • If the creature brought into play leaves play, the tracking effect ends and the creature will no longer be removed from game if something happens to the Coffin Queen. [WotC Rules Team 1997/12/18]
  • If the creature brought into play phases out, the tracking effect continues when it phases back in if the Coffin Queen is still in play. If the Queen left play when the creature is phased out, the creature phases in as normal. [D'Angelo 2000/05/20] See Rule 502.15h.
  • If the Coffin Queen leaves play or you lose control of it or it becomes untapped, and the triggered ability resolves before the creature comes into play, then the creature will not be removed from the game this way. [D'Angelo 2001/05/19]
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard". Then with Oracle 2008/01/01 it became "Zombie Wizard".

9. Commander Greven il-Vec

Summon Legend 7/5 3BBB (6) Tempest (Rare)
When Commander Greven il-Vec comes into play, sacrifice a creature.
Greven cannot be blocked except by artifact creatures and black creatures.
  • The use of "Greven" on the second ability is just shorthand for "Commander Greven il-Vec" and should not be interpreted as referring to a non-existent Greven card. [D'Angelo 1997/10/23]
  • Note - Also see Fear, Rule 502.25.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Warrior".

10. Corpse Dance

Instant 2B (3) Tempest (Rare)
Buyback {2} (You may pay an additional {2} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Put the top creature card from your graveyard into play. That creature is unaffected by summoning sickness this turn. Remove that creature from the game at the end of turn.

11. Dark Banishing

Instant 2B (3) Tempest (Common)
Destroy target nonblack creature. That creature cannot be regenerated this turn.

12. Dark Ritual

Mana Source B (1) Tempest (Common)
Add {B}{B}{B} to your mana pool.
  • This card, as with all instants cards, goes to the graveyard when it resolves. It does not stay in play. [D'Angelo 1999/05/01]
  • Extended tournaments (see Rule 803) have banned this card since 2000/04/01.
  • Note - In Mirage, Fifth Edition, Tempest, and Urza's Saga, this spell was of type Mana Source. In Ice Age, Fourth Edition (and before), it was of type Interrupt. It is now of type Instant.

13. Darkling Stalker

Summon Spirit 1/1 3B (4) Tempest (Common)
{B}: Regenerate Darkling Stalker.
{B}: Darkling Stalker gets +1/+1 until end of turn.
  • Note - This card was creature type "Spirit" until Oracle 1999/05/01, when it became "Shade". Then with Oracle 2008/01/01 it became "Shade Spirit".

14. Dauthi Embrace

Enchantment 2B (3) Tempest (Uncommon)
{B}{B}: Target creature gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.)

15. Dauthi Ghoul

Summon Zombie 1/1 1B (2) Tempest (Uncommon)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever any creature with shadow is put into any graveyard from play, put a +1/+1 counter on Dauthi Ghoul.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Zombie" until Oracle 2007/10/01, when it became "Dauthi Zombie".

16. Dauthi Horror

Summon Beast 2/1 1B (2) Tempest (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Dauthi Horror cannot be blocked by white creatures.

17. Dauthi Marauder

Summon Minion 3/1 2B (3) Tempest (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Dauthi Minion".

18. Dauthi Mercenary

Summon Knight 2/1 2B (3) Tempest (Uncommon)
Shadow (This creature can block or be blocked by only creatures with shadow.)
{1}{B}: Dauthi Mercenary gets +1/+0 until end of turn.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Dauthi Knight Mercenary".

19. Dauthi Mindripper

Summon Minion 2/1 3B (4) Tempest (Uncommon)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice Dauthi Mindripper: Defending player chooses and discards three cards. Use this ability only if Dauthi Mindripper is attacking and unblocked.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Dauthi Minion".

20. Dauthi Slayer

Summon Soldier 2/2 BB (2) Tempest (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Each turn, Dauthi Slayer attacks if able.

21. Death Pits of Rath

Enchantment 3BB (5) Tempest (Rare)
Whenever any creature is dealt damage, destroy it. That creature cannot be regenerated this turn.

22. Diabolic Edict

Instant 1B (2) Tempest (Common)
Target player sacrifices a creature.
  • The choice of what to sacrifice is made by the player on resolution. [Duelist Magazine #23, Page 22]

23. Disturbed Burial

Sorcery 1B (2) Tempest (Common)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Return target creature from your graveyard to your hand.

24. Dread of Night

Enchantment B (1) Tempest (Uncommon)
All white creatures get -1/-1.

25. Dregs of Sorrow

Sorcery X4B (5) Tempest (Rare)
Destroy X target nonblack creatures. Draw X cards.

26. Endless Scream

Enchant Creature XB (1) Tempest (Common)
Enchanted creature gets +X/+0.

27. Enfeeblement

Enchant Creature BB (2) Tempest (Common)
Enchanted creature gets -2/-2.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" prior to Ninth Edition and Oracle 2005/08/01.

28. Evincar's Justice

Sorcery 2BB (4) Tempest (Common)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Evincar's Justice deals 2 damage to each creature and player.

29. Extinction

Sorcery 4B (5) Tempest (Rare)
Destroy all creatures of any creature type of your choice.

30. Fevered Convulsions

Enchantment BB (2) Tempest (Rare)
{2}{B}{B}: Put a -1/-1 counter on target creature.

31. Gravedigger

Summon Zombie 2/2 3B (4) Tempest (Common)
When Gravedigger comes into play, you may return target creature card from your graveyard to your hand.

32. Imps' Taunt

Instant 1B (2) Tempest (Uncommon)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target creature attacks this turn if able.

33. Kezzerdrix

Summon Beast 4/4 2BB (4) Tempest (Rare)
First strike
During your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you.

34. Knight of Dusk

Summon Knight 2/2 1BB (3) Tempest (Uncommon)
{B}{B}: Destroy target creature blocking Knight of Dusk.
  • Note - This card was of creature type "Knight" until Tenth Edition and Oracle 2007/07/13 when it became "Human Knight".

35. Leeching Licid

Summon Licid 1/1 1B (2) Tempest (Uncommon)
{B}, {T}: Leeching Licid loses this ability and becomes a creature enchantment that reads "During the upkeep of the enchanted creature's controller, Leeching Licid deals 1 damage to that player." instead of a creature. Move Leeching Licid onto target creature. You may pay {B} to end this effect.

36. Living Death

Sorcery 3BB (5) Tempest (Rare)
Set aside all creature cards in all graveyards. Then, put each creature that is in play into its owner's graveyard. Then, put each creature card set aside in this way into play under its owner's control.
  • Both players remove their creature cards at once. Then both players sacrifice all creature they control at once. Then both players put all creatures they removed into play. If there are any choices involved for a given step, the current player makes their choices first, then the other player, and finally you do the action all at once. [D'Angelo 1999/08/31]
  • Both player's creatures from this are considered to enter play simultaneously. So if two of the same Legendary creature enter play, both will be put into the graveyard. [D'Angelo 1999/07/28]
  • The creatures which are put in the graveyard cannot be regenerated. [D'Angelo 1997/12/28]

37. Maddening Imp

Summon Imp 1/1 2B (3) Tempest (Rare)
Flying
{T}: All non-Wall creatures target opponent controls attack this turn if able. At end of turn, destroy each of those creatures that did not attack. Use this ability only during target opponent's turn and only before combat.
  • It does affect creatures with summoning sickness. [D'Angelo 1998/07/30] So put your creatures into play after your attack.
  • If the creature cannot attack because of some restriction, such as Pacifism, or because it is tapped, it is destroyed at the end of the turn. [D'Angelo 1998/07/30]
  • If the Imp leaves play before the end of the turn, the creature still dies. [D'Angelo 1998/07/30]
  • Note - Also see Must Attack or Block, Rule 500.

38. Marsh Lurker

Summon Beast 3/2 3B (4) Tempest (Common)
Sacrifice a swamp: Marsh Lurker cannot be blocked this turn except by artifact creatures and black creatures.

39. Mindwhip Sliver

Summon Sliver 2/2 2B (3) Tempest (Uncommon)
Each Sliver gains "{2}, Sacrifice this creature: Target player discards a card at random. Play this ability as a sorcery."

40. Minion of the Wastes

Summon Minion X/X 3BBB (6) Tempest (Rare)
Trample
When you play Minion of the Wastes, pay any amount of life. Minion of the Wastes has power and toughness each equal to that amount.
  • When it is about to come into play by means other than being cast, you must choose the amount of life to pay and pay it right before it comes into play. [WotC Rules Team 1998/02/01]
  • Note - Also see Trample, Rule 502.9.

41. Perish

Sorcery 2B (3) Tempest (Uncommon)
Destroy all green creatures. Those creatures cannot be regenerated this turn.

42. Pit Imp

Summon Imp 0/1 B (1) Tempest (Common)
Flying
{B}: Pit Imp gets +1/+0 until end of turn. You cannot spend more than {B}{B} in this way each turn.

43. Rain of Tears

Sorcery 1BB (3) Tempest (Uncommon)
Destroy target land.

44. Rats of Rath

Summon Rat 2/1 1B (2) Tempest (Common)
{B}: Destroy target artifact, creature, or land you control.

45. Reanimate

Sorcery B (1) Tempest (Uncommon)
Put target creature card from any graveyard into play under your control. Lose life equal to that creature's total casting cost.

46. Reckless Spite

Instant 1BB (3) Tempest (Uncommon)
Destroy two target nonblack creatures. Lose 5 life.

47. Sadistic Glee

Enchant Creature B (1) Tempest (Common)
Whenever a creature is put into any graveyard from play, put a +1/+1 counter on enchanted creature.

48. Sarcomancy

Enchantment B (1) Tempest (Rare)
When Sarcomancy comes into play, put a Zombie token into play. Treat this token as a 2/2 black creature.
During your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you.

49. Screeching Harpy

Summon Beast 2/2 2BB (4) Tempest (Uncommon)
Flying
{1}{B}: Regenerate Screeching Harpy.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Harpy Beast".

50. Servant of Volrath

Summon Minion 3/3 2B (3) Tempest (Common)
If Servant of Volrath leaves play, sacrifice a creature.

51. Skyshroud Vampire

Summon Vampire 3/3 3BB (5) Tempest (Uncommon)
Flying
Choose and discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.

52. Souldrinker

Summon Spirit 2/2 3B (4) Tempest (Uncommon)
Pay 3 life: Put a +1/+1 counter on Souldrinker.

53. Spinal Graft

Enchant Creature 1B (2) Tempest (Common)
Enchanted creature gets +3/+3.
If enchanted creature is the target of a spell or effect, destroy that creature. The creature cannot be regenerated this turn.

54. Benthic Behemoth

Summon Serpent 7/6 5UUU (8) Tempest (Rare)
Islandwalk (If defending player controls ay islands, this creature is unblockable.)

55. Capsize

Instant 1UU (3) Tempest (Common)
Buyback {3} (You may pay an additional {3} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Return target permanent to owner's hand.

56. Chill

Enchantment 1U (2) Tempest (Uncommon)
All red spells cost an additional {2} to cast.

57. Counterspell

Interrupt UU (2) Tempest (Common)
Counter target spell.
  • Note - In Fifth Edition (and before) this was an Interrupt. All such spells are now Instants.

58. Dismiss

Interrupt 2UU (4) Tempest (Uncommon)
Counter target spell.
Draw a card.
  • Note - Before errata this card was of type Interrupt. It is now an Instant. [Oracle 1999/05/01]

59. Dream Cache

Sorcery 2U (3) Tempest (Common)
Draw three cards. Choose two cards from your hand and put both on either the top or the bottom of your library.

60. Duplicity

Enchantment 3UU (5) Tempest (Rare)
When Duplicity comes into play, take the top five cards from your library and put them on it, face down.
During your upkeep, you may choose to exchange your hand for those cards.
During your discard phase, choose and discard a card. If you lose control of Duplicity, put all cards on it into owner's graveyard.
  • The cards are face down all the time. You can't look at them. This applies even to cards from your hand that got swapped out. You have to remember what they were if you care. [bethmo 1999/03/13]
  • Taking control of another player's Duplicity will not allow you to use their cards. [Jackson 2000/10/24]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

61. Ertai's Meddling

Interrupt XU (1) Tempest (Rare)
When target spell is successfully cast, put X delay counters on it. X cannot be 0.
During each upkeep of that spell's caster, remove a delay counter from the spell. If the spell has no delay counter on it, it resolves.
  • Note that a delayed Counterspell will be countered when it resolves since the Counterspell will no longer find that its target is on the stack, which is a requirement for countering a spell. [D'Angelo 1997/10/29]
  • If a spell is targeted by more than one Ertai's Meddling, the first one to resolve will remove it. The second one will find the spell isn't there and so it will be countered. [D'Angelo 2008/07/12]
  • A targeted spell which is delayed will still succeed even if its target has phased out and back in again. [bethmo 1997/11/19]
  • Once it is put back on the stack, it is a "new" spell again and can be countered or even targeted by another Ertai's Meddling. [D'Angelo 1999/08/18]
  • This card interacts a little oddly with a Flashback spell, the Flashback ability will take effect when the Meddling removes it from the stack. Since the card is already leaving the game from the stack, the Meddling does not need to alter that. Meddling will find that it is removed from game and still be able to add counters to it. When the spell goes back on the stack as a copy, it will remember whether or not the Flashback cost was paid on the original spell. [D'Angelo 2008/07/12]
  • If a copy of a spell (one that has no card representing it, such as from Mirari) is affected by Ertai's Meddling, the spell ceases to exist when removed from the game. It will get the counters, but then cease to exist at the next time state-based effects are checked, so it will never go back to the stack. [D'Angelo 2008/07/12]
  • If Ertai's Meddling is used to copy a spell being played face down due to Morph ability, the spell will create a face up, 2/2, colorless, nameless creature with no text. This may be a little counter-intuitive, because you might expect the card to enter play face down like it would have when originally played, but Ertai's Meddling copies only the original spell and not the entire card the spell represented. [Jordan 2003/04/21]
  • Note - Also see X Costs, Rule G24.1.
  • Note - Before errata, this card was of type Interrupt. It is now an Instant.

62. Escaped Shapeshifter

Summon Shapeshifter 3/4 3UU (5) Tempest (Rare)
As long as your opponent controls any creatures with flying, Escaped Shapeshifter gains flying. The same is true for first strike, trample, and protection from any color.
  • This card ignores any other Escaped Shapeshifters in play when checking to see if another creature has the various abilities. [WotC Rules Team 1997/12/18] [Duelist Magazine #22, Page 27]
  • Effects, such as the Radjan Spirit's, can remove an ability from the Shapeshifter as if it had that ability naturally. [WotC Rules Team 1997/12/18]
  • All abilities listed on the card (Flying, First Strike, Trample, and Protection from Color) are considered to be initial abilities of this card which are only "on" under certain conditions. When determining order of effects, these abilities are considered to be built-in and thus are the oldest. [Duelist Magazine #23, Page 22]
  • In a multiplayer game, it works if any opponent controls creatures with the appropriate abilities. [bethmo 1998/03/24]
  • Note - Also see First Strike, Rule 502.2.
  • Note - Also see Protection, Rule 502.7.
  • Note - Also see Trample, Rule 502.9.

63. Fighting Drake

Summon Drake 2/4 2UU (4) Tempest (Uncommon)
Flying

64. Fylamarid

Summon Beast 1/3 1UU (3) Tempest (Uncommon)
Flying
Fylamarid cannot be blocked by blue creatures.
{U}: Target creature is blue until end of turn.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Squid Beast".

65. Gaseous Form

Enchant Creature 2U (3) Tempest (Common)
Enchanted creature neither deals nor receives combat damage.

66. Giant Crab

Summon Crab 3/3 4U (5) Tempest (Common)
{U}: Until end of turn, Giant Crab cannot be the target of spells or abilities.

67. Horned Turtle

Summon Turtle 1/4 2U (3) Tempest (Common)
  • Note - The Portal version had no creature type.

68. Insight

Enchantment 2U (3) Tempest (Uncommon)
Whenever target opponent successfully casts a green spell, draw a card.

69. Interdict

Interrupt 1U (2) Tempest (Uncommon)
Counter target artifact, creature, enchantment, or land ability requiring an activation cost. Abilities of that permanent cannot be played again this turn.
Draw a card.
  • Cannot be used to counter the ability of something which is not a permanent, which means it cannot be used on abilities which are played while a card is in the graveyard or hand (such as Cycling). [D'Angelo 1998/10/12]
  • This card targets the ability, and not the permanent itself. [D'Angelo 1999/01/13]
  • Note - Before errata, this card was of type Interrupt. [Oracle 1999/05/01]
  • Note - The "can't be played this turn" text was removed from Oracle 1999/05/01 until Oracle 2006/10/01 when it was put back.

70. Intuition

Instant 2U (3) Tempest (Rare)
Search your library for any three cards and reveal them to target opponent. He or she chooses one. Put that card into your hand and the rest into your graveyard. Shuffle your library afterwards.
  • As of Oracle 2006/07/14, this card is now targeted. [D'Angelo 2006/08/01]

71. Legacy's Allure

Enchantment UU (2) Tempest (Uncommon)
During your upkeep, you may put a treasure counter on Legacy's Allure.
Sacrifice Legacy's Allure: Permanently gain control of target creature with power no greater than the number of treasure counters on Legacy's Allure.
  • The "power less than or equal to the number of treasure counters on this card" restriction is a targeting restriction and will be checked on resolution in addition to on announcement. If the creature's power changes to be greater than this before the effect resolves, then the Legacy's Allure triggered ability is countered, but the card stays in the graveyard. [bethmo 1998/02/24]

72. Legerdemain

Sorcery 2UU (4) Tempest (Uncommon)
Permanently exchange control of target artifact or creature for control of target permanent of the same type.

73. Mana Severance

Sorcery 1U (2) Tempest (Rare)
Search through your library for any number of land cards and remove them from the game. Shuffle your library afterwards.

74. Manta Riders

Summon Merfolk 1/1 U (1) Tempest (Common)
{U}: Manta Riders gains flying until end of turn.

75. Mawcor

Summon Beast 3/3 3UU (5) Tempest (Rare)
Flying
{T}: Mawcor deals 1 damage to target creature or player.

76. Meditate

Instant 2U (3) Tempest (Rare)
Skip your next turn: Draw 4 cards.
  • You skip one turn as part of the effect. [D'Angelo 1999/06/01]

77. Mnemonic Sliver

Summon Sliver 2/2 2U (3) Tempest (Uncommon)
Each Sliver gains "{2}, Sacrifice this creature: Draw a card."

78. Power Sink

Interrupt XU (1) Tempest (Common)
Counter target spell unless its caster pays an additional {X}. If he or she does not, tap all mana-producing lands that player controls and remove all mana from his or her mana pool.
  • When this spell resolves, you either pay X mana or let all your lands become tapped. The lands that become tapped are not "tapped for mana". [bethmo 1997/10/09] If you choose to pay, you may pay the X mana using whatever mana abilities you want to use.
  • Special lands which do not provide mana are also tapped by this card. [D'Angelo 2000/11/06]
  • If the land provides mana only for specific purposes (like Mishra's Workshop), it cannot be used to pay the X mana (unless that purpose is being filled). Mishra's Workshop, like most purposed mana, could not be used to pay for Power Sink. [WotC Rules Team 1994/09/30]
  • Does not increase the mana cost of the spell. It just requires a separate expenditure in order for it to succeed. [bethmo 1994/05/05]
  • Note - Also see X Costs, Rule G24.1.

79. Precognition

Enchantment 4U (5) Tempest (Rare)
During your upkeep, you may look at the top card of target opponent's library. You may then put that card on the bottom of his or her library.

80. Propaganda

Enchantment 2U (3) Tempest (Uncommon)
Each turn, each creature cannot attack you unless its controller pays an additional {2} for that creature.
  • The payment is made during the declare attackers step at the same time you are declaring the attacker (see Rule 308). [WotC Rules Team 1998/03/01]
  • Paying Propaganda is not an instant or any other kind of ability, it is a cost increase on the declaration of the attacker. This makes it much like the way Gloom makes a white spell more expensive to cast. [WotC Rules Team 1998/03/01]
  • If there are multiple attacks in a turn (due to Relentless Assault), then you have to pay for each attack. [D'Angelo 1999/06/01]
  • If there is more than one Propaganda in play, the cost is cumulative. [D'Angelo 1998/03/16]

81. Rootwater Diver

Summon Merfolk 1/1 U (1) Tempest (Uncommon)
{T}, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand.

82. Rootwater Hunter

Summon Merfolk 1/1 2U (3) Tempest (Common)
{T}: Rootwater Hunter deals 1 damage to target creature or player.

83. Rootwater Matriarch

Summon Merfolk 2/3 2UU (4) Tempest (Rare)
{T}: Gain control of target creature as long as that creature has any enchantments on it.
  • A creature is "enchanted" if it has any Auras on it. [D'Angelo 2007/07/15]
  • Can target an unenchanted creature but has no effect on that creature. [Aahz 1997/11/17]
  • The control effect ends if at any time the creature has no enchantments on it. [D'Angelo 1997/12/18]
  • As long as the target is a creature at the time the ability resolves, the control effect does not end if the target stops being a creature after that. The text "as long as that creature is enchanted" means "as long as the thing that was targeted is enchanted" for purposes of the rules. [D'Angelo 2008/07/12]

84. Rootwater Shaman

Summon Merfolk 2/2 2U (3) Tempest (Rare)
You may play creature enchantments whenever you could play an instant.

85. Sea Monster

Summon Serpent 6/6 4UU (6) Tempest (Common)
Sea Monster cannot attack unless defending player controls any islands.

86. Shadow Rift

Instant U (1) Tempest (Common)
Target creature gains shadow until end of turn. (This creature an block or be blocked only by creatures with shadow.)
Draw a card.

87. Shimmering Wings

Enchant Creature U (1) Tempest (Common)
Enchanted creature gains flying.
{U}: Return Shimmering Wings to owner's hand.

88. Skyshroud Condor

Summon Bird 2/2 1U (2) Tempest (Uncommon)
Flying
You cannot play Skyshroud Condor unless you have successfully cast another spell this turn.

89. Spell Blast

Interrupt XU (1) Tempest (Common)
Counter target spell with total casting cost equal to X.

90. Steal Enchantment

Echt Ech UU (2) Tempest (Uncommon)
Gain control of enchanted enchantment.
  • When a player takes control of an enchantment, they do not get to change anything about the enchantment (such as what creature it is on, what choices it has or anything) at that time. They just become its controller. [D'Angelo 1998/01/26]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Enchantment" until Oracle 2005/08/01.

91. Stinging Licid

Summon Licid 1/1 1U (2) Tempest (Uncommon)
{U}, {T}: Stinging Licid loses this ability and becomes a creature enchantment that reads "Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller" instead of a creature. Move Stinging Licid onto target creature. You may pay {U} to end this effect.

92. Thalakos Dreamsower

Summon Wizard 1/1 2U (3) Tempest (Uncommon)
Shadow (This creature can block or be blocked by only creatures with shadow.)
You may choose not to untap Thalakos Dreamsower during your untap phase.
If Thalakos Dreamsower damages any opponent, tap target creature. As long as Thalakos Dreamsower remains tapped, that creature does not untap during its controller's untap phase.
  • Can be used on a creature that is already tapped. [D'Angelo 1998/06/05]
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Thalakos Wizard".

93. Thalakos Mistfolk

Summon Illusion 2/1 2U (3) Tempest (Common)
Shadow. {U}: Put Thalakos Mistfolk on top of owner's library.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Illusion" until Oracle 2007/10/01, when it became "Thalakos Illusion".

94. Thalakos Seer

Summon Wizard 1/1 UU (2) Tempest (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.) If Thalakos Seer leaves play, draw a card.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Thalakos Wizard".

95. Thalakos Sentry

Summon Soldier 1/2 1U (2) Tempest (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Thalakos Soldier".

96. Time Ebb

Sorcery 2U (3) Tempest (Common)
Put target creature on top of owner's library.

97. Time Warp

Sorcery 3UU (5) Tempest (Rare)
Target player takes another turn after this one.
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. [CompRules 2002/02/20 - 300.6] See Rule 300.6.

98. Tradewind Rider

Summon Spirit 1/4 3U (4) Tempest (Rare)
Flying
{T}, Tap two creatures you control: Return target permanent to owner's hand.
  • It can tap creatures that have summoning sickness. [D'Angelo 1997/12/29]

99. Twitch

Instant 2U (3) Tempest (Common)
Tap or untap target artifact, creature, or land.
Draw a card.

100. Unstable Shapeshifter

Summon Shapeshifter 0/1 3U (4) Tempest (Rare)
Whenever any creature comes into play, Unstable Shapeshifter permanently becomes a copy of that creature and retains this ability.
  • Note - Also see Copying Objects, Rule 503. There are enough important rules there that they are worth reading first.
  • The gained copy ability is considered an initial ability. [bethmo 1998/04/07]
  • If an Unstable Shapeshifter is in play when another Unstable Shapeshifter enters play, the first one gets the second one's auto-shift ability and will auto-shift twice each time a creature comes into play. [Aahz 1997/11/17]
  • The copy effect is not targeted. [D'Angelo 1998/03/25]
  • If a creature enters play that has some characteristic or ability set when it enters play, such as with Dracoplasm's power/toughness, the copy does not get to make that choice. All values are zero and all checks for choices consider the choice not to have been made. [D'Angelo 2001/08/31]
  • If the creature has power/toughness that is continuously recalculated, so does this copy of it. [D'Angelo 1999/01/26]
  • When it changes "shape" to a new creature, any "comes into play" abilities of the creature do not trigger. [D'Angelo 2001/07/22]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - Also see Copying Objects, Rule 503.

101. Volrath's Curse

Enchant Creature 1U (2) Tempest (Common)
Enchanted creature cannot attack, block or play any ability requiring an activation cost. That creature's controller may sacrifice a permanent to ignore this ability until end of turn.
{1}{U}: Return Volrath's Curse to owner's hand.
  • If the creature this card is on is sacrificed to this card, this card is put into the graveyard before the ability to unsummon it can be used. [D'Angelo 1998/12/07]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

102. Whim of Volrath

Instant U (1) Tempest (Rare)
Buyback {2} (You may pay an additional {2} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn.

103. Whispers of the Muse

Instant U (1) Tempest (Uncommon)
Buyback {5} (You may pay an additional {5} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Draw a card.

104. Wind Dancer

Summon Faerie 1/1 1U (2) Tempest (Uncommon)
Flying
{T}: Target creature gains flying until end of turn.

105. Wind Drake

Summon Drake 2/2 2U (3) Tempest (Common)
Flying
  • Note - The Portal version had no creature type.

106. Winged Sliver

Summon Sliver 1/1 1U (2) Tempest (Common)
All slivers gain flying.

107. Aluren

Enchantment 2GG (4) Tempest (Rare)
Any player may play a creature card with total casting cost 3 or less whenever he or she could play an instant and without paying its casting cost.
  • You are still casting the creature spells. [Duelist Magazine #23, Page 22] So they can be countered. [D'Angelo 1997/11/07]
  • Checks the actual printed cost on the creature card, and is not affected by things which allow you to play the spell for less, such as with the Emerald Medallion. [D'Angelo 1997/10/20]
  • The mana cost of the creatures being played is still the stated cost on the card for purposes of Spell Blast and such, even though you did not pay the cost. [D'Angelo 1997/11/07]
  • For creatures with X in the mana cost, you must choose the value of X to make the converted mana cost be three or less for this ability. [D'Angelo 1999/06/01]
  • Any penalty costs such as Gloom still need to be paid. [D'Angelo 1997/12/29]
  • You cannot choose to play a creature as an instant via Aluren and still pay the mana cost. You either play the creature normally, or via Aluren without paying the mana cost. [bethmo 1998/02/07]
  • You cannot use Aluren when playing a creature using another alternate means, such as the Morph ability. [WotC Rules Team 2002/10/01]
  • Note - Also see Flash, Rule 502.57.

108. Apes of Rath

Summon Apes 5/4 2GG (4) Tempest (Uncommon)
If Apes of Rath attacks, it does not untap during your next untap phase.

109. Bayou Dragonfly

Summon Insect 1/1 1G (2) Tempest (Common)
Flying, swampwalk If defending player controls any swamps, this creature is unblockable.)

110. Broken Fall

Enchantment 2G (3) Tempest (Common)
Return Broken Fall to owner's hand: Regenerate target creature.

111. Canopy Spider

Summon Spider 1/3 1G (2) Tempest (Common)
Canopy spider can block creatures with flying.

112. Charging Rhino

Summon Rhino 4/4 3GG (5) Tempest (Uncommon)
Charging Rhino cannot be blocked by more than one creature.
  • Note - The Portal version had no creature type.

113. Choke

Enchantment 2G (3) Tempest (Uncommon)
Islands do not untap during their controllers' untap phases.

114. Crazed Armodon

Summon Elephant 3/3 2GG (4) Tempest (Rare)
{G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. At end of turn, destroy Crazed Armodon. Use this ability only once each turn.

115. Dirtcowl Wurm

Summon Wurm 3/4 4G (5) Tempest (Rare)
Whenever any opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm.
  • A spell or ability that tells a player to "put a land into play" does not count as playing a land. [D'Angelo 1998/12/16]

116. Earthcraft

Enchantment 1G (2) Tempest (Rare)
Tap an untapped creature you control: Untap target basic land.
  • Since it taps a creature as a cost, it must be used on an untapped creature. [D'Angelo 1997/11/11]
  • It can tap a creature with summoning sickness. [bethmo 1997/11/11]
  • Vintage tournaments (see Rule 801) restricted this card from 2003/04/01 until 2004/09/20.
  • Legacy tournaments (see Rule 802) have banned this card since 2003/04/01.
  • Extended tournaments (See Rule 803) have banned this card since 1999/10/01.
  • Standard (Type 2) tournaments (see Rule 804) have banned this card since 1999/04/01.

117. Eladamri, Lord of Leaves

Summon Legend 2/2 GG (2) Tempest (Rare)
All elves gain forestwalk. (If defending players controls any forests, those creatures are unblockable.)
Elves cannot be the target of spells or abilities.

118. Eladamri's Vineyard

Enchantment G (1) Tempest (Rare)
At the beginning of each player's main phase, add {G}{G} to that player's mana pool.
  • The "pre-combat main" phase is the "first main" phase. [D'Angelo 1999/06/01]
  • It will not trigger a second time if you cast Relentless Assault and get a third main phase. [DeLaney 1999/06/13]

119. Elven Warhounds

Summon Hounds 2/2 3G (4) Tempest (Rare)
If Elven Warhounds is blocked by any creature, put that creature on top of owner's library.
  • When blocked, the creature is put on top of the owner's library before damage dealing. [D'Angelo 1997/11/10]

120. Elvish Fury

Instant G (1) Tempest (Common)
Buyback {4} (You may pay an additional {4} when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell's effect.)
Target creature gets +2/+2 until end of turn.

121. Flailing Drake

Summon Drake 2/3 3G (4) Tempest (Uncommon)
Flying
If Flailing Drake blocks or is blocked by any creature, that creature gains +1/+1 until end of turn.

122. Frog Tongue

Enchant Creature G (1) Tempest (Common)
When Frog Tongue comes into play, draw a card.
Enchanted creature can block creatures with flying.

123. Fugitive Druid

Summon Druid 3/2 3G (4) Tempest (Rare)
Whenever any player successfully casts an enchantment spell that targets Fugitive Druid, draw a card.
  • The text about drawing a card when targeted only applies while the Druid is in play. This means that Animate Dead targeting it will not let anyone draw a card. [D'Angelo 1997/11/12]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid".

124. Harrow

Instant 2G (3) Tempest (Uncommon)
Sacrifice a land: Search your library for up to two basic land cards and put them into play. Shuffle your library afterwards.
  • The sacrifice of a land is part of the cost of playing the card. You cannot pay this cost more than once to get a multiple effect. [D'Angelo 1997/11/12]
  • The two lands do not count toward your normal one land you can play each turn. [Invasion FAQ 2000/10/03]
  • You do not have to find the land cards if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

125. Heartwood Dryad

Summon Dryad 2/1 1G (2) Tempest (Common)
Heartwood Dryad can block creatures with shadow.
  • The player can choose to treat this creature as shadow or non-shadow when declaring blockers, but only one of the two during a single declare blockers step. [bethmo 1999/06/13]
  • Note - Also see Shadow, Rule 502.8.

126. Heartwood Giant

Summon Giant 4/4 3GG (5) Tempest (Rare)
{T}, Sacrifice a forest: Heartwood Giant deals 2 damage to target player.

127. Heartwood Treefolk

Summon Treefolk 3/4 2GG (4) Tempest (Uncommon)
Forestwalk (If defending player controls any forests, this creature is unblockable.)

128. Horned Sliver

Summon Sliver 2/2 2G (3) Tempest (Uncommon)
All Slivers gain trample.

129. Krakilin

Summon Beast 0/0 XGG (2) Tempest (Uncommon)
Krakilin comes into play with X +1/+1 counters on it.
{1}{G} : Regenerate Krakilin.
  • If put into play by any means other than casting it, then it enters play with X=0. [D'Angelo 1997/11/28]
  • Note - Also see X Costs, Rule G24.1.

130. Mirri's Guile

Enchantment G (1) Tempest (Rare)
During your upkeep, you may look at the top three cards of your library and put them back in any order.

131. Mongrel Pack

Summon Hounds 4/1 3G (4) Tempest (Rare)
If Mongrel Pack is put into any graveyard from play during combat, put four Hound tokens into play. Treat these tokens as 1/1 green creatures.
  • The Hound tokens are put into play if it dies during the combat phase, even if it was not an attacker or blocker. [bethmo 1998/01/23]
  • Note - Also see Token Creatures, Rule 216.

132. Muscle Sliver

Summon Sliver 1/1 1G (2) Tempest (Common)
All Slivers get +1/+1.
  • Yes, it does give the +1/+1 bonus to itself. [D'Angelo 1997/11/10]

133. Natural Spring

Sorcery 3GG (5) Tempest (Common)
Target player gains 8 life.

134. Nature's Revolt

Enchantment 3GG (5) Tempest (Rare)
All lands are 2/2 creatures. (These creatures still count as lands.)

135. Needle Storm

Sorcery 2G (3) Tempest (Uncommon)
Needle Storm deals 4 damage to each creature with flying.

136. Nurturing Licid

Summon Licid 1/1 1G (2) Tempest (Uncommon)
{G}, {T}: Nurturing Licid loses this ability and becomes a creature enchantment that reads "{G}: Regenerate enchanted creature" instead of a creature. Move Nurturing Licid onto target creature. You may pay {G} to end this effect.

137. Overrun

Sorcery 2GGG (5) Tempest (Uncommon)
All creatures you control get +3/+3 and gain trample until end of turn.
  • Affects your creatures in play when it resolves, but not ones that enter play later in the turn. [D'Angelo 2007/03/03] See Rule 418.3b.
  • Note - Also see Trample, Rule 502.9.

138. Pincher Beetles

Summon Insects 3/1 2G (3) Tempest (Common)
Pincher Beetles cannot be the target of spells or abilities.

139. Rampant Growth

Sorcery 1G (2) Tempest (Common)
Search your library for a basic land card and put it into play, tapped. shuffle your library afterwards.
  • The land does not count toward your one per turn limit because it was put into play by an effect. [Duelist Magazine #16, Page 30]
  • You do not have to find a basic land card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

140. Reality Anchor

Instant 1G (2) Tempest (Common)
Target creature loses shadow until end of turn. Draw a card.

141. Reap

Instant 1G (2) Tempest (Uncommon)
Return any number of target cards from your graveyard to your hand. You cannot choose more cards than the number of black permanents target opponent controls.
  • The count of the number of black permanents opponents control is done during announcement since it only affects target selection. It does not get recounted later. [Duelist Magazine #23, Page 23]

142. Recycle

Enchantment 4GG (6) Tempest (Rare)
Skip your draw phase.
Whenever you play a card, draw a card.
During your discard phase, choose and discard all but two cards.
  • Does not let you draw for cards that are simply "put into play", such as with Eureka. [Aahz 1997/11/04] Or Rampant Growth. [bethmo 1997/12/02]
  • Countering a spell that has been played will not prevent you from drawing the card. [D'Angelo 1997/11/10]
  • Works when playing a land card from your hand as normal. Does not work if a land is put into play by an effect. [Duelist Magazine #23, Page 23]
  • You discard down to your maximum hand size during the Cleanup Step. [D'Angelo 2001/05/19]
  • If multiple effects modify your hand size limit, apply them in the order they enter play. For example, if both this and Spellbook are in play, the most recent in play decides your hand size. [D'Angelo 2001/05/21]

143. Respite

Instant 1G (2) Tempest (Common)
Creatures deal no combat damage this turn. Gain 1 life for each attacking creature.

144. Root Maze

Enchantment G (1) Tempest (Rare)
All artifacts and lands come into play tapped.

145. Rootbreaker Wurm

Summon Wurm 6/6 5GG (7) Tempest (Common)
Trample

146. Rootwalla

Summon Lizard 2/2 2G (3) Tempest (Common)
{1}{G}: Rootwalla gets +2/+2 until end of turn. Use this ability only once each turn.

147. Scragnoth

Summon Beast 3/4 4G (5) Tempest (Uncommon)
Protection from blue
While Scragnoth is being cast, it cannot be countered.
  • If a counterspell resolves against this card, it fails to counter it. [D'Angelo 1998/02/03]
  • Counterspells like Dissipate and Memory Lapse do not have their side effect happen when the countering fails. This is because these spells just are a counter with a "put the card someplace instead of the graveyard after the counter is successful", which cannot happen if the counter is not successful. [Aahz 1997/10/07]
  • Desertion will not put the card in play for you. It only does that if the spell is successfully countered. [D'Angelo 1998/01/20]
  • Counterspells do have their untargeted parts work since the counter just fails rather than being countered itself. So Dismiss lets you draw a card. [D'Angelo 1998/01/06]
  • Power Sink does have its side-effect happen even if the countering fails. [Duelist Magazine #23, Page 23]
  • Mana Drain does have its side-effect because it happens even if the counter fails. [Aahz 1997/11/17]
  • Spells such as Sleight of Mind can target Scragnoth and affect it while it is being cast. Only countering effects are ignored. [D'Angelo 1997/12/15]
  • Note - Also see Protection, Rule 502.7.

148. Seeker of Skybreak

Summon Elf 2/1 1G (2) Tempest (Common)
{T}: Untap target creature.
  • It can use its tap ability to untap itself. [bethmo 1997/11/11]

149. Skyshroud Elf

Summon Elf 1/1 1G (2) Tempest (Common)
{T}: Add {G} to your mana pool. Play this ability as a mana source.
{1}: Add {W} or {R} to your mana pool. Play this ability as a mana source.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Druid".

150. Skyshroud Ranger

Summon Elf 1/1 G (1) Tempest (Common)
{T}: Choose a land card in your hand and put it into play. Play this ability as a sorcery.

151. Skyshroud Troll

Summon Troll 3/3 2GG (4) Tempest (Common)
{1}{G}: Regenerate Skyshroud Troll.
  • Note - This card was creature type Giant until Oracle 2003/10/01, when it became "Troll". Then with Oracle 2007/10/01 it became "Troll Giant".

152. Spike Drone

Summon Spike 0/0 G (1) Tempest (Common)
Spike Drone comes into play with one +1/+1 counter on it.
{2}, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature.
  • It dies as a state based effect just after you remove the last counter when announcing its ability to remove a counter and right before any other spells or abilities can be used. There is no way to sacrifice it or do anything else with it before it dies. [D'Angelo 1999/06/01]
  • Note - This card was creature type "Spike" until Oracle 2007/10/01, when it became "Spike Drone".

153. Storm Front

Enchantment G (1) Tempest (Uncommon)
{G}{G}: Tap target creature with flying.

154. Trained Armodon

Summon Elephant 3/3 1GG (3) Tempest (Common)

155. Tranquility

Sorcery 2G (3) Tempest (Common)
Destroy all enchantments.
  • Destroys all cards that read "Enchant xxx" as well as those reading "Enchantment". [bethmo 1994/06/01]

156. Trumpeting Armodon

Summon Elephant 3/3 3G (4) Tempest (Uncommon)
{1}{G}: Target creature blocks Trumpeting Armodon this turn if able.

157. Verdant Force

Summon Elemental 7/7 5GGG (8) Tempest (Rare)
During each player's upkeep, put a Saproling token into play. Treat this token as a 1/1 green creature.
  • Verdant Force's controller gets the tokens. [D'Angelo 1999/06/01] That is the controller at the beginning of upkeep. [DeLaney 1999/06/13]
  • A token is put into play during each player's upkeep, not just your own. [D'Angelo 2006/05/13]
  • Note - Also see Token Creatures, Rule 216.

158. Verdigris

Instant 2G (3) Tempest (Uncommon)
Destroy target artifact.

159. Winter's Grasp

Sorcery 1GG (3) Tempest (Uncommon)
Destroy target land.

160. Aftershock

Sorcery 2RR (4) Tempest (Common)
Destroy target artifact, creature, or land. Aftershock deals 3 damage to you.

161. Ancient Runes

Enchantment 2R (3) Tempest (Uncommon)
During each player's upkeep, Ancient Runes deals 1 damage to that player for each artifact he or she controls.

162. Apocalypse

Sorcery 2RRR (5) Tempest (Rare)
Remove all permanents from the game. Discard your hand.

163. Barbed Sliver

Summon Sliver 2/2 2R (3) Tempest (Uncommon)
Each sliver gains "{2}: This creature gets +1/+0 until end of turn."

164. Blood Frenzy

Instant 1R (2) Tempest (Common)
Target attacking or blocking creature gets +4/+0 until end of turn. At end of turn, destroy that creature.

165. Boil

Instant 3R (4) Tempest (Uncommon)
Destroy all islands.

166. Canyon Drake

Summon Drake 1/2 2RR (4) Tempest (Rare)
Flying
{1}, Discard a card at random: Canyon Drake gets +2/+0 until end of turn.
  • The ability cannot be used unless you have at least one card in your hand which can be discarded. [D'Angelo 1998/11/02]

167. Canyon Wildcat

Summon Cat 2/1 1R (2) Tempest (Common)
Mountainwalk (If defending player controls any mountains, this creature is unblockable.)

168. Chaotic Goo

Summon Ooze 0/0 2RR (4) Tempest (Rare)
Chaotic Goo comes into play with three +1/+1 counters on it.
During your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. Otherwise, remove a +1/+1 counter from it.

169. Crown of Flames

Enchant Creature R (1) Tempest (Common)
{R}: Enchanted creature gets +1/+0 until end of turn.
{R}: Return Crown of Flames to owner's hand.

170. Deadshot

Sorcery 3R (4) Tempest (Rare)
Tap target creature. That creature deals damage equal to its power to another target creature.
  • Deadshot can target a creature which is already tapped as its first target, and it will still damage the second target. This is because it taps that creature as an effect, not as a cost. [Duelist Magazine #23, Page 22]

171. Enraging Licid

Summon Licid 1/1 1R (2) Tempest (Uncommon)
{R}, {T}: Enraging Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature is unaffected by summoning sickness" instead of a creature. Move Enraging Licid onto target creature. You may pay {R} to end this effect.

172. Firefly

Summon Insect 1/1 3R (4) Tempest (Uncommon)
Flying
{R}: Firefly gets +1/+0 until end of turn.

173. Fireslinger

Summon Wizard 1/1 1R (2) Tempest (Common)
{T}: Fireslinger deals 1 damage to target creature or player and 1 damage to you.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

174. Flowstone Giant

Summon Giant 3/3 2RR (4) Tempest (Common)
{R}: Flowstone Giant gets +2/-2 until end of turn.

175. Flowstone Salamander

Summon Salamander 3/4 3RR (5) Tempest (Uncommon)
{R}: Flowstone Salamander deals 1 damage to target creature blocking it.

176. Flowstone Wyvern

Summon Drake 3/3 3RR (5) Tempest (Rare)
Flying
{R}: Flowstone Wyvern gets +2/-2 until end of turn.

177. Furnace of Rath

Enchantment 1RRR (4) Tempest (Rare)
Double all damage assigned to any creature or player.
  • It is a replacement effect (see Rule 419) applied when damage is would be dealt. [D'Angelo 1999/06/01]
  • If a spell or ability damages multiple things, divide up the damage before applying this effect. [WotC Rules Team 1998/10/18] This means you cannot normally end up with an odd amount of damage on something.
  • If you have two of these in play, the damage is multiplied by 4. [8E FAQ 2003/07/28]
  • The multiplied damage counts in all ways as if it came from the original source. Furnace of Rath is not the source. [8E FAQ 2003/07/28]
  • The trample rules cause damage to be divided before it is doubled. [D'Angelo 1999/06/01]

178. Giant Strength

Enchant Creature RR (2) Tempest (Common)
Enchanted creature gets +2/+2.

179. Goblin Bombardment

Enchantment 1R (2) Tempest (Uncommon)
Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player.

180. Hand to Hand

Enchantment 2R (3) Tempest (Rare)
Instants and abilities requiring an activation cost cannot be played during combat.
  • Will not prevent cost increasers such as Propaganda. [WotC Rules Team 1998/03/01]

181. Havoc

Enchantment 1R (2) Tempest (Uncommon)
Whenever target opponent successfully casts a white spell, he or she loses 2 life.
  • In a multiplayer game, it affects all opponents. [D'Angelo 1999/06/01]

182. Heart Sliver

Summon Sliver 1/1 1R (2) Tempest (Common)
All slivers are unaffected by summoning sickness.

183. Jackal Pup

Summon Hound 2/1 R (1) Tempest (Uncommon)
For each 1 damage dealt to Jackal Pup, it deals 1 damage to you.

184. Kindle

Instant 1R (2) Tempest (Common)
Kindle deals to target creature or player an amount of damage equal to 2 plus the number of Kindle cards in all graveyards.
  • Counts the Kindles in graveyard on resolution. [bethmo 1998/04/03]

185. Lightning Blast

Instant 3R (4) Tempest (Common)
Lightning Blast deals 4 damage to target creature or player.

186. Lightning Elemental

Summon Elemental 4/1 3R (4) Tempest (Common)
Lightning Elemental is unaffected by summoning sickness.

187. Lowland Giant

Summon Giant 4/3 2RR (4) Tempest (Common)

188. Magmasaur

Summon Elemental 0/0 3RR (5) Tempest (Rare)
Magmasaur comes into play with five +1/+1 counters on it.
During your upkeep, remove a +1/+1 counter from Magmasaur, or sacrifice Magmasaur and it deals 1 damage for each +1/+1 counter on it to each creature without flying and each player.
  • Note - This card was creature type "Elemental" until Oracle 2008/01/01, when it became "Elemental Lizard".

189. Mogg Conscripts

Summon Goblin 2/2 R (1) Tempest (Common)
Mogg Conscripts cannot attack unless you have successfully cast a creature spell this turn.
  • A creature spell is any "Creature" or "Artifact Creature" spell. [D'Angelo 1999/06/01] Older cards of type Summon are also Creature cards.

190. Mogg Fanatic

Summon Goblin 1/1 R (1) Tempest (Common)
Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player.
  • If you block a creature with Mogg Fanatic, you can sacrifice it before combat damage is assigned (in which case the attacker is blocked but neither the attacker nor Mogg Fanatic deal damage). Or you can sacrifice it after combat damage is assigned but before damage resolves (in which case the blocked creature takes 1 damage from the Mogg Fanatic in combat but deals nothing to the now missing Mogg Fanatic... this is in addition to the 1 damage the Mogg Fanatic's ability can do). So it is possible to block a 2/2 creature and kill it with a Mogg Fanatic. [D'Angelo 1999/06/01]

191. Mogg Raider

Summon Goblin 1/1 R (1) Tempest (Common)
Sacrifice a Goblin: Target creature gets +1/+1 until end of turn.
  • Note - The Anthologies version of the card has a mana cost of {R}{R} instead of {R}. This is an error.

192. Mogg Squad

Summon Goblin 3/3 1R (2) Tempest (Uncommon)
Mogg Squad gets -1/-1 for each other creature in play.

193. No Quarter

Enchantment 3R (4) Tempest (Rare)
Whenever any creature blocks or is blocked by a creature with lesser power, destroy the creature with the lesser power.
  • The check to see which creature is destroyed is done when the appropriate ability triggers. [D'Angelo 2003/05/20]

194. Opportunist

Summon Soldier 2/2 2R (3) Tempest (Uncommon)
{T}: Opportunist deals 1 damage to target creature that was damaged this turn.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

195. Pallimud

Summon Beast X/3 2R (3) Tempest (Rare)
Pallimud has power equal to the number of tapped lands target opponent controls.

196. Rathi Dragon

Summon Dragon 5/5 2RR (4) Tempest (Rare)
Flying
When Rathi Dragon comes into play, sacrifice two mountains or bury Rathi Dragon.

197. Renegade Warlord

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Summon Soldier 3/3 4R (5) Tempest (Uncommon)