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Time Spiral

 Zeitspirale  Spirale Temporelle  Spirale Temporale  Espiral del Tiempo  Time Spiral  Time Spiral  Time Spiral  Спираль времени

→ Checklist → Cards

1. Amrou Scout

Creature — Kithkin Rebel Scout 2/1 1W (2) Time Spiral (Common)
{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library.

2. Amrou Seekers

Creature — Kithkin Rebel 2/2 2W (3) Time Spiral (Common)
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.

3. Angel's Grace

Instant W (1) Time Spiral (Rare)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

4. Benalish Cavalry

Creature — Human Knight 2/2 1W (2) Time Spiral (Common)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

5. Castle Raptors

Creature — Bird Soldier 3/3 4W (5) Time Spiral (Common)
Flying
As long as Castle Raptors is untapped, it gets +0/+2.

6. Cavalry Master

Creature — Human Knight 3/3 2WW (4) Time Spiral (Uncommon)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)
  • If a creature had multiple instances of Flanking already, it still only gains one more instance. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Flanking, Rule 502.3.

7. Celestial Crusader

Creature — Spirit 2/2 2WW (4) Time Spiral (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Flying
Other white creatures get +1/+1.

8. Children of Korlis

Creature — Human Rebel Cleric 1/1 W (1) Time Spiral (Common)
Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)
  • The life you gain is based on the total of all changes where your life total went down during the turn, not the net downward change. So if you lose 5 life, gain 3 life, and then lose 2 more life before activating this ability, the ability causes you gain 7 life, not 4. [Time Spiral FAQ 2006/08/30]

9. Chronosavant

Creature — Giant 5/5 5W (6) Time Spiral (Rare)
{1}{W}: Return Chronosavant from your graveyard to play tapped. Skip your next turn.
  • If this is in your graveyard, you can play the ability more than once in response to each other. The first to resolve will remove this card from the game and cause you to lose a turn. The other uses will just cause you to lose a turn each. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Skipping a Phase, Rule 419.6e.

10. Cloudchaser Kestrel

Creature — Bird 2/2 1WW (3) Time Spiral (Common)
Flying
When Cloudchaser Kestrel comes into play, destroy target enchantment.
{W}: Target permanent becomes white until end of turn.

11. D'Avenant Healer

Creature — Human Cleric Archer 1/2 1WW (3) Time Spiral (Common)
{T}: D'Avenant Healer deals 1 damage to target attacking or blocking creature.
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

12. Detainment Spell

Enchantment — Aura W (1) Time Spiral (Common)
Enchant creature
Enchanted creature's activated abilities can't be played.
{1}{W}: Attach Detainment Spell to target creature.

13. Divine Congregation

Sorcery 3W (4) Time Spiral (Common)
You gain 2 life for each creature target player controls.
Suspend 5—{1}{W} (Rather than play this card from your hand, you may pay {1}{W} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)

14. Duskrider Peregrine

Creature — Bird 3/3 5W (6) Time Spiral (Uncommon)
Flying, protection from black
Suspend 3—{1}{W} (Rather than play this card from your hand, you may pay {1}{W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

15. Errant Doomsayers

Creature — Human Rebel 1/1 1W (2) Time Spiral (Common)
{T}: Tap target creature with toughness 2 or less.

16. Evangelize

Sorcery 4W (5) Time Spiral (Rare)
Buyback {2}{W}{W} (You may pay an additional {2}{W}{W} as you play this spell. If you do, put this card into your hand as it resolves.)
Gain control of target creature of an opponent's choice that he or she controls.
  • This spell targets a "creatur an opponent controls". It will be countered if this is not true at the start of resolution. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Buyback, Rule 502.16.

17. Flickering Spirit

Creature — Spirit 2/2 3W (4) Time Spiral (Common)
Flying
{3}{W}: Remove Flickering Spirit from the game, then return it to play under its owner's control.
  • This spell effectively "resets" the permanent to being just like it was freshly cast. All counters, Auras, effects, and so on are removed when it leaves the game. Then it comes back into play fresh. [Time Spiral FAQ 2006/08/30]
  • It will trigger "comes into play" abilities and "leaves play" abilities. [Time Spiral FAQ 2006/08/30]

18. Foriysian Interceptor

Creature — Human Soldier 0/5 3W (4) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Defender
Foriysian Interceptor can block an additional creature.

19. Fortify

Instant 2W (3) Time Spiral (Common)
Choose one — Creatures you control get +2/+0 until end of turn; or creatures you control get +0/+2 until end of turn.

20. Gaze of Justice

Sorcery W (1) Time Spiral (Common)
As an additional cost to play Gaze of Justice, tap three untapped white creatures you control.
Remove target creature from the game.
Flashback {5}{W} (You may play this card from your graveyard for its flashback cost and any additional costs. Then remove it from the game.)

21. Griffin Guide

Enchantment — Aura 2W (3) Time Spiral (Uncommon)
Enchant creature
Enchanted creature gets +2/+2 and has flying.
When enchanted creature is put into a graveyard, put a 2/2 white Griffin creature token with flying into play.

22. Gustcloak Cavalier

Creature — Human Knight 2/2 3WW (5) Time Spiral (Uncommon)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Gustcloak Cavalier attacks, you may tap target creature.
Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat.

23. Icatian Crier

Creature — Human Spellshaper 1/1 2W (3) Time Spiral (Common)
{1}{W}, {T}, Discard a card: Put two 1/1 white Citizen creature tokens into play.

24. Ivory Giant

Creature — Giant 3/4 5WW (7) Time Spiral (Common)
When Ivory Giant comes into play, tap all nonwhite creatures.
Suspend 5—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

25. Jedit's Dragoons

Creature — Cat Soldier 2/5 5W (6) Time Spiral (Common)
Vigilance
When Jedit's Dragoons comes into play, you gain 4 life.

26. Knight of the Holy Nimbus

Creature — Human Rebel Knight 2/2 WW (2) Time Spiral (Uncommon)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
If Knight of the Holy Nimbus would be destroyed, regenerate it.
{2}: Knight of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability.

27. Magus of the Disk

Creature — Human Wizard 2/4 2WW (4) Time Spiral (Rare)
Magus of the Disk comes into play tapped.
{1}, {T}: Destroy all artifacts, creatures, and enchantments.

28. Mangara of Corondor

Legendary Creature — Human Wizard 1/1 1WW (3) Time Spiral (Rare)
{T}: Remove Mangara of Corondor and target permanent from the game.

29. Momentary Blink

Instant 1W (2) Time Spiral (Common)
Remove target creature you control from the game, then return it to play under its owner's control.
Flashback {3}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
  • This spell effectively "resets" the permanent to being just like it was freshly cast. All counters, Auras, effects, and so on are removed when it leaves the game. Then it comes back into play fresh. [Time Spiral FAQ 2006/08/30]
  • It will trigger "comes into play" abilities and "leaves play" abilities. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Flashback, Rule 502.22.

30. Opal Guardian

Enchantment WWW (3) Time Spiral (Rare)
When an opponent plays a creature spell, if Opal Guardian is an enchantment, Opal Guardian becomes a 3/4 Gargoyle creature with flying and protection from red.

31. Outrider en-Kor

Creature — Kor Rebel Knight 2/2 2W (3) Time Spiral (Uncommon)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
{0}: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.

32. Pentarch Paladin

Creature — Human Knight 3/3 2WWW (5) Time Spiral (Rare)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
As Pentarch Paladin comes into play, choose a color.
{W}{W}, {T}: Destroy target permanent of the chosen color.

33. Pentarch Ward

Enchantment — Aura 2W (3) Time Spiral (Common)
Enchant creature
As Pentarch Ward comes into play, choose a color.
When Pentarch Ward comes into play, draw a card.
Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward.

34. Plated Pegasus

Creature — Pegasus 1/2 2W (3) Time Spiral (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Flying
If a spell would deal damage to a creature or player, prevent 1 damage that spell would deal to that creature or player.

35. Pull from Eternity

Instant W (1) Time Spiral (Uncommon)
Put target face-up card that's removed from the game into its owner's graveyard.
  • If used on a suspended card, it loses its time counters and is no longer suspended. [Time Spiral FAQ 2006/08/30]
  • If used on a haunting card, the haunt effect ends. [Time Spiral FAQ 2006/08/30]

36. Pulmonic Sliver

Creature — Sliver 3/3 3WW (5) Time Spiral (Rare)
All Slivers have flying and "If this creature would be put into a graveyard, you may put it on top of its owner's library instead."

37. Quilled Sliver

Creature — Sliver 1/1 1W (2) Time Spiral (Uncommon)
All Slivers have "{T}: This creature deals 1 damage to target attacking or blocking creature."

38. Restore Balance

Sorcery Time Spiral (Rare)
Restore Balance is white.
Suspend 6—{W}
Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players sacrifice creatures and discard cards the same way.
  • This card is white in all zones. See Rule 402.8a. [D'Angelo 2007/06/04]
  • Since this card has no mana cost, it cannot be played as a spell. It can only be played using the Suspend ability. [D'Angelo 2006/10/08]
  • It can be played if an effect allows you to play a spell without paying its cost. See Rule 203.1b. For example with Mind's Desire. [D'Angelo 2007/10/20]
  • Note - Also see Suspend, Rule 502.59.

39. Return to Dust

Instant 2WW (4) Time Spiral (Uncommon)
Remove target artifact or enchantment from the game. If you played this spell during your main phase, you may remove up to one other target artifact or enchantment from the game.
  • If played during your main phase, you are not required to choose a second target. [Time Spiral FAQ 2006/08/30]

40. Serra Avenger

Creature — Angel 3/3 WW (2) Time Spiral (Rare)
You can't play Serra Avenger during your first, second, or third turns of the game.
Flying, vigilance
  • You can play it during another player's first, second, or third turns if an effect allows it (such as Vedalken Orrery allowing creatures to be played when you can play an instant). [Time Spiral FAQ 2006/08/30]
  • Note - Also see Vigilance, Rule 502.14.

41. Sidewinder Sliver

Creature — Sliver 1/1 W (1) Time Spiral (Common)
All Slivers have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)

42. Spirit Loop

Enchantment — Aura 1W (2) Time Spiral (Uncommon)
Enchant creature you control
Whenever enchanted creature deals damage, you gain that much life.
When Spirit Loop is put into a graveyard from play, return Spirit Loop to its owner's hand.

43. Temporal Isolation

Enchantment — Aura 1W (2) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.)
Prevent all damage that would be dealt by enchanted creature.

44. Tivadar of Thorn

Legendary Creature — Human Lord 2/2 1WW (3) Time Spiral (Rare)
First strike, protection from red
When Tivadar of Thorn comes into play, destroy target Goblin.

45. Watcher Sliver

Creature — Sliver 2/2 3W (4) Time Spiral (Common)
All Slivers get +0/+2.

46. Weathered Bodyguards

Creature — Human Soldier 2/5 5W (6) Time Spiral (Rare)
As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead.
Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

47. Zealot il-Vec

Creature — Human Rebel 1/1 2W (3) Time Spiral (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn.
  • If this attacks and isn't blocked, you have to pick a target creature, even if you are planning to choose during resolution not to damage it. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Shadow, Rule 502.8.

48. Ancestral Vision

Sorcery Time Spiral (Rare)
Ancestral Vision is blue.
Suspend 4—{U} (Rather than play this card from your hand, pay {U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)
Target player draws three cards.
  • This card is blue in all zones. See Rule 402.8a. [D'Angelo 2007/06/04]
  • Since this card has no mana cost, it cannot be played as a spell. It can only be played using the Suspend ability. [D'Angelo 2006/10/08]
  • It can be played if an effect allows you to play a spell without paying its cost. See Rule 203.1b. For example with Mind's Desire. [D'Angelo 2007/10/20]
  • Note - Also see Suspend, Rule 502.59.

49. Bewilder

Instant 2U (3) Time Spiral (Common)
Target creature gets -3/-0 until end of turn.
Draw a card.

50. Brine Elemental

Creature — Elemental 5/4 4UU (6) Time Spiral (Uncommon)
Morph {5}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Brine Elemental is turned face up, each opponent skips his or her next untap step.

51. Cancel

Instant 1UU (3) Time Spiral (Common)
Counter target spell.

52. Careful Consideration

Instant 2UU (4) Time Spiral (Uncommon)
Target player draws four cards, then discards three cards. If you played this spell during your main phase, instead that player draws four cards, then discards two cards.

53. Clockspinning

Instant U (1) Time Spiral (Common)
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

54. Coral Trickster

Creature — Merfolk Rogue 2/1 1U (2) Time Spiral (Common)
Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Coral Trickster is turned face up, you may tap or untap target permanent.

55. Crookclaw Transmuter

Creature — Bird Wizard 3/1 3U (4) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Flying
When Crookclaw Transmuter comes into play, switch target creature's power and toughness until end of turn.

56. Deep-Sea Kraken

Creature — Kraken 6/6 7UUU (10) Time Spiral (Rare)
Deep-Sea Kraken is unblockable.
Suspend 9—{2}{U}
Whenever an opponent plays a spell, if Deep-Sea Kraken is suspended, remove a time counter from it.

57. Draining Whelk

Creature — Illusion 1/1 4UU (6) Time Spiral (Rare)
Flash (You may play this spell any time you could play an instant.)
Flying
When Draining Whelk comes into play, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost.

58. Dream Stalker

Creature — Illusion 1/5 1U (2) Time Spiral (Common)
When Dream Stalker comes into play, return a permanent you control to its owner's hand.

59. Drifter il-Dal

Creature — Human Wizard 2/1 U (1) Time Spiral (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay {U}.

60. Errant Ephemeron

Creature — Illusion 4/4 6U (7) Time Spiral (Common)
Flying
Suspend 4—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

61. Eternity Snare

Enchantment — Aura 5U (6) Time Spiral (Common)
Enchant creature
When Eternity Snare comes into play, draw a card.
Enchanted creature doesn't untap during its controller's untap step.

62. Fathom Seer

Creature — Illusion 1/3 1U (2) Time Spiral (Common)
Morph—Return two Islands you control to their owner's hand. (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Fathom Seer is turned face up, draw two cards.

63. Fledgling Mawcor

Creature — Beast 2/2 3U (4) Time Spiral (Uncommon)
Flying
{T}: Fledgling Mawcor deals 1 damage to target creature or player.
Morph {U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

64. Fool's Demise

Enchantment — Aura 4U (5) Time Spiral (Uncommon)
Enchant creature
When enchanted creature is put into a graveyard, return that creature to play under your control.
When Fool's Demise is put into a graveyard from play, return Fool's Demise to its owner's hand.
  • The ability does trigger if this card goes to the graveyard at the same time as the creature it enchants. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Aura, Rule G1.30.

65. Ixidron

Creature — Illusion */* 3UU (5) Time Spiral (Rare)
As Ixidron comes into play, turn all other nontoken creatures in play face down. They're 2/2 creatures.
Ixidron's power and toughness are each equal to the number of face-down creatures in play.

66. Looter il-Kor

Creature — Kor Rogue 1/1 1U (2) Time Spiral (Common)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card.

67. Magus of the Jar

Creature — Human Wizard 3/3 3UU (5) Time Spiral (Rare)
{T}, Sacrifice Magus of the Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

68. Moonlace

Instant U (1) Time Spiral (Rare)
Target spell or permanent becomes colorless.
  • The effect does not wear off. [Time Spiral FAQ 2006/08/30]
  • If played on a spell that becomes a permanent, the permanent enters play colorless instead of its normal color. [Time Spiral FAQ 2006/08/30]

69. Mystical Teachings

Instant 3U (4) Time Spiral (Common)
Search your library for an instant card or a card with flash, reveal it, and put it into your hand. Then shuffle your library.
Flashback {5}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

70. Ophidian Eye

Enchantment — Aura 2U (3) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.

71. Paradox Haze

Enchantment — Aura 2U (3) Time Spiral (Uncommon)
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
  • It can be played on yourself or another player. [D'Angelo 2007/03/25]
  • If more than one is affecting a single player, that player gets an extra upkeep for each one. [D'Angelo 2007/03/25]
  • If some spell or ability played during the first upkeep says that something happens in your next upkeep, then it will happen in the second upkeep. For example, if you play Intervention Pact during your first upkeep. [D'Angelo 2007/06/04]
  • Note - Also see Aura, Rule G1.30.

72. Psionic Sliver

Creature — Sliver 2/2 4U (5) Time Spiral (Rare)
All Slivers have "{T}: This creature deals 2 damage to target creature or player and 3 damage to itself."

73. Riftwing Cloudskate

Creature — Illusion 2/2 3UU (5) Time Spiral (Uncommon)
Flying
When Riftwing Cloudskate comes into play, return target permanent to its owner's hand.
Suspend 3—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

74. Sage of Epityr

Creature — Human Wizard 1/1 U (1) Time Spiral (Common)
When Sage of Epityr comes into play, look at the top four cards of your library, then put them back in any order.

75. Screeching Sliver

Creature — Sliver 1/1 U (1) Time Spiral (Common)
All Slivers have "{T}: Target player puts the top card of his or her library into his or her graveyard."

76. Shadow Sliver

Creature — Sliver 1/1 2U (3) Time Spiral (Common)
All Slivers have shadow. (They can block or be blocked by only creatures with shadow.)

77. Slipstream Serpent

Creature — Serpent 6/6 7U (8) Time Spiral (Common)
Slipstream Serpent can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Slipstream Serpent.
Morph {5}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

78. Snapback

Instant 1U (2) Time Spiral (Common)
You may remove a blue card in your hand from the game rather than pay Snapback's mana cost.
Return target creature to its owner's hand.

79. Spell Burst

Instant XU (1) Time Spiral (Uncommon)
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Counter target spell with converted mana cost X.

80. Spiketail Drakeling

Creature — Drake 2/2 1UU (3) Time Spiral (Common)
Flying
Sacrifice Spiketail Drakeling: Counter target spell unless its controller pays {2}.

81. Sprite Noble

Creature — Faerie 2/2 1UU (3) Time Spiral (Rare)
Flying
Other creatures you control with flying get +0/+1.
{T}: Other creatures you control with flying get +1/+0 until end of turn.

82. Stormcloud Djinn

Creature — Djinn 3/3 4U (5) Time Spiral (Uncommon)
Flying
Stormcloud Djinn can block only creatures with flying.
{R}{R}: Stormcloud Djinn gets +2/+0 until end of turn and deals 1 damage to you.

83. Teferi, Mage of Zhalfir

Legendary Creature — Human Wizard 3/4 2UUU (5) Time Spiral (Rare)
Flash (You may play this spell any time you could play an instant.)
Creature cards you own that aren't in play have flash.
Each opponent can play spells only any time he or she could play a sorcery.
  • This card prevents an ability that would let an opponent play a spell as part of an effect because sorceries would not be legal then. [Time Spiral FAQ 2006/08/30]
  • This card prevents opponents from playing suspended cards, no matter what phase it is when the last time counter is removed. [Time Spiral FAQ 2006/08/30]
  • This card prevents opponents from playing Madness ability spells, no matter what phase it is when the card is discarded. [Time Spiral FAQ 2006/08/30]
  • Since this spell limits what can be played, it overrides any other effect that tries to loosen the restriction. See Rule 103.2. That is what the above rulings are saying about specific situations, but it applies to all situations where some card says you "can" do something and this card says you "can't". [D'Angelo 2007/02/28]
  • Note - Also see Flash, Rule 502.57.
  • Note - Also see Legendary, Rule G12.9.

84. Telekinetic Sliver

Creature — Sliver 2/2 2UU (4) Time Spiral (Uncommon)
All Slivers have "{T}: Tap target permanent."

85. Temporal Eddy

Sorcery 2UU (4) Time Spiral (Common)
Put target creature or land on top of its owner's library.

86. Think Twice

Instant 1U (2) Time Spiral (Common)
Draw a card.
Flashback {2}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

87. Tolarian Sentinel

Creature — Human Spellshaper 1/3 3U (4) Time Spiral (Common)
Flying
{U}, {T}, Discard a card: Return target permanent you control to its owner's hand.

88. Trickbind

Instant 1U (2) Time Spiral (Rare)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn. (Mana abilities can't be targeted.)

89. Truth or Tale

Instant 1U (2) Time Spiral (Uncommon)
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.

90. Vesuvan Shapeshifter

Creature — Shapeshifter 0/0 3UU (5) Time Spiral (Rare)
As Vesuvan Shapeshifter comes into play or is turned face up, you may choose another creature in play. If you do, until Vesuvan Shapeshifter is turned face down, it becomes a copy of that creature and gains "At the beginning of your upkeep, you may turn this creature face down."
Morph {1}{U}
  • When turned face down, it stops copying and is just like any other face down creature. [Time Spiral FAQ 2006/08/30]
  • If another creature copies this creature, it will get the ability that causes it to turn face down. It will not get the Morph ability so it may be unable to turn face up again. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Copying Objects, Rule 503.
  • Note - Also see Morph, Rule 502.26.

91. Viscerid Deepwalker

Creature — Homarid Warrior 2/3 4U (5) Time Spiral (Common)
{U}: Viscerid Deepwalker gets +1/+0 until end of turn.
Suspend 4—{U} (Rather than play this card from your hand, you may pay {U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

92. Voidmage Husher

Creature — Human Wizard 2/2 3U (4) Time Spiral (Uncommon)
Flash (You may play this spell any time you could play an instant.)
When Voidmage Husher comes into play, counter target activated ability. (Mana abilities can't be targeted.)
Whenever you play a spell, you may return Voidmage Husher to its owner's hand.

93. Walk the Aeons

Sorcery 4UU (6) Time Spiral (Rare)
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Target player takes an extra turn after this one.

94. Wipe Away

Instant 1UU (3) Time Spiral (Uncommon)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Return target permanent to its owner's hand.

95. Assassinate

Sorcery 2B (3) Time Spiral (Common)
Destroy target tapped creature.

96. Basal Sliver

Creature — Sliver 2/2 2B (3) Time Spiral (Common)
All Slivers have "Sacrifice this creature: Add {B}{B} to your mana pool."

97. Call to the Netherworld

Sorcery B (1) Time Spiral (Common)
Return target black creature card from your graveyard to your hand.
Madness {0} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

98. Corpulent Corpse

Creature — Zombie 3/3 5B (6) Time Spiral (Common)
Fear
Suspend 5—{B} (Rather than play this card from your hand, you may pay {B} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

99. Curse of the Cabal

Sorcery 9B (10) Time Spiral (Rare)
Target player sacrifices half the permanents he or she controls, rounded down.
Suspend 2—{2}{B}{B}
At the beginning of each player's upkeep, if Curse of the Cabal is suspended, that player may sacrifice a permanent. If he or she does, put two time counters on Curse of the Cabal.

100. Cyclopean Giant

Creature — Zombie Giant 4/2 2BB (4) Time Spiral (Common)
When Cyclopean Giant is put into a graveyard from play, target land becomes a Swamp. Remove Cyclopean Giant from the game.

101. Dark Withering

Instant 4BB (6) Time Spiral (Common)
Destroy target nonblack creature.
Madness {B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

102. Deathspore Thallid

Creature — Zombie Fungus 1/1 1B (2) Time Spiral (Common)
At the beginning of your upkeep, put a spore counter on Deathspore Thallid.
Remove three spore counters from Deathspore Thallid: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.

103. Demonic Collusion

Sorcery 3BB (5) Time Spiral (Rare)
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Search your library for a card and put that card into your hand. Then shuffle your library.
  • You look in your library and are required to find a card if there are any there. See Rule G19.4. [D'Angelo 2006/12/07]
  • Note - Also see Buyback, Rule 502.16.

104. Dread Return

Sorcery 2BB (4) Time Spiral (Uncommon)
Return target creature card from your graveyard to play.
Flashback—Sacrifice three creatures. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

105. Drudge Reavers

Creature — Skeleton 2/1 3B (4) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
{B}: Regenerate Drudge Reavers.

106. Endrek Sahr, Master Breeder

Legendary Creature — Human Wizard 2/2 4B (5) Time Spiral (Rare)
Whenever you play a creature spell, put X 1/1 black Thrull creature tokens into play, where X is that spell's converted mana cost.
When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.

107. Evil Eye of Urborg

Creature — Eye 6/3 4B (5) Time Spiral (Uncommon)
Non-Eye creatures you control can't attack.
Whenever Evil Eye of Urborg becomes blocked by a creature, destroy that creature.

108. Faceless Devourer

Creature — Nightmare Horror 2/1 2B (3) Time Spiral (Uncommon)
Shadow (This creature can block or be blocked by only creatures with shadow.)
When Faceless Devourer comes into play, remove another target creature with shadow from the game.
When Faceless Devourer leaves play, return the removed card to play under its owner's control.
  • Three Faceless Devourers played in succession with no other creatures with Shadow in play will result in an infinite loop and the game will be a draw, unless a player somehow interrupts the loop. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Shadow, Rule 502.8.

109. Fallen Ideal

Enchantment — Aura 2B (3) Time Spiral (Uncommon)
Enchant creature
Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."
When Fallen Ideal is put into a graveyard from play, return Fallen Ideal to its owner's hand.

110. Feebleness

Enchantment — Aura 1B (2) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets -2/-1.

111. Gorgon Recluse

Creature — Gorgon 2/4 3BB (5) Time Spiral (Common)
Whenever Gorgon Recluse blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
Madness {B}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

112. Haunting Hymn

Instant 4BB (6) Time Spiral (Uncommon)
Target player discards two cards. If you played this spell during your main phase, that player discards four cards instead.

113. Liege of the Pit

Creature — Demon 7/7 5BBB (8) Time Spiral (Rare)
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than Liege of the Pit. If you can't, Liege of the Pit deals 7 damage to you.
Morph {B}{B}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

114. Lim-Dûl the Necromancer

Legendary Creature — Human Wizard 4/4 5BB (7) Time Spiral (Rare)
Whenever a creature an opponent controls is put into a graveyard from play, you may pay {1}{B}. If you do, return that card to play under your control. If it's a creature, it's a Zombie in addition to its other creature types.
{1}{B}: Regenerate target Zombie.

115. Living End

Sorcery Time Spiral (Rare)
Living End is black.
Suspend 3—{2}{B}{B}
Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way.
  • This card is black in all zones. See Rule 402.8a. [D'Angelo 2007/06/04]
  • Since this card has no mana cost, it cannot be played as a spell. It can only be played using the Suspend ability. [D'Angelo 2006/10/08]
  • It can be played if an effect allows you to play a spell without paying its cost. See Rule 203.1b. For example with Mind's Desire. [D'Angelo 2007/10/20]
  • Note - Also see Suspend, Rule 502.59.

116. Magus of the Mirror

Creature — Human Wizard 4/2 4BB (6) Time Spiral (Rare)
{T}, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Play this ability only during your upkeep.

117. Mana Skimmer

Creature — Leech 2/2 3B (4) Time Spiral (Common)
Flying
Whenever Mana Skimmer deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step.

118. Mindlash Sliver

Creature — Sliver 1/1 B (1) Time Spiral (Common)
All Slivers have "{1}, Sacrifice this creature: Each player discards a card."

119. Mindstab

Sorcery 5B (6) Time Spiral (Common)
Target player discards three cards.
Suspend 4—{B} (Rather than play this card from your hand, you may pay {B} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)

120. Nether Traitor

Creature — Spirit 1/1 BB (2) Time Spiral (Rare)
Haste
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever another creature is put into your graveyard from play, you may pay {B}. If you do, return Nether Traitor from your graveyard to play.
  • Does not trigger on itself going to the graveyard. [Time Spiral FAQ 2006/08/30]
  • While not obvious from the text, this trigger only fires if this card is in the graveyard at the time the other creature is put into the graveyard from play. Because the ability only makes sense if the card is in the graveyard at the time it triggers, it falls under Rule 402.8g. [D'Angelo 2007/07/19]
  • It will not trigger if it is going to the graveyard from play at the same time as another creature, since this card will not be in the graveyard before the other creature leaves play. [D'Angelo 2007/07/19]
  • Note - Also see Haste, Rule 502.5.
  • Note - Also see Shadow, Rule 502.8.

121. Nightshade Assassin

Creature — Human Assassin 2/1 2BB (4) Time Spiral (Uncommon)
First strike
When Nightshade Assassin comes into play, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.
Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

122. Phthisis

Sorcery 3BBBB (7) Time Spiral (Uncommon)
Destroy target creature. Its controller loses life equal to its power plus its toughness.
Suspend 5—{1}{B} (Rather than play this card from your hand, you may pay {1}{B} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)

123. Pit Keeper

Creature — Human Wizard 2/1 1B (2) Time Spiral (Common)
When Pit Keeper comes into play, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

124. Plague Sliver

Creature — Sliver 5/5 2BB (4) Time Spiral (Rare)
All Slivers have "At the beginning of your upkeep, this creature deals 1 damage to you."

125. Premature Burial

Sorcery 1B (2) Time Spiral (Uncommon)
Destroy target nonblack creature that came into play since your last turn ended.

126. Psychotic Episode

Sorcery 1BB (3) Time Spiral (Common)
Target player reveals his or her hand and the top card of his or her library. You choose a card revealed this way. That player puts the chosen card on the bottom of his or her library.
Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

127. Sangrophage

Creature — Zombie 3/3 BB (2) Time Spiral (Common)
At the beginning of your upkeep, tap Sangrophage unless you pay 2 life.

128. Sengir Nosferatu

Creature — Vampire 4/4 3BB (5) Time Spiral (Rare)
Flying
{1}{B}, Remove Sengir Nosferatu from the game: Put a 1/2 black Bat creature token with flying into play. It has "{1}{B}, Sacrifice this creature: Return to play under its owner's control a card named Sengir Nosferatu that's removed from the game."
  • The one returned to play due to the Bat's ability does not have to be the same one that created the Bat. It doesn't even have to be owned by the same player. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Token Creatures, Rule 216.

129. Skittering Monstrosity

Creature — Horror 5/5 3BB (5) Time Spiral (Uncommon)
When you play a creature spell, sacrifice Skittering Monstrosity.

130. Skulking Knight

Creature — Zombie Knight 3/3 2B (3) Time Spiral (Common)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
When Skulking Knight becomes the target of a spell or ability, sacrifice it.

131. Smallpox

Sorcery BB (2) Time Spiral (Uncommon)
Each player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.
  • Each step is followed by all players together. All lose 1 life. All choose and discard, etc. [Time Spiral FAW 2006/08/30]

132. Strangling Soot

Instant 2B (3) Time Spiral (Common)
Destroy target creature with toughness 3 or less.
Flashback {5}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

133. Stronghold Overseer

Creature — Demon 5/5 3BBB (6) Time Spiral (Rare)
Flying
Shadow (This creature can block or be blocked by only creatures with shadow.)
{B}{B}: Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn.

134. Sudden Death

Instant 1BB (3) Time Spiral (Uncommon)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Target creature gets -4/-4 until end of turn.

135. Sudden Spoiling

Instant 1BB (3) Time Spiral (Rare)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Creatures target player controls become 0/2 and lose all abilities until end of turn.

136. Tendrils of Corruption

Instant 3B (4) Time Spiral (Common)
Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control.

137. Traitor's Clutch

Instant 4B (5) Time Spiral (Common)
Target creature gets +1/+0, becomes black, and gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Flashback {1}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

138. Trespasser il-Vec

Creature — Human Rogue 3/1 2B (3) Time Spiral (Common)
Discard a card: Trespasser il-Vec gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

139. Urborg Syphon-Mage

Creature — Human Spellshaper 2/2 2B (3) Time Spiral (Common)
{2}{B}, {T}, Discard a card: Each other player loses 2 life. You gain life equal to the life lost this way.

140. Vampiric Sliver

Creature — Sliver 3/3 3B (4) Time Spiral (Uncommon)
All Slivers have "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature."
  • The Sliver needs to have this ability at the time the damaged creature is put into a graveyard. It does not matter if it had this ability when it dealt the damage. [Time Spiral FAQ 2006/08/30]

141. Viscid Lemures

Creature — Spirit 4/3 4B (5) Time Spiral (Common)
{0}: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn.

142. Ætherflame Wall

Creature — Wall 0/4 1R (2) Time Spiral (Common)
Defender
Ætherflame Wall can block creatures with shadow as though they didn't have shadow.
{R}: Ætherflame Wall gets +1/+0 until end of turn.

143. Ancient Grudge

Instant 1R (2) Time Spiral (Common)
Destroy target artifact.
Flashback {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

144. Barbed Shocker

Creature — Insect 2/2 3R (4) Time Spiral (Uncommon)
Trample, haste
Whenever Barbed Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

145. Basalt Gargoyle

Creature — Gargoyle 3/2 2R (3) Time Spiral (Uncommon)
Flying
Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
{R}: Basalt Gargoyle gets +0/+1 until end of turn.

146. Blazing Blade Askari

Creature — Human Knight 2/2 2R (3) Time Spiral (Common)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
{2}: Blazing Blade Askari becomes colorless until end of turn.

147. Bogardan Hellkite

Creature — Dragon 5/5 6RR (8) Time Spiral (Rare)
Flash (You may play this spell any time you could play an instant.)
Flying
When Bogardan Hellkite comes into play, it deals 5 damage divided as you choose among any number of target creatures and/or players.

148. Bogardan Rager

Creature — Elemental 3/4 5R (6) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
When Bogardan Rager comes into play, target creature gets +4/+0 until end of turn.

149. Bonesplitter Sliver

Creature — Sliver 2/2 3R (4) Time Spiral (Common)
All Slivers get +2/+0.

150. Coal Stoker

Creature — Elemental 3/3 3R (4) Time Spiral (Common)
When Coal Stoker comes into play, if you played it from your hand, add {R}{R}{R} to your mana pool.

151. Conflagrate

Sorcery XXR (1) Time Spiral (Uncommon)
Conflagrate deals X damage divided as you choose among any number of target creatures and/or players.
Flashback—{R}{R}, Discard X cards. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

152. Empty the Warrens

Sorcery 3R (4) Time Spiral (Common)
Put two 1/1 red Goblin creature tokens into play.
Storm (When you play this spell, copy it for each spell played before it this turn.)

153. Firemaw Kavu

Creature — Kavu 4/2 5R (6) Time Spiral (Uncommon)
Echo {5}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Firemaw Kavu comes into play, it deals 2 damage to target creature.
When Firemaw Kavu leaves play, it deals 4 damage to target creature.

154. Flamecore Elemental

Creature — Elemental 5/4 2RR (4) Time Spiral (Common)
Echo {2}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

155. Flowstone Channeler

Creature — Human Spellshaper 2/2 2R (3) Time Spiral (Common)
{1}{R}, {T}, Discard a card: Target creature gets +1/-1 and gains haste until end of turn.

156. Fortune Thief

Creature — Human Rogue 0/1 4R (5) Time Spiral (Rare)
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
Morph {R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

157. Fury Sliver

Creature — Sliver 3/3 5R (6) Time Spiral (Uncommon)
All Slivers have double strike.

158. Ghitu Firebreathing

Enchantment — Aura 1R (2) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
{R}: Enchanted creature gets +1/+0 until end of turn.
{R}: Return Ghitu Firebreathing to its owner's hand.
  • If returned to hand (or otherwise sent somewhere else) while the +1/+0 ability is on the stack, the ability will still resolve on the creature this card was on when the ability was played. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Flash, Rule 502.57.

159. Goblin Skycutter

Creature — Goblin Warrior 2/1 1R (2) Time Spiral (Common)
Sacrifice Goblin Skycutter: Goblin Skycutter deals 2 damage to target creature with flying. That creature loses flying until end of turn.

160. Grapeshot

Sorcery 1R (2) Time Spiral (Common)
Grapeshot deals 1 damage to target creature or player.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

161. Greater Gargadon

Creature — Beast 9/7 9R (10) Time Spiral (Rare)
Suspend 10—{R}
Sacrifice an artifact, creature, or land: Remove a time counter from Greater Gargadon. Play this ability only if Greater Gargadon is suspended.

162. Ground Rift

Sorcery R (1) Time Spiral (Common)
Target creature without flying can't block this turn.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

163. Ib Halfheart, Goblin Tactician

Legendary Creature — Goblin Advisor 3/2 3R (4) Time Spiral (Rare)
Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it.
Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens into play.

164. Ignite Memories

Sorcery 4R (5) Time Spiral (Uncommon)
Target player reveals a card at random from his or her hand. Ignite Memories deals damage to that player equal to that card's converted mana cost.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

165. Ironclaw Buzzardiers

Creature — Orc Scout 2/2 2R (3) Time Spiral (Common)
Ironclaw Buzzardiers can't block creatures with power 2 or greater.
{R}: Ironclaw Buzzardiers gains flying until end of turn.

166. Jaya Ballard, Task Mage

Legendary Creature — Human Spellshaper 2/2 1RR (3) Time Spiral (Rare)
{R}, {T}, Discard a card: Destroy target blue permanent.
{1}{R}, {T}, Discard a card: Jaya Ballard, Task Mage deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.
{5}{R}{R}, {T}, Discard a card: Jaya Ballard deals 6 damage to each creature and each player.

167. Keldon Halberdier

Creature — Human Warrior 4/1 4R (5) Time Spiral (Common)
First strike
Suspend 4—{R} (Rather than play this card from your hand, you may pay {R} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

168. Lightning Axe

Instant R (1) Time Spiral (Common)
As an additional cost to play Lightning Axe, discard a card or pay {5}.
Lightning Axe deals 5 damage to target creature.

169. Magus of the Scroll

Creature — Human Wizard 1/1 R (1) Time Spiral (Rare)
{3}, {T}: Name a card. Reveal a card at random from your hand. If it's the named card, Magus of the Scroll deals 2 damage to target creature or player.

170. Mogg War Marshal

Creature — Goblin Warrior 1/1 1R (2) Time Spiral (Common)
Echo {1}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Mogg War Marshal comes into play or is put into a graveyard from play, put a 1/1 red Goblin creature token into play.

171. Norin the Wary

Legendary Creature — Human Warrior 2/1 R (1) Time Spiral (Rare)
When a player plays a spell or a creature attacks, remove Norin the Wary from the game. Return it to play under its owner's control at end of turn.

172. Orcish Cannonade

Instant 1RR (3) Time Spiral (Common)
Orcish Cannonade deals 2 damage to target creature or player and 3 damage to you.
Draw a card.

173. Pardic Dragon

Creature — Dragon 4/4 4RR (6) Time Spiral (Rare)
Flying
{R}: Pardic Dragon gets +1/+0 until end of turn.
Suspend 2—{R}{R}
Whenever an opponent plays a spell, if Pardic Dragon is suspended, that player may put a time counter on Pardic Dragon.

174. Plunder

Sorcery 4R (5) Time Spiral (Common)
Destroy target artifact or land.
Suspend 4—{1}{R} (Rather than play this card from your hand, you may pay {1}{R} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)

175. Reiterate

Instant 1RR (3) Time Spiral (Rare)
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Copy target instant or sorcery spell. You may choose new targets for the copy.

176. Rift Bolt

Sorcery 2R (3) Time Spiral (Common)
Rift Bolt deals 3 damage to target creature or player.
Suspend 1—{R} (Rather than play this card from your hand, you may pay {R} and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)

177. Sedge Sliver

Creature — Sliver 2/2 2R (3) Time Spiral (Rare)
All Slivers have "This creature gets +1/+1 as long as you control a Swamp" and "{B}: Regenerate this creature."

178. Subterranean Shambler

Creature — Elemental 2/3 3R (4) Time Spiral (Common)
Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Subterranean Shambler comes into play or leaves play, it deals 1 damage to each creature without flying.

179. Sudden Shock

Instant 1R (2) Time Spiral (Uncommon)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Sudden Shock deals 2 damage to target creature or player.

180. Sulfurous Blast

Instant 2RR (4) Time Spiral (Uncommon)
Sulfurous Blast deals 2 damage to each creature and each player. If you played this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.

181. Tectonic Fiend

Creature — Elemental 7/7 4RR (6) Time Spiral (Uncommon)
Echo {4}{R}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Tectonic Fiend attacks each turn if able.

182. Thick-Skinned Goblin

Creature — Goblin Shaman 2/1 1R (2) Time Spiral (Uncommon)
You may pay {0} rather than pay the echo cost for permanents you control.
{R}: Thick-Skinned Goblin gains protection from red until end of turn.

183. Two-Headed Sliver

Creature — Sliver 1/1 1R (2) Time Spiral (Common)
All Slivers have "This creature can't be blocked except by two or more creatures."

184. Undying Rage

Enchantment — Aura 2R (3) Time Spiral (Uncommon)
Enchant creature
Enchanted creature gets +2/+2 and can't block.
When Undying Rage is put into a graveyard from play, return Undying Rage to its owner's hand.

185. Viashino Bladescout

Creature — Viashino Scout 2/1 1RR (3) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
When Viashino Bladescout comes into play, target creature gains first strike until end of turn.

186. Volcanic Awakening

Sorcery 4RR (6) Time Spiral (Uncommon)
Destroy target land.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

187. Wheel of Fate

Sorcery Time Spiral (Rare)
Wheel of Fate is red.
Suspend 4—{1}{R} (Rather than play this card from your hand, pay {1}{R} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)
Each player discards his or her hand, then draws seven cards.
  • This card is red in all zones. See Rule 402.8a. [D'Angelo 2007/06/04]
  • Since this card has no mana cost, it cannot be played as a spell. It can only be played using the Suspend ability. [D'Angelo 2006/10/08]
  • It can be played if an effect allows you to play a spell without paying its cost. See Rule 203.1b. For example with Mind's Desire. [D'Angelo 2007/10/20]
  • Note - Also see Suspend, Rule 502.59.

188. Word of Seizing

Instant 3RR (5) Time Spiral (Rare)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.

189. Æther Web

Enchantment — Aura 1G (2) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets +1/+1, can block as though it had flying, and can block creatures with shadow as though they didn't have shadow.

190. Ashcoat Bear

Creature — Bear 2/2 1G (2) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)

191. Aspect of Mongoose

Enchantment — Aura 1G (2) Time Spiral (Uncommon)
Enchant creature
Enchanted creature can't be the target of spells or abilities.
When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.

192. Chameleon Blur

Instant 3G (4) Time Spiral (Common)
Prevent all damage that creatures would deal to players this turn.

193. Durkwood Baloth

Creature — Beast 5/5 4GG (6) Time Spiral (Common)
Suspend 5—{G} (Rather than play this card from your hand, you may pay {G} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

194. Durkwood Tracker

Creature — Giant 4/3 4G (5) Time Spiral (Uncommon)
{1}{G}, {T}: If Durkwood Tracker is in play, it deals damage equal to its power to target attacking creature. That creature deals damage equal to its power to Durkwood Tracker.

195. Fungus Sliver

Creature — Fungus Sliver 2/2 3G (4) Time Spiral (Rare)
All Slivers have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.)

196. Gemhide Sliver

Creature — Sliver 1/1 1G (2) Time Spiral (Common)
All Slivers have "{T}: Add one mana of any color to your mana pool."

197. Glass Asp

Creature — Snake 2/1 1GG (3) Time Spiral (Common)
Whenever Glass Asp deals combat damage to a player, that player loses 2 life at the beginning of his or her next draw step unless he or she pays {2} before that step.
  • Paying the Asp is a special action that does not use the stack and can be played any time you have priority. [Time Spiral FAQ 2006/08/30]

198. Greenseeker

Creature — Elf Spellshaper 1/1 G (1) Time Spiral (Common)
{G}, {T}, Discard a card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
  • You look in your library but are not required to find a basic land card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]

199. Havenwood Wurm

Creature — Wurm 5/6 6G (7) Time Spiral (Common)
Flash (You may play this spell any time you could play an instant.)
Trample

200. Herd Gnarr

Creature — Beast 2/2 3G (4) Time Spiral (Common)
Whenever another creature comes into play under your control, Herd Gnarr gets +2/+2 until end of turn.

201. Hypergenesis

Sorcery Time Spiral (Rare)
Hypergenesis is green.
Suspend 3—{1}{G}{G}
Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Repeat this process until no one puts a card into play.
  • This card is green in all zones. See Rule 402.8a. [D'Angelo 2007/06/04]
  • Since this card has no mana cost, it cannot be played as a spell. It can only be played using the Suspend ability. [D'Angelo 2006/10/08]
  • It can be played if an effect allows you to play a spell without paying its cost. See Rule 203.1b. For example with Mind's Desire. [D'Angelo 2007/10/20]
  • Note - Also see Suspend, Rule 502.59.

202. Krosan Grip

Instant 2G (3) Time Spiral (Uncommon)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Destroy target artifact or enchantment.

203. Magus of the Candelabra

Creature — Human Wizard 1/2 G (1) Time Spiral (Rare)
{X}, {T}: Untap X target lands.

204. Might of Old Krosa

Instant G (1) Time Spiral (Uncommon)
Target creature gets +2/+2 until end of turn. If you played this spell during your main phase, that creature gets +4/+4 until end of turn instead.

205. Might Sliver

Creature — Sliver 2/2 4G (5) Time Spiral (Uncommon)
All Slivers get +2/+2.
  • Yes, it does give the bonus to itself. [D'Angelo 2007/05/15]

206. Molder

Instant XG (1) Time Spiral (Common)
Destroy target artifact or enchantment with converted mana cost X. It can't be regenerated. You gain X life.

207. Mwonvuli Acid-Moss

Sorcery 2GG (4) Time Spiral (Common)
Destroy target land. Search your library for a Forest card and put that card into play tapped. Then shuffle your library.
  • You look in your library but are not required to find a Forest card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]

208. Nantuko Shaman

Creature — Insect Shaman 3/2 2G (3) Time Spiral (Common)
When Nantuko Shaman comes into play, if you control no tapped lands, draw a card.
Suspend 1—{2}{G}{G} (Rather than play this card from your hand, you may pay {2}{G}{G} and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

209. Pendelhaven Elder

Creature — Elf Shaman 1/1 1G (2) Time Spiral (Uncommon)
{T}: Each 1/1 creature you control gets +1/+2 until end of turn.

210. Penumbra Spider

Creature — Spider 2/4 2GG (4) Time Spiral (Common)
Penumbra Spider can block as though it had flying.
When Penumbra Spider is put into a graveyard from play, put a 2/4 black Spider creature token into play that can block as though it had flying.

211. Phantom Wurm

Creature — Wurm Spirit 2/0 4GG (6) Time Spiral (Uncommon)
Phantom Wurm comes into play with four +1/+1 counters on it.
If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm.
  • If this creature is damaged by more than one other creature in combat, all the combat damage arrives in one "chunk" of damage so it only removes one counter to prevent all of it. Combat damage is unique in the way it merges all damage into one "chunk". [D'Angelo 2007/02/28]

212. Primal Forcemage

Creature — Elf Shaman 2/2 2G (3) Time Spiral (Uncommon)
Whenever another creature comes into play under your control, that creature gets +3/+3 until end of turn.

213. Savage Thallid

Creature — Fungus 5/2 3GG (5) Time Spiral (Common)
At the beginning of your upkeep, put a spore counter on Savage Thallid.
Remove three spore counters from Savage Thallid: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Regenerate target Fungus.

214. Scarwood Treefolk

Creature — Treefolk 3/5 3G (4) Time Spiral (Common)
Scarwood Treefolk comes into play tapped.

215. Scryb Ranger

Creature — Faerie 1/1 1G (2) Time Spiral (Uncommon)
Flash (You may play this spell any time you could play an instant.)
Flying, protection from blue
Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn.

216. Search for Tomorrow

Sorcery 2G (3) Time Spiral (Common)
Search your library for a basic land card and put it into play. Then shuffle your library.
Suspend 2—{G} (Rather than play this card from your hand, you may pay {G} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)
  • You look in your library but are not required to find a basic land card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]
  • Note - Also see Suspend, Rule 502.59.

217. Spectral Force

Creature — Elemental Spirit 8/8 3GG (5) Time Spiral (Rare)
Trample
Whenever Spectral Force attacks, if defending player controls no black permanents, it doesn't untap during your next untap step.

218. Spike Tiller

Creature — Spike 0/0 3GG (5) Time Spiral (Rare)
Spike Tiller comes into play with three +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Tiller: Put a +1/+1 counter on target creature.
{2}, Remove a +1/+1 counter from Spike Tiller: Target land becomes a 2/2 creature that's still a land. Put a +1/+1 counter on it.

219. Spinneret Sliver

Creature — Sliver 2/2 1G (2) Time Spiral (Common)
All Slivers have "This creature can block as though it had flying."

220. Sporesower Thallid

Creature — Fungus 4/4 2GG (4) Time Spiral (Uncommon)
At the beginning of your upkeep, put a spore counter on each Fungus you control.
Remove three spore counters from Sporesower Thallid: Put a 1/1 green Saproling creature token into play.
  • It may be spore counters on creatures that don't care about such counters. They have no effect in this case. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Token Creatures, Rule 216.

221. Sprout

Instant G (1) Time Spiral (Common)
Put a 1/1 green Saproling creature token into play.

222. Squall Line

Instant XGG (2) Time Spiral (Rare)
Squall Line deals X damage to each creature with flying and each player.

223. Stonewood Invocation

Instant 3G (4) Time Spiral (Rare)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Target creature gets +5/+5 until end of turn and can't be the target of spells or abilities this turn.

224. Strength in Numbers

Instant 1G (2) Time Spiral (Common)
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures.

225. Thallid Germinator

Creature — Fungus 2/2 2G (3) Time Spiral (Common)
At the beginning of your upkeep, put a spore counter on Thallid Germinator.
Remove three spore counters from Thallid Germinator: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Target creature gets +1/+1 until end of turn.

226. Thallid Shell-Dweller

Creature — Fungus 0/5 1G (2) Time Spiral (Common)
Defender
At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller.
Remove three spore counters from Thallid Shell-Dweller: Put a 1/1 green Saproling creature token into play.

227. Thelon of Havenwood

Legendary Creature — Elf Druid 2/2 GG (2) Time Spiral (Rare)
Each Fungus gets +1/+1 for each spore counter on it.
{B}{G}, Remove a Fungus card in a graveyard from the game: Put a spore counter on each Fungus in play.

228. Thelonite Hermit

Creature — Elf Shaman 1/1 3G (4) Time Spiral (Rare)
All Saprolings get +1/+1.
Morph {3}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play.

229. Thrill of the Hunt

Instant G (1) Time Spiral (Common)
Target creature gets +1/+2 until end of turn.
Flashback {W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

230. Tromp the Domains

Sorcery 5G (6) Time Spiral (Uncommon)
Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
  • The creatures only get Trample once. [Time Spiral FAQ 2006/08/30]
  • The maximum bonus is +5/+5, which means you have all 5 basic land types. [Time Spiral FAQ 2006/08/30]
  • The bonus and the creatures to be affected are determined during resolution. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Domain, Rule 703.8.
  • Note - Also see Trample, Rule 502.9.

231. Unyaro Bees

Creature — Insect 0/1 GGG (3) Time Spiral (Rare)
Flying
{G}: Unyaro Bees gets +1/+1 until end of turn.
{3}{G}, Sacrifice Unyaro Bees: Unyaro Bees deals 2 damage to target creature or player.

232. Verdant Embrace

Enchantment — Aura 3GG (5) Time Spiral (Rare)
Enchant creature
Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control."

233. Wormwood Dryad

Creature — Dryad 3/1 2G (3) Time Spiral (Common)
{G}: Wormwood Dryad gains forestwalk until end of turn and it deals 1 damage to you.
{B}: Wormwood Dryad gains swampwalk until end of turn and it deals 1 damage to you.

234. Wurmcalling

Sorcery XG (1) Time Spiral (Rare)
Buyback {2}{G} (You may pay an additional {2}{G} as you play this spell. If you do, put this card into your hand as it resolves.)
Put an X/X green Wurm creature token into play.

235. Yavimaya Dryad

Creature — Dryad 2/1 1GG (3) Time Spiral (Uncommon)
Forestwalk
When Yavimaya Dryad comes into play, you may search your library for a Forest card and put it into play tapped under target player's control. If you do, shuffle your library.
  • You look in your library but are not required to find a Forest card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]
  • You can (and usually do) target yourself. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Landwalk, Rule 502.6.

236. Dementia Sliver

Creature — Sliver 3/3 3UB (5) Time Spiral (Uncommon)
All Slivers have "{T}: Name a card. Target opponent reveals a card at random from his or her hand. If it's the named card, that player discards it. Play this ability only during your turn."

237. Dralnu, Lich Lord

Legendary Creature — Zombie Lord 3/3 3UB (5) Time Spiral (Rare)
If damage would be dealt to Dralnu, sacrifice that many permanents instead.
{T}: Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.)

238. Firewake Sliver

Creature — Sliver 1/1 1RG (3) Time Spiral (Uncommon)
All Slivers have haste and "{1}, Sacrifice this creature: Target Sliver gets +2/+2 until end of turn."

239. Ghostflame Sliver

Creature — Sliver 2/2 BR (2) Time Spiral (Uncommon)
All Slivers are colorless.
  • This does not change the casting cost to play Slivers. It just changes the color of ones in play. [D'Angelo 2007/01/24]

240. Harmonic Sliver

Creature — Sliver 1/1 1WG (3) Time Spiral (Uncommon)
All Slivers have "When this creature comes into play, destroy target artifact or enchantment."
  • It will trigger on itself coming into play. [Time Spiral FAQ 2006/08/30]
  • If there is no artifact or enchantment to target, then the triggered ability does nothing. If you have the only one in play, then you have to target your own. [D'Angelo 2008/05/25]

241. Ith, High Arcanist

Legendary Creature — Human Wizard 3/5 5WU (7) Time Spiral (Rare)
Vigilance
{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Suspend 4—{W}{U}

242. Kaervek the Merciless

Legendary Creature — Human Shaman 5/4 5BR (7) Time Spiral (Rare)
Whenever an opponent plays a spell, Kaervek the Merciless deals damage to target creature or player equal to that spell's converted mana cost.

243. Mishra, Artificer Prodigy

Legendary Creature — Human Artificer 4/4 1UBR (4) Time Spiral (Rare)
Whenever you play an artifact spell, you may search your graveyard, hand, and/or library for a card with the same name as that spell and put it into play. If you search your library this way, shuffle it.
  • You look in your library, graveyard, and/or hand but are not required to find a card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]
  • Note - Also see Legendary, Rule G12.9.

244. Opaline Sliver

Creature — Sliver 2/2 1WU (3) Time Spiral (Uncommon)
All Slivers have "Whenever this creature becomes the target of a spell an opponent controls, you may draw a card."

245. Saffi Eriksdotter

Legendary Creature — Human Scout 2/2 WG (2) Time Spiral (Rare)
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from play this turn, return that card to play.
  • If it targets a token creature, it will not return to play. [Time Spiral FAQ 2006/08/30]
  • It can target itself, but the ability will be countered when it resolves because the target won't be in play at that time. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Legendary, Rule G12.9.

246. Scion of the Ur-Dragon

Legendary Creature — Dragon Avatar 4/4 WUBRG (5) Time Spiral (Rare)
Flying
{2}: Search your library for a Dragon card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library.
  • You look in your library but are not required to find a Dragon card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]
  • It loses the copy ability when it is copying something. It gets the ability back at end of turn when it stops copying. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Copying Objects, Rule 503.
  • Note - Also see Legendary, Rule G12.9.

247. Stonebrow, Krosan Hero

Legendary Creature — Centaur Warrior 4/4 3RG (5) Time Spiral (Rare)
Trample
Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn.

248. Assembly-Worker

Artifact Creature — Assembly-Worker 2/2 3 (3) Time Spiral (Uncommon)
{T}: Target Assembly-Worker gets +1/+1 until end of turn.
  • The ability looks for creatures with the "Assembly-Worker" subtype, not cards with this name. [Time Spiral FAQ 2006/08/30]

249. Brass Gnat

Artifact Creature — Insect 1/1 1 (1) Time Spiral (Common)
Flying
Brass Gnat doesn't untap during your untap step.
At the beginning of your upkeep, you may pay {1}. If you do, untap Brass Gnat.

250. Candles of Leng

Artifact 2 (2) Time Spiral (Rare)
{4}, {T}: Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.

251. Chromatic Star

Artifact 1 (1) Time Spiral (Common)
{1}, {T}, Sacrifice Chromatic Star: Add one mana of any color to your mana pool.
When Chromatic Star is put into a graveyard from play, draw a card.

252. Chronatog Totem

Artifact 3 (3) Time Spiral (Uncommon)
{T}: Add {U} to your mana pool.
{1}{U}: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn.
{0}: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn and only if Chronatog Totem is a creature.

253. Clockwork Hydra

Artifact Creature — Hydra 0/0 5 (5) Time Spiral (Uncommon)
Clockwork Hydra comes into play with four +1/+1 counters on it.
Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to target creature or player.
{T}: Put a +1/+1 counter on Clockwork Hydra.

254. Foriysian Totem

Artifact 3 (3) Time Spiral (Uncommon)
{T}: Add {R} to your mana pool.
{4}{R}: Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn.
As long as Foriysian Totem is a creature, it can block an additional creature.

255. Gauntlet of Power

Artifact 5 (5) Time Spiral (Rare)
As Gauntlet of Power comes into play, choose a color.
Creatures of the chosen color get +1/+1.
Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool.

256. Hivestone

Artifact 2 (2) Time Spiral (Rare)
Creatures you control are Slivers in addition to their other creature types.
  • If the creature is already a Sliver, nothing happens to it. [Time Spiral FAQ 2006/08/30]

257. Jhoira's Timebug

Artifact Creature — Insect 1/2 2 (2) Time Spiral (Common)
{T}: Choose target permanent you control or suspended card you own. If that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it.

258. Locket of Yesterdays

Artifact 1 (1) Time Spiral (Uncommon)
Spells you play cost {1} less to play for each card with the same name as that spell in your graveyard.
  • Does not reduce colored mana costs. [Time Spiral FAQ 2006/08/30]

259. Lotus Bloom

Artifact Time Spiral (Rare)
Suspend 3—{0} (Rather than play this card from your hand, pay {0} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.)
{T}, Sacrifice Lotus Bloom: Add three mana of any one color to your mana pool.
  • Since this card has no mana cost, it cannot be played as a spell. It can only be played using the Suspend ability. [D'Angelo 2006/10/08]
  • It can be played if an effect allows you to play a spell without paying its cost. See Rule 203.1b. For example with Mind's Desire. [D'Angelo 2007/10/20]
  • Note - Also see Suspend, Rule 502.59.

260. Paradise Plume

Artifact 4 (4) Time Spiral (Uncommon)
As Paradise Plume comes into play, choose a color.
Whenever a player plays a spell of the chosen color, you may gain 1 life.
{T}: Add one mana of the chosen color to your mana pool.

261. Phyrexian Totem

Artifact 3 (3) Time Spiral (Uncommon)
{T}: Add {B} to your mana pool.
{2}{B}: Phyrexian Totem becomes a 5/5 black Horror artifact creature with trample until end of turn.
Whenever Phyrexian Totem is dealt damage, if it's a creature, sacrifice that many permanents.

262. Prismatic Lens

Artifact 2 (2) Time Spiral (Common)
{T}: Add {1} to your mana pool.
{1}, {T}: Add one mana of any color to your mana pool.

263. Sarpadian Empires, Vol. VII

Artifact 3 (3) Time Spiral (Rare)
As Sarpadian Empires, Vol. VII comes into play, choose white Citizen, blue Camarid, black Thrull, red Goblin, or green Saproling.
{3}, {T}: Put a 1/1 creature token of the chosen color and type into play.

264. Stuffy Doll

Artifact Creature — Construct 0/1 5 (5) Time Spiral (Rare)
As Stuffy Doll comes into play, choose a player.
Stuffy Doll is indestructible.
Whenever damage is dealt to Stuffy Doll, it deals that much damage to the chosen player.
{T}: Stuffy Doll deals 1 damage to itself.

265. Thunder Totem

Artifact 3 (3) Time Spiral (Uncommon)
{T}: Add {W} to your mana pool.
{1}{W}{W}: Thunder Totem becomes a 2/2 white Spirit artifact creature with flying and first strike until end of turn.

266. Triskelavus

Artifact Creature — Construct 1/1 7 (7) Time Spiral (Rare)
Flying
Triskelavus comes into play with three +1/+1 counters on it.
{1}, Remove a +1/+1 counter from Triskelavus: Put a 1/1 Triskelavite artifact creature token with flying into play. It has "Sacrifice this creature: This creature deals 1 damage to target creature or player."

267. Venser's Sliver

Artifact Creature — Sliver 3/3 5 (5) Time Spiral (Common)
3/3

268. Weatherseed Totem

Artifact 3 (3) Time Spiral (Uncommon)
{T}: Add {G} to your mana pool.
{2}{G}{G}{G}: Weatherseed Totem becomes a 5/3 green Treefolk artifact creature with trample until end of turn.
When Weatherseed Totem is put into a graveyard from play, if it was a creature, return this card to its owner's hand.

269. Academy Ruins

Legendary Land Time Spiral (Rare)
{T}: Add {1} to your mana pool.
{1}{U}, {T}: Put target artifact card in your graveyard on top of your library.

270. Calciform Pools

Land Time Spiral (Uncommon)
{T}: Add {1} to your mana pool.
{1}, {T}: Put a storage counter on Calciform Pools.
{1}, Remove X storage counters from Calciform Pools: Add X mana in any combination of {W} and/or {U} to your mana pool.
  • You choose the value of X when playing the ability. If X is zero, you pay {1} and get no mana. [D'Angelo 2006/10/08]

271. Dreadship Reef

Land Time Spiral (Uncommon)
{T}: Add {1} to your mana pool.
{1}, {T}: Put a storage counter on Dreadship Reef.
{1}, Remove X storage counters from Dreadship Reef: Add X mana in any combination of {U} and/or {B} to your mana pool.
  • You choose the value of X when playing the ability. If X is zero, you pay {1} and get no mana. [D'Angelo 2006/10/08]

272. Flagstones of Trokair

Legendary Land Time Spiral (Rare)
{T}: Add {W} to your mana pool.
When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library.
  • You look in your library but are not required to find a Plains card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]
  • Note - Also see Legendary, Rule G12.9.

273. Fungal Reaches

Land Time Spiral (Uncommon)
{T}: Add {1} to your mana pool.
{1}, {T}: Put a storage counter on Fungal Reaches.
{1}, Remove X storage counters from Fungal Reaches: Add X mana in any combination of {R} and/or {G} to your mana pool.
  • You choose the value of X when playing the ability. If X is zero, you pay {1} and get no mana. [D'Angelo 2006/10/08]

274. Gemstone Caverns

Legendary Land Time Spiral (Rare)
If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.
{T}: Add {1} to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.
  • If more than one of these starts the game in play, the Legend rule will put them all in the graveyard before anyone can tap them for mana. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Legendary, Rule G12.9.

275. Kher Keep

Legendary Land Time Spiral (Rare)
{T}: Add {1} to your mana pool.
{1}{R}, {T}: Put a 0/1 red Kobold creature token named Kobolds of Kher Keep into play.

276. Molten Slagheap

Land Time Spiral (Uncommon)
{T}: Add {1} to your mana pool.
{1}, {T}: Put a storage counter on Molten Slagheap.
{1}, Remove X storage counters from Molten Slagheap: Add X mana in any combination of {B} and/or {R} to your mana pool.
  • You choose the value of X when playing the ability. If X is zero, you pay {1} and get no mana. [D'Angelo 2006/10/08]

277. Saltcrusted Steppe

Land Time Spiral (Uncommon)
{T}: Add {1} to your mana pool.
{1}, {T}: Put a storage counter on Saltcrusted Steppe.
{1}, Remove X storage counters from Saltcrusted Steppe: Add X mana in any combination of {G} and/or {W} to your mana pool.
  • You choose the value of X when playing the ability. If X is zero, you pay {1} and get no mana. [D'Angelo 2006/10/08]

278. Swarmyard

Land Time Spiral (Rare)
{T}: Add {1} to your mana pool.
{T}: Regenerate target Insect, Rat, Spider, or Squirrel.

279. Terramorphic Expanse

Land Time Spiral (Common)
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it into play tapped. Then shuffle your library.
  • You look in your library but are not required to find a basic land card even if you have one. See Rule G19.4. [D'Angelo 2006/10/08]
  • No, this land does not have any ability to generate mana. [D'Angelo 2008/02/10]

280. Urza's Factory

Land — Urza's Time Spiral (Uncommon)
{T}: Add {1} to your mana pool.
{7}, {T}: Put a 2/2 Assembly-Worker artifact creature token into play.

281. Vesuva

Land Time Spiral (Rare)
As Vesuva comes into play, you may choose a land in play. If you do, Vesuva comes into play tapped as a copy of the chosen land.

282. Plains

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

283. Plains

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

284. Plains

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

285. Plains

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

286. Island

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

287. Island

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

288. Island

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

289. Island

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

290. Swamp

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

291. Swamp

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

292. Swamp

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

293. Swamp

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

294. Mountain

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

295. Mountain

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

296. Mountain

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

297. Mountain

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

298. Forest

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

299. Forest

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

300. Forest

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

301. Forest

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