Spectral Chaos Set Spoiler

Below are the complete set images for RagingRiver’s special 2020 project honoring Spectral Chaos. Images of the realized card designs will be added as they are spoiled.

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 I did my best. If you are a judge and believe there are errors in how I phrased something, feel free to contact me.

This 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.

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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)

Land
Terramorph enters the battlefield as an island.
At the beginning of your upkeep, Terramorph becomes the type of a basic land you control and loses all other types.
When you control no basic lands, sacrifice Terramorph.

  • Terramorph’s upkeep triggered ability only affects land types. If Terramorph somehow gains a supertype (such as legendary 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.
  • Terramorph is and always remains a non-basic land. There is (currently) no card in the game of Magic that turns a non-basic land into a basic land.

007 – White Dolphin
(Common Blue)

008 – Storm Cloud
(Common Blue)

009 – Phantasmal Terrain
(Common Blue)

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

  • 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 Blue)

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

  • 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 Blue)

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

012 – Sylvan Adder
(Common Blue)

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

013 – Ravenous Shark
(Common Blue)

{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

  • 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 gets the bonus once for each creature it blocks or is blocked by that meets the criteria.

014 – Twiddlebug
(Common Blue)

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

015 – Power Sink
(Common Blue)

{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.

  • 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 Multicolor)

{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 anything happens 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.
  • During the combat damage step, all combat damage is assigned and dealt, and all lethally damaged creatures will die, simultaneously.

017 – Distracting Imp
(Common Multicolor)

018 – Goblin Foresters
(Common Red)

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

019 – Dragon Pup
(Common Red)

{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 Red)

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

021 – Bog Orcs
(Common Red)

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

  • 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 Red)

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

023 – Fireblast
(Common Red)

{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 Red)

{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.

025 – Plasma Balls
(Common Red)

026 – Dwarven Ritual
(Common Red)

{R}
Instant
Add {B}{B}{B}.

027 – Wailing Banshee
(Common Multicolor)

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

028 – Mildeworm
(Common Multicolor)

{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 Multicolor)

030 – Ghost Rider
(Common White)

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

031 – Crimson Acolyte
(Common White)

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

032 – Obsidian Acolyte
(Common White)

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

033 – Disenchant
(Common White)

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

034 – Telmarian Ambassador
(Common White)

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

035 – Floraticum
(Common White)

{W}
Instant
Add {G}{G}{G}.

036 – Blessed Land
(Common White)

{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 Multicolor)

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

038 – Cleric of Amon-Ra
(Common Multicolor)

{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 Multicolor)

{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 Multicolor)

{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 Multicolor)

{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 Black)

{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

043 – Slimeballs
(Common Black)

{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 Black)

045 – Vampire Bat
(Common Black)

{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 Black)

{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 Black)

{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 Black)

049 – Elbis’ Meditation
(Common Black)

{B}
Instant
Add {U}{U}{U}.

050 – Hand of Anubis
(Common Black)

051 – Arsonist
(Common Multicolor)

{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 Multicolor)

{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 Multicolor)

054 – Leigh Druid
(Common Green)

055 – Earth Priest
(Common Green)

{G}
Creature – Elf
{T}: Add {R}.
1/1

056 – Snapping Turtle
(Common Green)

057 – Caterpillar // Moth
(Common Green)

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

Transformed (Moth):
Creature – Insect
Flying
2/2

058 – Frinn-Jee Archer
(Common Green)

059 – Craw Chameleon
(Common Green)

{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

060 – Immense Spider
(Common Green)

{4}{G}{G}
Creature – Spider
Reach
2/7

061 – Wildfire
(Common Green)

{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 Green)

{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 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 Green)

{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 Green)

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

  • 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 Green)

066 – Scroll of Parchment
(Common Artifact)

UNCOMMONS (121):

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067 – Promontory
(Uncommon Land)

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

  • 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 from your hand.

068 – Mesa
(Uncommon Land)

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

  • 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 from your hand.

069 – Fen
(Uncommon Land)

070 – Bog
(Uncommon Land)

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

  • 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 from your hand.

071 – Coral Reef
(Uncommon Land)

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

  • 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 from your hand.

072 – Mage of the White Lodge
(Uncommon Blue)

073 – Corrupt Sorcerer
(Uncommon Blue)

074 – Tadpole // Giant Frog
(Uncommon Blue)

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

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

075 – Mental Agility
(Uncommon Blue)

{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 Blue)

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

077 – Sidewinder
(Uncommon Blue)

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

078 – Mist
(Uncommon Blue)

{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 Blue)

{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 Blue)

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

  • 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 Blue)

{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.

  • 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 Blue)

083 – Psionic Surge
(Uncommon Blue)

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

084 – Spell Blast
(Uncommon Blue)

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

  • 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 Blue)

{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 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.
  • 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 probably wouldn’t do anything because the targets were already chosen when the spell was cast.
  • 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 Multicolor)

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

087 – Catoni Walrus
(Uncommon Multicolor)

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

088 – Ice Maiden
(Uncommon Multicolor)

089 – Earthshake
(Uncommon Multicolor)

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

090 – Psychic Leech
(Uncommon Multicolor)

{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 Multicolor)

{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 Red)

{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 Red)

{3}{R}
Instant
Destroy all walls. They can’t be regenerated.

094 – Shield Bearer
(Uncommon Red)

095 – Incessant Tomtoms
(Uncommon Red)

{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 Red)

{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 Red)

{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 Red)

{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

099 – Master Swordsman
(Uncommon Red)

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

100 – Keldon Walker
(Uncommon Red)

{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 Red)

102 – Unnatural Rock Formation
(Uncommon Red)

103 – Mana Beetle
(Uncommon Red)

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

104 – Shock Wave
(Uncommon Red)

{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 Red)

{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 Red)

{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 Red)

{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 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 Red)

109 – Sift
(Uncommon Multicolor)

{X}{B}{R}
Sorcery
X is the number of artifacts on the battlefield that share the highest converted mana cost.
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 artifacts 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 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.
  • 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 Multicolor)

111 – Cleric of Sameze
(Uncommon White)

{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 White)

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

113 – Red Cloak
(Uncommon White)

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

114 – White Cloak
(Uncommon White)

{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 White)

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

116 – Green Cloak
(Uncommon White)

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

117 – Jade Acolyte
(Uncommon White)

{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 White)

{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 White)

120 – Northern Ranger
(Uncommon White)

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

121 – Arizona Phoenix
(Uncommon White)

{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 White)

123 – Page’s Lace
(Uncommon White)

{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.)

  • You choose the color when Page’s Lace resolves.

124 – Bad Karma
(Uncommon White)

{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 White)

{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 White)

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

127 – Order
(Uncommon White)

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

128 – Halo
(Uncommon White)

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

129 – Marble Obelisk
(Uncommon Multicolor)

130 – Color Blindness
(Uncommon Multicolor)

{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 Black)

132 – Graveyard Vulture
(Uncommon Black)

133 – Giant Bat
(Uncommon Black)

{3}{B}
Creature – Bat
Flying
3/3

134 – Floating Skull
(Uncommon Black)

{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 Black)

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

136 – Wall of Death
(Uncommon Black)

{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 before activating it again.
  • You don’t choose a source of damage. Once you activate Wall of Death’s ability, whatever damage that next gets dealt to Wall of Death will be reduced by 1.
  • You choose the target to receive Wall of Death’s 1 damage at the time Wall of Death would be dealt damage, not at the time you activate the ability. It can’t target itself
  • The damage is dealt by Wall of Death simultaneously with the reduced damage dealt to Wall of Death.
  • 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 apply to it.

137 – Waterfall
(Uncommon Black)

{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 Black)

{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 Black)

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

140 – Nightfall
(Uncommon Black)

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

141 – Water Lilies
(Uncommon Multicolor)

{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 Multicolor)

{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.

143 – Gybe’s Psychic Crush
(Uncommon Multicolor)

{U}{B}{B}
Instant
Destroy target creature.

144 – Pettey’s Hex
(Uncommon Multicolor)

145 – Spitting Cobra
(Uncommon Multicolor)

146 – Voodoo Doll
(Uncommon Multicolor)

{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 Multicolor)

{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 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 Multicolor)

{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

  • 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.
  • 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 strategic decisions. For example, say you control Lightning Rod and cast Incinerate targeting an opponent who controls Circle of Protection: Red. 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 Incinerate. 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 Green)

{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 Green)

151 – El Timtor’s Charm
(Uncommon Green)

{3}{G}
Enchantment – Aura
Enchant creature
Until end of turn, enchanged creature gets:
{U}: -1/-0
{R}: +1/+0
{W}: +0/+1
{B}: -0/-1

152 – Lemming
(Uncommon Green)

{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 Green)

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

154 – Mati the Lizard Queen
(Uncommon Green)

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

155 – Old Man Willow
(Uncommon Green)

156 – Elvish Aura
(Uncommon Green)

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

157 – Forbidden Lore
(Uncommon Green)

{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 Green)

159 – Hanging Vines
(Uncommon Green)

160 – Spider Monkey
(Uncommon Green)

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

161 – Frumious Bandersnatch
(Uncommon Green)

{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

  • 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 Multicolor)

{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 Multicolor)

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

164 – Rampage
(Uncommon Multicolor)

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

165 – Waterlog
(Uncommon Multicolor)

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

166 – Shift
(Uncommon Multicolor)

{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)

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

  • 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)

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

  • 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)

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

  • 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)

{3}
Artifact
Whenever a black spell resolves, you gain 1 life.

  • 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)

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

  • 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)

173 – Helm of Disorder
(Uncommon Artifact)

{1}
Artifact
Whenever a chaotic spell resolves, you gain 1 life.

  • 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)

175 – Helm of Order
(Uncommon Artifact)

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

  • 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)

{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.

177 – Lifegiver
(Uncommon Artifact)

{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)

{0}
Artifact
{T}: Add {1}.

179 – Ethereal Shifter
(Uncommon Artifact)

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

180 – Mana Magnet
(Uncommon Artifact)

{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)

{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)

{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.

183 – Celestial Prism
(Uncommon Artifact)

184 – Scroll of Papyrus
(Uncommon Artifact)

185 – Sequential
(Uncommon Artifact)

186 – Gymnasium
(Uncommon Artifact)

187 – Copy Chaos
(Uncommon Multicolor)

RARES (121):

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188 – Unstable Terrain
(Rare Land)

189 – Mage of the Hidden Way
(Rare Blue)

  • 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 Blue)

191 – Sultanic Ardor
(Rare Blue)

192 – Dark Djinn
(Rare Blue)

193 – Dark Viper
(Rare Blue)

194 – Updraft
(Rare Blue)

195 – Sayers’ Influence
(Rare Blue)

196 – Great Flood
(Rare Blue)

197 – Pipe
(Rare Blue)

198 – Numerical Hack
(Rare Blue)

199 – Color Hack
(Rare Blue)

200 – Magpie
(Rare Blue)

201 – Urza’s Spectral Shift
(Rare Blue)

202 – Convert Creature
(Rare Multicolor)

203 – Convert Enchantment
(Rare Multicolor)

204 – Semaphore
(Rare Multicolor)

  • The concept is that the controller of the two permanents can tap 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 Multicolor)

206 – Blue-Red Antimana
(Rare Multicolor)

207 – Avatvian Fakir
(Rare Red)

  • 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 Red)

209 – Flame Strike
(Rare Red)

210 – Dusk Gargoyle
(Rare Red)

211 – Flying Sorceress
(Rare Red)

212 – Efreet
(Rare Red)

213 – Lesser Red Demon
(Rare Red)

214 – Highland Horror
(Rare Red)

215 – Dead Orc Swordsman
(Rare Red)

216 – Spontaneous Combustion
(Rare Red)

217 – Arbez
(Rare Red)

218 – Three-Headed Cyclops
(Rare Multicolor)

219 – Mana Explosion
(Rare Multicolor)

220 – Madness
(Rare Multicolor)

221 – Solar Flare
(Rare Multicolor)

  • Players cannot decline to draw the cards. If for some reason a player is prevented from drawing cards, the other players will still draw cards.

222 – Red-White Antimana
(Rare Multicolor)

  • The amount of mana you get is determined based on how many of the lands are tapped when this resolves.

223 – Mana Inversion
(Rare Multicolor)

  • The ability generates a replacement effect.
  • 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.
  • The player controlling the basic land chooses which color to add each time they activate a mana ability of that basic land. But if it produces more than one mana, all that mana is of the same color.
  • If a basic land has its basic land type changed, Mana Inversion’s ability will replace that. For example, if a basic Forest is enchanted by Evil Presence, giving it the basic type of swamp, Mana Inversion will replace the swamp mana ability (so it will produce G/W when tapped for mana, not U/B).
  • For basic lands, Mana Inversion only changes the color of mana produced by activating that basic land for mana based on its basic land type, not any other mana abilities it may have. So, for example, if a basic land were enchanted by Abundant Growth, it would still have the ability given by Abundant Growth and that ability would still work as normal. However, non-basic lands will not be able to produce colored mana of any kind, regardless of whether that ability is inherent to the card (like Underground Sea) or an ability granted by an aura (like Abundant Growth).

224 – Equilibrium
(Rare Multicolor)

225 – Blood Purist
(Rare Multicolor)

226 – Latonian Cleric
(Rare White)

227 – Blue Damping Field
(Rare White)

228 – Red Damping Field
(Rare White)

229 – White Damping Field
(Rare White)

230 – Black Damping Field
(Rare White)

231 – Green Damping Field
(Rare White)

232 – Ebony Acolyte
(Rare White)

233 – Northern Paladin
(Rare White)

234 – Fallen Angel
(Rare White)

235 – Wall of Life
(Rare White)

236 – Oasis
(Rare White)

  • This supersedes any other mana abilities of the land, including mana abilities granted by virtue of its land type.
  • Non-mana abilities of the land aren’t affected. If the land somehow has the ability to generate mana without being tapped (exceptionally rare), it still has that ability.

237 – Holy Water
(Rare White)

238 – Elvish Ranger
(Rare Multicolor)

239 – Swarm
(Rare Multicolor)

240 – Resurrection
(Rare Multicolor)

241 – Empathy
(Rare Multicolor)