Spectral Chaos Set Images

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Below are the complete set images for RagingRiver’s special 2020 project honoring Spectral Chaos.

If you’d like to download high-resolution copies of any of these images, you can do so at my Ko-fi page.

Solely for fun, I took the extra step of creating “rulings/errata” for certain cards where I thought it helpful to clarify how that card would be meant to function, had it ever been printed. I am not a Magic rules expert or a judge, so these are only unofficial interpretations. If you are a judge and believe there are better ways to clarify how a card or ruling should be worded, feel free to contact me.

The Spectral Chaos Project is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. By downloading any images on this page, you agree you will not attempt to create and sell any cards or otherwise violate Wizards’ Fan Content Policy.

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BASIC LANDS (5):

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001 – Island
(Very Common Basic Land)

002 – Mountain
(Very Common Basic Land)

003 – Plains
(Very Common Basic Land)

004 – Swamp
(Very Common Basic Land)

005 – Forest
(Very Common Basic Land)

COMMONS (61):

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006 – Terramorph
(Common Land)

Terramorph
Land
Terramorph enters the battlefield as an island.
At the beginning of your upkeep, choose a basic land you control with a type different than Terramorph. If you can’t, sacrifice Terramorph. If you do, Terramorph gains that basic land’s type and loses all other basic land types.

  • Terramorph‘s upkeep triggered ability only affects land types. If Terramorph somehow gains a supertype (such as legendary, chaotic or snow), or a non-land type (for example, it also becomes a creature), that won’t be affected when Terramorph changes basic land type.
  • Terramorph‘s upkeep triggered ability doesn’t target, so you can choose a basic land with shroud. You choose a basic land you control when the triggered ability resolves. Although you must choose a basic land, the ability will see and copy that land’s basic land type, it doesn’t care about the name of the land you choose; this means, for example, if you choose a basic Forest you control that has become an island because it’s enchanted by Spreading Seas, then Terramorph will gain the basic land type of island, not forest. If you choose a basic land that somehow has obtained more than one basic land type (for example, if Urborg, Tomb of Yawgmoth is in play), Terramorph will become all of the chosen basic land’s basic land types. In this unusual scenario, the next upkeep you would need to choose a basic land with at least one different basic land type to avoid sacrificing Terramorph.
  • Terramorph is a non-basic land. Gaining a basic land type doesn’t change Terramorph‘s name or turn it into a basic land.

007 – White Dolphin
(Common Creature (Blue))

White Dolphin – {U}
Creature – Dolphin
{T}: Add {W}.
1/1

008 – Storm Cloud
(Common Creature (Blue))

Storm Cloud – {1}{U}
Creature – Elemental
{B}, {T}, sacrifice Storm Cloud: Storm Cloud deals 2 damage to target flying creature.
1/1

009 – Phantasmal Terrain
(Common Enchantment (Blue))

Phantasmal Terrain – {U}
Enchantment – Aura
Enchant land
As Phantasmal Terrain enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.

ChaosHistory: This colored mana fixer/hoser from Alpha was playtested at a lower casting cost to encourage multicolored decks.

  • Doesn’t affect the land’s name, its supertypes (such as whether or not it’s legendary, snow, chaotic or basic), or its other (non-land) types (if it’s also a creature, for example), but it will cause the land to lose all of its printed abilities and gain the ability of the chosen basic land type.

010 – Illusion
(Common Enchantment (Blue))

Illusion – {2}{U}
Enchantment – Aura
Enchant creature
Enchanted creature has “Cumulative upkeep – pay {1} or 1 life.”

ChaosHistory: Barry liked cumulative upkeep, an ability introduced in Ice Age. Decomposition from Mirage and Mana Chains from Weatherlight were auras with a similar design.

  • If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.

011 – Rapid Flight
(Common Enchantment (Blue))

Rapid Flight – {U}
Enchantment – Aura
Enchant creature
Flash
Enchanted creature has flying.

ChaosHistory: Originally templated as “Instant Enchant Creature,” this was the first design for what would eventually become known as the “Flash” mechanic.

012 – Sylvan Adder
(Common Creature (Blue))

Sylvan Adder – {3}{U}
Creature – Snake
Foresthome
4/3

013 – Ravenous Shark
(Common Creature (Blue))

Ravenous Shark – {2}{U}
Creature – Shark
Whenever Ravenous Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Ravenous Shark gets +3/+1 until end of turn.
2/2

ChaosHistory: A similar design was used for Giant Shark, released in The Dark.

  • Ravenous Shark only gains its bonus if the attacking or blocking creature was damaged before blocking was declared. Damaging the creature later will not give Ravenous Shark the bonus.
  • The bonus happens when a previously damaged creature becomes a blocker and the bonus is not removed if that creature is removed from the blocking situation by any means.
  • A damaged creature that’s part of an attacking band will still give Ravenous Shark the bonus.
  • Ravenous Shark‘s bonus will trigger once for each creature it blocks or is blocked by that meets the criteria.

014 – Twiddlebug
(Common Creature (Blue))

Twiddlebug – {3}{U}
Creature – Insect
{T}: Tap or untap target land or artifact.
0/2

ChaosHistory: A personal favorite of Barry’s, this blue design was similar to Ice Age’s green Elder Druid.

015 – Power Sink
(Common Instant (Blue))

Power Sink – {X}{U}
Instant
Counter target spell unless its controller pays {X}. If that player doesn’t, they tap all lands with mana abilities they control and lose all unspent mana.

ChaosHistory: One of only three true reprints from the original Alpha set included in Spectral Chaos.

  • Does not increase the mana cost of the spell. It just requires a separate expenditure in order for it to succeed.
  • When this spell resolves, you either pay X mana or let your lands become tapped. The lands that become tapped are not “tapped for mana”. If you choose to pay, you may pay the X mana using whatever mana abilities you want to use.
  • Only lands that actually have mana abilities will get tapped. This includes basic lands and lands with mana abilities printed on them, as well as lands which have been granted a mana ability by some effect.

016 – High Treason
(Common Instant (Multicolor))

High Treason – {U}{R}
Chaotic Instant
Cast High Treason only during an opponent’s declare attackers step.
Target attacking creature is now attacking its controller instead of you. (During the declare blockers step, the creature’s controller may block it with other non-attacking creatures that player controls if able.)

  • Before anyone gets priority in the declare blockers step, the controller of the attacking creature first declares if and how it will block that creature, then the (normal) defending players assign blockers as usual.
  • The controller of the attacking creature is both an “attacking player” and a “defending player” during this combat phase. Casting High Treason doesn’t make you an “attacking player.”
  • During the combat damage step, all combat damage is assigned and dealt, and all lethally damaged creatures will die, simultaneously.

017 – Distracting Imp
(Common Creature (Multicolor))

Distracting Imp – {U}{U}{R}
Chaotic Creature – Imp
{U}, {T}: Exile target creature. You may not activate this ability during the declare blockers step.
At the beginning of your upkeep, return each creature exiled with Distracting Imp to the battlefield under its owner’s control.
0/1

  • Creatures exiled with Distracting Imp will return at the beginning of your next upkeep, even if Distracting Imp is no longer on the battlefield. However, if for some reason an effect prevents that creature from returning to the battlefield at the beginning of your next upkeep (for example, if this delayed trigger is Stifle‘d), then the creature would stay exiled forever.
  • Distracting Imp can exile itself. If you do, it will return at the beginning of your next upkeep. Keep in mind, however, that it would again have summoning sickness.

018 – Goblin Foresters
(Common Creature (Red))

Goblin Foresters – {R}
Creature – Orc
{T}, sacrifice a forest: Add {B/R}{B/R}.
1/1

ChaosHistory: It’s unclear whether this colorshifted version of Ice Age’s Orcish Lumberjack would have ended up as a goblin or an orc.

019 – Dragon Pup
(Common Creature (Red))

Dragon Pup – {1}{R}
Creature – Dragon
{U}: Flying until end of turn.
{R}: Dragon Pup gets +1/+0 until end of turn. Activate this ability not more than twice each turn.
1/1

020 – Killer Bee
(Common Creature (Red))

Killer Bee – {1}{R}{R}
Creature – Insect
Flying
If Killer Bee attacks, destroy it at end of combat.
5/1

ChaosHistory: No relation to the card Killer Bees from Legends, which was designed separately. Ball Lightning, from The Dark, had a similar design.

021 – Bog Orcs
(Common Creature (Red))

Bog Orcs – {2}{R}
Creature – Orc
{T}: Target land becomes a swamp until the beginning of your next upkeep.
2/2

ChaosHistory: A very similar design to Ice Age’s Orcish Farmer.

  • This ability changes the targeted land’s land types to swamp. It doesn’t affect its name, its supertypes (such as whether or not it’s legendary, snow, or basic), or its other (non-land) types (if it’s also a creature, for example), but it will cause the land to lose all of its printed abilities and gain the ability of a swamp.

022 – Apprentice Swordsman
(Common Creature (Red))

Apprentice Swordsman – {2}{R}{R}
Creature – Human Knight
First Strike
3/2

023 – Fireblast
(Common Sorcery (Red))

Fireblast – {X}{R}
Sorcery
Spend only red or green mana on X.
Fireblast deals X damage to any target. If it’s a creature, it can’t be regenerated this turn.

024 – Air Turbulence
(Common Enchantment (Red))

Air Turbulence – {R}
Enchantment – Aura
Flash
Enchant flying creature
Enchanted creature loses flying.
When Air Turbulence enters the battlefield, Air Turbulence deals 2 damage to enchanted creature.

ChaosHistory: A strictly better version of Alpha’s original Earthbind.

025 – Plasma Balls
(Common Sorcery (Red))

Plasma Balls – {1}{R}{R}
Sorcery
Kicker {B} or {G}
Plasma Balls deals 3 damage to any target.
If you paid the {B} kicker cost, instead Plasma Balls deals 2 damage to each of two targets.
If you paid the {G} kicker cost, instead Plasma Balls deals 1 damage to each of three targets.

026 – Dwarven Ritual
(Common Instant (Red))

Dwarven Ritual – {R}
Instant
Add {B}{B}{B}.

027 – Wailing Banshee
(Common Creature (Multicolor))

Wailing Banshee – {B}{R}
Creature – Spirit
When Wailing Banshee dies, it deals 1 damage to each creature and each player.
2/2

028 – Mildeworm
(Common Creature (Multicolor))

Mildeworm – {1}{B}{R}
Creature – Fungus Dinosaur
At the beginning of your upkeep, you may pay {B}{R}. If you do, put a +1/+1 counter on Mildeworm.
1/1

029 – Greisen Ibex
(Common Creature (Multicolor))

Greisen Ibex – {2}{R}{W}
Chaotic Creature – Goat
{R}{W}, {T}: Destroy target artifact.
2/3

030 – Ghost Rider
(Common Creature (White))

Ghost Rider – {2}{W}
Creature – Knight Spirit
Flying, first strike
2/1

ChaosHistory: A similar design appeared in Legends as Thunder Spirit.

031 – Crimson Acolyte
(Common Creature (White))

Crimson Acolyte – {1}{W}{W}
Creature – Cleric Shaman
Protection from red
{R}, {T}: Target creature gets protection from red until end of turn.
2/2

ChaosHistory: A similar design of the same name would be released in Invasion.

032 – Obsidian Acolyte
(Common Creature (White))

Obsidian Acolyte – {1}{W}{W}
Creature – Cleric Shaman
Protection from black
{B}, {T}: Target creature gets protection from black until end of turn.
2/2

ChaosHistory: A similar design of the same name would be released in Invasion.

033 – Disenchant
(Common Instant (White))

Disenchant – {2}{W}
Instant
Destroy target enchantment or artifact.

ChaosHistory: One of several cards from Alpha intended to balance Spectral Chaos. This powerful common was playtested at a higher casting cost.

034 – Telmarian Ambassador
(Common Creature (White))

Telmarian Ambassador – {1}{W}
Creature – Goblin Advisor
Unblockable
1/2

035 – Floraticum
(Common Instant (White))

Floraticum – {W}
Instant
Add {G}{G}{G}.

036 – Blessed Land
(Common Enchantment (White))

Blessed Land – {W}
Enchantment – Aura
Enchant land
Enchanted land has indestructible, cannot be enchanted (other than by Blessed Land) and cannot be the target of enchantments.
Whenever enchanted land is tapped for mana, its controller adds an additional {1}.

  • The additional mana is not an ability of the land and is not something the land can produce.

037 – Natural Defenses
(Common Instant (Multicolor))

Natural Defenses – {G}{W}
Instant
Target creature gets +1/+X until end of turn, where X is its toughness.

038 – Cleric of Amon-Ra
(Common Creature (Multicolor))

Cleric of Amon-Ra – {2}{G}{W}
Creature – Cat Cleric
{T}, pay {1}{G} one or more times: Prevent the next X damage to target creature or player this turn, where X is the number of times you paid {1}{G] as part of activating this ability.
1/2

  • You pay all the mana as you activate this ability. Conceptually, you can think of it like multikicker, although it isn’t exactly the same thing.
  • The source of the damage doesn’t matter. It will prevent however much damage you pay for whenever it next occurs this turn to that target, regardless of whether that damage comes from one source or multiple sources, all at once or at different times during the turn.

039 – Golden Fleece
(Common Enchantment (Multicolor))

Golden Fleece – {G}{W}
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1.
{W}: Enchanted creature gets +0/+1 until end of turn.

040 – Healing Potion
(Common Instant (Multicolor))

Healing Potion – {G}{W}
Instant
Choose one –
– You gain 5 life.
– Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.

041 – Werewolf
(Common Creature (Multicolor))

Werewolf – {W}{B}
Chaotic Creature – Human Werewolf
As long as it’s your turn, Werewolf is 4/1. As long as it’s not your turn, Werewolf is 1/4.
*/*

042 – Shadow
(Common Creature (Black))

Shadow – {B}{B}
Creature – Spirit
Haste
Whenever Shadow is in your graveyard with two or more non-Shadow creature cards above it, return Shadow to the battlefield under its owner’s control.
2/2

ChaosHistory: This variation of Alpha’s Nether Shadow is, ironically, closer to the eventual modern errata for Nether Shadow.

043 – Slimeballs
(Common Creature (Black))

Slimeballs – {3}{B}
Creature – Ooze
Slimeballs enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, if you control a forest, put a +1/+1 counter on Slimeballs.
For each 1 damage that would be dealt to Slimeballs, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.
0/0

044 – Fire Shade
(Common Creature (Black))

Fire Shade – {2}{B}
Creature – Shade
{R}: +1/+1 until end of turn.
1/1

045 – Vampire Bat
(Common Creature (Black))

Vampire Bat – {B}{B}
Creature – Bat
Flying
At end of combat, if Vampire Bat blocked or was blocked this combat, put a +1/+1 counter on it.
1/3

  • The ability doesn’t trigger until the end of combat step, but it will look back and see whether Vampire Bat blocked or was blocked at any point during that combat phase, even if it was removed from combat before this ability triggers.

046 – Vile Incantation
(Common Enchantment (Black))

Vile Incantation – {2}{B}{B}
Enchantment
{X}{B}{B}, sacrifice a creature with toughness X: Vile Incantation deals X damage to each creature and each player.

047 – Cremation
(Common Instant (Black))

Cremation – {1}{B}
Instant
As an additional cost to cast Cremation, exile a creature card from your graveyard.
Add an amount of {U} equal to the base toughness of the exiled card. If the base toughness of the exiled card was not a printed number (for example, X or *), then add {U}{U}{U}.

048 – Injury
(Common Enchantment (Black))

Injury – {B}
Enchantment – Aura
Enchant creature
When Injury enters the battlefield, tap enchanted creature.
Whenever enchanted creature becomes untapped, put a -1/-1 counter on it.

049 – Elbis’ Meditation
(Common Instant (Black))

Elbis’ Meditation – {B}
Instant
Add {U}{U}{U}.

050 – Hand of Anubis
(Common Instant (Black))

Hand of Anubis – {B}
Instant
The next time target creature would die this turn, return it to its owner’s hand instead.

  • This sets up a replacement effect. If more than one replacement effect would replace that creature’s death (for example, it has a regeneration shield on it), the creature’s controller decides which event replaces the death.

051 – Arsonist
(Common Creature (Multicolor))

Arsonist – {1}{U}{B}
Creature – Human
{T}: Destroy target forest and add {R}{R}. If that forest was controlled by an opponent, destroy Arsonist.
2/1

  • Whether the targeted land is a forest is checked when you activate the ability and again on resolution. If the land is no longer on the battlefield (or it’s no longer a forest) when the ability resolves, it won’t be destroyed and you won’t add mana, and Arsonist won’t be destroyed. If you control the forest when the ability resolves, Arsonist won’t be destroyed.

052 – Fidget
(Common Creature (Multicolor))

Fidget – {U}{B}
Creature – Gremlin
At the beginning of your upkeep, Fidget deals 1 damage to you if it was untapped at the beginning of this turn.
4/2

053 – Screaming Meemies
(Common Creature (Multicolor))

Screaming Meemies – {1}{B}{G}
Chaotic Creature – Homunculus
At the beginning of your upkeep, Screaming Meemies deals 1 damage to each creature and each player.
2/2

ChaosHistory: According to Barry, this was an example where he thought up the card name before the design. A similar design would appear in Invasion as Plague Spitter.

054 – Leigh Druid
(Common Creature (Green))

Leigh Druid – {1}{G}
Creature – Druid
{T}: Untap target land.
0/1

ChaosHistory: The smaller cousin of Alpha’s Ley Druid.

055 – Earth Priest
(Common Creature (Green))

Earth Priest – {G}
Creature – Elf
{T}: Add {R}.
1/1

ChaosHistory: A similar design appeared in Legends as the faerie Fire Sprites.

056 – Snapping Turtle
(Common Creature (Green))

Snapping Turtle – {1}{G}
Creature – Turtle
{1}, {T}: Snapping Turtle becomes 0/10 until end of turn.
2/1

057 – Caterpillar // Moth
(Common Creature (Green))

Caterpillar – {3}{G}
Creature – Insect
{T}: Transform Caterpillar.
3/3

Moth (Transformed from Caterpillar)
Creature – Insect
Flying
2/2

ChaosHistory: A similar design would be used for Giant Caterpillar, released in Visions.

058 – Frinn-Jee Archer
(Common Creature (Green))

Frinn-Jee Archer – {1}{G}{G}
Creature – Human Knight
{T}: Frinn-Jee Archer deals 1 damage to any target.
0/2

ChaosHistory: Frinn-Jee is an anagram of the name of Barry’s sister Jennifer.

059 – Craw Chameleon
(Common Creature (Green))

Craw Chameleon – {3}{G}
Creature – Giant Lizard
{1}: Until end of turn, Craw Chameleon becomes the color of the mana spent to activate this ability. (It stops being any other colors.) You may only use colored mana to activate this ability.
3/3

ChaosHistory: Several creatures in Invasion would have similar abilities.

060 – Immense Spider
(Common Creature (Green))

Immense Spider – {4}{G}{G}
Creature – Spider
Reach
2/7

061 – Wildfire
(Common Enchantment (Green))

Wildfire – {G}
Enchantment – Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {R}.

  • The additional mana is not an ability of the land. Wildfire produces the mana, not the land.

062 – Fizzle
(Common Sorcery (Green))

Fizzle – {X}{G}
Sorcery
Destroy X target enchantments. Sacrifice X enchantments. (If you control fewer than X enchantments, sacrifice all of them).

  • You can target your own enchantments if you want, but that won’t reduce the number you’ll then need to sacrifice.
  • You choose the target enchantments to destroy as you cast Fizzle. However, you don’t decide which enchantments to sacrifice until Fizzle resolves.
  • You don’t need to control X enchantments to cast this. Whatever enchantments you control after destroying the target enchantments, you’ll choose X of those and sacrifice them. If you control fewer than X enchantments after the targeted enchantments are destroyed, sacrifice all of them.

063 – Tempest
(Common Instant (Green))

Tempest – {2}{G}
Instant
Destroy all auras attached to creatures.
Tempest deals 1 damage to each flying creature.

  • If a creature only had flying because of an aura, which Tempest now destroys, it won’t have 1 damage dealt to it.

064 – Pax Oliphant
(Common Creature (Green))

Pax Oliphant – {4}{G}
Creature – Elephant
Trample
Pax Oliphant can’t attack unless you pay {W}.
4/4

  • This ability is paid for during the declare attackers step of the combat phase. Paying this cost is not any kind of ability, it is an additional cost on the declaration of the attacker.
  • If there are multiple combat phases during the turn, the attack cost must be paid each time if you want to attack with the creature.

065 – Resummon
(Common Enchantment (Green))

Resummon – {G}
Enchantment – Aura
Enchant creature
{U}: Regenerate enchanted creature.

066 – Scroll of Parchment
(Common Artifact)

Scroll of Parchment – {0}
Artifact
{T}, sacrifice Scroll of Parchment: Add one mana of any color.

ChaosHistory: Originally templated as a common, this powerful design would eventually be released in Tempest as Lotus Petal and become a staple in all eternal formats.

UNCOMMONS (121):

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067 – Promontory
(Uncommon Land)

Promontory
Chaotic Land – Island Mountain
Play Promontory only if you control no Promontory.

ChaosHistory: The first attempt at a “fixed” enemy-color dual land. Had it been designed after Legends, it may have been “legendary.”

  • This has the mana abilities associated with both its basic land types.
  • It’s not a basic land. Things that affect basic lands don’t affect it, but things that affect its basic land types do.
  • If you can find a way to do so, you could still put this onto the battlefield even if you already control one. You just can’t play it.

068 – Mesa
(Uncommon Land)

Mesa
Chaotic Land – Mountain Plains
Play Mesa only if you control no Mesa.

ChaosHistory: The first attempt at a “fixed” enemy-color dual land. Had it been designed after Legends, it may have been “legendary.”

  • This has the mana abilities associated with both its basic land types.
  • It’s not a basic land. Things that affect basic lands don’t affect it, but things that affect its basic land types do.
  • If you can find a way to do so, you could still put this onto the battlefield even if you already control one. You just can’t play it.

069 – Fen
(Uncommon Land)

Fen
Chaotic Land – Plains Swamp
Play Fen only if you control no Fen.

ChaosHistory: The first attempt at a “fixed” enemy-color dual land. Had it been designed after Legends, it may have been “legendary.”

  • This has the mana abilities associated with both its basic land types.
  • It’s not a basic land. Things that affect basic lands don’t affect it, but things that affect its basic land types do.
  • If you can find a way to do so, you could still put this onto the battlefield even if you already control one. You just can’t play it.

070 – Bog
(Uncommon Land)

Bog
Chaotic Land – Swamp Forest
Play Bog only if you control no Bog.

ChaosHistory: The first attempt at a “fixed” enemy-color dual land. Had it been designed after Legends, it may have been “legendary.”

  • This has the mana abilities associated with both its basic land types.
  • It’s not a basic land. Things that affect basic lands don’t affect it, but things that affect its basic land types do.
  • If you can find a way to do so, you could still put this onto the battlefield even if you already control one. You just can’t play it.

071 – Coral Reef
(Uncommon Land)

Coral Reef
Chaotic Land – Forest Island
Play Coral Reef only if you control no Coral Reef.

ChaosHistory: The first attempt at a “fixed” enemy-color dual land. Had it been designed after Legends, it may have been “legendary.”

  • This has the mana abilities associated with both its basic land types.
  • It’s not a basic land. Things that affect basic lands don’t affect it, but things that affect its basic land types do.
  • If you can find a way to do so, you could still put this onto the battlefield even if you already control one. You just can’t play it.

072 – Mage of the White Lodge
(Uncommon Creature (Blue))

Mage of the White Lodge – {3}{U}
Creature – Pegasus Cleric
{T}: Target white creature gets flying until end of turn.
1/3

  • The creature is checked for color when it is targeted, and again when this ability resolves.
  • The creature will still have flying even if its color changes later in the turn, after this ability resolves.

073 – Corrupt Sorcerer
(Uncommon Creature (Blue))

Corrupt Sorcerer – {1}{U}
Creature – Human Wizard
{B}, {T}: Corrupt Sorcerer deals 1 damage to any target.
0/2

074 – Tadpole // Giant Frog
(Uncommon Creature (Blue))

Tadpole – {U}
Creature – Frog Shapeshifter
Islandwalk
{T}: Transform Tadpole.
1/1

Giant Frog (Transformed from Tadpole)
Creature – Frog
{T}: Giant Frog deals 2 damage to target flying creature.
1/1

075 – Mental Agility
(Uncommon Enchantment (Blue))

Mental Agility – {1}{U}
Enchantment
As an additional cost to cast Mental Agility, pay {U} for each card named Mental Agility on the battlefield.
When Mental Agility enters the battlefield, draw a card.
At the beginning of each player’s draw step, that player draws an additional card.

076 – Refraction Beast
(Uncommon Creature (Blue))

Refraction Beast – {4}{U}
Creature – Vedalken Beast
{1}, {T}: Add one mana of any color.
3/3

077 – Sidewinder
(Uncommon Creature (Blue))

Sidewinder – {5}{U}
Creature – Snake
Plainshome
5/5

078 – Mist
(Uncommon Creature (Blue))

Mist – {2}{U}
Creature – Elemental Wall
Defender
Whenever Mist blocks or is blocked by a red creature, Mist gets +1/+1 until end of turn.
{U}: +1/+0 until end of turn.
{W}: +0/+1 until end of turn.
0/2

  • If somehow Mist blocks or becomes blocked by multiple red creatures, Mist will get +1/+1 until end of turn for each one.

079 – Psychic Ripple
(Uncommon Sorcery (Blue))

Psychic Ripple – {1}{U}
Sorcery
Psychic Ripple deals 2+X damage to target player, where X is equal to the number of enchantments that player controls.

  • X is determined based on how many enchantments the target player controls when this resolves.

080 – Copy Enchantment
(Uncommon Enchantment (Blue))

Copy Enchantment – {1}{U}{U}
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.

ChaosHistory: This exact design (with a slightly different casting cost) would be released a decade later, in Ravnica: City of Guilds.

  • If you choose an aura, you also choose a legal permanent for the Copy Enchantment copy of it to enchant. Copy Enchantment doesn’t target that permanent, however, so it can enter the battlefield attached to an untargetable creature.
  • If you choose an aura and there isn’t a legal permanent for it to enchant, you put Copy Enchantment into your graveyard. It never enters the battlefield.
  • If you don’t choose an enchantment, Copy Enchantment enters the battlefield without copying anything, and it sits there with a useless ability.

081 – Imprison
(Uncommon Enchantment (Blue))

Imprison – {U}
Enchantment
When Imprison enters the battlefield, exile target creature.
At the beginning of your upkeep, sacrifice Imprison unless any player pays {2}.
When Imprison leaves the battlefield, return the exiled card to the battlefield under its owner’s control.

ChaosHistory: This design was similar to Icy Prison, from Ice Age.

  • Each player (starting with the current player and going in turn order) gets the option to pay when the upkeep ability resolves.
  • If Imprison leaves the battlefield before its first ability has resolved, its third ability will trigger and do nothing. Then its first ability will resolve and exile the targeted creature forever.

082 – Daydream
(Uncommon Sorcery (Blue))

Daydream – {U}
Sorcery
Each player adds {W} for each tapped creature they control.

  • The amount of mana each player gets is determined based on how many of their creatures are tapped when this resolves.

083 – Psionic Surge
(Uncommon Sorcery (Blue))

Psionic Surge – {3}{U}
Sorcery
Psionic Surge deals 5 damage to any target and 3 damage to you.

084 – Spell Blast
(Uncommon Instant (Blue))

Spell Blast – {X}{U}
Instant
Counter target spell with converted mana cost X.

ChaosHistory: One of only three true reprints from the original Alpha set in Spectral Chaos, although Barry shifted it to uncommon instead of common.

  • Alternative costs, additional costs, cost increases, and cost reductions don’t affect a spell’s converted mana cost.
  • If the target spell has X in its mana cost, include the value chosen for that X when determining the value of the X in Spell Blast’s mana cost.

085 – Negate
(Uncommon Instant (Blue))

Negate – {U}
Instant
Change the text of target permanent or spell by replacing a single instance of “+” with “-” or vice versa. (For example, you can change “+1/+1” to “-1/+1,” or “X-3” to “X+3.” This cannot change counters already on a permanent. This effect lasts indefinitely.)

  • It only changes what is printed on the text of a card (or set on a token when it was created or set by a copy effect). It will not change any effects that are on the permanent. For example, if a creature is enchanted by Holy Strength, you can’t use Negate on the creature to modify the power or toughness pumping; however, you could do so by using Negate on the Holy Strength itself.
  • Alters one single instance of the chosen word or mana symbol in the text box of the given card. Words that simply refer back to that changed word or mana symbol are deemed to be part of a single “instance” to the extent necessary to make the change “work.”
  • Can target a card with no “+” or “-” on it, or even one with no text at all.
  • It only changes what is printed on the card (or set on a token when it was created or set by a copy effect). It will not change any effects that are on the permanent.
  • You choose which instance of “+” or “-” to change on resolution.
  • If the text change increases the number of targets needed for a spell (for example, you change “X-1 targets” to “X+1 targets”), it will (probably) cause the spell to be countered since insufficient targets were chosen as part of casting that spell. However, if you did the reverse and decreased the number of targets needed, it might not do anything (because sufficient targets were already chosen when the spell was cast). If this occurs, the controller of the spell whose targets were reduced would choose which target is “dropped out” of that spell.
  • If you change the text of a spell which is to become a permanent, the permanent will retain the text change.

086 – Mystic Spirit
(Uncommon Creature (Multicolor))

Mystic Spirit – {2}{W}{U}
Creature – Spirit
Mystic Spirit gets +1/+1 for each enchantment on the battlefield.
0/0

087 – Catoni Walrus
(Uncommon Creature (Multicolor))

Catoni Walrus – {W}{U}
Creature – Walrus
Islandwalk.
{W}: +0/+1 until end of turn.
2/1

ChaosHistory: The intentional misspelling of long-time playtester and designer Charlie Catino’s last name has been a running joke through his entire Magic career. This was an early example.

088 – Ice Maiden
(Uncommon Creature (Multicolor))

Ice Maiden – {1}{W}{U}
Snow Creature – Shaman
At the beginning of your upkeep, you may pay {W/U}. If you do, put a +0/+1 counter on Ice Maiden.
2/2

089 – Earthshake
(Uncommon Instant (Multicolor))

Earthshake – {W}{U}
Instant
Choose one –
– Counter target red spell.
– Destroy target red permanent.

ChaosHistory: Essentially, this was Alpha’s powerful Blue Elemental Blast with a white mana tax, to encourage multicolor decks.

090 – Psychic Leech
(Uncommon Creature (Multicolor))

Psychic Leech – {1}{W}{U}{U}
Creature – Leech
{T}: Counter target spell unless its controller pays {1}. If that player doesn’t, they tap all lands with mana abilities they control and lose all unspent mana.
2/2

  • Does not increase the mana cost of the spell. It just requires a separate expenditure in order for it to succeed.
  • When this ability resolves, the spell’s controller either pays X mana or lets their lands become tapped. The lands that become tapped are not “tapped for mana.” If they choose to pay, they may pay the X mana using whatever mana abilities they want to use (not just mana abilities from their lands).
  • Only lands that actually have mana abilities will get tapped. This includes basic lands and lands with mana abilities printed on them, as well as lands which have been granted a mana ability by some effect.

091 – Battle Swap
(Uncommon Instant (Multicolor))

Battle Swap – {U}{R}
Chaotic Instant
Cast this spell only during the declare blockers step.
Choose one –
– Remove target blocking creature from combat, or have it block a different attacking creature.
– Exchange two target attacking creatures. (Creatures that were blocking one now block the other attacking creature instead. This doesn’t change effects or abilities that were targeting an attacking creature.)

  • You declare modes and targets as part of casting Battle Swap. If you choose the first mode, you don’t decide whether to remove that creature from combat or have it block a different attacker until Battle Swap resolves.
  • If you choose the second mode targeting attacking Creature A and attacking Creature B, this is what Battle Swap will do upon resolution: (1) if the creatures were attacking different players or planeswalkers, Creature A is now attacking whatever Creature B was attacking, and vice versa, and (2) all creatures assigned to block Creature A now block Creature B instead, and vice versa. You can’t exchange only some blockers – they all get swapped. Effects targeting Creature A or Creature B, their landwalk or other abilities, damage already marked on them – none of these things are changed by Battle Swap.
  • Evasion abilities that modify how a creature may be blocked (such as flying, menace, unblockable or other “can’t be blocked” abilities) only modify how blockers are declared, and won’t stop an effect from later assigning a blocker to it. This means that you can use Battle Swap to make an attacker with menace blocked by only one creature, or to block a flying creature with a creature that couldn’t normally block a flyer, or to block an unblockable creature. You could also use Battle Swap to switch a red blocker to an attacking creature with protection from red; however, protection would still prevent combat damage to that attacker.
  • Does not undo any abilities which triggered due to the declaration of blockers. Any abilities already triggered by a creature being declared as a blocker will still resolve, regardless of whether it blocks a different creature (or, under the first mode, is removed from combat). Switching blockers won’t trigger any abilities which trigger on creatures becoming blockers, because those creatures were already blockers and the simple change of who they’re blocking does not trigger such abilities.
  • If Battle Swap results in a previously unblocked attacker becoming blocked, and an ability triggers when that attacking creature becomes blocked, that ability will trigger upon resolution of Battle Swap. Similarly, if a blocker is removed from combat under the first mode, anything that would trigger as a result of that creature being removed from combat will trigger once Battle Swap resolves.

092 – Avatvian Warlord
(Uncommon Creature (Red))

Avatvian Warlord – {3}{R}
Creature – Human Warrior
{T}: Target black creature gets first strike until end of turn.
1/3

  • The creature is checked for color when it is targeted, and again when this ability resolves.
  • The creature will still have first strike even if its color changes later in the turn, after this ability resolves.

093 – Horns of Jericho
(Uncommon Instant (Red))

Horns of Jericho – {3}{R}
Instant
Destroy all walls. They can’t be regenerated.

094 – Shield Bearer
(Uncommon Creature ((Red)

Shield Bearer – {2}{R}
Creature – Dwarf Soldier
When Shield Bearer enters the battlefield, and at the beginning of your upkeep, target creature gets +0/+4 until your next turn.
0/4

  • The ability is not optional. When it triggers, you must target a creature to get +0/+4 until your next turn. You can target Shield Bearer itself if possible.
  • If Shield Bearer leaves the battlefield after the ability resolves, the targeted creature will still get +0/+4 until your next turn. If Shield Bearer leaves the battlefield and then returns, its ability would trigger again when it enters the battlefield, even if a creature is still getting the lingering bonus from when it was on the battlefield before.

095 – Incessant Tomtoms
(Uncommon Enchantment (Red))

Incessant Tomtoms – {2}{R}
Enchantment
White creatures controlled by your opponents get -1/-1.
White spells cost your opponents {1}{W} more to cast.

096 – Prismatic Blast
(Uncommon Sorcery (Red))

Prismatic Blast – {X}{R}
Sorcery
Spend no more than two mana of each color, plus no more than two colorless mana, on X.
Prismatic Blast deals X damage to any target.

097 – Acid Dragon
(Uncommon Creature (Red))

Acid Dragon – {2}{R}{R}
Creature – Dragon
{U}: Flying until end of turn.
{B}: +1/+0 until end of turn. Activate this ability no more than three times each turn.
2/2

098 – Thorgar the HUGE
(Uncommon Creature (Red))

Thorgar the HUGE – {4}{R}{R}
Creature – Giant
Whenever Thorgar the HUGE blocks or is blocked by a wall, destroy that wall at end of combat.
{T}: Add one mana of any color.
4/4

ChaosHistory: This was the name of a character Alpha playtester Skaff Elias created during a D&D campaign.

099 – Master Swordsman
(Uncommon Creature (Red))

Master Swordsman – {4}{R}{R}
Creature – Human Knight
First strike
4/4

100 – Keldon Walker
(Uncommon Creature (Red))

Keldon Walker – {3}{R}
Creature – Elemental Beast
Keldon Walker can block creatures as though those creatures didn’t have landwalk.
Tap a basic land you control: Keldon Walker gains landwalk of the type tapped until end of turn.
2/3

  • If the basic land tapped by Keldon Walker‘s activated ability somehow has more than one land type, Keldon Walker gains all those landwalk types until end of turn.

101 – Mossy Rolling Stone
(Uncommon Creature (Red))

Mossy Rolling Stone – {4}{R}
Creature – Elemental
Whenever Mossy Rolling Stone blocks or is blocked by a wall, destroy that wall at end of combat.
{G}: Regenerate Mossy Rolling Stone.
2/5

102 – Unnatural Rock Formation
(Uncommon Creature (Red))

Unnatural Rock Formation – {3}{R}
Creature – Wall
Defender
{B}: Unnatural Rock Formation is 6/1 until end of turn.
1/6

103 – Mana Beetle
(Uncommon Creature (Red))

Mana Beetle – {1}{R}
Creature – Insect
Exile Mana Beetle from your graveyard: Add {B}{B}{R}.
2/2

104 – Shock Wave
(Uncommon Sorcery (Red))

Shock Wave – {X}{R}
Sorcery
Spend no more than one mana of each color, plus no more than one colorless mana, on X.
Shock Wave deals X damage to each creature and player.

105 – Grenade
(Uncommon Sorcery (Red))

Grenade – {R}{R}{R}
Sorcery
Choose three target creatures and/or players. Grenade deals 3 damage to the first target, 1 damage to the second target, and 1 damage to the third target.

  • Grenade must have three different targets. It could be three players, three creatures, or some combination of creatures and players.

106 – Orcish Flamethrower
(Uncommon Sorcery (Red))

Orcish Flamethrower – {X}{R}
Sorcery
Orcish Flamethrower deals X damage to each of two different target creatures and/or players, and X+2 damage to you.

  • Orcish Flamethrower must have two different targets. It could be two players, two creatures, or a creature and a player.
  • It’s probably a terrible idea, but one of the targets could be yourself. If you did that, you would take X damage and also take X+2 damage.

107 – Blight
(Uncommon Enchantment (Red))

Blight – {2}{R}
Enchantment – Aura
Enchant land
When enchanted land becomes tapped, destroy it. If that land’s controller controls any lands that share a basic land type with the land that was destroyed, attach Blight to one of those lands of that player’s choice.

  • If Blight is destroyed directly, or the land is destroyed by a spell or some other ability, then Blight goes to the graveyard like any aura would.
  • The controller of the destroyed land must attach Blight to another land they control that shares a basic land type if possible. If there are no valid choices, Blight is simply put into the graveyard.
  • Because the ability isn’t targeted, the controller of the destroyed land may attach it to a land that has shroud.

108 – Energy Boost
(Uncommon Instant (Red))

Energy Boost – {R}
Instant
The next time target red creature or red spell would deal damage this turn, instead it deals that much damage plus X, where X is the number of red creatures you control.

  • You check the color of the target when casting Energy Boost and again when it resolves. However, if you target a red creature or spell with Energy Boost and then, after Energy Boost resolves but before that creature or spell deals damage this turn, that creature or spell stops being red, Energy Boost‘s replacement effect will still happen.
  • X is determined based on how many red creatures you control at the time Energy Boost resolves, not how many red creatures you control when the damage from the targeted creature or spell would be dealt later this turn.

109 – SIFT
(Uncommon Sorcery (Multicolor))

Sift – {X}{B}{R}
Sorcery
X is the number of artifacts on the battlefield that share the highest converted mana cost as you cast this spell.
Destroy all artifacts that share the highest converted mana cost.

  • X is based on the number of artifacts in play that share the highest converted mana cost as you cast Sift. However, Sift will destroy whichever artifact(s) share the highest converted mana cost when it resolves, whether they are more, fewer or different from the artifacts that X was based on when Sift was cast. If by the time Sift resolves one or more artifacts share a higher converted mana cost than the artifact(s) in play when Sift was cast, then the new higher CMC artifact(s) will be destroyed instead. If the highest CMC artifact(s) in play when Sift was cast are no longer in play when it resolves, then the next-highest CMC artifact(s) will be destroyed instead.
  • Sift does not target. You may cast Sift with X=0 if there are no artifacts on the battlefield. Regardless of how many artifacts were in play when Sift was cast, if there are no artifacts in play by the time Sift resolves, it will have no effect.

110 – Chaos Curse
(Uncommon Instant (Multicolor))

Chaos Curse – {1}{B}{R}
Instant
Chaos Curse deals X damage to target player or creature, where X is the number of chaotic permanents that player or that creature’s controller controls.

  • X is determined based on how many chaotic permanents they control when Chaos Curse resolves.

111 – Cleric of Sameze
(Uncommon Creature (White))

Cleric of Sameze – {3}{W}
Creature – Human Cleric
{T}: Until end of turn, target green creature gets +0/+1 until end of turn and “{W}: +0/+1 until end of turn.”
1/3

  • The creature is checked for color when it is targeted, and again when this ability resolves.
  • The creature will still have the abilities granted by Cleric of Sameze‘s ability even if its color changes later in the turn.

112 – Blue Cloak
(Uncommon Enchantment (White))

Blue Cloak – {W}
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from blue.

113 – Red Cloak
(Uncommon Enchantment (White))

Red Cloak – {W}
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from red.

114 – White Cloak
(Uncommon Enchantment (White))

White Cloak – {W}
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from white. This effect doesn’t remove White Cloak.

115 – Black Cloak
(Uncommon Enchantment (White))

Black Cloak – {W}
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from black.

116 – Green Cloak
(Uncommon Enchantment (White))

Green Cloak – {W}
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from green.

117 – Jade Acolyte
(Uncommon Creature (White))

Jade Acolyte – {1}{W}{W}
Creature – Cleric Shaman
Protection from green
{G}, {T}: Target creature gets protection from green until end of turn.
2/2

118 – River Acolyte
(Uncommon Creature (White))

River Acolyte – {1}{W}{W}
Creature – Cleric Shaman
Protection from blue
{U}, {T}: Target creature gets protection from blue until end of turn.
2/2

119 – Pegasus Rider
(Uncommon Creature (White))

Pegasus Rider – {3}{W}{W}
Creature – Human Knight
Flying, first strike
3/2

120 – Northern Ranger
(Uncommon Creature (White))

Northern Ranger – {2}{W}{W}
Creature – Human Scout
{W}{W}, pay 1 life, {T}: Destroy target red permanent.
3/3

121 – Arizona Phoenix
(Uncommon Creature (White))

Arizona Phoenix – {4}{W}{W}
Creature – Phoenix Angel
As an additional cost to cast Arizona Phoenix, exile a creature card from your graveyard.
Flying
Arizona Phoenix has base power and toughness each equal to the base power of the exiled card. If the base power of the exiled card was not a printed number (for example, X or *), then Arizona Phoenix is a 3/3 creature.
X/X

122 – Swords to Plowshares
(Uncommon Instant (White))

Swords to Plowshares – {W}{W}
Instant
Exile target creature. Its controller gains life equal to its power.

ChaosHistory: Considering the ease of splashing white in most decks in a multicolor themed set, this powerful Alpha staple was playtested at a higher casting cost.

  • The amount of life gained is equal to the power of the targeted creature as it last existed on the battlefield.
  • If the creature’s power is negative, its controller doesn’t lose or gain life.

123 – Page’s Lace
(Uncommon Instant (White))

Page’s Lace – {W}
Instant
Target spell or permanent becomes the color of your choice. (It stops being any other colors. Its mana symbols remain unchanged. This effect lasts indefinitely.)

ChaosHistory: This type of effect would eventually find a home in blue, with cards like Mirage’s Prismatic Lace.

  • You choose the color when Page’s Lace resolves.
  • You can target any spell or permanent, regardless of its colors (or if it’s colorless). You could choose to change a monocolored spell or permanent to the same color.

124 – Bad Karma
(Uncommon Enchantment (White))

Bad Karma – {2}{W}
Enchantment
Whenever a swamp is untapped, Bad Karma deals 1 damage to that swamp’s controller. (This will trigger once for each swamp untapped.)

125 – Stream of Healing
(Uncommon Instant (White))

Stream of Healing – {X}{W}
Instant
X is equal to the number of creatures you control as you cast this spell.
All creatures get +0/+3 until end of turn.

126 – Health
(Uncommon Enchantment (White))

Health – {1}{W}
Enchantment
At the beginning of your upkeep, each player that controls any plains gains 1 life.

ChaosHistory: This efficient uncommon also appeared in Legends as the virtually unplayable Reserved List rare, Spiritual Sanctuary.

127 – Order
(Uncommon Enchantment (White))

Order – {3}{W}
Enchantment
Chaotic spells cost your opponents {3} more to cast.

128 – Halo
(Uncommon Enchantment (White))

Halo – {W}
Enchantment – Aura
Enchant creature
Enchanted creature gets +0/+1 and has vigilance.

129 – Marble Obelisk
(Uncommon Creature (Multicolor))

Marble Obelisk – {2}{G}{W}{W}
Creature – Wall
Defender
0/13

130 – Color Blindness
(Uncommon Enchantment (Multicolor))

Color Blindness – {W}{B}
Chaotic Enchantment
All players may spend blue, red and green mana as though it were any of those colors.

  • Mana is still blue, red or green, players can just spend it as though it were any of those colors. If a mana source could generate multiple colors of mana, players still need to indicate which color of mana they are generating. For example, a player tapping a Volcanic Island still needs to indicate whether they are tapping it for blue or red mana, even though it could be spent as either.
  • If Color Blindness leaves the battlefield, players can still spend blue, red and green mana already in their mana pool this way until their mana pool empties. Any blue, red or green mana added to mana pools after Color Blindness leaves the battlefield would have to be spent like normal.

131 – Imp of the Iron Hooves
(Uncommon Creature (Black))

Imp of the Iron Hooves – {3}{B}
Creature – Imp
{T}: Target blue creature has trample until end of turn.
1/3

  • The creature is checked for color when it is targeted, and again when this ability resolves.
  • The creature will still have trample even if its color changes later in the turn.

132 – Graveyard Vulture
(Uncommon Creature (Black))

Graveyard Vulture – {2}{B}{B}
Creature – Bird
Flying
{T}, exile a creature card from your graveyard: Put a +1/+1 counter on Graveyard Vulture.
2/2

133 – Giant Bat
(Uncommon Creature (Black))

Giant Bat – {3}{B}
Creature – Bat
Flying
3/3

134 – Floating Skull
(Uncommon Creature (Black))

Floating Skull – {2}{B}
Creature – Skeleton Spirit
Whenever Floating Skull is dealt damage, you may add {U} for each point of damage dealt to it.
1/4

  • If Floating Skull is dealt 2 or more damage, you may add an amount of blue mana equal to some or all of that damage.
  • If damage to Floating Skull is prevented, you don’t get to add mana.

135 – Rous Eel
(Uncommon Creature (Black))

Rous Eel – {1}{B}{B}
Creature – Eel
Swampwalk
{R}, {T}: Put a +1/-1 counter on Rous Eel.
1/4

136 – Wall of Death
(Uncommon Creature (Black))

Wall of Death – {2}{B}{B}
Creature – Wall
Defender
{0}: The next time Wall of Death would be dealt damage this turn, instead Wall of Death is dealt that much damage reduced by 1 and Wall of Death deals 1 damage to any other target. (You can only activate this ability once for each time damage is dealt.)
0/3

  • Once you activate the ability, you have to wait until its replacement effect happens (or wears off during the cleanup step) before activating it again.
  • When you activate the ability, you must choose a target to be potentially redirected damage, but you don’t choose a source of damage. Wall of Death can’t target itself. Once you activate Wall of Death‘s ability, whatever damage next gets dealt to Wall of Death will be reduced by 1. Wall of Death will then deal 1 damage to the target, regadless of the source of damage dealt to Wall of Death.
  • The damage is dealt by Wall of Death simultaneously with the reduced damage dealt to Wall of Death.
  • If the target is no longer a valid target by the time Wall of Death is next dealt damage (for example, if it is no longer on the battlefield), the damage to Wall of Death will still be reduced by 1, but Wall of Death won’t deal 1 damage to anything.
  • If damage to Wall of Death is prevented or otherwise replaced, it never gets dealt to Wall of Death so Wall of Death‘s ability won’t replace anything. The replacement effect would remain until Wall of Death was actually damaged this turn.

137 – Waterfall
(Uncommon Enchantment (Black))

Waterfall – {B}
Enchantment – Aura
Enchant land
Enchanted land has “{T}: Add {U}{U}” and loses all other mana abilities.

  • This supersedes any other mana abilities of the land, including mana abilities granted by virtue of its land type. If the land has a basic land type, it still has that type, but it won’t have the mana ability associated with that type.
  • Non-mana abilities of the land aren’t affected.

138 – Deadly Inflation
(Uncommon Enchantment (Black))

Deadly Inflation – {2}{B}{B}
Enchantment
Spells cost your opponents an additional {G}{G} to cast for each green mana symbol in their casting cost.

  • A hybrid symbol that is both green and another type is a green mana symbol, regardless of what cost is paid for it.
  • This is an additional cost; it doesn’t actually add mana symbols to the casting cost.

139 – Enrage
(Uncommon Enchantment (Black))

Enrage – {B}
Enchantment – Aura
Enchant creature
{U}: Enchanted creature gets +1/-1 until end of turn.

140 – Nightfall
(Uncommon Instant (Black))

Nightfall – {B}{B}
Instant
All black creatures get +2/+2 until end of turn.

141 – Water Lilies
(Uncommon Creature (Multicolor))

Water Lilies – {U}{B}
Creature – Plant
{3}, {T}: Create a token that’s a copy of Water Lilies.
0/3

  • The token will be an exact copy, including this activated ability.

142 – Poltergeist
(Uncommon Creature (Multicolor))

Poltergeist – {2}{U}{B}
Creature – Spirit
{U}{B}, {T}: Target artifact you control becomes a X+1/X+1 flying artifact creature until end of turn, where X is its converted mana cost. It retains its abilities. At the beginning of the end step, destroy that artifact. It can’t be regenerated.
2/2

  • You may target an artifact creature. If you do, it gains flying and its base power and toughness are as described in Poltergeist‘s ability. Abilities that set its base power and toughness (like Beast of Burden) wouldn’t apply, but abilities that affect its power or toughness (like Otarian Juggernaut) would continue to apply.
  • An equipment that becomes a creature can’t be attached to a creature. It’s other (non-equip) abilities would continue to apply.

143 – Gybe’s Psychic Crush
(Uncommon Instant (Multicolor))

Gybe’s Psychic Crush – {U}{B}{B}
Instant
Destroy target creature.

ChaosHistory: Chris Gybe was a friend of Barry’s who helped playtest Spectral Chaos.

144 – Pettey’s Hex
(Uncommon Enchantment (Multicolor))

Pettey’s Hex – {1}{U}{B}
Enchantment – Aura
Whenever enchanted permanent becomes untapped, Pettey’s Hex deals 2 damage to that permanent’s controller.

ChaosHistory: Dave Pettey was one of the original Alpha playtesters. He helped design Ice Age and Alliances.

145 – Spitting Cobra
(Uncommon Creature (Multicolor))

Spitting Cobra – {B}{G}
Chaotic Creature – Snake
At end of combat, put a paralyzation counter on each creature blocking or blocked by Spitting Cobra. A creature with a paralyzation counter doesn’t untap during its controller’s untap step and has “{4}: Untap this creature. Activate this ability only during your upkeep and only once per turn.”
1/2

ChaosHistory: A similar design would be used for Dread Wight, released in Ice Age.

  • A creature will gain a paralyzation counter each combat it survives the Spitting Cobra; however, multiple paralyzation counters are redundant. That creature will have one instance of the ability, and can be untapped during its controller’s upkeep for 4 mana only once, regardless of how many paralyzation counters are on it.
  • A creature will continue to be paralyzed (and continue to have the “pay to untap during upkeep” ability) for as long as any paralyzation counter remains on it, even if Spitting Cobra is no longer on the battlefield.

146 – Voodoo Doll
(Uncommon Creature (Multicolor))

Voodoo Doll – {1}{B}{G}
Chaotic Creature – Wall
Defender
As Voodoo Doll enters the battlefield, choose a target creature or player. Whenever damage is dealt to Voodoo Doll, it deals that much damage to that target.
0/2

  • Voodoo Doll‘s enter the battlefield ability targets a creature or player. The second (triggered) part of the ability refers back to whatever that target was, but that part doesn’t itself target. If that creature or player gains shroud later, Voodoo Doll will still deal damage to it.
  • If Voodoo Doll‘s enter the battlefield ability is countered, the rest of the ability will never trigger.

147 – Punishment
(Uncommon Enchantment (Multicolor))

Punishment – {2}{B}{G}
Chaotic Enchantment
At the beginning of each player’s upkeep, that player loses 4 life and gains X life where X is the number of colors of permanents that player controls. (The loss and gain of life occurs simultaneously when this ability resolves. For example, if the player controls permanents of one color, they lose net 3 life, whereas if they control permanents of five colors, they gain net 1 life.)

  • When considering prevention or replacement effects on a player gaining or losing life (such as Sulfuric Vortex, Tainted Remedy or Boon Reflection) only the net life gain or loss is considered. For example, if a player controlled Sulfuric Vortex and permanents of 5 colors, the correct interpretation is that there is a net gain of 1 life prevented by Sulfuric Vortex (so their life total won’t change). It would not be correct to interpret this as the player losing 4 life and then separately gaining 5 life (prevented by Sulfuric Vortex) for a net loss of 4 life.

148 – Lightning Rod
(Uncommon Creature (Multicolor))

Lightning Rod – {2}{B}{B}{G}
Chaotic Creature – Gargoyle Elemental
{0}: The next time target source would deal non-combat damage this turn, that damage is dealt to Lightning Rod instead. Any player may activate this ability, but only if that player hasn’t already targeted the same source with respect to the same damage this turn.
0/7

  • This is a damage redirection effect. The effect does not change the source of the damage.
  • Each time a player activates this ability, they target a source of potential damage. A source doesn’t need to be capable of dealing non-combat damage (or capable of dealing damage at all) to be a legal target. The source may be a creature, or any other game object that can be targeted.
  • Once this ability resolves, it can’t be “undone” by activating it again targeting a different source. Lightning Rod will just end up getting redirected damage from both of those sources.
  • Can be used even when there is no damage to prevent. It prevents the next non-combat damage (if any) from the source this turn. If the chosen source deals combat damage (instead of non-combat damage), that’s irrelevant to Lightning Rod – the replacement effect will remain in place, and the next non-combat damage that source deals will still get redirected to Lightning Rod.
  • Who controls Lightning Rod is irrelevant to the ability. If, after activating this ability but before any damage is dealt by that source, control of Lightning Rod changes, the next non-combat damage from that source will still be redirected to Lightning Rod.
  • The limitation described in the last part of the ability prevents players from stalling the game indefinitely in a situation where there are multiple Lightning Rods on the battlefield.
  • The phrase “with respect to the same damage” just refers to the next non-combat damage that source would deal this turn. Once that source deals non-combat damage this turn, then any player could activate Lightning Rod again targeting the same source again.
  • If, after activating this ability, non-combat damage from that source gets prevented or redirected by some other effect or ability, this will replace Lightning Rod‘s effect and essentially means it will “wear off.” This can require some strategy. For example, say a Lightning Rod is in play, your opponent controls a Circle of Protection: Red and you activate the ability of your Goblin Bomb, targeting your opponent. If you activate Lightning Rod‘s ability first, the opponent could activate CoP:Red, and you wouldn’t be able to activate Lightning Rod again targeting the Goblin Bomb. If you wait until they activate CoP:Red, then you activate the Lightning Rod, they would have to activate CoP:Red again to prevent the damage instead of letting it be redirected.
  • If a player activates Lightning Rod, a different player could activate it again targeting the same source, but in most cases that would be unnecessary and redundant.

149 – Hestian Quickling
(Uncommon Creature (Green))

Hestian Quickling – {3}{G}
Creature – Faerie
{T}: Regenerate target red creature with power 3 or less.
1/3

  • The creature is checked for color and power level when it is targeted, and again when this ability resolves.
  • The regeneration shield will stay on the creature even if its color or power changes later in the turn.

150 – Worshipper of the Holy Flame
(Uncommon Creature (Green))

Worshipper of the Holy Flame – {2}{G}{G}
Creature – Human Cleric
{T}: Until end of turn, you may spend white mana as though it were red mana, and red mana as though it were white mana.
2/2

  • You’ll be able to spend mana this way until end of turn, even if Worshipper of the Holy Flame leaves the battlefield.

151 – EL TIMTOR’S CHARM
(Uncommon Enchantment (Green))

El Timtor’s Charm – {3}{G}
Enchantment – Aura
Enchant creature
Until end of turn, enchanted creature gets:
{U}: -1/-0
{R}: +1/+0
{W}: +0/+1
{B}: -0/-1

152 – Lemming
(Uncommon Creature (Green))

Lemming – {1}{G}
Creature – Lemming
If you declare attackers, Lemming attacks if able. (Lemming can attack different opponents than your other attacking creatures are attacking.)
If you declare blockers, Lemming blocks if able. (Lemming can block different attacking creatures than your other creatures are blocking.)
2/4

  • If Lemming is removed from combat or for any other reason it stops attacking or blocking after it was declared as an attacker or blocker, your other creatures will still attack and block as normal.

153 – Malec-Hi Shortbowman
(Uncommon Creature (Green))

Malec-Hi Shortbowman – {2}{G}{G}
Creature – Human Knight
{T}: Malec-Hi Shortbowman deals 1 damage to any target.
0/3

ChaosHistory: Malec-Hi is an anagram of the name of Barry’s brother Michael.

154 – Mati the Lizard Queen
(Uncommon Creature (Green))

Mati the Lizard Queen – {4}{G}{G}
Legendary Creature – Lizard Lord
{R}: +1/+0 until end of turn.
4/5

ChaosHistory: This was the very first card Barry designed for Spectral Chaos. He thought: “What if I put red’s firebreathing on a big green lizard?” Mati was Barry’s mother’s nickname.

155 – Old Man Willow
(Uncommon Creature (Green))

Old Man Willow – {2}{G}
Creature – Plant Wall
Defender
At the beginning of your upkeep, you may pay {G}. If you do, put a +1/+1 counter on Old Man Willow.
1/1.

156 – Elvish Aura
(Uncommon Enchantment (Green))

Elvish Aura – {G}{G}{G}
Enchantment
All non-black creatures you control have protection from black.

157 – Forbidden Lore
(Uncommon Enchantment (Green))

Forbidden Lore – {1}{G}
Enchantment – Aura
Enchant land
Enchanted land has “{T}: Target creature gets +1/+0 or +0/+1 until end of turn.”
If enchanted land is a plains, instead it has “{T}: Target creature gets +1/+0 or +0/+2 until end of turn.”

158 – Drought
(Uncommon Enchantment (Green))

Drought – {X}{G}
Enchantment
When Drought enters the battlefield, tap X target islands. Those Islands don’t untap during their controller’s untap steps.

ChaosHistory: This design would be modified and released in Tempest as Choke.

  • You pay for X when you cast the spell, but you don’t target islands yet. You can pay more for X than there are islands on the battlefield at the time Drought is cast.
  • You target X islands as part of Drought‘s enter the battlefield trigger being put onto the stack. You can target islands that are already tapped. You can target any card with the land type island; it doesn’t have to be a basic Island. You have to target X different islands if there are enough valid targets. If there aren’t X islands to target, target as many as possible, regardless of who controls those islands. If any of those islands are no longer on the battlefield when Drought‘s enter the battlefield ability resolves, Drought will still tap and affect the remaining targeted islands.

159 – Hanging Vines
(Uncommon Enchantment (Green))

Hanging Vines – {3}{G}
Enchantment
Flying creatures get -2/-0.

160 – Spider Monkey
(Uncommon Creature (Green))

Spider Monkey – {1}{G}{G}
Creature – Ape
Forestwalk
2/2

161 – Frumious Bandersnatch
(Uncommon Creature (Green))

Frumious Bandersnatch – {1}{G}
Creature – Ouphe
When Frumious Bandersnatch dies, if it was dealt combat damage this turn, it deals 5 damage to each creature it blocked or that blocked it this turn.
1/1

“Beware the Jubjub bird, and shun the frumious Bandersnatch!” – Lewis Carroll, Jabberwocky

  • It doesn’t matter whether Frumious Bandersnatch died due to combat damage or for some other reason. Its ability will still trigger if it was dealt combat damage at some point this turn.
  • Effects such as Tracker or Prey Upon do not count as combat damage.
  • The ability doesn’t target. Creatures with shroud or hexproof will still take damage from the ability.

162 – Treeline Wanderer
(Uncommon Creature (Multicolor))

Treeline Wanderer – {3}{R}{G}
Creature – Giant
{T}: Until end of turn, you may spend white mana as though it were red mana, and red mana as though it were white mana.
3/3

  • You’ll be able to spend mana this way until end of turn, even if Treeline Wanderer leaves the battlefield.

163 – Brown Fungus
(Uncommon Creature (Multicolor))

Brown Fungus – {R}{G}
Creature – Fungus Wall
Defender
{R/G}: Regenerate Brown Fungus.
2/1

164 – Rampage
(Uncommon Instant (Multicolor))

Rampage – {R}{G}
Instant
Attacking creatures get +1/+0 and trample until end of turn.

165 – Waterlog
(Uncommon Instant (Multicolor))

Waterlog – {R}{G}
Instant
Choose one –
– Counter target blue spell.
– Destroy target blue permanent.

ChaosHistory: Essentially, this was Alpha’s powerful Red Elemental Blast with a green mana tax, to encourage multicolor decks.

166 – Shift
(Uncommon Enchantment (Multicolor))

Shift – {G}{U}
Chaotic Enchantment
Switch each creature’s power and toughness. (If a second Shift is in play, the effects cancel each other.)

  • Basically, if there are an odd number of Shifts on the battlefield, it will work, and if there are an even number of Shifts on the battlefield, the effects will all cancel each other.

167 – Crystal Sceptre
(Uncommon Artifact)

Crystal Sceptre – {3}
Artifact
Whenever a blue spell resolves, you gain 1 life.

ChaosHistory: This alternate take on Alpha’s Crystal Rod would eventually become Darksteel’s lucky charm, Kraken’s Eye.

  • You’ll gain 1 life after the blue spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when “a blue spell is successfully cast.”
  • As long as this was on the battlefield when the red spell started resolving, Crystal Sceptre‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Crystal Sceptre).

168 – Iron Rose
(Uncommon Artifact)

Iron Rose – {3}
Artifact
Whenever a red spell resolves, you gain 1 life.

ChaosHistory: This alternate take on Alpha’s Iron Star would eventually become Darksteel’s lucky charm, Dragon’s Claw.

  • You’ll gain 1 life after the red spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when “a red spell is successfully cast.”
  • As long as this was on the battlefield when the red spell started resolving, Iron Rose‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Iron Rose).

169 – Ivory Chalice
(Uncommon Artifact)

Ivory Chalice – {3}
Artifact
Whenever a white spell resolves, you gain 1 life.

ChaosHistory: This alternate take on Alpha’s Ivory Cup would eventually become Darksteel’s lucky charm, Angel’s Feather.

  • You’ll gain 1 life after the white spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when “a white spell is successfully cast.”
  • As long as this was on the battlefield when the white spell started resolving, Ivory Chalice‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Ivory Chalice).

170 – Crown of Bone
(Uncommon Artifact)

Crown of Bone – {3}
Artifact
Whenever a black spell resolves, you gain 1 life.

ChaosHistory: This alternate take on Alpha’s Throne of Bone would eventually become Darksteel’s lucky charm, Demon’s Horn.

  • You’ll gain 1 life after the black spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when “a black spell is successfully cast.”
  • As long as this was on the battlefield when the black spell started resolving, Crown of Bone‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Crown of Bone).

171 – Ivy Sphere
(Uncommon Artifact)

Ivy Sphere – {3}
Artifact
Whenever a green spell resolves, you gain 1 life.

ChaosHistory: This alternate take on Alpha’s Wooden Sphere would eventually become Darksteel’s lucky charm, Wurm’s Tooth.

  • You’ll gain 1 life after the green spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when “a green spell is successfully cast.”
  • As long as this was on the battlefield when the green spell started resolving, Ivy Sphere‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Ivy Sphere).

172 – Soul Gate
(Uncommon Artifact)

Soul Gate – {3}
Artifact
Whenever a creature dies, you gain 1 life.

ChaosHistory: This alternate version of Alpha’s Soul Net was never printed as an artifact, but it would become the white enchantment Moonlit Wake in Mercadian Masques.

  • A creature that’s been regenerated or exiled hasn’t died, so you won’t gain life.

173 – Helm of Disorder
(Uncommon Artifact)

Helm of Disorder – {1}
Artifact
Whenever a chaotic spell resolves, you gain 1 life.

  • You’ll gain 1 life after the chaotic spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when “a chaotic spell is successfully cast.”
  • As long as Helm of Disorder was on the battlefield when that chaotic spell started resolving, Helm of Disorder‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Helm of Disorder).

174 – Rainbow Orb
(Uncommon Artifact)

Rainbow Orb – {4}
Artifact
Whenever a multicolor spell resolves, you gain 1 life.

  • You’ll gain 1 life after the multicolor spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when “a multicolor spell is successfully cast.”
  • As long as Rainbow Orb was on the battlefield when that multicolor spell started resolving, Rainbow Orb‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Rainbow Orb).

175 – Helm of Order
(Uncommon Artifact)

Helm of Order – {2}
Artifact
Whenever a chaotic spell controlled by an opponent resolves, Helm of Order deals 2 damage to that player.

  • The player will be dealt damage after the chaotic spell finishes resolving, but (if it’s a permanent) before it enters the battlefield. Basically, this trigger will go onto the stack after all “cast” triggers have resolved, but before any “enters the battlefield” triggers are placed on the stack. This is weird, but it’s the closest way to approximate the original wording of the playtest card, which was based on when a player “successfully casts a chaotic spell.”
  • As long as Helm of Order was on the battlefield when that chaotic spell started resolving, Helm of Order‘s ability will still trigger when that spell finishes resolving even if it’s no longer on the battlefield (for example, if that spell destroyed Helm of Order).

176 – Shylock’s Mazer
(Uncommon Artifact)

Shylock’s Mazer – {2}
Artifact
{T}: Add three mana of any one color. Put 3 charge counters on Shylock’s Mazer.
At the beginning of your upkeep, if there are any charge counters on Shylock’s Mazer, add another charge counter.
{1}: Remove a charge counter from Shylock’s Mazer. Activate this ability only during your upkeep.
At the beginning of your draw step, you lose life equal to the number of charge counters on Shylock’s Mazer.

  • Shylock’s Mazer‘s triggered ability will trigger and add a charge counter if there were any charge counters on it when your upkeep step began, even if there aren’t any charge counters on it anymore by the time this ability resolves.

177 – Lifegiver
(Uncommon Artifact Creature)

Lifegiver – {3}
Artifact Creature – Construct
Whenever Lifegiver dies or is regenerated, you gain 2 life. (It must actually be regenerated; merely placing a regeneration shield on it doesn’t result in life gain.)
1/1

178 – Faded Mox
(Uncommon Artifact)

Faded Mox – {0}
Artifact
{T}: Add {1}.

ChaosHistory: A promotional prize card with this same design called Mox Crystal was given to winners of some “5-color” tournaments (an unofficial Magic format with devout followers in the early 2000s). 5-color became “Prismatic” on MTGO.

179 – Ethereal Shifter
(Uncommon Artifact Creature)

Ethereal Shifter – {1}
Artifact Creature – Construct
Shroud
Prevent all non-combat damage that would be dealt to Ethereal Shifter.
1/2

180 – Mana Magnet
(Uncommon Artifact)

Mana Magnet – {1}
Artifact
You don’t lose life from mana burn.
{1}: Put a magnet counter on Mana Magnet. Activate this ability only on your turn, and only once per turn.
{T}, sacrifice Mana Magnet: Add an amount of colorless mana equal to the number of magnet counters on Mana Magnet.

  • Mana will still empty at the end of each step and phase, you just don’t lose life because of it.

181 – Paxin’s Gauntlets
(Uncommon Artifact)

Paxin’s Gauntlets – {3}
Artifact – Equipment
When Paxin’s Gauntlets enters the battlefield, you may attach it to any non-wall creature you control. At the beginning of your upkeep, you may attach it to a different non-wall creature you control.
Equipped creature has “{T}: Target other creature you control gains flying and +2/+0 until end of turn. Destroy that creature at end of turn.”

  • This equipment has no “equip” ability, because Barry Reich conceived of this over 10 years before equipment was first printed by Wizards of the Coast.

182 – Jaccartel
(Uncommon Artifact Creature)

Jaccartel – {4}
Artifact Creature – Golem
Flying
Choose an opponent as Jaccartel enters the battlefield. Jaccartel gets -1/-1 for each type of basic land that opponent controls.
When that opponent loses the game, sacrifice Jaccartel.
6/6

  • Jaccartel counts basic land types, but it only looks at basic lands when doing that count. So it won’t see non-basic lands at all, but if a basic land somehow acquires a second basic land type, Jaccartel would see and count that.

183 – Celestial Prism
(Uncommon Artifact)

Celestial Prism – {3}
Artifact
{2}, {T}: Add 1 mana of any color.

ChaosHistory: One of only three true reprints from the original Alpha set in Spectral Chaos, this was a logical inclusion in a multicolor set.

184 – Scroll of Papyrus
(Uncommon Artifact)

Scroll of Papyrus – {2}
Artifact
{T}, sacrifice Scroll of Papyrus: Add 3 mana of any combination of colors.

185 – Sequential
(Uncommon Artifact Creature)

Sequential – {4}
Chaotic Artifact Creature – Construct
{U}: Sequential is a flying 2/3 creature.
{R}: Sequential is a non-flying 3/4 creature.
{W}: Sequential is a non-flying 0/6 creature.
{B}: Sequential is a non-flying 4/0 creature.
0/6

  • Each ability resets Sequential‘s base power and toughness. Auras or other effects that change its power or toughness will now change the new base power or toughness.
  • The abilities do not end at end of turn. Sequential will have the new base power and toughness until you activate one of its abilities again or some other effect changes its base power or toughness.
  • When you activate any ability other than the first ability, Sequential will lose flying if it had that ability. Something else could still give it flying later on.
  • Sequential‘s last activated ability will set the base toughness to zero. If you activate this ability, it will need its toughness pumped by an aura or some other effect, otherwise it will just immediately die.

186 – Gymnasium
(Uncommon Artifact)

Gymnasium – {4}
Artifact
{T}, tap target untapped creature you control: Put a +1/+1 counter on that creature.

187 – Copy Chaos
(Uncommon Enchantment (Multicolor))

Copy Chaos – {1}{U}{R}{G}
Chaotic Enchantment
You may have Copy Chaos enter the battlefield as a copy of any chaotic permanent on the battlefield, except it’s an enchantment in addition to its other types.

  • Copy Chaos doesn’t target the chosen permanent.
  • If you choose to copy an aura, you also choose a legal permanent for the Copy Chaos copy of it to enchant. Copy Chaos doesn’t target that permanent, however, so it can enter the battlefield attached to a creature with shroud or hexproof.
  • If you choose an aura and there isn’t a legal permanent for it to enchant, you put Copy Chaos into your graveyard. It never enters the battlefield.
  • If you don’t choose anything for Copy Chaos to copy, it enters the battlefield without copying anything, and it sits there with a useless ability.
  • Copies all copiable values, including mana cost and color.
  • Copy Chaos copies exactly what was printed on the original permanent and nothing more (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
  • If the chosen permanent is copying something else (for example, if the chosen permanent is another Copy Chaos), then your Copy Chaos enters the battlefield as whatever the chosen permanent copied.
  • If the chosen permanent is a token, Copy Chaos copies the original characteristics of that token as stated by the effect that put it onto the battlefield. Copy Chaos is not a token.
  • Any enters-the-battlefield abilities of the copied permanent will trigger when Copy Chaos enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the chosen permanent will also work.
  • If the chosen permanent has {X} in its mana cost, X is considered to be zero.
  • If Copy Chaos somehow enters the battlefield at the same time as another permanent, Copy Chaos can’t become a copy of that permanent. You may choose only a permanent that’s already on the battlefield.

RARES (121):

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188 – Unstable Terrain
(Rare Land)

Unstable Terrain
Chaotic Land
At the beginning of your upkeep, put a seismic counter on Unstable Terrain. When there are five or more seismic counters on Unstable Terrain, remove them all.
If Unstable Terrain has: -> Unstable Terrain is:
– 0 seismic counters -> an island
– 1 seismic counter -> a mountain
– 2 seismic counters -> a plains
– 3 seismic counters -> a swamp
– 4 seismic counters -> a forest

  • While Unstable Terrain has 5 or more seismic counters on it (for example, for the brief period of time after you put the 5th seismic counter on it, while the removal of counters trigger is still on the stack), Unstable Terrain won’t have a basic land tyype at all.

189 – Mage of the Hidden Way
(Rare Creature (Blue))

Mage of the Hidden Way – {3}{U}
Creature – Human Wizard
{T}: Target black creature with power no greater than 3 gains forestwalk until end of turn.
1/3

  • The creature is checked for color and power level when it is targeted, and again when this ability resolves.
  • The creature will still have forestwalk even if its color or power changes later in the turn.

190 – Dolphin King
(Rare Creature (Blue))

Dolphin King – {U}{U}
Creature – Dolphin Lord
{T}: Add {1}.
Whenever another dolphin you control is tapped for mana, it provides an additional {1}.
2/2

191 – Sultanic Ardor
(Rare Enchantment (Blue))

Sultanic Ardor – {U}
Enchantment
Whenever a creature with power and toughness each 1 or less enters the battlefield, that creature’s controller draws a card if that player hasn’t already drawn a card this way this turn.

  • Normally this will trigger for 0/1 or 1/1 creatures. However, a 1/0, 0/0 or creature with negative power and toughness would also cause it to trigger.
  • The creature entering the battlefield is what triggers the ability. If for some reason that creature is immediately sacrificed or placed in the graveyard (for example, if its toughness to 0 or less), it still entered the battlefield so Sultanic Ardor will still trigger.
  • Sultanic Ardor cares about the power and toughness of the creature when it first enters the battlefield (i.e., its base power and toughness, as modified by any continuous effects). It doesn’t matter if an “enter the battlefield” or other triggered ability will soon modify that power or toughness.
  • Sultanic Ardor‘s ability will only trigger for a player once per turn, the first time a creature enters the battlefield that satisfies the criteria. It doesn’t matter if other creatures come into play, or that first creature is bounced and then re-enters play.
  • If something prevents the card draw entirely (like Leovold, Emissary of Trest), then Sultanic Ardor would trigger again the next time this turn a creature that satisfies the criteria enters the battlefield under that player’s control. However, if something replaces the card draw with something else (like Uba Mask), that player is still considered to have “drawn a card this way this turn” and Sultanic Ardor‘s ability won’t trigger again for that player this turn.

192 – Dark Djinn
(Rare Creature (Blue))

Dark Djinn – {4}{U}{U}
Creature – Djinn
{B}: Dark Djinn gains flying until end of turn.
5/4

193 – Dark Viper
(Rare Creature (Blue))

Dark Viper – {5}{U}{U}
Creature – Snake
Swamphome
6/7

194 – Updraft
(Rare Enchantment (Blue))

Updraft – {U}
Enchantment
All creatures have flying.

  • This gives flying to all creatures on the battlefield when it enters the battlefield, and to each creature as that creature enters the battlefield. It does not prevent the flying ability being taken away from a creature after Updraft is already on the battlefield.

195 – Sayers’ Influence
(Rare Sorcery (Blue))

Sayers’ Influence – {U}{U}
Sorcery
Look at the top five cards of target player’s library. Put one card on top of their library and the rest in their graveyard.

ChaosHistory: Craig Sayers was a classmate and close friend of Barry’s.

196 – Great Flood
(Rare Sorcery (Blue))

Great Flood – {2}{U}{U}{U}
Sorcery
Destroy all creatures that don’t have islandwalk, islandhome or flying.
Until end of turn, whenever a land is tapped for mana, it produces {U} instead of any other type.

  • This only changes the color of mana that lands produce. It doesn’t change the quantity of or restrictions on mana generated from those lands.

197 – Pipe
(Rare Instant (Blue))

Pipe – {1}{U}{U}
Instant
Change exactly one target of target spell with one or more targets. (The changed target must be legal. If that spell has multiple targets, the other targets aren’t changed.)

198 – Numerical Hack
(Rare Instant (Blue))

Numerical Hack – {U}
Instant
Change the text of target permanent or spell by increasing all instances of one numeral or number word by 1. (For example, you can change “pay 3 life” to “pay 4 life,” or “draw one card” to “draw two cards.” You can’t increase words like “a” or “the” to “two”. You can’t increase values of {X}, numbers in generic mana symbols, or the number of targets required for a spell or ability already on the stack. This effect lasts indefinitely.)

  • Always refer to the current oracle wording in determining how to apply Numerical Hack‘s effect. The distinction between text like “one counter” and “one permanent” being increased to two, whereas text like “a counter” and “a permanent” is not increased, does seem somewhat arbitrary, understood. But the implications of replacing words like “a” and “the” with “two” are just too far-reaching and too complicated to allow that interpretation.
  • If you change the text of a spell which is to become a permanent, the permanent will retain the text change.
  • Can target a card with no numerals or number words, or even one with no words at all.
  • You can only change numbers printed on the card. It will not change any effects that are on the permanent.
  • You choose the number to increase on resolution.
  • Alters all occurences of the chosen number in the text box of the given card. For example, if you choose “one,” then all instances in the text of that card of “1” will become “2,” all instances of “one” will become “two,” “once” will become “twice” etc. Will only change the chosen number, not any larger number that may contain the chosen number (for example, if the chosen number is “one,” then “1” will become “2,” but “11” won’t become “12” or “22”).
  • The term “number words” for this purpose only refers to cardinals (one, two, six, etc.) and the adverbials (once, twice, six times, etc.). Numerical Hack can’t increase other variants such as ordinals (first, second, sixth, etc.) or multipliers (single, double, sextuple, etc.).
  • Power and toughness aren’t considered part of the “text” of a creature card, so you can’t increase the printed base power and toughness. However, a card that uses numerals or number words in its text to set a creature’s power or toughness (like Humility or Simplicity) could be increased, thus increasing the resulting power and toughness of the affected creatures.
  • Although this can’t change the converted mana cost of anything, it can be used to increase references to converted mana costs in the text of a card (such as Aluren).
  • You can’t change proper nouns (i.e. card names) such as “Two-Headed Giant of Foriys.”

199 – Color Hack
(Rare Instant (Blue))

Color Hack – {U}
Instant
Change the text of target permanent or spell by replacing a single instance of one basic land type, color word, or mana symbol with another. (You can’t change the color of the target, or mana symbols in the casting cost. This effect lasts indefinitely.)

  • If you change the text of a spell which is to become a permanent, the permanent will retain the text change.
  • Alters one single instance of the chosen word or mana symbol in the text box of the given card. Words that simply refer back to that changed word or mana symbol are deemed to be part of a single “instance” to the extent necessary to make the change “work.”
  • Can target a card with no appropriate words or mana symbols on it, or even one with no words at all.
  • You can only change a word or mana symbol printed on the card. It will not change any effects that are on the permanent.
  • You choose the word or mana symbol to change on resolution. You can’t change a word or mana symbol to itself. It must be a different word or mana symbol.
  • It can be used to change a land’s type from one basic land type to another. For example, the land type “Forest” can be changed to “Island” so it produces blue mana. It doesn’t change the name of any permanent.
  • No matter what you change, it won’t change the color identity of the card.
  • You can’t change proper nouns (i.e. card names) such as “Island Fish Jasconius.”

200 – Magpie
(Rare Creature (Blue))

Magpie – {3}{U}
Creature – Bird
Magpie gets +1/+1 for each artifact on the battlefield.
0/0

ChaosHistory: It’s actually a myth that magpies are more obsessed with shiny trinkets than other birds are. Like whippoorwills, they are known to nest near the ground (hence not “flying”).

201 – Urza’s Spectral Shift
(Rare Instant (Blue))

Urza’s Spectral Shift – {X}{U}
Instant
Add X mana in any combination of colors and/or colorless mana.

202 – Convert Creature
(Rare Enchantment (Multicolor))

Convert Creature – {2}{W}{U}
Enchantment – Aura
Enchant creature
You control enchanted creature. Tap that creature.
At the beginning of your upkeep, pay {G} or sacrifice Convert Creature.

203 – Convert Enchantment
(Rare Enchantment (Multicolor))

Convert Enchantment – {2}{W}{U}
Enchantment – Aura
Enchant enchantment
You control enchanted enchantment.

204 – Semaphore
(Rare Enchantment (Multicolor))

Semaphore – {1}{W}{U}
Enchantment
As you cast Semaphore, choose two untapped permanents. (It doesn’t matter if they are tapped by the time this spell resolves.)
If, at any time state-based actions are checked, the chosen permanents are both tapped, destroy them.
If one or both of the chosen permanents leaves the battlefield, sacrifice Semaphore.

  • The chosen permanents could be controlled by different players. For example, you could choose an opponent’s creature and one of your own lands.
  • The concept is that the two permanents can individually be tapped, one or the other, without any consequence, but those permanents can’t both be tapped at the same time for any reason. It doesn’t matter whether one of the permanents was tapped and then the other one becomes tapped, or both of them become tapped simultaneously. The reason the permanents became tapped is irrelevant. Theoretically, the two permanents could both be tapped in the midst of resolving a spell or ability but then one or both are no longer tapped by the time state-based actions are next checked, but that is exceptionally rare.
  • Once you announce casting Semaphore, you can choose any untapped permanents on the battlefield. There’s no way for any player to tap permanents “fast enough” after Semaphore is announced to preclude them from being chosen, even if they are tapped for a mana ability.
  • Semaphore doesn’t target, and it isn’t an aura. Permanents with shroud or protection from white, blue and/or enchantments, can still be chosen.
  • If the chosen permanents are both tapped when Semaphore resolves, its first triggered ability will trigger immediately.

205 – Entropy’s Little Helper
(Rare Creature (Multicolor))

Entropy’s Little Helper – {U}{R}
Chaotic Creature – Imp
At the beginning of your upkeep, each player sacrifices a non-token permanent. (You choose what to sacrifice first, then continue in turn order. Then everything is sacrificed simultaneously.)
1/2

206 – Blue-Red Antimana
(Rare Instant (Multicolor))

Blue-Red Antimana – {0}
Chaotic Instant
Blue-Red Antimana is blue and red.
Add {U} for each tapped mountain you control.
Add {R} for each tapped island you control.

  • The amount of mana you get is determined based on how many of the lands are tapped when this resolves. If a tapped land has both basic land types, it will add one of each type of mana.

207 – Avatvian Fakir
(Rare Creature (Red))

Avatvian Fakir – {3}{R}
Creature – Human
{T}: Target green creature gets “{R}: +1/+0 until end of turn” until end of turn.
1/3

  • The creature is checked for color when it is targeted, and again when this ability resolves.
  • The creature will have the ability until end of turn even if its color changes later in the turn.

208 – Novice Swordsman
(Rare Creature (Red))