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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 RR (2) 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

Summon Soldier 3/3 4R (5) Tempest (Uncommon)
First strike
If Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn.

198. Rolling Thunder

Sorcery XRR (2) Tempest (Common)
Rolling Thunder deals X damage divided any way you choose among any number of target creatures or players.
  • X can be zero. [D'Angelo 2003/05/19]
  • If X is greater than zero, you cannot choose zero targets. You must choose between 1 and X targets. If X is zero, you cannot choose any targets. [DeLaney 2003/05/19]
  • Note - Also see X Costs, Rule G24.1.

199. Sandstone Warrior

Summon Soldier 1/3 2RR (4) Tempest (Common)
First strike
{R}: Sandstone Warrior gets +1/+0 until end of turn.
  • Note - Also see First Strike, Rule 502.2.
  • Note - This card was creature type "Soldier" and not "Human Soldier" until Ninth Edition and Oracle 2005/08/01. Then with Oracle 2008/01/01 it became "Human Soldier Warrior".

200. Scorched Earth

Sorcery XR (1) Tempest (Rare)
Choose and discard X land cards: Destroy X target lands.
  • You discard as part of the cost paid when announcing the spell. [D'Angelo 1998/11/02]
  • X can be zero to destroy no lands. [D'Angelo 1998/11/02]
  • Note - Also see X Costs, Rule G24.1.

201. Searing Touch

Instant R (1) Tempest (Uncommon)
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.)
Searing Touch deals 1 damage to target creature or player.

202. Shadowstorm

Sorcery R (1) Tempest (Uncommon)
Shadowstorm deals 2 damage to every creature with shadow.

203. Shatter

Instant 1R (2) Tempest (Common)
Destroy target artifact.
  • Regenerating artifacts can regenerate from this. [D'Angelo 1998/02/03]

204. Shocker

Summon Insect 1/1 1R (2) Tempest (Rare)
If Shocker damages any player, that player discards his or her hand, then draws a new hand of as many cards a he or she had before.

205. Starke of Rath

Summon Legend 2/2 1RR (3) Tempest (Rare)
{T}: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath permanently.
  • 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 Rogue".

206. Stone Rain

Sorcery 2R (3) Tempest (Common)
Destroy target land.

207. Stun

Instant 1R (2) Tempest (Common)
Target creature cannot block this turn. Draw a card.
  • Must be used before blockers are declared in order to affect blocking decisions. You cannot wait to see what your opponent declares and then try to stop them. [D'Angelo 1998/01/06]
  • You can use it after combat or even on a creature which cannot possibly block this turn because it's that player's turn to attack, but it generally has no effect other than to let you draw a card. [D'Angelo 1998/01/06]

208. Sudden Impact

Instant 3R (4) Tempest (Uncommon)
Sudden Impact deals 1 damage to target player for each card in his or her hand.

209. Tahngarth's Rage

Enchant Creature R (1) Tempest (Uncommon)
If enchanted creature is attacking, it gets +3/+0. Otherwise, it gets -2/-1.
  • The effect does not change its position in the order in which you apply effects when the creature goes from attacking to not attacking or the other way around. For example, a Sengir Vampire who is attacking with Tahngarth's Rage is 7/4 and it would be 2/3 when not attacking. If Blood Lust were played on it while attacking so it was 11/1 (remember that Blood Lust won't lower toughness below 1), at end of combat it would become 6/1 since you still apply the Blood Lust after the -2/-1. [D'Angelo 2000/06/07]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

210. Tooth and Claw

Enchantment 3R (4) Tempest (Rare)
Sacrifice two creatures: Put a Carnivore token into play. Treat this token as a 3/1 red creature.
  • Note - Also see Token Creatures, Rule 216.
  • Note - The token was creature type and name "Carnivore" until Oracle 2007/10/01 when it became type "Beast" and was named "Carnivore"

211. Wall of Diffusion

Summon Wall 0/5 1R (2) Tempest (Common)
(Walls cannot attack.)
Wall of Diffusion can block creatures with shadow.

212. Wild Wurm

Summon Wurm 5/4 3R (4) Tempest (Uncommon)
When Wild Wurm comes into play, flip a coin. If you lose the flip, return Wild Wurm to owner's hand.

213. Advance Scout

Summon Soldier 1/1 1W (2) Tempest (Common)
First strike
{W}: Target creature gains first strike until end of turn.

214. Angelic Protector

Summon Angel 2/2 3W (4) Tempest (Uncommon)
Flying
If Angelic Protector is the target of a spell or ability, it gets +0/+3 until end of turn.
  • The +0/+3 bonus is added as a triggered ability upon the playing/announcing of a spell or ability which targets this card. [D'Angelo 1999/06/01]

215. Anoint

Instant W (1) 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.)
Prevent up to 3 damage to any creature.

216. Armor Sliver

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

217. Armored Pegasus

Summon Pegasus 1/2 1W (2) Tempest (Common)
Flying
  • Note - The Anthologies version of the card has a mana cost of {2}{W} instead of {1}{W}. This is an error.
  • Note - The Portal version had no creature type.

218. Auratog

Summon Atog 1/2 1W (2) Tempest (Rare)
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.

219. Avenging Angel

Summon Angel 3/3 3WW (5) Tempest (Rare)
Flying
If Avenging Angel is put into any graveyard from play, you may put Avenging Angel on top of owner's library.

220. Circle of Protection: Black

Enchantment 1W (2) Tempest (Common)
{1}: Prevent all damage to you from a black source. (Treat further damage from that source normally.)
  • Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn. [D'Angelo 1999/05/01]
  • A source is a permanent (a land, creature, artifact, or enchantment) or a spell. [D'Angelo 1999/05/01]
  • Can be used multiple times each turn for damage from the same source or for damage from different sources. [D'Angelo 1997/10/10]
  • Note - Was not in the Alpha printing of the Limited Edition.

221. Circle of Protection: Blue

Enchantment 1W (2) Tempest (Common)
{1}: Prevent all damage to you from a blue source. (Treat further damage from that source normally.)

222. Circle of Protection: Green

Enchantment 1W (2) Tempest (Common)
{1}: Prevent all damage to you from a green source. (Treat further damage from that source normally.)

223. Circle of Protection: Red

Enchantment 1W (2) Tempest (Common)
{1}: Prevent all damage to you from a red source. (Treat further damage from that source normally.)

224. Circle of Protection: Shadow

Enchantment 1W (2) Tempest (Common)
{1}: Prevent all damage to you from a creature with shadow. (Treat further damage from that source normally.)

225. Circle of Protection: White

Enchantment 1W (2) Tempest (Common)
{1}: Prevent all damage to you from a white source. (Treat further damage from that source normally.)

226. Clergy en-Vec

Summon Cleric 1/1 1W (2) Tempest (Common)
{T}: Prevent 1 damage to any creature or player.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

227. Cloudchaser Eagle

Summon Bird 2/2 3W (4) Tempest (Common)
Flying
When Cloudchaser Eagle comes into play, destroy target enchantment.
  • Nothing happens if there are no legal enchantments to target when it enters play. [D'Angelo 1998/11/10]
  • It does destroy one of your enchantments if you are the only player with any enchantments. [D'Angelo 1998/06/05]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

228. Disenchant

Instant 1W (2) Tempest (Common)
Destroy target artifact or enchantment.
  • Artifact creatures can regenerate from destroy effects like this. [D'Angelo 1998/02/03]
  • This spell is not modal. If the target changes from an artifact to an enchantment or vice versa (as with Transmogrifying Licid), this spell still destroys it. [WotC Rules Team 1998/07/01]

229. Elite Javelineer

Summon Soldier 2/2 2W (3) Tempest (Common)
If Elite Javelineer blocks, it deals 1 damage to target attacking creature.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

230. Field of Souls

Enchantment 2WW (4) Tempest (Rare)
Whenever a nontoken creature is put into your graveyard from play, put an Essence token into play. Treat this token as a 1/1 white creature with flying.
  • If you have two of these in play, both will trigger when a non-token creature goes to the graveyard. [bethmo 1997/12/19]
  • Only triggers on creatures going to the graveyard from play. [D'Angelo 2001/08/31]
  • Note - Also see Token Creatures, Rule 216.
  • Note - This token was creature type and name "Essence" until Oracle 2007/10/01, when it became "Spirit".

231. Flickering Ward

Enchant Creature W (1) Tempest (Uncommon)
When you play Flickering Ward, choose a color.
Enchanted creature gains protection from the chosen color.
{W}: Return Flickering Ward to owner's hand.
  • If you use it for Protection from White, it will not destroy itself. [D'Angelo 1999/06/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

232. Gallantry

Instant 1W (2) Tempest (Uncommon)
Target blocking creature gets +4/+4 until end of turn.
Draw a card.

233. Gerrard's Battle Cry

Enchantment W (1) Tempest (Rare)
{2}{W}: All creatures you control get +1/+1 until end of turn.

234. Hanna's Custody

Enchantment 2W (3) Tempest (Rare)
Artifacts cannot be the target of spells or abilities.

235. Hero's Resolve

Enchant Creature 1W (2) Tempest (Common)
Enchanted creature gets +1/+5.

236. Humility

Enchantment 2WW (4) Tempest (Rare)
Each creature loses all abilities and is a 1/1 creature.
  • Removes all creature abilities. This includes mana abilities, such as with Llanowar Elves. Animated lands lose the ability to tap for mana. [bethmo 1997/10/14]
  • See Interaction of Continuous Effects, Rule 418.5, for more details on how this card interacts with other effects. [D'Angelo 2007/07/19]
  • Does remove abilities from a creature entering play before any "comes into play" abilities can trigger. [D'Angelo 1999/06/01]

237. Invulnerability

Instant 1W (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.)
Prevent all damage to you from one source. (Treat further damage from that source normally.)

238. Knight of Dawn

Summon Knight 2/2 1WW (3) Tempest (Uncommon)
First strike
{W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn.

239. Light of Day

Enchantment 3W (4) Tempest (Uncommon)
Black creatures cannot attack or block.

240. Marble Titan

Summon Giant 3/3 3W (4) Tempest (Rare)
Creatures with power 3 or greater do not untap during their controller's untap phases.

241. Master Decoy

Summon Soldier 1/2 1W (2) Tempest (Common)
{W}, {T}: Tap target creature.
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Ninth Edition and Oracle 2005/08/01.

242. Mounted Archers

Summon Soldiers 2/3 3W (4) Tempest (Common)
Mounted Archers can block creatures with flying.
{W}: Mounted Archers can block an additional creature this turn. (All blocking assignments must still be legal.)
  • You can use the ability multiple times so it can block more than two creatures. [Duelist Magazine #23, Page 23]
  • Note - Also see Reach, Rule 502.70.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier Archer".

243. Oracle en-Vec

Summon Wizard 1/1 1W (2) Tempest (Rare)
{T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and no other creatures can attack. At the end of that turn, destroy each of those creatures that did not attack. Use this ability only during your turn.
  • The way the card works is that the target player chooses which creatures will attack on their next turn. Creatures which are chosen to attack, but do not attack, are destroyed at the end of that turn. Creatures which are not chosen to be attackers are not affected in any way other than being unable to attack. [D'Angelo 1997/12/17]
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

244. Orim, Samite Healer

Summon Legend 1/3 1WW (3) Tempest (Rare)
Orim, Samite Healer counts as a Cleric.
{T}: Prevent up to 3 damage to any creature or player.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Cleric". Then with Oracle 2007/10/01 it became "Human Cleric".

245. Orim's Prayer

Enchantment 1WW (3) Tempest (Uncommon)
If any creatures attack you, gain 1 life for each attacking creature.

246. Pacifism

Enchant Creature 1W (2) Tempest (Common)
Enchanted creature cannot attack or block.

247. Pegasus Refuge

Enchantment 3W (4) Tempest (Rare)
2, Choose and discard a card: Put a Pegasus token into play. Treat this token as a 1/1 white creature with flying.

248. Quickening Licid

Summon Licid 1/1 1W (2) Tempest (Uncommon)
{W}, {T}: Quickening Licid loses this ability and becomes a creature enchantment that reads "{1}{W}: Enchanted creature gains first strike" instead of a creature. Move Quickening Licid onto target creature. You may pay {W} to end this effect.

249. Repentance

Sorcery 2W (3) Tempest (Uncommon)
Target creature deals to itself damage equal to its power.

250. Sacred Guide

Summon Cleric 1/1 W (1) Tempest (Rare)
{1}{W}, Sacrifice Sacred Guide: Reveal cards from your library until you reveal a white card. Put that card into your hand. Remove all other revealed cards from the game.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

251. Safeguard

Enchantment 3WW (5) Tempest (Rare)
{2}{W}: Target creature deals no combat damage this turn.

252. Serene Offering

Instant 1W (2) Tempest (Uncommon)
Destroy target enchantment. Gain life equal to that enchantment's total casting cost.

253. Soltari Crusader

Summon Knight 2/1 2W (3) Tempest (Uncommon)
Shadow (This creature can block or be blocked only by creatures with shadow.)
{1}{W}: Soltari Crusader 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 "Soltari Knight".

254. Soltari Emissary

Summon Soldier 2/1 1W (2) Tempest (Rare)
{W}: Soltari Emissary gains shadow until end of turn. (This creature can block or be blocked only by creatures with shadow.)
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Soltari Soldier".

255. Soltari Foot Soldier

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

256. Soltari Lancer

Summon Knight 2/2 2W (3) Tempest (Common)
Shadow (This creature can block or be blocked only by creatures with shadow.) First strike when attacking.

257. Soltari Monk

Summon Cleric 2/1 WW (2) Tempest (Uncommon)
Protection from black, shadow (This creature can block or be blocked only by creatures with shadow.)

258. Soltari Priest

Summon Cleric 2/1 WW (2) Tempest (Uncommon)
Protection from red, shadow (This creature can block or be blocked only by creatures with shadow.)

259. Soltari Trooper

Summon Soldier 1/1 1W (2) Tempest (Common)
Shadow (This creature can block or be blocked only by creatures with shadow.)
If Soltari Trooper attacks, it gets +1/+1 until end of turn.
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Soltari Soldier".

260. Spirit Mirror

Enchantment 2WW (4) Tempest (Rare)
During your upkeep, if there are no Reflection tokens in play, put a Reflection token into play. Treat this token as a 2/2 white creature.
{0}: Destroy target Reflection.
  • It checks if there are any Reflection tokens in play at the beginning of upkeep, and if there are it will not trigger at all. It will check again on resolution and will do nothing if a Reflection is in play at that time. [D'Angelo 1999/06/01]
  • Note - Also see Token Creatures, Rule 216.

261. Staunch Defenders

Summon Soldiers 3/4 3WW (5) Tempest (Uncommon)
When Staunch Defenders comes into play, gain 4 life.

262. Talon Sliver

Summon Sliver 1/1 1W (2) Tempest (Common)
All slivers gain first strike.

263. Warmth

Enchantment 1W (2) Tempest (Uncommon)
Whenever target opponent successfully casts a red spell, gain 2 life.
  • It triggers on all opposing players. [D'Angelo 1999/05/01]

264. Winds of Rath

Sorcery 3WW (5) Tempest (Rare)
Destroy all creatures with no enchantments on them. Those creatures cannot be regenerated this turn.
  • A creature is enchanted if it has an Aura on it. [D'Angelo 1999/06/01]

265. Worthy Cause

Instant W (1) Tempest (Uncommon)
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.)
Sacrifice a creature: Gain life equal to the sacrificed creature's toughness.

266. Altar of Dementia

Artifact 2 (2) Tempest (Rare)
Sacrifice a creature: Target player puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard.

267. Booby Trap

Artifact 6 (6) Tempest (Rare)
When Booby Trap comes into play, name a card other than a basic land.
Whenever target opponent draws any cards, he or she reveals those cards to all players. If any of those cards is the named card, Sacrifice Booby Trap and it deals 10 damage to that player.
  • The card draw is in the player's hand before the trigger is played. [bethmo 1997/11/03]
  • The "if you do" part is only done if you successfully sacrifice this card. In other words, it has to be in play when the trigger resolves or it does not deal damage. [D'Angelo 2001/08/31]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

268. Bottle Gnomes

Artifact Creature 1/3 3 (3) Tempest (Uncommon)
Sacrifice Bottle Gnomes: Gain 3 life.
  • Note - The Tempest version of this card did not have a creature type. It is now of creature type Gnome. [Oracle 1999/05/01]

269. Coiled Tinviper

Artifact Creature 2/1 3 (3) Tempest (Common)
First strike

270. Cold Storage

Artifact 4 (4) Tempest (Rare)
{3}: Put target creature you control on Cold Storage.
Sacrifice Cold Storage: Put all creature cards on Cold Storage into play.
  • If this card leaves play, the cards it removed from game stay out of play. [bethmo 1997/10/09]
  • If it removes a token creature, the token ceases to exist and will not return. [D'Angelo 1999/08/17]
  • If it removes a card that is only a creature due to an effect, the card will still return. [D'Angelo 1999/11/14]

271. Cursed Scroll

Artifact 1 (1) Tempest (Rare)
{3}, {T}: Name a card, target opponent chooses a card at random from your hand. If he or she chooses the named card, Cursed Scroll deals 2 damage to target creature or player.
  • You choose a target creature or player on announcement. [D'Angelo 2006/10/08]
  • If you have no cards in hand, you still have to name a card, but you cannot pick one randomly. So the Cursed Scroll does not deal any damage. [D'Angelo 2006/10/08]
  • Tempest/Stronghold/Exodus block format tournaments (see Rule 806.5) have banned this card since 1998/07/01.

272. Echo Chamber

Artifact 4 (4) Tempest (Rare)
{4}, {T}: Target opponent chooses target creature he or she controls. Put a token creature into play and treat it as a copy of that creature. The token creature is unaffected by summoning sickness this turn. At end of turn, remove the token creature from the game. Play this ability as a sorcery.

273. Emerald Medallion

Artifact 2 (2) Tempest (Rare)
Your green spells cost {1} less to play.

274. Emmessi Tome

Artifact 4 (4) Tempest (Rare)
{5}, {T}: Draw two cards, then choose and discard a card.

275. Energizer

Artifact Creature 2/2 4 (4) Tempest (Rare)
{2}, {T}: Put a +1/+1 counter on Energizer.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Juggernaut".

276. Essence Bottle

Artifact 2 (2) Tempest (Uncommon)
{3}, {T}: Put an elixir counter on Essence Bottle.
{T}, Remove all elixir counters from Essence Bottle: Gain 2 life for each elixir counter removed in this way.

277. Excavator

Artifact 2 (2) Tempest (Uncommon)
{T}, Sacrifice a basic land: Target creature gains landwalk ability of that type until end of turn. (If defending player controls any lands of that type, this creature is unblockable.)
  • If you sacrifice a land that counts as more than one land type, you may choose only one of those land types. It gets landwalk of the type you choose. [WotC Rules Team 1998/02/01]
  • If you sacrifice a Snow-Covered land it gets the appropriate kind of Snow-Covered Landwalk. [Aahz 1997/11/17]
  • Note - Also see Landwalk, Rule 502.6.

278. Flowstone Sculpture

Artifact Creature 4/4 6 (6) Tempest (Rare)
{2}, Choose and discard a card: Flowstone Sculpture gains flying, first strike, or trample permanently, or put a +1/+1 counter on Flowstone Sculpture.

279. Fool's Tome

Artifact 4 (4) Tempest (Rare)
{2}, {T}: Draw a card. Use this ability only if you have no cards in your hand.

280. Grindstone

Artifact 1 (1) Tempest (Rare)
{3}, {T}: Put the top 2 cards of target player's library into that player's graveyard. If both cards share at least one color, repeat this process.
  • The effect repeats as many times as it takes to meet the end condition. [Duelist Magazine #23, Page 23]
  • If the two cards are both colorless, then the effect does not repeat. It only repeats if both cards have at least one color and at least one color is shared between them. [D'Angelo 1998/01/06]
  • Remember that land cards have no color. [D'Angelo 1998/02/03]

281. Helm of Possession

Artifact 4 (4) Tempest (Rare)
You may choose not to untap Helm of Possession during your untap phase.
{2}, {T}, Sacrifice a creature: Gain control of target creature as long as you control Helm of Possession and Helm of Possession remains tapped.

282. Jet Medallion

Artifact 2 (2) Tempest (Rare)
Your black spells cost {1} less to play.

283. Jinxed Idol

Artifact 2 (2) Tempest (Rare)
During your upkeep, Jinxed Idol deals 2 damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Idol permanently.
  • Your opponent can use the ability to give this card back to you. [D'Angelo 1998/11/11]

284. Lotus Petal

Artifact 0 (0) Tempest (Common)
Sacrifice Lotus Petal: Add one mana of any color to your mana pool. Play this ability as a mana source.
  • Vintage tournaments (see Rule 801) have restricted this card since 1999/10/01.
  • Legacy tournaments (see Rule 802) banned this card from 1999/10/01 until 2004/09/20.
  • 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.

285. Magnetic Web

Artifact 2 (2) Tempest (Rare)
If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that the attacking player controls attack if able.
If any creature with any magnet counters on it attacks, all creature with magnet counters on them that the defending player controls block that creature if able.
{1}, {T}: Put a magnet counter on target creature.

286. Manakin

Artifact Creature 1/1 2 (2) Tempest (Common)
{T}: Add one colorless mana to your mana pool. Play this ability as a mana source.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Construct".

287. Metallic Sliver

Artifact Creature 1/1 1 (1) Tempest (Common)
Metallic Sliver counts as a sliver.

288. Mogg Cannon

Artifact 2 (2) Tempest (Uncommon)
{T}: Target creature you control gets +1/+0 and gains flying until end of turn. At end of turn, destroy that creature.

289. Patchwork Gnomes

Artifact Creature 2/1 3 (3) Tempest (Uncommon)
Choose and discard a card: Regenerate Patchwork Gnomes.
  • Note - Before errata, this card did not have a creature type.

290. Pearl Medallion

Artifact 2 (2) Tempest (Rare)
Your white spells cost {1} less to play.

291. Phyrexian Grimoire

Artifact 3 (3) Tempest (Rare)
{4}, {T}: Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other into your hand.
  • If there is only one card in your graveyard, it is removed from the game by the first part of the effect and you do not get to put any cards into your hand since the second part fails. [Duelist Magazine #23, Page 23]
  • It does not target the cards in the graveyard. The opponent chooses cards on resolution. [D'Angelo 1999/06/01]
  • Note - It did not target the opponent until Oracle 2006/10/01.

292. Phyrexian Hulk

Artifact Creature 5/4 6 (6) Tempest (Uncommon)
  • Note - This card had no creature type until Ninth Edition and Oracle 2005/08/01.

293. Phyrexian Splicer

Artifact 2 (2) Tempest (Uncommon)
{2}, {T}: Choose flying, first strike, trample or shadow. Target creature with that ability loses that ability until end of turn. Another target creature gains that ability until end of turn.

294. Puppet Strings

Artifact 3 (3) Tempest (Uncommon)
{2}, {T}: Tap or untap target creature.

295. Ruby Medallion

Artifact 2 (2) Tempest (Rare)
Your red spells cost {1} less to play.

296. Sapphire Medallion

Artifact 2 (2) Tempest (Rare)
Your blue spells cost {1} less to play.

297. Scalding Tongs

Artifact 2 (2) Tempest (Rare)
During your upkeep, if you have three or fewer cards in hand, Scalding Tongs deals 1 damage to target opponent.
  • It checks the number of cards in your hand at the beginning of upkeep and does not trigger at all if you have more than three. It checks again on resolution and does not deal damage unless you still have 3 or fewer cards. [D'Angelo 1999/06/01]
  • You target one opposing player each time the ability is played. [bethmo 1998/02/27]

298. Scroll Rack

Artifact 2 (2) Tempest (Rare)
{1}, {T}: Choose any number of cards in your hand and set those cards aside. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside in this way on top of your library in any order.
  • If there are not enough cards in the library, you do not lose. This is not a draw effect. You just get as many cards as are there, even if there are zero cards in the library. [D'Angelo 1998/01/06]
  • The cards should be set aside face down, but you do get to look at them when choosing the order to put them on the library. [bethmo 1999/03/13] The important part is that your opponent does not get to see the cards.

299. Squee's Toy

Artifact 1 (1) Tempest (Common)
{T}: Prevent 1 damage to any creature.

300. Static Orb

Artifact 3 (3) Tempest (Rare)
Players cannot untap more than two permanents during their untap phase.
  • If there are two of these in play, they do not add together. The result is that only two permanents can be untapped. [Seventh Edition FAQ 2001/04/02]

301. Telethopter

Artifact Creature 3/1 4 (4) Tempest (Uncommon)
Tap a creature you control: Telethopter gains flying until end of turn.
  • You can use its ability to tap creatures which have summoning sickness. Summoning sickness only prevents the payment of abilities with a tap symbol in the cost, not the tapping by other cards as a cost. [Aahz 1997/11/17]
  • Can tap itself even if it has summoning sickness. [Aahz 1997/11/17] This is because summoning sickness only prevents abilities with the {Tap} symbol in the cost. Summoning sickness does not affect other ways of tapping a creature.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Thopter".

302. Thumbscrews

Artifact 2 (2) Tempest (Rare)
During your upkeep, if you have five or more cards in hand, Thumbscrews deals 1 damage to target opponent.
  • It checks the number of cards in your hand at the beginning of upkeep, and if you have 4 or fewer cards in hand it will not trigger. It checks again when it resolves and will not deal damage unless you still have 5 or more cards in hand. [D'Angelo 1999/06/01]

303. Torture Chamber

Artifact 3 (3) Tempest (Rare)
During your upkeep, put a pain counter on Torture Chamber.; At the end of your turn, Torture Chamber deals 1 damage to you for each pain counter on it.
{1}, {T}, Remove all pain counters from Torture Chamber: Torture Chamber deals 1 damage for each pain counter on it to target creature.

304. Watchdog

Artifact Creature 1/2 3 (3) Tempest (Uncommon)
Watchdog blocks if able.
As long as Watchdog is untapped, all creatures attacking you get -1/-0.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Hound".

305. Ancient Tomb

Land Tempest (Uncommon)
{T}: Add two colorless mana to your mana pool. Ancient Tomb deals 2 damage to you.
  • Extended tournaments (see Rule 803) have banned this card since 2004/01/01.

306. Caldera Lake

Land Tempest (Rare)
Caldera Lake comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{T}: Add {U} or {R} to your mana pool. Caldera Lake deals 1 damage to you.

307. Cinder Marsh

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {B} or {R} to your mana pool. Cinder Marsh does not untap during your next untap phase.

308. Forest

Land Tempest (Land)
{T}: Add one {G} to your mana pool.
  • 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]

309. Forest

Land Tempest (Land)
{T}: Add one {G} to your mana pool.
  • 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]

310. Forest

Land Tempest (Land)
{T}: Add one {G} to your mana pool.
  • 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]

311. Forest

Land Tempest (Land)
{T}: Add one {G} to your mana pool.
  • 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]

312. Ghost Town

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{0}: Return Ghost Town to Owner's hand. Use this ability only during another player's turn.

313. Island

Land Tempest (Land)
{T}: Add one {U} to your mana pool.
  • 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]

314. Island

Land Tempest (Land)
{T}: Add one {U} to your mana pool.
  • 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]

315. Island

Land Tempest (Land)
{T}: Add one {U} to your mana pool.
  • 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]

316. Island

Land Tempest (Land)
{T}: Add one {U} to your mana pool.
  • 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]

317. Maze of Shadows

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Untap target attacking creature with shadow. That creature neither deals nor receives combat damage this turn.

318. Mogg Hollows

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {G} or {R} to your mana pool. Mogg Hollows does not untap during your next untap phase.

319. Mountain

Land Tempest (Land)
{T}: Add one {R} to your mana pool.
  • 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]

320. Mountain

Land Tempest (Land)
{T}: Add one {R} to your mana pool.
  • 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]

321. Mountain

Land Tempest (Land)
{T}: Add one {R} to your mana pool.
  • 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]

322. Mountain

Land Tempest (Land)
{T}: Add one {R} to your mana pool.
  • 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]

323. Pine Barrens

Land Tempest (Rare)
Pine Barrens comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{T}: Add {B} or {G} to your mana pool. Pine Barrens deals 1 damage to you.

324. Plains

Land Tempest (Land)
{T}: Add one {W} to your mana pool.
  • 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]

325. Plains

Land Tempest (Land)
{T}: Add one {W} to your mana pool.
  • 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]

326. Plains

Land Tempest (Land)
{T}: Add one {W} to your mana pool.
  • 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]

327. Plains

Land Tempest (Land)
{T}: Add one {W} to your mana pool.
  • 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]

328. Reflecting Pool

Land Tempest (Rare)
{T}: Add to your mana pool one mana of any type that any land you control can 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]

329. Rootwater Depths

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {U} or {B} to your mana pool. Rootwater Depths does not untap during your next untap phase.

330. Salt Flats

Land Tempest (Rare)
Salt Flats comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{T}: Add {W} or {B} to your mana pool. Salt Flats deals 1 damage to you.

331. Scabland

Land Tempest (Rare)
Scabland comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{T}: Add {R} or {W} to your mana pool. Scabland deals 1 damage to you.

332. Skyshroud Forest

Land Tempest (Rare)
Skyshroud Forest comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{T}: Add {U} or {G} to your mana pool. Skyshroud Forest deals 1 damage to you.

333. Stalking Stones

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{6}: Stalking Stones becomes a 3/3 artifact creature permanently. (This creature still counts as a land.)
  • The land is subject to summoning sickness if you didn't control its card since the start of your most recent turn. [D'Angelo 2002/06/18] See Rule G19.39.
  • Note - This card did not have a creature type when animated until Oracle 2007/10/01, when it became "Elemental".

334. Swamp

Land Tempest (Land)
{T}: Add one {B} to your mana pool.
  • 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]

335. Swamp

Land Tempest (Land)
{T}: Add one {B} to your mana pool.
  • 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]

336. Swamp

Land Tempest (Land)
{T}: Add one {B} to your mana pool.
  • 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]

337. Swamp

Land Tempest (Land)
{T}: Add one {B} to your mana pool.
  • 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]

338. Thalakos Lowlands

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {W} or {U} to your mana pool. Thalakos Lowlands does not untap during your next untap phase.

339. Vec Townships

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {G} or {W} to your mana pool. Vec Townships does not untap during your next untap phase.

340. Wasteland

Land Tempest (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}, Sacrifice Wasteland: Destroy target nonbasic land.

341. Dracoplasm

Summon Shapeshifter X/X UR (2) Tempest (Rare)
Flying
When you play Dracoplasm, sacrifice any number of creatures.
Dracoplasm comes into play with power equal to the total power of the sacrificed creatures and toughness equal to the total toughness of those creatures.
{R}: Dracoplasm gets +1/+0 until end of turn.
  • When it is about to come into play by means other than being cast, you must choose the number of creatures to sacrifice and do so right before it comes into play. [bethmo 1998/02/12]

342. Lobotomy

Sorcery 2UB (4) Tempest (Uncommon)
Look at target player's hand and choose any of those card's other than a basic land. Search that player's graveyard, hand, and library for all copies
of the chosen card and remove them from the game. That player shuffles his or her library afterwards.
  • You only get to pick one card from the player's hand. [D'Angelo 1997/11/03]
  • If the player has no cards in their hand, you still get to look through their deck, but you do not get to remove any cards. [D'Angelo 1998/01/27]
  • It removes the chosen card plus all others in the hand, library, and graveyard. [D'Angelo 1998/02/25] Some people thought the chosen card was not removed due to some vague wording.
  • Does not affect cards in play. [Invasion FAQ 2000/10/03]
  • You have the choice to not find copies of the card in their library (see Rule G19.4). You would almost certainly want to find them all, however. [D'Angelo 2001/06/15]

343. Ranger en-Vec

Summon Soldier 2/2 1WG (3) Tempest (Uncommon)
First strike
{G}: Regenerate Ranger en-Vec.

344. Segmented Wurm

Summon Wurm 5/5 3RG (5) Tempest (Uncommon)
Whenever Segmented Wurm is the target of a spell or ability, put a -1/-1 counter on it.

345. Selenia, Dark Angel

Summon Legend 3/3 3WB (5) Tempest (Rare)
Flying
Selenia, Dark Angel counts as an Angel
Pay 2 life: Return Selenia, Dark Angel to owner's hand.

346. Sky Spirit

Summon Spirit 2/2 1WU (3) Tempest (Uncommon)
Flying, first strike

347. Soltari Guerrillas

Summon Soldiers 3/2 2WR (4) Tempest (Rare)
Shadow (This creature can block or be blocked only by creatures with shadow.)
If Soltari Guerrillas assigns combat damage to any opponent, you may redirect that damage to target creature.
  • If the ability is played outside of combat, there will be no defending player when it resolves so the effect does nothing. [Barclay 2001/03/12]
  • In some multiplayer game rules you may attack multiple players. When this happens, you choose a defending player when the ability resolves. [D'Angelo 2001/03/12]
  • Note - Also see Shadow, Rule 502.8.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Soltari Soldier".

348. Spontaneous Combustion

Instant 1BR (3) Tempest (Uncommon)
Sacrifice a creature: Spontaneous Combustion deals 3 damage to each creature.
  • The sacrifice of a creature is part of the cost of playing the card. You cannot pay this cost more than once to get a multiple effect. [D'Angelo 1997/12/04]

349. Vhati il-Dal

Summon Legend 3/3 2BG (4) Tempest (Rare)
{T}: Target creature's power or toughness is 1 until end of turn.
  • You choose whether it will be power or toughness on resolution. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, then it had no creature type until Oracle 2006/10/01 and Time Spiral when it became "Human Warrior".

350. Wood Sage

Summon Druid 1/1 UG (2) Tempest (Rare)
{T}: Name a creature card. Reveal the top four cards of your library to all players. If any of those cards are the named card, put them into your hand. Put the rest into your graveyard.
  • Note - This card was creature type "Druid" until Oracle 2007/10/01, when it became "Human Druid".