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.

BASIC LANDS (5):

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):

006 – Terramorph
(Common Land)

  • 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 became a swamp when it was enchanted by Phantasmal Terrain, then Terramorph will become a swamp, not a forest. If you choose a basic land that somehow has obtained more than one basic land type, Terramorph will become all of those basic land types.

007 – White Dolphin
(Common Blue)

008 – Storm Cloud
(Common Blue)

009 – Phantasmal Terrain
(Common Blue)

  • 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)

011 – Rapid Flight
(Common Blue)

012 – Sylvan Adder
(Common Blue)

013 – Ravenous Shark
(Common Blue)

  • 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)

015 – Power Sink
(Common Blue)

016 – High Treason
(Common Multicolor)

  • 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)

019 – Dragon Pup
(Common Red)

020 – Killer Bee
(Common Red)

021 – Bog Orcs
(Common Red)

  • 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)

023 – Fireblast
(Common Red)

024 – Air Turbulence
(Common Red)

025 – Plasma Balls
(Common Red)

026 – Dwarven Ritual
(Common Red)

027 – Wailing Banshee
(Common Multicolor)

028 – Mildeworm
(Common Multicolor)

029 – Greisen Ibex
(Common Multicolor)

030 – Ghost Rider
(Common White)

031 – Crimson Acolyte
(Common White)

032 – Obsidian Acolyte
(Common White)

033 – Disenchant
(Common White)

034 – Telmarian Ambassador
(Common White)

035 – Floraticum
(Common White)

036 – Blessed Land
(Common White)

037 – Natural Defenses
(Common Multicolor)

038 – Cleric of Amon-Ra
(Common Multicolor)

039 – Golden Fleece
(Common Multicolor)

040 – Healing Potion
(Common Multicolor)

041 – Werewolf
(Common Multicolor)

042 – Shadow
(Common Black)

043 – Slimeballs
(Common Black)

044 – Fire Shade
(Common Black)

045 – Vampire Bat
(Common Black)

  • 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)

047 – Cremation
(Common Black)

048 – Injury
(Common Black)

049 – Elbis’ Meditation
(Common Black)

050 – Hand of Anubis
(Common Black)

051 – Arsonist
(Common Multicolor)

  • 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)

053 – Screaming Meemies
(Common Multicolor)

054 – Leigh Druid
(Common Green)

055 – Earth Priest
(Common Green)

056 – Snapping Turtle
(Common Green)

057 – Caterpillar // Moth
(Common Green)

058 – Frinn-Jee Archer
(Common Green)

059 – Craw Chameleon
(Common Green)

060 – Immense Spider
(Common Green)

061 – Wildfire
(Common Green)

062 – Fizzle
(Common Green)

  • 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)

064 – Pax Oliphant
(Common Green)

  • 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):

067 – Promontory
(Uncommon Land)

  • 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 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)

  • 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 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)

071 – Coral Reef
(Uncommon Land)

  • 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 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)

075 – Mental Agility
(Uncommon Blue)

076 – Refraction Beast
(Uncommon Blue)

077 – Sidewinder
(Uncommon Blue)

078 – Mist
(Uncommon Blue)

  • 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)

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

080 – Copy Enchantment
(Uncommon Blue)

  • 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)

  • 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)

084 – Spell Blast
(Uncommon Blue)

085 – Negate
(Uncommon Blue)

  • 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)

087 – Catoni Walrus
(Uncommon Multicolor)

088 – Ice Maiden
(Uncommon Multicolor)

089 – Earthshake
(Uncommon Multicolor)

090 – Psychic Leech
(Uncommon Multicolor)

  • 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)

  • 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)

093 – Horns of Jericho
(Uncommon Red)

094 – Shield Bearer
(Uncommon Red)

095 – Incessant Tomtoms
(Uncommon Red)

096 – Prismatic Blast
(Uncommon Red)

097 – Acid Dragon
(Uncommon Red)

098 – Thorgar the HUGE
(Uncommon Red)

099 – Master Swordsman
(Uncommon Red)

100 – Keldon Walker
(Uncommon Red)

101 – Mossy Rolling Stone
(Uncommon Red)

102 – Unnatural Rock Formation
(Uncommon Red)

103 – Mana Beetle
(Uncommon Red)

104 – Shock Wave
(Uncommon Red)

105 – Grenade
(Uncommon Red)

106 – Orcish Flamethrower
(Uncommon Red)

  • 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)

  • 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)

110 – Chaos Curse
(Uncommon Multicolor)

111 – Cleric of Sameze
(Uncommon White)

  • 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)

113 – Red Cloak
(Uncommon White)

114 – White Cloak
(Uncommon White)

115 – Black Cloak
(Uncommon White)

116 – Green Cloak
(Uncommon White)

117 – Jade Acolyte
(Uncommon White)

118 – River Acolyte
(Uncommon White)

119 – Pegasus Rider
(Uncommon White)

120 – Northern Ranger
(Uncommon White)

121 – Arizona Phoenix
(Uncommon White)

122 – Swords to Plowshares
(Uncommon White)

123 – Page’s Lace
(Uncommon White)

124 – Bad Karma
(Uncommon White)

125 – Stream of Healing
(Uncommon White)

126 – Health
(Uncommon White)

127 – Order
(Uncommon White)

128 – Halo
(Uncommon White)

129 – Marble Obelisk
(Uncommon Multicolor)

130 – Color Blindness
(Uncommon Multicolor)

131 – Imp of the Iron Hooves
(Uncommon Black)

132 – Graveyard Vulture
(Uncommon Black)

133 – Giant Bat
(Uncommon Black)

134 – Floating Skull
(Uncommon Black)

  • 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)

136 – Wall of Death
(Uncommon Black)

137 – Waterfall
(Uncommon Black)

  • 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.

138 – Deadly Inflation
(Uncommon Black)

139 – Enrage
(Uncommon Black)

140 – Nightfall
(Uncommon Black)

141 – Water Lilies
(Uncommon Multicolor)

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

142 – Poltergeist
(Uncommon Multicolor)

  • 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)

144 – Pettey’s Hex
(Uncommon Multicolor)

145 – Spitting Cobra
(Uncommon Multicolor)

146 – Voodoo Doll
(Uncommon Multicolor)

147 – Punishment
(Uncommon Multicolor)

148 – Lightning Rod
(Uncommon Multicolor)

  • 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)

  • 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)

152 – Lemming
(Uncommon Green)

  • 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)

154 – Mati the Lizard Queen
(Uncommon Green)

155 – Old Man Willow
(Uncommon Green)

156 – Elvish Aura
(Uncommon Green)

157 – Forbidden Lore
(Uncommon Green)

158 – Drought
(Uncommon Green)

159 – Hanging Vines
(Uncommon Green)

160 – Spider Monkey
(Uncommon Green)

161 – Frumious Bandersnatch
(Uncommon Green)

162 – Treeline Wanderer
(Uncommon Multicolor)

  • 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)

164 – Rampage
(Uncommon Multicolor)

165 – Waterlog
(Uncommon Multicolor)

166 – Shift
(Uncommon Multicolor)

167 – Crystal Sceptre
(Uncommon Artifact)

  • 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)

  • 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)

170 – Crown of Bone
(Uncommon Artifact)

171 – Ivy Sphere
(Uncommon Artifact)

172 – Soul Gate
(Uncommon Artifact)

173 – Helm of Disorder
(Uncommon Artifact)

174 – Rainbow Orb
(Uncommon Artifact)

175 – Helm of Order
(Uncommon Artifact)

  • 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)

177 – Lifegiver
(Uncommon Artifact)

178 – Faded Mox
(Uncommon Artifact)

179 – Ethereal Shifter
(Uncommon Artifact)

180 – Mana Magnet
(Uncommon Artifact)

181 – Paxin’s Gauntlets
(Uncommon Artifact)

  • 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)

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):

188 – Unstable Terrain
(Rare Land)

189 – Mage of the Hidden Way
(Rare Blue)

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)

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)

223 – Mana Inversion
(Rare Multicolor)

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)

242 – Grim Reaper
(Rare Multicolor)

243 – White-Black Antimana
(Rare Multicolor)

244 – Population Control
(Rare Multicolor)

245 – Pastoral Faucoun
(Rare Black)

246 – Medusa
(Rare Black)

247 – Avenger
(Rare Black)

  • If a creature has lethal damage marked on it, you’d need to wait until the creature actually dies before activating either of Avenger’s abilities.

248 – Lunacy
(Rare Black)

249 – Soul Sucker
(Rare Black)

250 – Lesser Black Demon
(Rare Black)

251 – Recurring Nightmare
(Rare Black)

252 – Pteryx
(Rare Black)

253 – Black Widow
(Rare Black)

254 – White Doom
(Rare Black)

  • Note that a player may sacrifice any non-token permanent during their upkeep as part of White Doom’s effect — it doesn’t have to be white.

255 – Deathshriek
(Rare Black)

256 – Martyr
(Rare Black)

257 – Virus
(Rare Multicolor)

  • If multiple copies of Virus are in play, the second ability is redundant. Regardless of how many Virus are on the battlefield or who controls them, whenever a creature without a virus counter blocks or is blocked by a creature without a virus counter, only one virus counter will be put on the first creature.
  • Virus counters stay on creatures as long as any card named Virus is on the battlefield, regardless of which Virus was the original source of any of the virus counters.

258 – Landfall
(Rare Multicolor)

259 – Instigator
(Rare Multicolor)

  • You can activate this ability during any turn, but only before the declare attackers step. You can target creatures controlled by a player other than the active player, but not sure why you would want to.
  • Instigator’s ability doesn’t actually give any creatures haste. Those creatures still have summoning sickness and can’t tap to activate abilities; they can just attack as though they had haste.

260 – Acid Rain
(Rare Multicolor)

261 – Manaddiction
(Rare Multicolor)

262 – Defensive Maneuvers
(Rare Multicolor)

263 – Black-Green Antimana
(Rare Multicolor)

264 – Night Walker
(Rare Multicolor)

265 – High Quickling
(Rare Green)

266 – Koskite Mosquitos
(Rare Green)

267 – Archdruid
(Rare Green)

268 – Ronnam Longbowman
(Rare Green)

269 – Highland Eagle
(Rare Green)

270 – King of the Jungle
(Rare Green)

271 – Spectral Growth
(Rare Green)

272 – Alter Land
(Rare Green)

273 – Wild Joker
(Rare Green)

274 – Supernatural Power
(Rare Green)

275 – Tree Herder
(Rare Green)

276 – Army Ants
(Rare Multicolor)

277 – Frenzy
(Rare Multicolor)

278 – Gremlin
(Rare Multicolor)

  • You can’t use this activated ability to target an artifact unless and until that artifact has a non-mana activated ability on the stack. The ability is targeted, not the artifact.
  • Attacking isn’t an ability, activated or otherwise. Gremlin can’t target an artifact creature simply for attacking. The creature would need to activate an ability.
  • If for some reason the artifact can’t be destroyed, its activated ability will still be countered. If for some reason the artifact’s ability can’t be countered, the artifact will still be destroyed.

279 – Green-Blue Antimana
(Rare Multicolor)

280 – Lucky Number
(Rare Multicolor)