Gentlemen Magicians: Card List

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# Name Colour Rarity Cost Type P T Code Active? Card text Comments Recent comment
1 Astral Hunt Colourless Uncommon 3{3} Creature – Elf 2 2 jv1_151b Haste, Lifelink, Trample, Wither
Exile Astral Hunt at end of turn.
0
2 Elf Queen's Ride Colourless Rare 5{5} Creature – Elf 3 3 jv1_149 When Elf Queen's Ride leaves play, exile target creature. Return it to play under its owner's control at the end of their next turn. 4 1289233551 on 8 Nov 2010 by Jack V
3 Planar Wanderer Colourless Common 3{3} Creature – Elf 2 2 jv1_150 {1}{w}: Return Planar Wanderer from exile to the battlefield 4 1289233665 on 8 Nov 2010 by Jack V
4 Spectral Gust Colourless Rare 0{0} Instant – Arcane jv1_201 0 1 1297286003 on 9 Feb 2011 by Jack V
5 _ Old general comments on cardset Colourless Common 0 jv1_151 4 1288618347 on 1 Nov 2010 by Chris
6 Adonai White Mythic 10{6}{w}{w}{w}{w} Creature – Avatar 10 10 jv1_109 Trample.
Adonai can't leave play.
{w}: each player sacrifices a creature.
{w}: each player sacrifices a non-creature permanent.
5 1289834358 on 15 Nov 2010 by Chris
7 Alarm Rabbit White Common 3{2}{w} Creature – Rabbit Scout 2 2 jv1_216 Flash.
When Alarm Rabbit comes into play, you may untap any number of creatures.
2 1297288343 on 9 Feb 2011 by Jack V
8 Apprentice Shaman White Rare 3{2}{w} Creature – Ouphe Shaman 2 1 jv1_63 When Apprentice Shaman comes into play, choose a creature type. Apprentice Shaman is the chosen type in addition to its other types. Other creatures of the chosen type get +1/+1. 0
9 Astral Soulform White Common 2{1}{w} Enchantment – Aura jv1_68 Enchant creature.
Enchanted creature loses all abilities and has power and toughness equal to its converted mana cost.
0
10 Blessed Ghost White Uncommon 1{w} Enchantment – Aura jv1_239 Enchant creature.
When enchanted creature is put into a graveyard from play, blessed ghost becomes a copy of it. (And is no longer an enchantment.)
4 1297288737 on 9 Feb 2011 by Jack V
11 Bluebell Charm White Common 2{2/w} Artifact – Equipment jv1_167 Equip {1}
Bluebell Charm comes into play with two charge counters on.
Remove a charge counter from Bluebell Charm: regenerate equipped creature.
0
12 Boggle Fortifications White Common 0 Land 3 jv1_137 {w}: Put Boggle Fortifications from your hand into play.
-1: Until your next turn, creatures attacking you have -1/-0.
0
13 Chattan Plane Tree White Common 4{3}{w} Creature – Plant 3 5 CW01 Yes Defender. 0
14 Chattan Sparrowhawk White Common 1{w} Creature – Bird 1 1 jv1_9 Flying, Vigilance
Chattan Sparrowhawk can't block flying creatures.
0
15 Chief Rabbit White Uncommon 2{1}{w} Creature – Rabbit 1 1 jv1_220 {t}: Rabbits you control get +1/+1 until end of turn. 0
16 Clearwrought Firefly White Common 3{2}{w} Creature – Insect 0 1 jv1_36 Flying. {t}: Add {1} to your mana pool. Gain 1 life. 0
17 Cotton-Tail Rabbit White Common 1{w} Creature – Rabbit 1 1 jv1_217 When Cotton-Tail Rabbit comes into play, tap target land. 0
18 Divine Cleansing White Rare 8{2/w}{2/w}{2/w}{2/w} Sorcery jv1_188 Exile all creatures.
If there's a card in your graveyard called Divine Cleansing as you cast this, instead exile target creature.
8 1289314946 on 9 Nov 2010 by Jack V
19 Drift Of Blossoms White Rare 4{3}{w} Creature – Plant 0 4 jv1_210 Whenever Drift Of Blossoms blocks put a -1/-1 counter on it. Put a blossom counter on the attacking creature and it doesn't untap as long as it has it on. It gains “{2/w}{2/w}: remove a blossom counter.” 2 1297290509 on 9 Feb 2011 by Jack V
20 Etherium Belltower White Uncommon 0 Land 2 jv1_134 +2: Add {w} to your mana pool.
-X: return to the battlefield target creature card with toughness X that was put into a graveyard from there this turn. Gain 1 life.
1 1289312860 on 9 Nov 2010 by Jack V
21 Fleshform Leviathan White Rare 2{1}{w} Creature – Elemental Construct 0 0 jv1_181 Trample.
As Fleshform Leviathan comes into play, put any number of -1/-1 counters on any number of creatures you control (but not more than their toughness). Fleshform Leviathan comes into play with that many +1/+1 counters on.
5 1297291313 on 9 Feb 2011 by Jack V
22 Gaggleherd White Common 2{1}{w} Creature – Bird Ouphe 2 3 jv1_46 Whenever a creature deals combat damage to Gaggleherd, the creature's controller gains 1 life. 4 1297291991 on 9 Feb 2011 by Jack V
23 Ghost Rabbit White Rare 4{3}{w} Creature – Spirit Rabbit 2 2 jv1_215 Flying.
You may have Ghost Rabbit come into play as a copy of target rabbit creature card in your graveyard. (You don't have to.)
0
24 Grizzled Wolf White Common 2{1}{w} Creature – Wolf 1 2 CW02 Yes {2} or {t}: Target wolf gains first strike until end of turn. 2 1289235645 on 8 Nov 2010 by Jack V
25 Guard Dog White Common 2{1}{w} Creature – Hound 2 2 CW04 Yes Whenever Guard Dog blocks it gets +1/+1 until end of turn. 0
26 Hedgehog White Common 2{1}{w} Creature – Boar Rodent 1 2 jv1_6 Whenever Hedgehog is dealt combat damage by a creature, it deals 1 damage to that creature. 0
27 Meadow Crixis White Uncommon 0 Land 2 jv1_250 +1: Add {w} to your mana pool.
-1: Put a 2/2 green rabbit creature token into play.
0
28 Mob Justice White Uncommon 3{2}{w} Instant jv1_82 Blocking creatures get +X/+X until end of turn where X is the number of blocking creatures
Draw a card.
1 1297292716 on 9 Feb 2011 by Jack V
29 Pale Squirrel White Common 3{2}{w} Creature – Spirit Squirrel 2 2 jv1_23 When Pale Squirrel comes into play, the next time a card would be put into any graveyard from play this turn, instead put it on the bottom of its owner's library. 0
30 Rabbit Captain White Uncommon 3{2}{w} Creature – Rabbit Soldier 2 2 jv1_222 Rabbits you control have vigilence. 0
31 Rabbit Lookout White Common 2{1}{w} Creature – Rabbit Scout 2 1 jv1_251 When Rabbit Lookout is put into the graveyard from play, you may reveal the top six cards of your library and play a rabbit card revealed this way if able. Put the uncast cards on the bottom of your library in any order. 2 1289234639 on 8 Nov 2010 by Jack V
32 Sabretooth Scimitars White Common 1{1} Artifact – Equipment jv1_87 Equip {1}{w}
Whenever equipped creature attacks, it and up to one other attacking creature get +1/+1 until end of turn.
0
33 Soul-Iron Pillory. White Rare 2{1}{w} Artifact Enchantment – Aura jv1_69 Enchant creature.
Enchanted creature can't attack. Whenever a creature you control attacks, you may have it deal 1 damage to enchanted creature.
0
34 Thornwind Kestrel White Common 2{1}{w} Creature – Bird 2 1 CW03 Yes First Strike.
Whenever Thornwind Kestrel attacks, it gains flying until end of turn.
2 1326500608 on 14 Jan 2012 by Jack V
35 Treeheart Stalwort White Common 1{w} Enchantment – Aura jv1_231 Enchant creature.
Enchanted creature gets +1/+1.
When Treeheart Stalwort enters the battlefield, untap enchanted creature and it gains vigilance until end of turn.
0
36 Turn To Sand White Uncommon 3{1}{w}{w} Instant jv1_245 Destroy target attacking creature. Put X 1/1 colorless sand creature tokens into play tapped and attacking under it's controller's control where X is its power. 0
37 Unnatural Alliance. White Rare 2{1}{w} Instant jv1_129 Each creature you control gets +1/+1 until end of turn for each creature you control that doesn't share any creature types with it. 0
38 White Wolf White Common 2{1}{w} Creature – Wolf 2 2 CW05 {2} or {t}: Target wolf gains vigilance until end of turn. 0
39 Wild Pony Herd White Common 4{3}{w} Creature – Horse 2 4 jv1_125 Whenever Wild Pony Herd attacks, you may have a creature you control gain mountainwalk until end of turn. (It can't be blocked if defending player controls a mountain.) 0
40 Wolf Lair White Uncommon 0 Land 1 jv1_144 +1: Add {w} to your mana pool.
0: Reveal the top six cards of your library. You may cast a wolf card revealed this way if able. Put the uncast cards on the bottom of your library in any order.
0
41 Wolf Skull Totem White Uncommon 2{2} Artifact – Equipment jv1_175 Equip {2}{w}
During combat equipped creature is a 2/2 white spirit wolf creature with flying and vigilance. Remove all damage from it at end of combat.
0
42 Amber Lens Blue Common 2{2/u} Artifact – Equipment jv1_168 Equip {1}
Whenever equipped creature attacks, draw a card.
If a source a player controls deals damage to the equipped creature, they may destroy this instead.
0
43 Apprentice Owlkeeper Blue Uncommon 2{1}{u} Creature – Human Wizard 1 1 jv1_177 {t}: Reveal the top six cards of your library. You may play a bird card revealed this way if able. Put the uncast cards on the bottom of your library in any order. 0
44 Bamboo Amber Wings Blue Common 1{1} Artifact – Equipment jv1_88 Equip {1}{u}
Equipped creature gets +1/+1 and has flying.
If a source a player controls deals damage to the equipped creature, they may destroy this instead.
2 1292893635 on 21 Dec 2010 by Alex
45 Barnaby Older, Magician Blue Rare 5{2}{2/u}{u} Legendary Creature – Human Wizard 2 4 jv1_103 Whenever an artifact creature you control attacks, you may put a +1/+1 counter on it. 1 1297294246 on 9 Feb 2011 by Jack V
46 Boggle Artisan Blue Uncommon 3{2}{u} Creature – Ouphe Artificer 1 3 jv1_154 {t}: Reveal the top six cards of your library. You may cast an artifact card revealed this way if able. Put the uncast cards on the bottom of your library in any order. 0
47 Boggle Headquarters Blue Common 0 Land 3 jv1_140 {u}: Put Boggle Headquarters from your hand into play.
-1: Target creature with power 2 or less is unblockable this turn.
0
48 Boggle Tinkerer Blue Uncommon 2{1}{u} Creature – Ouphe Artificer 1 1 jv1_155 {t}: Put a charge counter on target equipment attached to Boggle Tinkerer.
{t}, Remove a charge counter from target equipment: Regenerate that equipment.
2 1292893820 on 21 Dec 2010 by Alex
49 Braithwaite's Talisman Blue Uncommon 4{2}{u}{u} Artifact Enchantment jv1_67 Flash.
When Braithwaite's Talisman comes into play, counter target spell.
{2}{u}{u}, Sacrifice Braithwaite's Talisman: Counter target spell.
0
50 Chronatic Elemental Blue Rare 3{2}{u} Creature – Elemental 3 1 jv1_199 At the beginning of your combat damage step, return Chronatic Elemental from your graveyard to play tapped. If you do, at the beginning of your next first main phase, return Chronatic Elemental to your hand and add {2}{u} to your mana pool. 0
51 Clockwork Heron Blue Common 3{2}{u} Artifact Creature – Bird Construct 1 3 jv1_11 Flash.
When Clockwork Heron comes into play, choose one —it gains flying until end of turn; or switch its power and toughness until end of turn.
4 1297868107 on 16 Feb 2011 by Jack V
52 Crackling Inspiration Blue Rare 6{4}{u}{u} Sorcery jv1_126 Choose one —draw 5 cards, or draw 200 cards. 5 1295081239 on 15 Jan 2011 by SadisticMystic
53 Crystal Pendulum Blue Rare 4{2/u}{2/u} Artifact – Equipment jv1_96 Equip {1}
Whenever equipped creature attacks, you may scry 2.
0
54 Familiar Owl Blue Common 4{3}{u} Creature – Bird 2 1 jv1_25 Flying.
Whenever Familiar Owl attacks, you may scry 2.
4 1289234341 on 8 Nov 2010 by Jack V
55 Famulous Infiltrator Blue Common 1{u} Creature – Ouphe Rogue 1 1 jv1_229 {u}: Famulous Infiltrator is unblockable this turn.
{u}, Sacrifice Famulous Infiltrator: Return target non-land permanent to its owner's hand.
0
56 Famulous Infusion Blue Common 1{u} Enchantment – Aura jv1_232 Enchant creature.
Flash.
Whenever you draw a card, enchanted creature gets +1/+1 until end of turn.
0
57 Global Rapture Blue Rare 8{2/u}{2/u}{2/u}{2/u} Sorcery jv1_191 Each player puts all creatures they control on top of their library.
If there's a card in your graveyard called Global Rapture as you cast this, instead put target creature into its owner's library third from the top.
0
58 Intimidating Golem Blue Common 4{3}{u} Artifact Creature – Golem 3 2 jv1_264 Whenever Intimidating Golem attacks or blocks, you may have target creature get -1/-0 until end of turn. 3 1297295272 on 9 Feb 2011 by Jack V
59 Kitty Familiar Blue Common 1{u} Creature – Baby Cat 0 1 jv1_243 Whenever you play an instant or sorcery spell, you may scry 1. 0
60 Living Cage Blue Rare 2{1}{u} Artifact Creature – Construct 0 4 jv1_71 Defender.
{1}{u}, Sacrifice Living Cage: Gain control of a creature blocked by Living Cage. Play this ability only in the end of combat step.
0
61 Lucky Rabbit Blue Uncommon 2{1}{u} Creature – Rabbit Shaman 1 1 jv1_223 {t}: Scry 1.
Sacrifice Lucky Rabbit: Look at target facedown card on the battlefield, or look at target player's hand.
0
62 Olympus Sphinx Blue Mythic 10{6}{u}{u}{u}{u} Creature – Sphinx Avatar 6 3 jv1_111 Flying, shroud
Other players skip their untap and draw steps.
0
63 Opening Its Mind Blue Uncommon 1{u} Enchantment – Aura jv1_66 Enchant creature.
Whenever another creature come into play under a player's control, that player gains control of enchanted creature.
0
64 Otter Blue Common 2{1}{u} Creature – Ferret 2 1 jv1_43 Otter can't attack unless you control two islands.
Otter can't be blocked if defending player controls two islands.
0
65 Ouphe Armada. Blue Common 5{3}{u}{u} Creature – Ouphe Pirate Rigger 5 3 jv1_123 Prevent all damage that would be dealt to Ouphe Armada. by non-blue blocking creatures. (Multicolor creatures can be blue.)
Ouphe Armada. can't attack unless defending player controls an island.
0
66 Pantherheart Kitty Blue Common 3{2}{u} Creature – Baby Cat 2 1 jv1_16 {4}: Pantherheart Kitty becomes 4/2 until end of turn. 0
67 Piercing Ray Blue Common 2{u}{u} Instant jv1_83 Counter target non-creature spell or target creature spell with a “when this creature enters the battlefield” ability. 0
68 Sculpted Fleshform Blue Rare 3{2}{u} Creature – Elemental Construct 0 0 jv1_182 Flying.
As Sculpted Fleshform comes into play, put a -1/-1 counter on any number of creatures you control. Sculpted Fleshform comes into play with that many +1/+1 counters on.
0
69 Skeinriders Blue Common 3{2}{u} Creature – Bird Ouphe 3 1 jv1_45 Flying.
Skeinriders gets -2/+2 if you control another flying creature.
0
70 Sputtering Mayfly Blue Common 3{1}{u}{u} Artifact Creature – Insect 0 1 jv1_74 Flash.
When Sputtering Mayfly comes into play, counter target spell.
Sacrifice Sputtering Mayfly at end of turn.
4 1289235897 on 8 Nov 2010 by Jack V
71 Swannecked Totem Blue Uncommon 1{1} Artifact – Equipment jv1_174 Equip {1}{u}
During combat equipped creature has reversed power and toughness. Remove all damage from it at end of combat.
If a source a player controls deals damage to the equipped creature, they may destroy this instead.
0
72 Swooping Voradrix Blue Common 3{2}{u} Creature – Bird Rabbit 2 2 jv1_218 Flying 0
73 Tethered Owl Blue Uncommon 3{2}{u} Creature – Bird 2 2 jv1_26 Defender.
Instant and sorcery spells you cast cost {1} or {u} less to cast.
{u}: Tethered owl gains flying and loses defender. Sacrifice it at end of turn.
0
74 Theurgic Feint Blue Common 5{3}{u}{u} Instant jv1_263 Counter target spell.
Return up to one target creature to its owner's hand.
1 1297296000 on 10 Feb 2011 by Jack V
75 Uffish Thought Blue Common 1{u} Enchantment – Aura jv1_186 Enchant creature you don't control.
Whenever enchanted creature attacks, you may draw a card.
0
76 Vizzerdrix Blue Uncommon 7{6}{u} Creature – Rabbit Beast 6 6 jv1_212 0
77 Badger Riders Black Common 4{3}{b} Creature – Badger Ouphe 1 4 jv1_13 Haste, Wither
Badger Riders can't block.
0
78 Banshee Wind Black Common 1{b} Enchantment jv1_228 When Banshee Wind comes into play, each player loses 1 life.
{b}, Sacrifice Banshee Wind: Destroy target non-black creature.
0
79 Betrayal Black Rare 2{b}{b} Sorcery jv1_81 Betrayal is colourless.
Destroy target black or artifact creature, or target creature with protection from black.
2 1289313995 on 9 Nov 2010 by Jack V
80 Black Rabbit Black Uncommon 3{2}{b} Creature – Rabbit 2 2 jv1_214 {4}{b}{b}, Sacrifice a rabbit: Destroy target creature. 0
81 Black Squirrel Black Common 3{2}{b} Creature – Squirrel 2 2 jv1_22 When Black Squirrel is put into the graveyard from play, look at target opponent's hand. Put a card from it on the bottom of their library. 0
82 Boggle Luplanar Black Common 0 Land 3 jv1_141 {b}: Put Boggle Luplanar from your hand into play.
-1: Target player loses 2 life.
0
83 Bone-Jingle Chime Black Common 2{2/b} Artifact – Equipment jv1_169 Equip {1}
If equipped creature attacks and isn't blocked, defending player discard a card.
If a source a player controls deals damage to the equipped creature, they may destroy this instead.
0
84 Bramble Blackwand Black Rare 4{2/b}{2/b} Artifact – Equipment jv1_97 Equip {1}
Pay 4 life: Destroy target creature blocking or blocked by equupped creature.
6 1292079050 on 11 Dec 2010 by Veredictum
85 Cannibalise Black Common 1{b} Enchantment – Aura jv1_234 Enchant creature.
Enchanted creature gets +1/+1.
Sacrifice enchanted creature: return another card that shares a creature type with it from your graveyard to you hand.
0
86 Chiroptera Scout Black Common 4{3}{b} Creature – Bat Ouphe 3 1 jv1_159 Flying. 2 1297296742 on 10 Feb 2011 by Jack V
87 Crow Tyrannosaurus Black Common 1{b} Sorcery jv1_207 Exile any number of cards in your graveyard with a different combination of creature types (Eg. An ouphe, an ouphe shaman, and a shaman). Target creature gets -1/-1 until end of turn for each card exiled. 0
88 Dark Fleshform Black Rare 4{3}{b} Creature – Elemental Construct 0 0 jv1_183 As Dark Fleshform comes into play, put any number of -1/-1 counters on any number of creatures target player controls (but not more than their toughness). Dark Fleshform comes into play with that many +1/+1 counters on under that player's control. 4 1304485677 on 4 May 2011 by jmgariepy
89 Dark Immolation Black Rare 8{2/b}{2/b}{2/b}{2/b} Sorcery jv1_189 Each player discards their hand.
If there's a card in your graveyard called Dark Immolation as you cast this, instead target player discards two cards.
1 1297388738 on 11 Feb 2011 by Jack V
90 Darkwood Haunt Black Rare 5{4}{b} Creature – Wraith 2 3 jv1_124 Whenever Darkwood Haunt blocks or is blocked, put a +1/+1 counter on it.
Whenever Darkwood Haunt becomes the target of a spell or ability, remove a +1/+1 counter from it.
0
91 Demoniac Chapel Black Rare 0 Legendary Land 1 jv1_200 : You can't win the game. At the beginning of your upkeep, lose 1 life for each counter on Demoniac Chapel.
+X: Add {x} black mana to your mana pool.
-1: Add {b} to you mana pool.
1 1295579548 on 21 Jan 2011 by SadisticMystic
92 Desolation Black Mythic 10{6}{b}{b}{b}{b} Permanent jv1_110 Pay 1 life: Destroy target creature. 0
93 Diseased Wolf Black Uncommon 2{1}{b} Creature – Wolf 1 2 jv1_59 {2}: Destroy target wolf that's not named “Diseased Wolf”. Its controller puts a token onto the battlefield that's a copy of Diseased Wolf. 0
94 Empty Tomb Black Rare 0 Legendary Land 4 jv1_142 : When Empty Tomb comes into play, if you control 5 or more lands, put a black 5/5 wraith creature into play.
+1: Add {b} to your mana pool.
-1: Regenerate target wraith. It gains flying until end of turn.
0
95 Famulous Saboteur Black Common 2{1}{b} Creature – Ouphe Rogue 1 1 jv1_156 Whenever Famulous Saboteur deals damage, you may remove a counter from target permanent an opponent controls. 0
96 Flence Black Uncommon 2{1}{b} Sorcery jv1_158 Destroy all equipment and auras attached to target creature and remove all counters from it. For each equipment, aura and counter removed, deal 1 damage to it. 0
97 Maggot Swarm Black Common 3{2}{b} Creature – Insect 0 3 jv1_160 When Maggot Swarm comes into play, target player discards a card. 0
98 Mouldering Laboratory Black Uncommon 0 Land 1 jv1_133 +1: Discard a card. Add {b} to your mana pool.
-1: Target player discards a card. Add {b} to your mana pool.
4 1292852500 on 20 Dec 2010 by Chris
99 Nich's Oak Black Common 4{3}{b} Creature – Plant 2 4 jv1_28 Defender. 0
100 Obstinate Mahout Black Common 3{2}{b} Creature – Rat Ouphe 2 3 jv1_47 Obstinate Mahout can't be the target of spells and abilities you control. 2 1299255835 on 4 Mar 2011 by mtgcolorpie
101 Oozing Toad Black Common 2{1}{b} Creature – Frog 1 2 jv1_244 {t}, Pay 2 life: Add {b} to your mana pool. 0
102 Pustulant Cockroach Black Common 1{b} Creature – Insect 0 1 jv1_5 Indestructible.
Whenever Pustulant Cockroach is dealt damage, lose 1 life.
0
103 Rat-Bolt Shaman Black Uncommon 3{2}{b} Creature – Ouphe Rat Ninja Shaman 2 1 jv1_61 When Rat-Bolt Shaman comes into play, you may reveal X rat cards in your sideboard. Target creature gets -X/-X until end of turn. 0
104 Rats Of Pointlessness Black Common 2{1}{b} Creature – Rat 1 1 jv1_44 You may play with any number of cards in your sideboard revealed. Rats Of Pointlessness gets +1/+1 for each of those cards called Rats Of Pointlessness. 0
105 Ravening Mink Black Common 3{2}{b} Creature – Ferret 1 1 jv1_14 Haste, Deathtouch 0
106 Skulking Rat-Shaman. Black Uncommon 2{1}{b} Creature – Ouphe Rat Shaman 1 1 jv1_65 While Skulking Rat-Shaman. is in your graveyard, cards in your graveyard have shroud. 0
107 Skull-Pole Totem Black Common 0{0} Artifact – Equipment jv1_91 Equip {b}
Equipped creature gets +1/+0 and has wither.
If a source a player controls deals damage to the equipped creature, they may destroy this instead.
0
108 Soulless Resurrection. Black Uncommon 2{1}{b} Sorcery jv1_249 Put target creature card in a graveyard into play under your control. It's colorless and loses all abilities.
(If its power or toughness is written as *, it will be 0.)
0
109 Supturous Ghoul Black Uncommon 4{3}{b} Creature – Wraith 4 4 jv1_122 Whenever Supturous Ghoul would be dealt damage, instead put that many -1/-1 counters on Supturous Ghoul.
At the beginning of your upkeep, you may remove a -1/-1 counter from Supturous Ghoul.
0
110 Theiving Crow Black Uncommon 4{3}{b} Creature – Bird 2 1 jv1_240 Flying.
Theiving Crow gets +1/+1 if an opponent controls an artifact.
{t}: Gain control of target unattached equipment
0
111 Turning Vultures Black Common 1{b} Creature – Bird 3 2 jv1_208 Flying.
At the beginning of your upkeep, sacrifice Turning Vultures unless you remove a creature card in your graveyard from the game.
0
112 Zombie Wolf Black Common 4{3}{b} Creature – Zombie Wolf 2 2 jv1_54 {2}: Regenerate target Zombie Wolf .
{2}: Put a -1/-1 counter on target Wolf you control. It becomes a Zombie in addition to its other creature types
0
113 Zombie-Necklace Totem Black Uncommon 2{2} Artifact – Equipment jv1_173 Equip {1}{b}
During combat equipped creature is a 2/2 black zombie creature with “{1}{b}: Regenerate this creature”. Remove all damage from it at end of combat.
0
114 Blazing Firebough Red Common 1{1} Artifact – Equipment jv1_90 Equip {r}
Equipped creature gets +3/+0 and has haste.
If a source a player controls deals damage to the equipped creature, they may destroy this instead.
0
115 Boggle Arrow Ambush Red Common 0 Land 3 jv1_138 {r}: Put Boggle Arrow Ambush from your hand into play.
-1: Deal 1 damage to target creature that was dealt damage this turn.
0
116 Boggle Bullies Red Uncommon 3{2}{r} Creature – Ouphe 2 2 jv1_241 Whenever Boggle Bullies deals combat damage to a creature, you may gain control of target equipment attached to that creature and attach it to Boggle Bullies. 0
117 Boggle Pranksters Red Common 2{1}{r} Creature – Ouphe Rogue 1 1 jv1_157 {t}: Unnattach target equipment. 0
118 Clawed Eagle Totem Red Uncommon 2{2} Artifact – Equipment jv1_171 Equip {3}{r}
During combat equipped creature is a 3/3 red bird creature with flying. Remove all damage from it at end of combat.
0
119 Defiant Rage Red Common 1{r} Enchantment – Aura jv1_233 Enchant creature.
Enchanted creature gets +2/+0.
When Defiant Rage enters the battlefield, enchanted creature gets an additional +2/+0 until end of turn.
0
120 Final Inferno Red Mythic 10{6}{r}{r}{r}{r} Sorcery jv1_112 Final Inferno deals 12 damage to target player and each creature they control. 0
121 Furious Squirrel Red Common 3{2}{r} Creature – Squirrel 2 2 jv1_21 Whenever Furious Squirrel attacks, you may put the top card of defending player's library to the bottom 0
122 Fury Cedars Red Common 4{3}{r} Creature – Plant 4 3 jv1_31 Trample.
Fury Cedars attacks each turn if able.
0
123 Ghostly Firemare Red Rare 3{2}{r} Creature – Horse Elemental 2 2 jv1_179 Whenever Ghostly Firemare attacks, for each other player or planeswalker it could have attacked, put a token that's a copy of it into play tapped and attacking that player or planeswalker. Exile those tokens at end of combat. 1 1306049120 on 22 May 2011 by jmgariepy
124 Harreki-Scale Totem Red Uncommon 0{0} Artifact – Equipment jv1_224 Equip {0}
{r}: Equipped creature gets +1/+0 until end of turn.
If a source a player controls deals damage to the equipped creature, they may destroy this instead.
0
125 Hob's Hill Seagulls Red Common 4{3}{r} Creature – Bird 2 1 jv1_12 Flying, Flanking 0
126 Hot Wind Fleshform Red Rare 1{r} Creature – Elemental Construct 0 0 jv1_180 Flash, haste.
As Hot Wind Fleshform comes into play, put any number of -1/-1 counters on any number of creatures you control (but not more than their toughness). Hot Wind Fleshform comes into play with that many +1/+1 counters on.
Sacrifice Hot Wind Fleshform at end of turn.
0
127 Hunting Wolf Red Common 2{1}{r} Creature – Wolf 1 2 jv1_56 {2}: Target wolf gets +2/+0 until end of turn. 0
128 Hurried Sabotage Red Common 3{2}{r} Instant jv1_225 Destroy target artifact. If it was equipping a creature, it deals 3 damage to that creature. 0
129 Killer Boar Red Common 4{3}{r} Creature – Boar 3 3 jv1_15 Whenever Killer Boar blocks or becomes blocked by a human, it gets +2/+0 until end of turn. 0
130 Lavafall Golem. Red Rare 4{2}{r}{r} Creature 3 2 jv1_196 Whenever Lavafall Golem. deals combat damage to a creature, it also deals that much damage to any target creature. 0
131 Lavenderflame Wand Red Common 2{2/r} Artifact – Equipment jv1_170 Equip {1}
Equipped creature has “{t}: This deals 1 damage to target creature or player and 1 damage to itself.”
0
132 Magician's Slavedriver Red Common 2{1}{r} Creature – Ouphe Minion 1 1 jv1_248 Haste.
{t}: Magician's Slavedriver deals 1 damage to target creature you control. That creature gains haste and gets +1/+0 until end of turn.
0
133 Magma Gout Red Uncommon 5{3}{r}{r} Sorcery jv1_226 Magma Gout deals five damage to target player.
If they played a non-basic land this turn, you may play Magma Gout for {2}{r} and as though it had flash.
0
134 Molten Flinders Red Uncommon 1{r} Enchantment jv1_209 When Molten Flinders enters the battlefield or is put into the graveyard from the battlefield it deals 3 damage divided as you choose between one or two target creatures.
At the beginning of your upkeep, Molten Flinders deals 1 damage to you.
{4}{r}: Sacrifice Molten Flinders;
0
135 Molten Holocaust Red Rare 8{2/r}{2/r}{2/r}{2/r} Sorcery jv1_190 Molten Holocaust deals 5 damage to each creature. If there's a card in your graveyard called Molten Holocaust as you cast this, Molten Holocaust deals 10 damage to target creature instead. 0
136 Mystic Forge Red Uncommon 0 Land 2 jv1_135 +1: Add {r} to your mana pool.
-1: Deal 2 damage to target creature or player.
0
137 Poisoned Arrows Red Uncommon 3{2}{r} Instant jv1_145 Put a -1/-1 counter on each attacking creature you control. They gain wither until end of turn. 0
138 Porcupine Red Uncommon 3{2}{r} Creature – Rodent 1 2 jv1_7 Whenever Porcupine is dealt damage by a creature or becomes the target of a creature's activated or triggered ability, it deals 2 damage to that creature. 0
139 Quicksilver Fox Red Common 2{1}{r} Creature – Fox 2 1 jv1_35 If you have 18 or 19 life Quicksilver Fox has haste. 2 1294247335 on 5 Jan 2011 by SadisticMystic
140 Rabbit Scout Red Uncommon 3{1}{r}{r} Creature – Rabbit Scout 2 1 jv1_221 Rabbits you control have haste. 0
141 Rainbow Bolt Red Common 2{1}{r} Instant jv1_235 Rainbow Bolt deals X damage to target creature where X is the number of basic land types among lands on the battlefield. 0
142 Rampaging Boggles. Red Common 4{3}{r} Creature – Ouphe Beserker 3 3 jv1_162 Haste.
Whenever Rampaging Boggles. attacks, it deals 1 damage to each other attacking creature you control.
0
143 Red Spider Red Common 1{r} Creature – Spider 0 1 jv1_4 When Red Spider is put into the graveyard from play, you may have it deal 1 damage to target creature. 0
144 Scurrying Weasel Red Common 1{r} Creature – Ferret 1 1 jv1_37 Haste.
Scurrying Weasel attacks each turn if able and can't be blocked the turn it came into play.
0
145 Strangling Ratvines Red Rare 3{2}{r} Creature – Plant Construct 1 2 jv1_38 Haste.
{t}: Put a copy of Strangling Ratvines into play tapped blocking target unblocked attacking creature.
0
146 Telleuric Foreshocks Red Rare 3{2}{r} Instant jv1_84 Telleuric Foreshocks deals 1 damage to each creature without flying, each player, and each permanent with a loyalty value. This damage can't be redirected. 0
147 Thornblood Topiary Red Uncommon 2{1}{r} Creature – Plant 2 2 jv1_40 If Thornblood Topiary has no counters on, it can't attack or block, and has “whenever creatures attack you you may toss a coin. If you win, you may put two +1/+1 counters on Thornblood Topiary.” 0
148 Unstable Fire Spirit Red Common 3{2}{r} Creature – Elemental Spirit 0 3 jv1_131 Whenever Unstable Fire Spirit is dealt damage, it deals that much damage to each creature. 0
149 Viviparous Lizard Red Common 1{r} Creature – Lizard 1 1 jv1_128 Whenever a player plays a spell you may have Viviparous Lizard become the same colour or colours as that spell until end of turn. 0
150 Badgerclaw Quarterstaff Green Common 1{1} Artifact – Equipment jv1_89 Equip {2}{g}
Equipped creature gets +3/+2 and has shroud.
If a source a player controls would deal at least three damage to the equipped creature, they may destroy this instead.
0
151 Boggle Expedition Green Uncommon 3{2}{g} Sorcery jv1_237 Search your library for a land card. If it's a basic land card put it onto the battlefield tapped, otherwise put it into your hand. Shuffle your library. 1 1297298960 on 10 Feb 2011 by Jack V
152 Boggle Mob Green Uncommon 4{3}{g} Creature – Ouphe Coward 4 3 jv1_127 Whenever a creature deals combat damage to Boggle Mob, put that many 1/1 green ouphe coward creature tokens onto the battlefield. 0
153 Boggle Reinforcements Green Common 3{2}{g} Instant jv1_86 Put a 1/1 green ouphe creature token onto the battlefield. If it's not during combat, put an additional one of those tokens onto the battlefield. If it's your main phase, put another additional one of those tokens onto the battlefield. 0
154 Boggle Training Camp Green Common 0 Land 3 jv1_139 {g}: Put Boggle Training Camp from your hand into play.
-1: Target creature gets +1/+1 until end of turn.
0
155 Breeding Warren Green Uncommon 0 Land jv1_143 ({t}: Add {g} to your mana pool.)
Tap two untapped Non-Baby Rabbit creatures you control: put two 0/1 green baby rabbit creature tokens onto the battlefield tapped.
Tap an untapped Baby Rabbit creature you control: It becomes a copy of target non-Baby Rabbit creature you control.
5 1289313093 on 9 Nov 2010 by Jack V
156 Carnivorous Moss Green Rare 4{3}{g} Creature – Plant Vampire 1 6 jv1_147 Defender.
Whenever Carnivorous Moss deals damage, put that many spore counters on it.
Remove a spore counter from Carnivorous Moss: Add {g} to your mana pool.
0
157 Familiar Toad Green Common 2{1}{g} Creature – Frog 1 2 jv1_27 {t}: Add {g} to your mana pool, then untap Familiar Toad at end of turn. 0
158 Fleeing Naiad Green Common 2{1}{g} Creature – Ouphe Dryad 1 1 jv1_161 Exile Fleeing Naiad: Target creature attacks you this turn if able. 0
159 Form Of The Squirrel Green Rare 1{g} Enchantment jv1_79 As Form of the Squirrel comes into play, put a 1/1 green Squirrel creature token into play. You lose the game when it leaves play.
Creatures can't attack you.
You can't be the target of spells or abilities.
You can't play spells.
4 1290465461 on 22 Nov 2010 by Jack V
160 Frabjous Upwellment Green Rare 4{3}{g} Sorcery jv1_178 Put a land card from outside the game onto the battlefield. 2 1297844170 on 16 Feb 2011 by SadisticMystic
161 Frenetic Rabbit Green Common 2{1}{g} Creature – Rabbit 2 2 jv1_33 Rabbits you control can't be blocked by creatures with flying.
A deck can have any number of cards named Frenetic Rabbit.
0
162 Fruminous Bandersnatch Green Uncommon 5{4}{g} Creature – Beast 2 5 jv1_187 Haste, Reach, Wither
Fruminous Bandersnatch can block any number of creatures.
0
163 Herne The Hunter Green Mythic 10{6}{g}{g}{g}{g} Creature – Avatar 4 2 jv1_108 When Herne The Hunter comes into play, reveal your library and put all wolf cards, hound cards and horse cards onto the battlefield. Shuffle your library.
Sacrifice Herne The Hunter: regenerate all wolves, horses and hounds. They gain flying until end of turn.
1 1297299218 on 10 Feb 2011 by Jack V
164 Howl Of The Night Pack Green Uncommon 7{6}{g} Sorcery jv1_211 Put a 2/2 green Wolf creature token onto the battlefield for each Forest you control. 0
165 Industrious Beaver Green Common 3{2}{g} Creature – Rodent Artificer 2 2 jv1_152 {g}, {t}, Sacrifice a forest: Search your library for a basic land card and put it onto the battlefield. Shuffle your library. 0
166 Krosan Beast Green Uncommon 4{3}{g} Creature – Squirrel Beast 1 1 jv1_213 Threshold — Krosan Beast gets +7/+7 as long as seven or more cards are in your graveyard. 0
167 Leyline Of Evolution Green Rare 4{2}{g/u}{g/u} Enchantment jv1_246 If Leyline Of Evolution is in your opening hand, you may begin the game with it in play. When you do, or when it comes into play, choose two creature types. For the rest of the game, creatures with either of those types have both. 0
168 Lichen Crawler Green Rare 1{g} Creature – Fungus Plant 1 1 jv1_203 At the beginning of your upkeep put a spore counter on Lichen Crawler. It gets +1/+1 for every three spore counters on it.
When Lichen Crawler is put into the graveyard from play, put a copy of it onto the battlefield for every three spore counters on it.
2 1290459763 on 22 Nov 2010 by Jack V
169 Mouse-Fur Totem Green Uncommon 1{1} Artifact – Equipment jv1_172 Equip {g}
During combat equipped creature is a 1/1 green rat creature with basic landwalk and shroud.
0
170 Muntjac Deer Green Common 2{1}{g} Creature – Antelope 2 2 jv1_24 Whenever Muntjac Deer attacks or blocks, you may gain 2 life. 0
171 Ominous Glade Green Common 4{3}{g} Creature – Plant 4 6 jv1_30 Defender.
Opponents must attack you each turn if able.
At the beginning of your upkeep, sacrifice a non-plant creature unless you pay {1}{g}.
0
172 Quill Javelin Green Common 2{2/g} Artifact – Equipment jv1_166 Equip {1}
Equipped creature gets +2/+0.
Unattach Quill Javelin: Deal 2 damage to target attacking flying creature.
0
173 Rabbit Excavator Green Common 3{2}{g} Creature – Rabbit Artisan 2 2 jv1_163 {g}, {t}: Put another loyalty counter on target land with some on. 0
174 Rooting Boar Green Common 4{3}{g} Creature – Boar 3 3 jv1_120 {t}: Deal 1 damage to Rooting Boar. Gain 2 life. 0
175 Squirrel Wrangler Green Uncommon 4{2}{g}{g} Creature – Human Druid jv1_236 {1}{g}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens onto the battlefield.
{1}{g}, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn.
0
176 Steady Drizzle Green Common 1{g} Instant jv1_80 Reduce all combat damage dealt this turn by 1 0
177 Tiny Bunny Green Common 1{g} Creature – Baby Rabbit 0 1 jv1_2 Tiny Bunny can block any number of creatures. 0
178 Training Kennels Green Uncommon 0 Land 1 jv1_136 +1: Add {g} to your mana pool.
0: Target creature gets +3/+3 until end of turn.
0
179 Tufted Rabbit Green Uncommon 2{g}{g} Creature – Rabbit 3 3 jv1_219 When Tufted Rabbit attacks and isn't blocked, defending player may discard an artifact card. If they do, put two -1/-1 counters on Tufted Rabbit. 0
180 Valiance Green Common 1{g} Enchantment – Aura jv1_230 Enchant creature.
Enchanted creature gets +1/+1.
When Valiance enters the battlefield, enchanted creature gets an additional +1/+1 until end of turn.
0
181 Waking Coppice Green Rare 0 Land 4 jv1_32 : When Waking Coppice comes into play, sacrifice two untapped lands
+2: Add {g}{g}{g} to your mana pool.
-3: Put a 3/3 green plant treefolk creature token onto the battlefield under your control.
0
182 Wandering Boggles Green Uncommon 1{g} Creature – Ouphe Nomad 1 1 jv1_247 At end of turn, if you have no lands in your hand, you may reveal it. If you do, put a +1/+1 counter on Wandering Boggles. 0
183 Wolfcastle Oak Green Common 4{2}{g}{g} Creature – Wolf Plant 4 4 jv1_146 Sacrifice three lands, T: put four +1/+1 counters on Wolfcastle Oak. 1 1289235212 on 8 Nov 2010 by Jack V
184 Woodland Changeling Green Common 2{1}{g} Creature – Ouphe Shaman 2 2 jv1_64 Changeling. 0
185 Heaven's Light Multicolour Uncommon 4{2}{w}{u} Enchantment jv1_206 Flash.
When Heaven's Light enters the battlefield, exile target spell or non-land permanent.
If Heaven's Light leaves the battlefield return that card to its owner's hand.
0
186 Evard's Spiked Tentacles Multicolour Rare 3{1}{u}{b} Enchantment – Aura jv1_204 Enchant creature.
At the end of each turn, put a -1/-1 counter on enchanted creature and deal damage to its controller equal to the number of counters.
{u/b}{u/b}, remove a -1/-1 counter from enchanted creature: it can't attack or block this turn.
0
187 Jacqueline Terrique, Magician Multicolour Rare 4{2}{u/b}{u} Legendary Creature – Human Wizard 2 2 jv1_107 Sacrifice X ouphes: Add {x} to your mana pool. 2 1289235938 on 8 Nov 2010 by Jack V
188 Terminate Multicolour Uncommon 2{b}{r} Instant jv1_254 Destroy target creature. It can't be regenerated. 0
189 Desperate Predation Multicolour Uncommon 5{2/r}{2/g}{r/g} Instant jv1_153 Two target creatures deal damage to each other equal to their power. If one is destroyed, put X +1/+1 counters on the other where X is the destroyed creature's toughness. 0
190 Tiny Harrekki Dragon Multicolour Rare 2{r}{g} Artifact Creature – Baby Dragon 0 1 jv1_77 {r/g}: Tiny Harrekki Dragon gets +1/+0 until end of turn. Add 1 to your mana pool. 0
191 Voxulox Tyrant Multicolour Rare 6{4}{r}{g} Creature – Eye Beast 4 4 jv1_195 At the beginning of your upkeep, destroy target non-eye creature of your choice and target non-eye creature at random. 0
192 Occulon Swarm Multicolour Rare 3{1}{w}{g} Creature – Eye Insect 1 1 jv1_194 {g/w}{g/w}{g/w}, pay X life: put X copies of Occulon Swarm onto the battlefield.
{t}, sacrifice Occulon Swarm: Target creature called Occulon Swarm gains flying, haste and lifelink and gets +1/+1 until end of turn.
2 1287964433 on 24 Oct 2010 by Alex
193 Watchwolf Multicolour Uncommon 2{g}{w} Creature – Wolf 3 3 jv1_252 0
194 Twining Wurmulox Multicolour Rare 5{3}{b}{g} Creature – Eye Wurm 5 5 jv1_192 Whenever Twining Wurmulox is dealt damage, instead put that many -1/-1 counters on it and put a 0/0 zombie eye wurm creature token into play with that many +1/+1 counters on.
{1}{b/g}: Remove a -1/-1 counter from Twining Wurmulox.
0
195 Verdant Occulox Multicolour Rare 4{2}{u}{g} Creature – Eye Elemental 2 2 jv1_193 Whenever Verdant Occulox is dealt damage, if it has +1/+1 counters on, instead remove that many +1/+1 counters.
{g/u}{g/u}, pay 3 life: Put a +1/+1 counter on Verdant Occulox. It gains lifelink until end of turn.
0
196 Reginald Braithwaite, Magician Multicolour Rare 4{2}{u/r}{u} Legendary Creature – Human Wizard 3 1 jv1_106 Whenever you scry X, Reginald Braithwaite, Magician gets +X/+X until end of turn. 0
197 Arnold Braithwaite, Magician Hybrid Rare 4{2}{w/u}{u} Legendary Creature – Human Wizard 1 3 jv1_105 Whenever a bird you control attacks, you may scry 2.
Whenever you would scry X, you may instead scry for X more the next time you would scry this turn. (Eg. Don't scry 1, then scry 1, rather scry 2.)
0
198 Ascending Lark Hybrid Common 1{w/u} Creature – Bird 1 1 jv1_8 Flying 0
199 Meiren's Sightblinder Hybrid Rare 2{w/u}{w/u} Artifact – Equipment jv1_93 Equip {2}
Equipped creature has “{t}: Tap target creature”
0
200 Ouphe Owl-Shaman Hybrid Rare 2{w/u}{w/u} Creature – Ouphe Bird Shaman 2 1 jv1_60 Vigilance
When Ouphe Owl-Shaman leaves play, you may return any number of aura cards that were enchanting it to play under your control.
0
201 Spirit Wolf Hybrid Rare 4{3}{w/u} Creature – Wolf Spirit 2 2 jv1_52 {2}: Target wolf gains flying until end of turn. 0
202 Watervole Lancer Hybrid Common 2{u/b}{u/b} Creature – Rat Ouphe 1 1 jv1_41 Watervole Lancer can't be blocked by creatures with greater power. 0
203 Cripple Hybrid Common 2{b/r}{b/r} Instant jv1_255 Put a -1/-1 counter on target creature. If you control a mountain and a swamp, put an additional two -1/-1 counters on it. 0
204 Demon Beaver Hybrid Rare 4{3}{b/r} Creature – Demon Rodent 3 4 jv1_202 {b/r}{b/r}, {t}: Destroy target land. Its controller may search their library for a basic land card with the same name as a land they control and put it into their hand.
{b/r}: Demon Beaver gets +1/+0 until end of turn.
0
205 Halfhand's Bane Hybrid Rare 2{b/r}{b/r} Artifact – Equipment jv1_92 Equip {2}
+3/-1. If enchanted creature is put into the graveyard from play after a creature dealt combat damage to it this turn, attach Halfhand's Bane to that creature and that creature's controller gains control of it.
0
206 Throat Wolf Hybrid Rare 4{3}{b/r} Creature – Wolf 3 2 jv1_57 {2}: Target wolf deals damage equal to its power divided as you choose between any number of creatures blocking it or blocked by it. Until end of turn, it doesn't deal combat damage. 3 1289235497 on 8 Nov 2010 by Jack V
207 Bloodbarbed Flail Hybrid Rare 2{r/g}{r/g} Artifact – Equipment jv1_95 Equip {2}
Whenever equipped creature deals combat damage you may put that many charge counters on Bloodbarbed Flail.
Remove X charge counters from Bloodbarbed Flail: Deal X damage to target attacking or blocking creature
0
208 Dire Locusts Hybrid Rare 2{1}{r/g} Creature – Insect 1 1 jv1_198 {1}{r/g}: {t}: Put a copy of Dire Locusts onto the battlefield. Lose 1 life.
{1}{r/g}: Dire Locusts gains flying until end of turn.
Whenever four or more creatures called Dire Locusts deal combat damage to a player, prevent it and instead they sacrifice a land.
0
209 Giant Solifuge Hybrid Uncommon 4{2}{r/g}{r/g} Creature – Insect 4 1 jv1_242 Trample; haste; shroud 0
210 Jubjub Worm Hybrid Uncommon 6{2}{r/g}{r/g}{r/g}{r/g} Creature – Wurm 5 3 jv1_262 When Jubjub Worm comes into play, destroy target land you control and target land you don't control. 0
211 Locust Shaman Hybrid Rare 2{r/g}{r/g} Creature – Ouphe Insect Shaman 2 1 jv1_62 {r/g}, {t}: Locust Shaman deals damage to the controller of target non-creature spell equal to the spell's converted mana cost. Resolve that spell. 2 1289601780 on 12 Nov 2010 by Alex
212 Scavenging Boar Hybrid Uncommon 3{1}{r/g}{r/g} Creature – Boar 3 3 jv1_121 Trample.
Whenever Scavenging Boar deals combat damage to a creature, you may add that much mana in {g} or {r} to your mana pool at the beginning of the next main phase.
0
213 Untrained Squirrel Hybrid Common 3{2}{r/g} Creature – Squirrel 2 2 jv1_19 When Untrained Squirrel comes into play, put target artifact an opponent controls on the bottom of their library. 0
214 Ancestral Weapon Hybrid Rare 2{g/w}{g/w} Artifact – Equipment jv1_94 Equip {2}
Equipped creature gets +1/+1 for each two charge counters on Ancestral Weapon. If it's destroyed, put charge counters on Ancestral Weapon equal to its unmodified power plus toughness.
0
215 Root In Place Hybrid Rare 4{3}{g/w} Enchantment – Aura jv1_258 Enchant creature.
Enchanted creature can't attack or block.
At the beginning of your first main phase each turn, add {w} or {g} to your mana pool.
0
216 Spider Swarm Hybrid Rare 4{2}{g/w}{g/w} Creature – Spider 1 3 jv1_259 Flash.
If you control a plains, Spider Swarm has vigilance.
If you control a forest, Spider Swarm has reach.
0
217 Spirit Squirrel Hybrid Common 3{2}{g/w} Creature – Spirit Squirrel 2 2 jv1_20 When Spirit Squirrel comes into play, put target enchantment an opponent controls on the bottom of their library. 0
218 Timber Wolf Hybrid Common 3{2}{g/w} Creature – Wolf 2 2 jv1_55 {2}: Target wolf gets +1/+1 until end of turn. 0
219 Ermine Stoat-Riders Hybrid Uncommon 4{3}{w/b} Creature – Ferret Ouphe 2 2 jv1_1 Intimidate, lifelink 0
220 Owl Shaman's Soul Pox Hybrid Rare 3{w/b}{w/b}{w/b} Enchantment – Aura jv1_261 When enchanted creature is put into a graveyard from play, target player loses 4 life. Attach Owl Shaman's Soul Pox to a creature that player controls. 0
221 Pipistrelle Hybrid Common 2{w/b}{w/b} Creature – Bat 0 3 jv1_42 Flying. 0
222 Blind Wormulox Hybrid Rare 3{2}{b/g} Creature – Wurm 2 2 jv1_205 Whenever a land card is put into your graveyard, you may put a +1/+1 counter on Blind Wormulox. 0
223 Darkglow Earthworm Hybrid Common 1{b/g} Creature – Worm 1 1 jv1_227 Dredge 1 0
224 Dire Wolf Hybrid Rare 3{1}{b/g}{b/g} Creature – Wolf 2 3 jv1_50 {2}: Target wolf gains wither until end of turn. 3 1289235653 on 8 Nov 2010 by Jack V
225 Hoarding Squirrel Hybrid Common 3{2}{b/g} Creature – Squirrel 2 2 jv1_18 When Hoarding Squirrel comes into play, put target card in a graveyard on the bottom of its owner's library. 0
226 Frederick Gunnarson, Magician Hybrid Rare 4{2}{g/u}{u} Legendary Creature – Human Wizard 2 4 jv1_104 All plant creatures lose defender and must attack each turn if able. Whenever Frederick Gunnarson, Magician attacks, attacking plant creatures get +2/+2 until end of turn. 0
227 Outgrabous Fecundity Hybrid Uncommon 4{g/u}{g/u}{g/u}{g/u} Sorcery jv1_256 Draw three cards. 2 1287964362 on 24 Oct 2010 by Alex
228 Swelling Plasma Hybrid Rare 3{1}{g/u}{g/u} Creature – Shapeshifter Elemental 3 1 jv1_238 Changeling.
{g/u}{g/u}, {t}: Two target other creatures that share a creature type get +1/+1 until end of turn.
{g/u}{g/u}: Swelling Plasma gains flying and defender until end of turn.
0
229 Wallowing Boar Hybrid Common 3{1}{g/u}{g/u} Creature – Boar 2 2 jv1_257 As long as you control a forest, Wallowing Boar has forestwalk.
As long as you control an island, Wallowing Boar has islandwalk.
0
230 Shimmering Veil Hybrid Rare 2{u/r}{u/r} Creature – Illusion Weird 2 1 jv1_39 Pay 1 life: shimmering veil becomes your choice of colours until end of tun. You may have target player gain control of it.
While Shimmering Veil is tapped, lands you control lose all abilities and are basic island mountains.
0
231 Sudden Tickles Hybrid Rare 1{x}{u/r} Instant jv1_85 Choose X target permanents. Each permanent's controller plays an activated ability of it if possible. (They make choices and pay costs.) 0
232 Tiny Kitty Hybrid Common 1{u/r} Creature – Baby Cat 0 1 jv1_3 {u}, {t}: Flip a coin. If you win, remove Tiny Kitty from combat and it deals one damage to a creature it blocked or was blocked by. 0
233 Boar Piglet Hybrid Uncommon 1{r/w} Creature – Baby Boar 1 1 jv1_148 When Boar Piglet is put into the graveyard from play, gain life equal to its toughness. 0
234 Interdict Hybrid Uncommon 1{r/w} Enchantment – Aura jv1_260 Enchant creature.
If you control a plains, enchanted creature can't attack.
If you control a mountain, enchanted creature can't block.
5 1289602360 on 12 Nov 2010 by Alex
235 Mountain Wolf Hybrid Uncommon 3{2}{r/w} Creature – Wolf 2 2 jv1_53 {2}: Target wolf gains mountainwalk until end of turn. 0
236 Yearling Wolf Hybrid Rare 2{1}{r/w} Creature – Wolf 2 1 jv1_51 {2}: Target wolf gains flanking until end of turn. (Different instances of flanking trigger separately.) 2 1289235362 on 8 Nov 2010 by Jack V
237 Barbed Grimoire Artifact Uncommon 2{2} Artifact jv1_78 {1}, {t}: Scry 1.
{5}, {t}: scry 10.
Whenever Barbed Grimoire becomes tapped, it deals 1 damage to you.
0
238 Chuckling Fountain Artifact Rare 3{3} Artifact jv1_185 {t}: Remove all damage from target creature. (The damage must already have been dealt, and not be enough to destroy it.) 0
239 Clockwork Sundial Artifact Rare 3{3} Artifact jv1_72 Whenever you put counters on a permanent, or a permanent comes into play with counters on it, you may put the top card of target player's library into their graveyard. 0
240 Hornet Cannon Artifact Uncommon 4{4} Artifact jv1_176 {3}, {t}: Put a 1/1 colorless Insect artifact creature token with flying and haste named Hornet onto the battlefield. Destroy it at the beginning of the next end step. 0
241 Lotus Beetle Artifact Rare 0{0} Artifact Creature – Insect 0 1. jv1_76 Flying.
Lotus Beetle can't block.
{t}, sacrifice Lotus Beetle: Add one mana of any color to your mana pool.
3 1289236424 on 8 Nov 2010 by Jack V
242 Mechanical Squirrel Artifact Common 3{3} Artifact Creature – Squirrel Construct 2 2 jv1_17 {3}: Put the top card of target player's library to the bottom.
{3}: Put the bottom card of target player's library to the top.
2 1289236169 on 8 Nov 2010 by Jack V
243 Mechanical Wolf Artifact Common 3{3} Artifact Creature – Wolf Construct 2 2 jv1_58 4 1311302794 on 22 Jul 2011 by dude1818
244 Moathouse Golem Artifact Uncommon 4{4} Artifact Creature – Golem 3 4 jv1_34 Whenever Moathouse Golem attacks, defending player gains control of it at end of combat. 0
245 Ragged Poppet Artifact Rare 3{3} Artifact Creature – Construct 0 1 jv1_73 As Ragged Poppet comes into play, choose a player. Whenever a source deals damage to Ragged Poppet, prevent 1 of that damage and Ragged Poppet deals 1 damage to the chosen player. 0
246 Spinningwheel Artifact Rare 3{3} Artifact jv1_70 Spinning wheel is both tapped and untapped. 0
247 Viridescent Kingfisher Artifact Uncommon 0{0} Artifact Creatue – Bird Construct * 1 jv1_75 Viridescent Kingfisher's power is equal to the number of basic land types among lands you control.
Viridescent Kingfisher costs 1 more to cast for each basic land type among the lands you control.
0
248 Arcane Scriptorium Land Uncommon 0 Land 3 jv1_132 0 Add {u} to your mana pool.
-1 Draw a card.
12 1297300190 on 10 Feb 2011 by Alex
249 Barnaby's Folly Land Uncommon 0 Land jv1_130 When Barnaby's Folly comes into play, add {1} to your mana pool.
{t}: Add {1} to your mana pool.
0
250 Bogglegrove Land Common 0 Legendary Basic Land – Forest jv1_113 ({t}: Add {g} to your mana pool.)
{t}: If you control no creatures, you may put a 1/1 colourless ouphe creature token into play.
0
251 Cave Land Common 0 Basic Land – Cave jv1_119 {t}: Add {1} to your mana pool.
'Cave' counts as a basic land type (while Cave is in play).
2 1296904517 on 5 Feb 2011 by Jack V
252 Drained Marsh Land Uncommon 0 Land – Swamp jv1_100 ({t}: Add {b} to your mana pool.)
If you control six or more lands, Drained Marsh is a a forest plains and doesn't untap during your untap step
0
253 Eden Land Rare 0 Legendary Basic Land jv1_184 Eden has every basic land type. (It can tap for any color of mana.).
If you control six or more lands Eden doesn't untap during your untap step.
0
254 Four-Legged Demon Pavilion Land Rare 0 Legendary Land 2 jv1_197 +1: Add U or B to your mana pool. Lose 1 life.
-X: Until your next turn, the next time a non-flying creature with power and toughness both less than X attacks you or Four-Legged Demon Pavilion and isn't blocked, destroy it. Return it to the battlefield under your control.
0
255 Glade Of The White Hart Land Common 0 Legendary Basic Land – Plains jv1_114 ({t}: Add {w} to your mana pool.)
{w}, {t}: If you control no creatures, you may put a 2/2 colourless antelope creature token into play.
0
256 Haunted Cemetary Land Rare 0 Legendary Basic Land – Swamp jv1_116 ({t}: Add {b} to your mana pool.)
{4}{b}, {t}: If you control no creatures, you may sacrifice Haunted Cemetary and put two 2/2 black ghost creature tokens with intimidate into play.
0
257 Illusory Mansion Land Rare 0 Land 6 jv1_165 Creatures can't attack you if they can attack Illusory Mansion instead.
0: Add {u} to your mana pool.
2 1381945618 on 16 Oct 2013 by Jack V
258 Remote Loch Land Uncommon 0 Legendary Basic Land – Island jv1_117 ({t}: Add {u} to your mana pool.)
{3}{u}, {t}: If you control no creatures, you may sacrifice Remote Loch and put a 4/4 blue serpent creature token with defender into play.
0
259 Sunken Tanbo Land Uncommon 0 Land – Plains jv1_102 ({t}: Add {w} to your mana pool.)
If you control six or more lands, Sunken Tanbo is a swamp mountain and doesn't untap during your untap step
2 1327035063 on 20 Jan 2012 by Shiny_Umbreon
260 Sunlit Peak Land Rare 0 Legendary Land jv1_118 {t}: Add {1} to your mana pool.
As Sunlit Peak comes into play each other player may put a charge counter on a land they control. When Sunlit Peak or one of those lands is tapped for mana, it produces one mana of any color instead of one mana it would have produced.
0
261 Tectonic Island Land Uncommon 0 Land – Island jv1_101 ({t}: Add {u} to your mana pool.)
If you control six or more lands, Tectonic Island is a mountain forest and doesn't untap during your untap step
0
262 Tugley Wood Land Uncommon 0 Land – Forest jv1_98 ({t}: Add {g} to your mana pool.)
If you control six or more lands, Tugley Wood is an island swamp and doesn't untap during your untap step
0
263 Twisted Crag Land Uncommon 0 Legendary Basic Land – Mountain jv1_115 ({t}: Add {r} to your mana pool.)
{3}{r}, {t}: If you control no creatures, you may sacrifice Twisted Crag and put a 3/3 red bird creature token with flying into play.
0
264 Volcanic Fissures Land Uncommon 0 Land – Mountain jv1_99 ({t}: Add {r} to your mana pool.)
If you control six or more lands, Volcanic Fissures is a Plains Island and doesn't untap during your untap step
0
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