Magic Essentials: The Eternal Core Set: Card List

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Mechanics | The Core Set Ideal | Geomancy - Red | Dreamer - WU | Paladin - RW

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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Disillusioned Colourless None 0 0
2 Arctic Fox White Uncommon 2{1}{w} Summon – Fox 1 1 Forestwalk, protection from white 0
3 Benevolent Unicorn White Common 3{2}{w} Summon – Unicorn 1 3 If a source would deal damage to a creature, prevent 1 of that damage. 0
4 Blade Dancer White Uncommon 2{1}{w} Summon – Human Warrior 1 2 {1}{w}: Target creature blocking or blocked by Blade Dancer gets -1/-0 until end of turn. 0
5 Bushytail White Common 1{w} Summon – Rabbit 1 1 Protection from converted mana cost 2 or less 0
6 Cimmerian Bronco White Common 2{w}{w} Summon – Horse 2 3 Whenever Cimmerian Bronco becomes blocked, you may untap it and remove it from combat. 0
7 Cleanse White Common 1{w} Instant Target permanent becomes white until end of turn. Destroy all Auras attached to it. 2 1420144345 on 01 Jan 2015 by Alex
8 Clearcutting White Common 1{w} Enchantment – Aura Enchant Forest
Whenever enchanted land becomes tapped, it becomes a Plains and you return Clearcutting to your hand.
0
9 Conclave Phalanx White Uncommon 5{4}{w} Summon – Human Soldier 2 4 Convoke
When Conclave Phalanx enters the battlefield, you gain 1 life for each creature you control.
0
10 Consecration White Common 1{w} Enchantment – Aura Enchant land
Enchanted land has hexproof and can't be enchanted by other Auras.
0
11 Dawn Elemental White Rare 4{1}{w}{w}{w} Summon – Elemental 3 3 Flash
Flying
When Dawn Elemental enters the battlefield, tap all nonwhite creatures.
3 1420052662 on 31 Dec 2014 by Vonmarcus
12 Elder Wyrm White Uncommon 5{2}{w}{w}{w} Summon – Dragon Wurm 5 5 Defender, trample
When Elder Wyrm blocks, it loses defender.
4 1420566468 on 06 Jan 2015 by Alex
13 Equalize White Rare 4{2}{w}{w} Sorcery All creatures lose all abilities and have base power and toughness 1/1. 0
14 Fiend Hunter White Uncommon 3{1}{w}{w} Summon – Human Cleric 1 3 When Fiend Hunter enters the battlefield, exile target creature an opponent controls until Fiend Hunter leaves the battlefield. 0
15 Greater Turning White Common 1{w} Instant Exile target Skeleton, Spirit, Vampire, or Zombie. 1 1421058091 on 12 Jan 2015 by Alex
16 Hero's Call White Rare 2{1}{w} Sorcery Search your library for a legendary creature card, reveal it, and put it into your hand. Then shuffle your library. 0
17 High King White Rare 5{4}{w} Summon – Human Knight 3 4 Legendary
While you're searching your library, you may cast Knight, Soldier, Samurai, and Mercenary cards from your library.
0
18 Hog White Common 3{2}{w} Summon – Boar 2 2 Sacrifice Hog: You gain 4 life. 0
19 Icatain Crier White Common 3{2}{w} Summon – Human Citizen 1 1 When Icatain Crier enters the battlefield, put two 1/1 white Human Citizen creature tokens onto the battlefield. 0
20 Leaguestrider White Common 1{w} Summon – Antelope 1 1 Plainswalk 6 1420059129 on 31 Dec 2014 by dude1818
21 Leonin Den-Guard White Common 2{1}{w} Creature – Cat Soldier 1 3 As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance. 0
22 Lone Missionary White Common 2{1}{w} Summon – Kor Monk 2 1 WhenLone Missionary enters the battlefield, you gain 4 life. 0
23 Mistral Charger White Common 2{1}{w} Summon – Pegasus 2 1 Flying 0
24 Moat White Rare 4{2}{w}{w} Enchantment – Aura Enchant land
Creatures without flying can't attack.
0
25 Mobilize White Common 1{w} Instant Untap all creatures you control. 1 1420132530 on 01 Jan 2015 by LivesByProxy
26 Noble Heritage White Common 2{1}{w} Sorcery If you control fewer lands than an opponent, search your library for a Plains card and put it onto the battlefield. Then shuffle your library. 7 1420042461 on 31 Dec 2014 by Alex
27 Pacifiscm White Common 2{1}{w} Enchantment – Aura Enchant creature
Enchanted creature can't attack or block.
0
28 Palace Guard White Common 3{2}{w} Summon – Human Soldier 1 3 Palace Guard can block any number of creatures. 0
29 Paladin en-Vec White Rare 3{1}{w}{w} Summon – Human Knight 2 2 First strike, protection from black and from red 0
30 Patience White Rare 4{3}{w} Summon – Incarnation 1 5 Whenever you cast a spell, if it's the second spell you cast this turn, your opponents can't attack you during their next turn. 0
31 Polar Bear White Uncommon 3{2}{w} Summon – Bear 2 2 Islandwalk, protection from white 1 1420144072 on 01 Jan 2015 by Alex
32 Preacher White Rare 3{1}{w}{w} Summon – Human Cleric 1 2 {1}, {t}: Gain control of target white creature. 1 1420225643 on 02 Jan 2015 by Vitenka
33 Purity White Rare 6{3}{w}{w}{w} Summon – Elemental Incarnation 6 6 Flying
If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way.
When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.
0
34 Reknowned Cartographer White Rare 3{2}{w} Summon – Human Scout 2 2 Domain — For each basic land type among lands you control, Reknowned Cartographer has landwalk of that type. 2 1420143855 on 01 Jan 2015 by Alex
35 Royal Falcon White Common 1{w} Summon – Bird 1 1 Flying 0
36 Savannah Lion White Uncommon 1{w} Summon – Cat 2 1 0
37 Shepherd White Common 2{1}{w} Summon – Human Citizen 1 1 When Shepherd enters the battlefield, put three 0/1 white Sheep creature tokens onto the battlefield. 2 1420059169 on 31 Dec 2014 by dude1818
38 Shieldmaiden White Common 1{w} Summon – Human Soldier 1 1 Soulbond
As long as Shieldmaiden is paired with another creature, each of those creatures gets +1/+2.
0
39 Spirit Link White Uncommon 1{w} Enchantment – Aura Enchant creature
When enchanted creature deals damage, you gain that much life.
0
40 Standing Troops White Common 3{2}{w} Summon – Human Soldier 1 4 Vigilance 0
41 Thraben Purebreds White Common 3{1}{w}{w} Summon – Hound 3 3 0
42 Tundra Wolves White Uncommon 2{1}{w} Summon – Wolf 2 1 First strike 1 1420069601 on 31 Dec 2014 by LivesByProxy
43 Unruly Mob White Common 2{1}{w} Summon – Human Citizen 1 1 Whenever another creature you control dies, put a +1/+1 counter on Unruly Mob. 0
44 Wandering Trader White Rare 2{1}{w} Summon – Human Citizen 1 2 Whenever an opponent casts a summon spell, put a 0/1 white Goat creature token onto the battlefield.
Whenever an opponent casts a nonsummon spell, you may gain 3 life.
0
45 White Snake White Uncommon 2{1}{w} Summon – Snake 1 1 If White Snake would be destroyed, regenerate it.
Sacrifice White Snake: Regenerate target creature.
0
46 Yoked Ox White Common 1{w} Summon – Ox 0 4 0
47 Zealot White Common 1{w} Summon – Human Soldier Cleric 1 1 Haste 0
48 Zhalfir Centaur White Common 3{2}{w} Summon – Centaur 2 2 Zhalfir Centaur gets +1/+2 as long as you control a Forest. 0
49 Annex Blue Uncommon 4{2}{u}{u} Enchantment – Aura Enchant land
You control enchanted land.
0
50 Capsize Blue Common 3{1}{u}{u} Instant Buyback {3}
Return target permanent to its owner's hand.
2 1420059202 on 31 Dec 2014 by dude1818
51 Coral Reef Blue Rare 2{1}{u} Summon – Plant 0 3 Defender, protection from blue
Coral Reef enters the battlefield with a +1/+1 counter for each Island you control.
Coral Reef can block creatures with islandwalk as though they didn't have islandwalk.
0
52 Electric Eel Blue Common 1{u} Summon – Fish 1 1 {1}{r}: Electric Eel gets +2/+0 until end of turn. Electric Eel deals 1 damage to you. 0
53 Erosion Blue Uncommon 2{1}{u} Enchantment – Aura Enchant land
Whenever enchanted land is tapped for mana, it loses all abilities and land types, and gains "{t}: Add {1} to your mana pool."
{3}: Return Erosion to its owner's hand.
2 1420644359 on 07 Jan 2015 by Alex
54 Evacuation Blue Rare 5{3}{u}{u} Instant Return all creatures to their owners' hands. 0
55 Flashfreeze Blue Uncommon 2{1}{u} Instant Counter target red or green spell. 0
56 Horned Turtle Blue Common 3{2}{u} Summon – Turtle 1 4 {1}: Horned Turtle gets -1/+3 until end of turn. Activate this ability only once each turn. 0
57 Indigo Faerie Blue Common 2{1}{u} Summon – Faerie 1 1 Flying
{u}: Target permanent becomes blue until end of turn.
0
58 Mana Leak Blue Common 2{1}{u} Instant Counter target spell unless its controller pays {3}. 0
59 Meditate Blue Rare 3{2}{u} Sorcery Draw four cards. You skip your next turn. 0
60 Mind Bend Blue Rare 1{u} Instant Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. 0
61 Mist Blue Common 1{u} Instant Prevent all combat damage that would be dealt this turn. 2 1420069743 on 31 Dec 2014 by LivesByProxy
62 Moonlace Blue Rare 1{u} Instant Target spell or permanent becomes colorless until end of turn. Draw a card. 0
63 Mystic Remora Blue Uncommon 1{u} Summon – Fish 1 1 Whenever target opponent casts a noncreature spell, you may draw a card unless that player pays {5}. If that player does, sacrifice Mystic Remora and draw a card. 2 1420478194 on 05 Jan 2015 by Alex
64 Phantom Warrior Blue Uncommon 3{1}{u}{u} Summon – Spirit Illusion Warrior 2 2 Phantom Warrior can't be blocked. 0
65 Power Sink Blue Uncommon 1{x}{u} Instant Counter target spell unless its controller pays {x}. If he or she doesn't, tap all lands he or she controls and empty his or her mana pool. 0
66 Traumatize Blue Rare 5{3}{u}{u} Sorcery Target player puts the top half of his or her library, rounded down, into his or her graveyard. 0
67 Traveler's Cloak Blue Common 2{1}{u} Enchantment – Aura Enchant creature
When Traveler's Cloak enters the battlefield, choose a land type.
When Traveler's Cloak enters the battlefield, draw a card.
Enchanted creature has landwalk of the chosen type.
3 1420640232 on 07 Jan 2015 by SadisticMystic
68 Vanishing Blue Uncommon 1{u} Instant Prevent all damage that would be dealt to you this turn. You can't cast spells this turn. 7 1420058875 on 31 Dec 2014 by dude1818
69 Venser's Diffusion Blue Common 2{1}{u} Instant Return target spell or exiled card to its owner's hand. 1 1420071568 on 01 Jan 2015 by LivesByProxy
70 Wash Out Blue Uncommon 4{3}{u} Sorcery Return all permanents of the color of your choice to their owners' hands. 4 1453479160 on 22 Jan 2016 by Vitenka
71 Wind Drake Blue Common 3{2}{u} Summon – Drake 2 2 Flying 0
72 Black Knight Black Uncommon 2{b}{b} Summon – Human Knight 2 2 First strike, protection from white 2 1420135083 on 01 Jan 2015 by dude1818
73 Bog Wraith Black Uncommon 4{3}{b} Summon – Wraith 3 3 Swampwalk 0
74 Carnophage Black Common 1{b} Summon – Zombie 2 2 At the beginning of your upkeep, tap Carnophage unless you pay 1 life. 0
75 Corrupt Black Uncommon 6{5}{b} Sorcery Lands target player controls become Swamps. 0
76 Damnation Black Rare 4{2}{b}{b} Sorcery Destroy all creatures. They can't be regenerated. 0
77 Dark Ritual Black Common 1{b} Instant As an additional cost to cast Dark Ritual, sacrifice a creature.
Add {b}{b}{b} to your mana pool.
6 1419842797 on 29 Dec 2014 by Vitenka
78 Debased Sphinx Black Uncommon 5{3}{b}{b} Summon – Sphinx 4 4 Flying
If Debased Sphinx would be destroyed, regenerate it. If you do, it loses this ability and all other creature types and becomes a Manticore.
0
79 Dread Warlock Black Common 3{1}{b}{b} Summon – Human Wizard 2 2 Dread Warlock can't be blocked except by black creatures. 0
80 Ebon Drake Black Uncommon 3{2}{b} Summon – Drake 3 3 Whenever a player casts a spell, you lose 1 life. 0
81 Evil Eye of Orms-by-Gore Black Uncommon 5{4}{b} Summon – Eye 3 6 Intimidate
Other creatures you control can't be blocked.
0
82 Fear Black Common 1{b} Enchantment – Aura Enchant creature
Enchanted creature can't block black creatures.
0
83 Fevered Strength Black Common 1{b} Enchantment – Aura Enchant creature
Enchanted creature gets +3/-1.
7 1420144232 on 01 Jan 2015 by Alex
84 Filth Black Uncommon 4{3}{b} Summon – Incarnation 2 2 Swampwalk
As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
1 1420143632 on 01 Jan 2015 by Alex
85 Hymn to Tourach Black Uncommon 2{b}{b} Sorcery Target player discards two cards at random. 0
86 Persecute Black Rare 5{3}{b}{b} Sorcery Choose a color. Target player reveals his or her hand and discards all cards of the chosen color. 0
87 Polluted Bonds Black Rare 5{3}{b}{b} Enchantment Whenever a land enters the battlefield under an opponent's control, that player loses 2 life and you gain 2 life. 0
88 Pooling Venom Black Uncommon 2{1}{b} Enchantment – Aura Enchant land
Whenever enchanted land becomes tapped, its controller loses 2 life.
{1}{b}{b}: Destroy enchanted land.
1 1420378348 on 04 Jan 2015 by Alex
89 Python Black Uncommon 3{1}{b}{b} Summon – Snake 2 2 {b}: Regenerate Python 0
90 Skittering Skirge Black Common 2{b}{b} Summon – Imp 3 2 Flying
When you cast a creature spell, sacrifice Skittering Skirge.
0
91 Soot Imp Black Uncommon 3{1}{b}{b} Summon – Imp 1 2 Flying
Whenever a player casts a nonblack spell, that player loses 1 life.
0
92 Witching Hour Black None 5{b}{b}{b}{b}{b} Enchantment 1 1431905228 on 17 May 2015 by SadisticMystic
93 Yixlid Jailer Black Uncommon 2{1}{b} Summon – Zombie Wizard 2 1 Cards in graveyards lose all abilities. 0
94 Alley Runner Red Common 2{1}{r} Summon – Elf 1 1 Haste
Creatures with power greater than Alley Runner's power can't block it.
2 1420844698 on 09 Jan 2015 by Link
95 Alpine Ibex Red Common 2{1}{r} Summon – Goat 1 3 Mountainwalk 0
96 Ancient Awakening Red Rare 4{1}{r}{r}{r} Enchantment – Aura Enchant Mountain
Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
0
97 Avalanche Riders Red Uncommon 4{3}{r} Creature – Human Nomad 3 2 Haste
Echo – Sacrifice a Mountain.
When Avalanche Riders enters the battlefield, destroy target land.
0
98 Blood Knight Red None 2{r}{r} Summon – Human Knight 2 2 First strike, protection from white 0
99 Bogardan Hellkite Red Mythic 7{5}{r}{r} Summon – Dragon 5 5 Flash
Flying
When Bogardan Hellkite enters the battlefield, it deals 5 damage divided as you choose among any number of target creatures and/or players.
0
100 Book Burning Red None 2{1}{r} Sorcery Any player may have Book Burning deal 6 damage to him or her. If no one does, target player puts the top six cards of his or her library into his or her graveyard. 0
101 Brainboil Red Rare 3{2}{r} Sorcery This deals damage to players in the form of putting that many cards from the top of their library into their graveyard.
Brainboil deals 10 damage to target player.
0
102 Breaking Point Red Rare 3{1}{r}{r} Sorcery Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures. Creatures destroyed this way can't be regenerated. 0
103 Brute Force Red Common 1{r} Instant Target creature gets +3/+3 until end of turn. 0
104 Capricious Efreet Red Rare 6{4}{r}{r} Summon – Efreet 5 4 At the beginning of your upkeep, choose target permanent you control and up to two target permanents you don't control. Destroy one of them at random. 0
105 Cardinal Red Common 2{1}{r} Summon – Bird 1 2 Flying 0
106 Cave People Red Uncommon 3{1}{r}{r} Summon – Human Mutant Rebel 2 2 As long as Cave People is untapped, it gains +0/+2 and has hexproof. 0
107 Conquer Red Uncommon 5{3}{r}{r} Enchantment – Aura Enchant land
You control enchanted land.
1 1421057932 on 12 Jan 2015 by Alex
108 Dwarven Masonry Red Common 4{3}{r} Creature – Wall 0 7 Defender
Dwarven Masonry assigns combat damage equal to its toughness rather than its power.
6 1420377250 on 04 Jan 2015 by Alex
109 Fissure Red Common 5{3}{r}{r} Instant Destroy target creature or land. It can't be regenerated. 4 1421233855 on 14 Jan 2015 by Alex
110 Fork Red Rare 2{r}{r} Instant Copy target spell, except the copy is red. You may choose new targets for the copy. 0
111 Fractured Loyalty Red Uncommon 2{1}{r} Enchantment – Aura Enchant creature
Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of that creature.
0
112 Furnace Scamp Red Common 1{r} Summon – Beast 1 1 Whenever Furnace Scamp deals combat damage to a player, you may sacrifice it. If you do, Furnace Scamp deals 3 damage to that player. 0
113 Genju of the Spires Red Uncommon 1{r} Enchantment – Aura Enchant Mountain
{2}: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.
When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.
0
114 Goblin Guide Red Rare 1{r} Summon – Goblin Scout 2 2 Haste
Whenever Goblin Guide attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.
0
115 Granite Gargoyle Red Uncommon 3{2}{r} Summon – Gargoyle 2 2 Flying
{r}: Granite Gargoyle gets +0/+1 until end of turn.
0
116 Groundbreaker Red Rare 3{r}{r}{r} Creature – Elemental 6 1 Trample, haste
At the beginning of the end step, sacrifice Groundbreaker.
0
117 Horde Lord Red Rare 5{4}{r} Legendary Summon – Orc Warrior 5 4 Each other creature you control that's an Orc, a Goblin, a Troll, an Ogre, or a Kobold gets +1/+1, has provoke, and attacks each turn if able. 0
118 Hostile Realm Red Common 2{1}{r} Enchantment – Aura Enchant land
At the beginning of each combat, target creature of enchanted land's controller's choice can't attack him or her this turn.
0
119 Hulking Cyclops Red Uncommon 5{3}{r}{r} Summon – Cyclops 5 5 Hulking Cyclops can't block. 0
120 Impulse Red Uncommon 2{1}{r} Instant Exile the top five cards of your library face-down. Choose two at random and put them into your hand. Shuffle the rest into your library. 1 1420069555 on 31 Dec 2014 by LivesByProxy
121 Incite Red Common 1{r} Instant Target creature becomes red until end of turn and attacks this turn if able. 0
122 Insurrection Red Rare 7{4}{r}{r}{r} Sorcery Untap all creatures and gain control of them until end of turn. They gain haste until end of turn. 0
123 Jackal Familiar Red Common 1{r} Summon – Hound 2 2 Jackal Familiar can't attack or block alone. 0
124 Keldon Marauders Red Uncommon 2{1}{r} Summon – Human Warrior 3 3 Vanishing 2
When Keldon Marauders enters the battlefield or leaves the battlefield, it deals 1 damage to target player.
0
125 Kird Ape Red None 1{r} Summon – Ape 1 1 Kird Ape gets +1/+2 as long as you control a Forest. 0
126 Last Chance Red Rare 2{r}{r} Sorcery Take an extra turn after this one. At the beginning of that turn's end step, you lose the game. 0
127 Lesser Pebble Spirit Red Uncommon 1{r} Creature – Spirit 1 1 Lesser Pebble Spirit gets +1/+2 as long as you control two or more Mountains. 0
128 Lightning Bolt Red Common 1{r} Instant Lightning Bolt deals 3 damage to target creature or player. 0
129 Napalm Red Rare 3{2}{r} Enchantment Summon – Ooze 2 2 Bestow {r}{r}{r}
At the beginning of each upkeep, Napalm deals 10 damage to enchanted creature.
Whenever Napalm blocks or becomes blocked, it becomes an Aura with enchant creature. Attach it to target creature blocking or blocked by it.
6 1420318875 on 03 Jan 2015 by LivesByProxy
130 Ore Gorger Red Uncommon 5{3}{r}{r} Creature – Hellion 3 3 Mountainwalk
Whenever a land card is put an opponent's graveyard from the battlefield, Ore Gorger gets +3/+0 until end of turn.
0
131 Panic Attack Red Common 3{2}{r} Sorcery Up to three target creatures can't block this turn. 0
132 Pillage Red Uncommon 3{1}{r}{r} Sorcery Destroy target artifact or land. It can't be regenerated. 0
133 Reforge Red Uncommon 1{r} Sorcery Destroy target artifact. Add {r}{r}{r} to your mana pool. Spend this mana only to cast artifact spells. 0
134 Rock Jockey Red Common 2{1}{r} Creature – Goblin 3 3 You can't cast Rock Jockey if you've played a land this turn.
You can't play lands if you've cast Rock Jockey this turn.
0
135 Sabretooth Red Common 2{1}{r} Summon – Cat 2 2 First strike 0
136 Secluded Smith Red Uncommon 3{2}{r} Creature – Human Artificer 2 3 Equipment spells you cast cost {1} less to cast. 0
137 Sedge Troll Red Uncommon 3{2}{r} Summon – Troll 2 2 Sedge Troll gets +1/+1 as long as you control a Swamp.
{b}: Regenerate Sedge Troll.
0
138 Seething Song Red Common 3{2}{r} Instant Add {r}{r}{r}{r}{r} to your mana pool. 0
139 Seismic Strike Red None 3{2}{r} Instant Seismic Strike deals damage to target creature equal to the number of Mountains you control. 0
140 Shock Troops Red Uncommon 3{2}{r} Summon – Dwarf Soldier 2 2 Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player. 0
141 Shunt Red Rare 2{r}{r} Instant You may choose new targets for target spell. 0
142 Smoker Red Uncommon 3{1}{r}{r} Summon – Elemental 1 1 Players can't untap more than one creature during their untap steps.
Prevent all combat damage that would be dealt to and dealt by Smoker.
1 1420686549 on 08 Jan 2015 by Link
143 Spark Elemental Red None 1{r} Summon – Elemental 3 1 Haste, trample
At the beginning of the end step, sacrifice Spark Elemental.
0
144 Sudden Impact Red Uncommon 3{2}{r} Instant Sudden Impact deals damage to target player equal to the number of cards in that player's hand. 0
145 Summit Prowler Red Uncommon 4{2}{r}{r} Summon – Yeti 3 3 Mountainwalk, protection from white 0
146 Alpha Gorilla Green Common 5{3}{g}{g} Creature – Ape 5 5 0
147 Arbor Elf Green Common 1{g} Creature – Elf 1 1 {t}: Untap target Forest you control. 0
148 Birds of Paradise Green Rare 1{g} Creature – Bird 0 1 Flying
{t}: Add one mana of any color to your mana pool.
0
149 Cudgel Troll Green Uncommon 4{2}{g}{g} Creature – Troll 4 3 {g}: Regenerate Cudgel Troll. 1 1420231944 on 02 Jan 2015 by dude1818
150 Cultivate Green Common 3{2}{g} Sorcery Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. 0
151 Dryad Sophisticate Green Uncommon 2{1}{g} Creature – Dryad 2 1 Nonbasic landwalk 0
152 Explore Green Common 2{1}{g} Sorcery You may play an additional land this turn.
Draw a card.
0
153 Fast Bond Green Rare 1{g} Instant Cast Fast Bond only if you control an Island.
You may play a land this turn.
0
154 Fertile Ground Green Common 2{1}{g} Enchantment – Aura Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
0
155 Green Man Green Uncommon 2{g}{g} Creature – Spirit Avatar 2 2 Protection from black
Whenever a player taps a land for blue mana, you may untap target Forest you control.
0
156 Grizzly Bears Green Common 2{1}{g} Creature – Bear 2 3 0
157 Howling Wolf Green Common 3{2}{g} Creature – Wolf 2 2 When Howling Wolf enters the battlefield, you may search your library for a Wolf card, reveal it, and put it into your hand. If you do, shuffle your library. 0
158 Krosan Tusker Green Common 7{5}{g}{g} Creature – Boar Beast 6 5 Cycling {2}{g}
When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle your library.
0
159 Living Terrain Green Uncommon 3{1}{g}{g} Enchantment – Aura Enchant land
Enchanted land is a 5/6 green Elemental creature that's still a land.
0
160 Lush Growth Green Common 1{g} Enchantment – Aura Enchant land
Enchanted land is a Mountain, Forest, and Plains.
0
161 Naturalize Green Common 2{1}{g} Instant Destroy target artifact or enchantment. 0
162 Ranger Green Common 2{1}{g} Creatuer – Human Scout 2 2 Ranger can block creatures with landwalk as though they didn't have those abilities. 0
163 River Boa Green Uncommon 2{1}{g} Creature – Snake 2 1 Islandwalk
{1}{g}: Regenerate River Boa.
0
164 Scragnoth Green Uncommon 5{4}{g} Creature – Beast 3 4 Scragnoth can't be countered.
Protection from blue.
0
165 Stonewood Invocation Green Rare 4{3}{g} Instant Split second
Target creature gets +5/+5 and gains hexproof until end of turn.
0
166 Wanderlust Green Uncommon 3{2}{g} Enchantment – Aura Enchant creature
As Wanderlust enters the battlefield, choose a land type.
Enchanted creature has landwalk of the chosen type and attacks each turn if able.
0
167 Wild Mongrel Green Common 2{1}{g} Creature – Hound 2 2 Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn. 0
168 Mute Multicolour Rare 3{w}{u}{u} Instant Counter target spell. Its controller can't cast spells this turn. 0
169 Sky Spirit Multicolour Uncommon 3{1}{w}{u} Creature – Spirit 2 2 Flying, first strike 0
170 Blightning Multicolour Uncommon 3{1}{b}{r} Sorcery Blightning deals 3 damage to target player. He or she discards two cards. 0
171 Death Grasp Multicolour Uncommon 2{x}{w}{b} Sorcery Death Grasp deals X damage to target creature or player. You gain X life. 4 1420144260 on 01 Jan 2015 by Alex
172 Vindicate Multicolour Rare 3{1}{w}{b} Sorcery Destroy target permanent. 0
173 Pernicious Deed Multicolour Rare 3{1}{b}{g} Enchantment {x}, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less. 0
174 Desert Nomads Multicolour Uncommon 2{r}{w} Creature – Human Nomad 2 2 Plainswalk, protection from red 0
175 Coal Golem Artifact Uncommon 5{5} Artifact Summon – Golem 3 3 Sacrifice Coal Golem: Add {r}{r}{r} to your mana pool. 0
176 Distorting Lens Artifact Rare 1{1} Artifact {t}: Target permanent becomes the color of your choice until end of turn. 0
177 Gauntlet of Might Artifact Rare 4{4} Artifact Red creatures get +1/+1.
Whenever a Mountain is tapped for mana, its controller adds {r} to his or her mana pool.
0
178 Oxidda Titan Artifact Uncommon 13{13} Artifact Summon – Golem 5 5 Mountain Affinity
Haste
0
179 Ancient Tomb Land Rare 0 Land {t}: Add {b}{b} to your mana pool. You lose 2 life. 0
180 Archipelago Land Uncommon 0 Land {2}, {t}: Add {u} to your mana pool for each Island you control. 0
181 Badlands Land Rare 0 Land When Badlands is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
{t}: Add {b} or {r} to your mana pool.
0
182 Basalt Monolith Land Uncommon 0 Artifact Land Basalt Monolith enters the battlefield tapped.
{t}: Add {3} to your mana pool. Basalt Monolith doesn't untap during your next untap step.
0
183 Bayou Land Rare 0 Land When Bayou is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
{t}: Add {b} or {g} to your mana pool.
0
184 Howling Mine Land Rare 0 Land {t}: Add {1} to your mana pool.
Whenever Howling Mine becomes tapped, each player draws a card.
0
185 Ivory Tower Land Rare 0 Land {t}: Add {w} to your mana pool.
At the beginning of each end step, if no damage was dealt to you this turn, you gain 1 life.
0
186 Library of Leng Land Uncommon 0 Land {t}: Add {1} to your mana pool.
{t}: Put target card discarded this turn on top of its owner's library. Library of Leng doesn't untap during your untap step next turn.
0
187 Oasis Land Uncommon 0 Land {t}: Add {u} to your mana pool. You gain 1 life. Spend this mana only on white spells and abilities. 4 1430837890 on 05 May 2015 by Link
188 Plateau Land Rare 0 Land – Mountain Plains ({t}: Add {w} or {r} to your mana pool.)
When Plateau is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
0
189 Savannah Land Rare 0 Land – Forest Plains ({t}: Add {g} or {w} to your mana pool.)
When Savannah is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
0
190 Scrubland Land Rare 0 Land – Plains Swamp ({t}: Add {w} or {b} to your mana pool.)
When Scrubland is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
0
191 Taiga Land Rare 0 Land – Mountain Forest ({t}: Add {r} or {g} to your mana pool.)
When Taiga is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
0
192 Tormod's Crypt Land Uncommon 0 Land {t}: Add {1} to your mana pool.
{t}, Sacrifice Tormod's Crypt: Exile all cards from target player's graveyard.
0
193 Tropical Island Land Rare 0 Land – Forest Island ({t}: Add {g} or {u} to your mana pool.)
When Tropical Island is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
0
194 Tundra Land Rare 0 Land – Plains Island ({t}: Add {w} or {u} to your mana pool.)
When Tundra is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
0
195 Underground Sea Land Rare 0 Land {t}: Add {u} or {b} to your mana pool.
When Underground Sea is tapped for mana, if it entered the battlefield this turn or last turn, it produces colorless mana instead of any other type.
0
196 Valakut, the Molten Pinnacle Land None 0 Legendary Land – Mountain ({t}: Add {r} to your mana pool.)
Whenever another Mountain enters the battlefield under your control, if you control at least five other Mountains, you may have Valakut, the Molten Pinnacle deal 3 damage to target creature or player.
0
197 Volcanic Island Land Rare 0 Land – Island Mountain ({t}: Add {u} or {r} to your mana pool.)
Volcanic Island enters the battlefield tapped if it is your first, second, or third turns of the game.
3 1420503108 on 06 Jan 2015 by Link
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Mechanics | The Core Set Ideal | Geomancy - Red | Dreamer - WU | Paladin - RW