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

(Note: Rulings last updated Feb. 1, 2021)

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

  • Ravenous Shark only gains its bonus (and it will only trigger) if the attacking or blocking creature was damaged before blocking was declared. If the creature doesn’t have damage marked on it when it blocks or becomes blocked by Ravenous Shark, the ability won’t trigger at all.
  • 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 the bonus if Ravenous Shark blocks the band.
  • Ravenous Shark‘s bonus will trigger once for each creature it blocks or is blocked by that meets the criteria. This includes if it blocks an attacking band containing multiple damaged creatures.

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.)

(Note: Rulings last updated Feb. 9, 2021.)

  • Before anyone gets priority in the declare blockers step, the controller of the target attacking creature first declares if and how it will block that creature, then the (normal) defending player(s) assign blockers as usual.
  • Only a non-attacking creature can be assigned to block the target creature. If a creature with vigilance is attacking, it cannot also be assigned to block the target creature. All blocks must be legal.
  • 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 other creature. You may not activate this ability during the declare blockers step. Return that card to the battlefield under its owner’s control at the beginning of your next upkeep.
0/1

(Note: Text and rulings last updated Jan. 31, 2021.)

  • Permanents 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 permanent from returning to the battlefield at the beginning of your next upkeep (for example, if this delayed trigger is Stifle‘d), then the permanent would stay exiled forever. If an effect replaces that permanent’s entering the battlefield with some other action (for example, due to Containment Priest), the permanent won’t “remember” that it was originally exiled by Distracting Imp‘s ability; it won’t keep trying to come back during each of your upkeeps.
  • Auras attached to the exiled permanent will be put into their owners’ graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it’s considered a new object with no relation to the object that it was.
  • If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
  • If the permanent that returns to the battlefield has any abilities that trigger at the beginning of your next upkeep, those abilities won’t trigger that turn.
  • You could activate the ability during the combat damage step if you want. It’s too late at that point to target a creature that received lethal combat damage (because it would already have died), but you could activate the ability in response to anything that triggered on damage being dealt.

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}.

(Note: Rulings added Feb. 10, 2021.)

  • Players can only respond once this spell has been cast and all its costs have been paid. No one can try to otherwise remove the creature card you exiled in order to prevent you from casting this spell.

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, or it can’t be destroyed for some reason) 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.

(Note: Rulings last updated Feb. 1, 2021.)

  • If a creature only had flying because of an aura, which Tempest now destroys, it won’t have 1 damage dealt to it.
  • If something prevents the auras from being destroyed, damage will still be dealt to the creatures. If something prevents damage from being dealt to the creatures, the auras will still be destroyed.

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.)

(Note: Rulings last updated Feb. 1, 2021.)

  • 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.
  • No matter which mode you choose, Battle Swap has no effect on creatures controlled by the defending player that aren’t blocking. You can’t force a creature that isn’t blocking to become a blocker.
  • If you choose the first mode and wish to assign the blocker to block a different attacking creature, that block must be legal. However, if you choose the second mode, the blockers are all swapped as a group, regardless of legality. This means that the second mode of Battle Swap might result in an attacker with menace being blocked by only one creature, or a flying creature blocked by a creature that couldn’t normally block a flyer, or an unblockable creature becoming blocked. Note that even if this happens, it won’t change the consequence of such block occurring; for exampl, if you use Battle Swap‘s second mode to switch a red blocker to an attacking creature with protection from red, combat damage to that attacker from that blocker would still be prevented.
  • 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 a creature “becoming a blocker,” because that creature was already a blocker and the simple change of who it’s blocking does not trigger such abilities. However, an ability that triggers based on what kind of attacking creature that blocker is blocking might trigger again, if the new attacker it’s blocking qualifies.
  • 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, choose a target creature. The last chosen creature gets +0/+4 for as long as Shield Bearer remains on the battlefield.
0/4

(Note: Text and rulings last updated Feb. 1, 2021.)

  • The ability is not optional. When it triggers, you must target a creature to get +0/+4. You can target Shield Bearer itself if possible.
  • If Shield Bearer leaves the battlefield after the ability resolves, the targeted creature immediately loses the +0/+4 bonus. If Shield Bearer leaves the battlefield and then returns, its ability would trigger again when it enters the battlefield, but the creature that was getting the bonus from when it was on the battlefield before won’t “remember” and regain the bonus; when Shield Bearer enters the battlefield again, it is considered a new object.
  • If the triggered ability is countered or fails to resolve for some reason, the most recent creature that was chosen will still continue to get the bonus. If the creature that is currently receiving the bonus leaves the battlefield, then nothing will have the bonus until the ability triggers and resolves again.

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.
  • If the enchanted land can’t be destroyed for some reason, Blight will continue to enchant it. Blight will keep triggering each time the land is tapped.

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

(Note: Rulings added Feb. 10, 2021.)

  • Players can only respond once this spell has been cast and all its costs have been paid. No one can try to otherwise remove the creature card you exiled in order to prevent you from casting this spell.
  • If Arizona Phoenix somehow ends up on the battlefield without being cast, it is a 3/3 creature.

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, regardless of the source of damage dealt to Wall of Death. Note however that you could then immediately activate the ability again, thus reducing the next damage to be dealt to Wall of Death this turn.
  • 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
Enchant permanent
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))