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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Althera's Honor White Uncommon 5{4}{w} Sorcery Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Target creature gets +1/+1 and gains double strike until end of turn.
0
2 Altheran Seed Seer White Common 1{w} Creature – Human Cleric 1 1 Whenever you play a land, you may pay {1}. If you do, gain 1 life. 0
3 Arrow Storm White Uncommon 2{1}{w} Instant Arrow Storm deals 1 damage to each attacking or blocking creature target player controls.
Cultivate {3}{w} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
4 Barren Season White Uncommon 3{2}{w} Sorcery Each player skips his or her next untap step. 0
5 Battlewise Priest White Common 3{2}{w} Creature – Human Cleric 1 2 Lifelink (Whenever this creature deals damage, you gain that much life.)
{t}: Battlewise Priest deals 1 damage to target attacking or blocking creature.
1 1430408883 on 30 Apr 2015 by Alex
6 Borderwatch Archer White Common 1{w} Creature – Human Archer 1 1 Whenever Borderwatch Archer blocks you may have it deal 1 damage to target attacking creature. 0
7 Brightwing Cleric White Common 4{3}{w} Creature – Human Cleric 3 2 Flying
Whenever you play a land, Brightwing Cleric gains vigilance until end of turn.
0
8 Clarion Warcry White Common 2{w}{w} Instant Creatures you control get +1/+1 until end of turn. You gain 1 life for each attacking or blocking creature you control. 0
9 Cunning Prophecy White Rare 4{2}{w}{w} Enchantment At the beginning of each player's upkeep, that player may name a card.
Spells that were not named in this way this turn cost an additional 2 to play.
0
10 Disciplined Tactics White Rare 4{2}{w}{w} Enchantment {1}, Tap an untapped creature you control: Copy target activated ability from a creature source you control with a T in its activation cost. (You can only target an ability when it's on the stack.) 0
11 Edict of Solitude White Uncommon 3{2}{w} Enchantment – Aura Enchant creature
When Edict of Solitude comes into play draw a card.
Enchanted creature's controller can't play spells with the same converted mana cost as enchanted creature.
0
12 Eve of Harvest White Common 2{1}{w} Instant You may return two Plains you control to their owners' hands rather than pay the mana cost of Eve of Harvest.
Prevent all combat damage that would be dealt this turn.
0
13 Falcon Trooper White Common 2{1}{w} Creature – Human Soldier 2 2 When Falcon Trooper is put into a graveyard from play, put a white 1/1 Bird creature token with flying into play. 0
14 Frosthorn Ranger White Common 3{1}{w}{w} Creature – Human Warrior 3 2 Protection from red.
Earthform {4}{w} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
15 Glorified Soul White Rare 6{3}{w}{w}{w} Creature – Spirit 1 1 Flying, flash.
When Glorified Soul comes into play, prevent all damage that would be dealt to you this turn by sources you don't control. Put a +1/+1 counter on Glorified Soul for each damage prevented this way.
0
16 Greenheath Wildcaller White Common 5{4}{w} Creature – Elf Druid 3 3 Greenheath Wildcaller gets +1/+2 as long as you control a cultivated land. 0
17 Guardian Roc White Rare 4{3}{w} Creature – Bird 2 3 Flying.
Whenever Guardian Roc blocks a creature, remove that creature from the game at end of combat.
Earthform {3}{w}{w} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
18 Icon of Zenith White Rare 8{5}{w}{w}{w} Creature – Earthkin Incarnation * * Icon of Zenith's power and toughness are each equal to the number of lands you control.
Trample
{3}{w}: Up to X target creatures other than Icon of Zenith gain protection from all colors until end of turn, where X is the number of Plains you control. Play this ability only once each turn.
0
19 Kaolin Warden White Common 6{5}{w} Creature – Gargoyle 4 5 Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Flying, vigilance, defender.
{4}: Kaolin Warden loses defender until end of turn.
0
20 Majestic Commander White Rare 6{4}{w}{w} Creature – Human Soldier 4 4 Vigilance
{w}, {t}: Creatures you control become 4/4 until end of turn.
0
21 Makeshift Militia White Uncommon 4{3}{w} Instant Put a 1/1 white Soldier creature token into play for each tapped creature target opponent controls. They gain first strike until end of turn.
Cultivate {3}{w}{w} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
22 Mythic Gatekeeper White Rare 4{2}{w}{w} Creature – Giant Soldier 2 8 Defender.
Mythic Gatekeeper can block creatures as though they did not have any abilities.
1 1430413435 on 30 Apr 2015 by Alex
23 Oathbound Auramancer White Uncommon 3{2}{w} Creature – Human Cleric 2 2 Protection from enchanted (This creature can't be blocked, targeted, dealt damage or enchanted by anything that is enchanted)
Sacrifice Oathbound Auramancer: Destroy target enchantment.
0
24 Omen of Storms White Rare 4{2}{w}{w} Sorcery Remove each creature from the game unless it has the lowest converted mana cost among creatures its controller controls or is tied for lowest. 0
25 Order of the Clouded Sun White Rare 4{2}{w}{w} Creature – Human Knight 2 4 All non-creature permanents have shroud. (They can't be the target of spells or abilities.) 0
26 Plowshare Disciple White Uncommon 1{w} Creature – Human Druid 1 1 When Plowshare Disciple comes into play, each player may put a basic land card from his or her hand into play tapped. 0
27 Provincial Sentinel White Uncommon 5{4}{w} Creature – Giant Soldier 3 5 {w}{w}: Regenerate all lands. 0
28 Pulse Crops White Common 2{1}{w} Instant Target player gains 4 life.
Cultivate {4}{w} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
29 Rallying Heroism White Uncommon 2{1}{w} Instant Choose an untapped creature you control. The power and toughness of blocking creatures you control becomes equal to the power and toughness of that creature until end of turn. 0
30 Realm's Edge Guide White Common 4{3}{w} Creature – Human Scout 2 3 {2}{w}: Target creature gains mountainwalk or swampwalk until end of turn. 0
31 Rune Snap White Common 3{2}{w} Instant Remove target permanent from the game. Return it to play at end of turn.
Cultivate {3}{w} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
32 Rustic Veteran White Uncommon 4{3}{w} Creature – Human Soldier 1 4 {3}{w}: Target land you control becomes a 1/4 Soldier creature until end of turn. 0
33 Sanctified Victory White Rare 3{2}{w} Sorcery Tap all nonwhite creatures you control.
You choose how each creature blocks this turn.
0
34 Soulshine Channeler White Uncommon 2{w}{w} Creature – Human Cleric 2 2 {1}, Sacrifice Soulshine Channeler: Gain twice X life, where X is the amount of {w} in your mana pool. 0
35 Soulwake Celestial White Rare 7{5}{w}{w} Creature – Angel Cleric 5 5 Flying
At the beginning of your upkeep put all creature cards in your graveyard with converted mana cost 1 or less into play.
0
36 Southfen Patrol White Common 4{2}{w}{w} Creature – Human Knight 3 3 Whenever Southfen Patrol attacks, target creature gains lifelink until end of turn. (Whenever that creature deals damage, its controller gains that much life.) 0
37 Steeled Farmhand White Uncommon 3{2}{w} Creature – Human Soldier 1 2 Vigilance
When Steeled Farmhand comes into play, you may search your library for a Plains card, reveal it and put it in your hand, then shuffle your library.
0
38 Sun's Aegis White Rare 3{2}{w} Instant Target creature is indestructible until end of turn. (''Destroy'' effects and lethal damage don't destroy it)
Cultivate {2}{w}{w}
As long as Sun's Aegis is cultivating a land, that land is indestructible.
0
39 Sunbreak White Common 1{w} Sorcery Remove target creature that blocked this turn from the game. 0
40 Sunseeker Elder White Common 3{2}{w} Creature – Bird Wizard 0 4 Flying
When Sunseeker Elder comes into play, remove target artifact or enchantment from the game.
0
41 Tactical Prodigy White Rare 2{1}{w} Creature – Human Advisor 1 2 {2}{w}, {t}: Tap any number of target creatures if their total converted mana cost is 4 or less. 0
42 Teller of Harvests White Rare 5{3}{w}{w} Creature – Human Druid 3 2 Whenever a land is put into your graveyard from play, remove it from the game. If you do, you may search your library for a land card and put it into play tapped.
{2}, Sacrifice an untapped land you control: Target creature gets +2/+2 and gains vigilance until end of turn.
0
43 Tethered Will White Common 3{2}{w} Enchantment – Aura Enchant non-land permanent
Activated abilities of enchanted permanent can't be played.
Prevent all damage that would be dealt by enchanted permanent.
0
44 Tower of Law White Common 3{2}{w} Enchantment – Aura Enchant land.
Enchanted land has ''{1}{w}, {t}: Tap target creature''
0
45 Township Cavalry White Common 2{w}{w} Creature – Human Knight 2 2 First strike
Earthform {w} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
46 Watchfire Ward White Common 1{w} Instant Target creature you control gains protection from the color of your choice until end of turn.
Cultivate {2}{w} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
47 Whisper Keeper White Common 3{2}{w} Creature – Human Cleric 1 3 {t}: Regenerate target artifact, enchantment or land. 0
48 Yeoman's Seal White Common 2{1}{w} Enchantment – Aura Enchant creature
As Yeoman's Seal comes into play, choose a color.
Enchanted creature has protection from the chosen color. This does not remove Yeoman's Seal.
Enchanted creature can block creatures with landwalk abilities as if they didn't have those abilities.
0
49 Anima Gatherer Blue Rare 4{3}{u} Creature – Human Wizard 1 2 X{u}{u}, {t}: Gain control of target creature with converted mana cost X for as long as Anima Gatherer is in play.
Creatures you control that you don't own get +1/+1 and have shroud (The owner of a token is the player who put it into play).
0
50 Artful Duelist Blue Common 2{1}{u} Creature – Human Rogue 2 1 {u}, {t}: Target creature gets -2/-0 until end of turn. 0
51 Atheneum Faerie Blue Rare 3{2}{u} Creature – Faerie Advisor 1 1 Flying, shroud.
Sacrifice Atheneum Faerie: The next spell you play this turn can be played as though it had flash.
0
52 Augur of Tides Blue Common 3{2}{u} Creature – Human Wizard 2 1 Flying
{3}, Return a land you control to its owner's hand: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
0
53 Brinehull Tortoise Blue Common 6{4}{u}{u} Creature – Turtle Beast 3 6 When Brinehull Tortoise attacks it doesn't untap during your next untap phase.
-Yousel, Altheran field guide.
0
54 Cetacean Sage Blue Uncommon 6{5}{u} Creature – Whale Wizard 4 6 Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Cetacean Sage can't attack unless defending player controls an Island.
{2}{u}: You may put a land card from your hand into play under target player's control.
0
55 Climatic Disturbance Blue Uncommon 3{2}{u} Sorcery Put target land on the bottom of its owner's library. Its controller reveals cards from the top of his or her library until a land card is revealed. Put that land into play under its owner's control, then that player shuffles his or her library. 0
56 Clouded Mystic Blue Common 1{u} Creature 1 1 Whenever Clouded Mystic becomes blocked you may draw a card. 0
57 Coral Shaper Blue Uncommon 4{3}{u} Creature – Merfolk Druid 2 2 If you control at least two creatures you may reveal two Island cards from your hand instead of paying Coral Shaper's mana cost.
{t}: Target blue creature gains islandwalk until end of turn.
0
58 Covert Surveyor Blue Common 2{u}{u} Creature – Human Rogue 2 2 When Covert Surveyor comes into play, look at all face-down lands. 0
59 Deep Contemplation Blue Uncommon 2{u}{u} Sorcery Look at the top card of your library. If it is a land card you may reveal it and draw two cards, otherwise draw a card.
Cultivate {4}{u} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
60 Distant Journey Blue Common 3{2}{u} Sorcery If you have played another spell this turn, you may reveal two Island cards from your hand instead of paying Distant Journey's mana cost.
Draw two cards, then discard a card.
0
61 Divination Pools Blue Common 3{2}{u} Enchantment – Aura Enchant land
Enchanted land has ''{t}: Draw a card, then discard a card''
0
62 Dreamwind Channeler Blue Uncommon 3{2}{u} Creature – Human Wizard 2 2 {1}, Sacrifice Dreamwind Channeler: Look at the top X cards of your library and replace them in any order, where X is the amount of {u} in your mana pool. Draw a card. 0
63 Glacier's Grip Blue Common 3{2}{u} Enchantment – Aura Enchant land.
Enchanted land loses all land types and doesn't untap during its controller's untap step.
0
64 Glacierbound Serpent Blue Rare 7{6}{u} Creature – Serpent 6 3 Prevent all damage that would be dealt to Glacierbound Serpent. Put the top card of your library into your graveyard for each damage prevented this way. 0
65 Guiding Sylph Blue Common 5{4}{u} Creature – Faerie Scout 3 2 Flash, dowse (You may play this spell any time you could play an instant. Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Flying
0
66 Haze Tracker Blue Common 6{5}{u} Creature – Beast 4 4 {u}, Reveal a land card from your hand: Untap Haze Tracker. 0
67 Icon of Solstice Blue Rare 8{5}{u}{u}{u} Creature – Earthkin Incarnation * * Icon of Solstice's power and toughness are each equal to the number of lands you control.
Trample
Whenever a permanent comes into play, you may return two Islands you control to their owners' hands. If you do, return that permanent to its owner's hand.
0
68 Immaterial Wings Blue Common 3{2}{u} Enchantment – Aura Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Enchant creature.
Enchanted creature gets +1/+1 and has flying.
0
69 Leyline Shift Blue Rare 4{3}{u} Enchantment As Leyline Shift comes into play, choose a basic land type.
All instances of basic land type words in the rules text of spells, permanents and cards not in play become the chosen land type word instead.
0
70 Lucent Panther Blue Common 4{3}{u} Creature – Illusion Cat 2 2 {2}{u}, Reveal two land cards from your hand: Target creature becomes 4/4 until end of turn. 0
71 Mana Fatigue Blue Common 2{1}{u} Instant Counter target spell unless its controller taps two untapped lands he or she controls. If he or she does so, those lands do not untap during their controller's next untap step. 0
72 Mirrorform Guardian Blue Rare 6{5}{u} Creature – Illusion 2 4 Whenever Mirrorform Guardian blocks a creature, if it's the only creature blocking that creature, put a token that's a copy of Mirrorform Guardian into play blocking that creature. 0
73 Mist Challenger Blue Common 4{3}{u} Creature – Illusion Soldier 2 2 Mist Challenger is unblockable.
Earthform {3}{u}{u} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
74 Moonfeather Gull Blue Common 1{u} Creature – Bird 1 1 Flying
When Moonfeather Gull is put into a graveyard from play, return target Island to its owner's hand.
0
75 Plunge Blue Common 1{u} Instant Return target tapped creature to its owner's hand.
Cultivate {2}{u} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
76 Scorn Blue Uncommon 2{1}{u} Instant Counter target spell unless at least one mana from a source other than a basic land was spent to play it. 0
77 Sea Change Blue Uncommon 4{3}{u} Instant Target creature loses all abilities and becomes a non-creature land until end of turn.
You may search your library for a Island card, reveal it and put it in your hand, then shuffle your library.
0
78 Seiche Lancer Blue Uncommon 5{4}{u} Creature – Merfolk Soldier 4 3 {u}{u}: Seiche Lancer is unblockable this turn.
At end of turn, if you control no untapped Islands, return Seiche Lancer to its owner's hand.
0
79 Set Adrift Blue Common 4{3}{u} Instant Tap up to four target lands.
Draw a card.
0
80 Shared Transmutation Blue Uncommon 4{3}{u} Instant Choose two target creatures. They become X/X until end of turn, where X is one quarter of their combined power and toughness, rounded down. 0
81 Shrewd Reversal Blue Common 3{2}{u} Instant Return target permanent to its owner's hand, then look at that player's hand. 0
82 Souljack Blue Rare 4{3}{u} Enchantment – Aura Enchant creature
You control enchanted creature.
Whenever a creature comes into play under an opponent's control, attach Souljack to that creature.
2 1430434238 on 30 Apr 2015 by Link
83 Suffuse Blue Rare 4{2}{u}{u} Instant Counter target spell.
You may reveal three Island cards from your hand rather than pay Suffuse's mana cost.
0
84 Sunken Treasures Blue Rare 3{2}{u} Enchantment At the beginning of each player's draw step, that player draws a card.
Earthform {2}{u}{u} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
85 Syravon Cartographer Blue Uncommon 1{u} Creature – Human Wizard 1 1 Protection from lands
{u}, {t}: Counter target activated ability from a land source. (Mana abilities can't be targeted)
0
86 Syravon Directive Blue Rare 3{1}{u}{u} Sorcery Gain control of target cultivated land.
Cultivate {4}{u}{u} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
87 Syravon Oracle Blue Rare 5{4}{u} Creature – Human Wizard 3 3 Syravon Oracle comes into play with up to ten ward counters.
Syravon Oracle has protection from converted mana cost X, where X is the number of ward counters on it.
{1}: Add or remove a ward counter from Syravon Oracle.
0
88 Taunting Sprites Blue Uncommon 3{2}{u} Creature – Faerie Rogue 2 1 Flying
{1}{u}: Remove Taunting Sprites from combat. Play this ability only before combat damage is assigned.
0
89 Tempest Kite Blue Rare 8{6}{u}{u} Creature – Elemental Bird 5 5 Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Flying
Whenever Tempest Kite attacks, target creature other than Tempest Kite loses all abilities and becomes 1/1 until end of turn.
0
90 Terramorph Entity Blue Rare 6{4}{u}{u} Creature – Shapeshifter 3 3 Remove a land card in your hand from the game: Terramorph Entity gains your choice of shroud, flying, +1/-{1}, or -1/+1 until end of turn. At end of turn, return that land card to your hand. 0
91 Tidal Whorl Blue Common 4{2}{u}{u} Enchantment – Aura Enchant creature.
Enchanted creature doesn't untap during its controller's untap step.
{u}, Reveal two land cards from your hand: Attach Tidal Whorl to target creature.
0
92 Tradewind Tracer Blue Uncommon 4{3}{u} Creature – Human Advisor 2 3 {u}, {t}: Search your library for a land card with the same name as target land and reveal it. Shuffle your library, then put that card on top of it. 0
93 Veiled Denial Blue Common 3{1}{u}{u} Instant Counter target spell with converted mana cost less than or equal to the number of lands you control.
Cultivate {2}{u}{u} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
94 Wavediver Drake Blue Common 5{4}{u} Creature – Drake 3 3 Flying
At the end of your turn you may untap target creature or nonbasic land
0
95 Weatherbender Blue Common 2{1}{u} Creature – Human Wizard 1 2 {t}: Target land becomes the basic land type of your choice in addition to its other types until end of turn. 1 1431536820 on 13 May 2015 by Alex
96 Whitecrest Magus Blue Rare 5{3}{u}{u} Creature – Human Wizard 2 3 Tap an untapped nonbasic land you control: Tap target creature.
Whenever Whitecrest Magus deals combat damage to a player, return target nonland permanent that player controls to its owner's hand.
0
97 Abhorrent Slime Black Rare 3{2}{b} Creature – Ooze * * Abhorrent Slime's power is equal to the number of Swamp cards in all graveyards and its toughness is equal to the number of Swamps you control.
{b}, Sacrifice a land: Regenerate Abhorrent Slime.
0
98 Afflicted Ghoul Black Common 7{6}{b} Creature – Zombie 5 4 Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.) 0
99 Ash Walker Black Common 2{1}{b} Creature – Human Shaman 2 1 Ash Walker is unblockable as long as there are three or more lands in defending player's graveyard. 0
100 Bitter Blood Black Uncommon 4{3}{b} Instant All creatures gain deathtouch until end of turn (Whenever a creature with deathtouch deals damage to a creature, destroy that creature) 0
101 Blackthorn Shaman Black Common 2{1}{b} Creature – Human Shaman 1 1 Blackthorn Shaman can't block.
Whenever Blackthorn Shaman attacks, defending player loses 2 life.
0
102 Blighted Banshee Black Uncommon 5{4}{b} Creature – Spirit 3 2 {1}{b}, Sacrifice a Swamp: Destroy target creature blocking or blocked by Blighted Banshee. 0
103 Bog Wisp Augur Black Common 1{b} Creature – Human Shaman 1 1 Whenever a Swamp you control is put into a graveyard from play you may pay {1}. If you do, target player loses 1 life and you gain 1 life. 0
104 Bone Sweeper Black Uncommon 3{1}{b}{b} Creature – Beast 3 3 Haste.
At the beginning of each upkeep if a player has more creature cards in his or her graveyard than each other player, that player gains control of Bone Sweeper.
0
105 Bonebranch Shaman Black Rare 4{2}{b}{b} Creature – Treefolk Shaman 2 2 Haste
When Bonebranch Shaman comes into play, target land becomes a 3/3 creature until end of turn.
When Bonebranch Shaman is put into a graveyard from play, you may have it deal 3 damage to target creature and you gain 3 life.
0
106 Chant of Curses Black Rare 3{1}{b}{b} Sorcery Target player discards a card, then you lose life equal to the converted mana cost of all cards discarded this turn. You may repeat this process any number of times. 0
107 Choking Darkness Black Uncommon 4{3}{b} Instant Whenever target creature deals damage to you this turn, its controller loses that much life.
Cultivate {3}{b}{b} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
108 Chthonic Horror Black Uncommon 6{5}{b} Creature – Horror 5 4 Swampwalk
At the beginning of your upkeep put a mire counter on target nonswamp land of an opponent's choice.
Lands with mire counters on them are Swamps in addition to their other types.
0
109 Churning Rot Black Common 1{b} Instant Target creature gets -1/-1 until end of turn.
Cultivate {2}{b} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
110 Coldblood Channeler Black Uncommon 4{3}{b} Creature – Human Cleric 2 2 {3}, Sacrifice Coldblood Channeler: Put target creature card in your graveyard with converted mana cost X or less into play, where X is the amount of {b} in your mana pool. 0
111 Crumbling Wits Black Common 2{1}{b} Sorcery As an additional cost to play Crumbling Wits, sacrifice a land.
Target player discards two cards.
0
112 Desecration Priest Black Uncommon 2{1}{b} Creature – Human Cleric 1 1 {b}, Sacrifice Desecration Priest: Target player sacrifices a land unless he or she discards a card. Play this ability only on your turn. 0
113 Desolate Champion Black Rare 4{3}{b} Creature – Human Knight 3 3 Whenever you sacrifice a land that could produce colored mana you may pay 2 life. If you do, all creatures of that color or colors get +1/+1 until end of turn. 0
114 Dralasken Cultists Black Common 3{1}{b}{b} Creature – Human Cleric 2 2 When Dralasken Cultists is put into a graveyard from play each player discards a card. 0
115 Dralasken Reaper Black Common 4{3}{b} Creature – Human Warrior 3 2 {1}: Regenerate Dralasken Reaper. Play this ability only if you control four or more Swamps. 0
116 Fen Hag Black Common 1{b} Creature – Hag 1 1 {3}{b}: Target creature gets +1/-1 until end of turn. 0
117 Frailty Black Common 3{2}{b} Enchantment – Aura Enchant creature
Enchanted creature gets -4/-4 as long as it is tapped.
0
118 Fumes of Decay Black Common 1{b} Enchantment – Aura Enchant creature
Whenever enchanted creature attacks or blocks its controller loses 1 life for each land card in his or her graveyard.
0
119 Horrid Cachinnation Black Rare 4{2}{b}{b} Sorcery All creatures get -1/-1 until end of turn for each land card in your graveyard.
Cultivate-{3}{b}{b}, Remove a Swamp card in your graveyard from the game.
0
120 Icon of Eclipse Black Rare 8{5}{b}{b}{b} Creature – Earthkin Incarnation * * Icon of Eclipse's power and toughness are each equal to the number of lands you control.
Trample
You may play Swamp cards from your graveyard.
0
121 Lich Transference Black Rare 5{b}{b}{b}{b}{b} Enchantment You don't lose the game for having 0 or less life. When your life total is 0 or less, remove a nontoken creature you control from the game and gain life equal to its toughness, otherwise you lose the game.
At the beginning of your upkeep, Lich Transference deals damage equal to the power of the last creature card removed from the game in this way to target creature or player and you lose 1 life.
0
122 Lumbering Carcass Black Common 4{2}{b}{b} Creature – Zombie Beast 4 2 Lumbering Carcass has fear as long as a Swamp card is in your graveyard. 0
123 Lurking Vermin Black Common 1{b} Creature – Rat 1 1 Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
Earthform {1}{b}{b} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
124 Maggothide Troll Black Uncommon 4{3}{b} Creature – Troll Zombie 3 3 0: If target creature is green, put a maggot counter on it and regenerate Maggothide Troll. That creature becomes black permanently. 0
125 Marshmist Raider Black Common 6{5}{b} Creature – Human Warrior 4 4 When Marshmist Raider comes into play, target player loses 4 life. 0
126 Muckdelve Black Uncommon 3{2}{b} Instant Return target creature card in a graveyard to its owner's hand.
You may search your library for a Swamp card, reveal it and put it in your hand, then shuffle your library.
0
127 Murkdrinker Imp Black Common 2{1}{b} Creature – Imp 1 2 As an additional cost to play Murkdrinker Imp, discard a land card. If that card is a Swamp, Murkdrinker Imp comes into play with a +1/+1 counter.
Flying
0
128 Necrobore Black Uncommon 3{1}{b}{b} Instant Sacrifice two lands, then draw three cards. 0
129 Nihilism Black Rare 4{3}{b} Instant If you would gain life this turn, you gain no life and all players lose that much life instead. 0
130 Oversludge Black Common 5{3}{b}{b} Instant Destroy target nonblack creature or non-Swamp land.
- Orick, Altheran scout.
0
131 Perilous Fate Black Uncommon 1{b} Enchantment – Aura Enchant creature
Pay 3 life: Enchanted creature's controller sacrifices a creature. Play this ability only when you could play a sorcery.
0
132 Pitchskin Lurker Black Common 3{2}{b} Creature – Beast 3 2 Pitchskin Lurker can't block.
Earthform {2}{b}{b} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
133 Plague Elemental Black Rare 6{5}{b} Creature – Elemental 3 4 Trample, protection from white.
{3}{b}: Plague Elemental gets +1/+1 until end of turn for each Swamp you control.
0
134 Pollute Black Uncommon 3{2}{b} Sorcery Destroy target Forest or Plains. Search that land's controller's library for a Forest or Plains card and put it into its owner's graveyard, then that player shuffles his or her library. 0
135 Ravage Black Rare 2{1}{b} Enchantment Whenever an opponent discards a land card, put that card into play under your control. 0
136 Rot Reaper Black Rare 4{3}{b} Creature – Horror 5 5 Flying, haste.
When Rot Reaper comes into play, sacrifice it unless you remove four land cards in any graveyards from the game.
0
137 Shrieking Dead Black Rare 5{4}{b} Creature – Zombie 5 3 Shrieking Dead can't block.
All attacking creatures get -1/-1.
0
138 Sinister Plot Black Common 2{1}{b} Instant Return target Swamp card from your graveyard to play. It becomes a 2/2 Zombie creature that is still a land. (It is affected by summoning sickness) 0
139 Smoldering Soil Black Common 2{1}{b} Enchantment – Aura Enchant land
Enchanted land has ''At the beginning of your upkeep, if you control four or more lands, sacrifice this land''.
0
140 Spinespoiler Witch Black Rare 4{2}{b}{b} Creature – Human Wizard 2 3 {1}{b}, Sacrifice a creature: Target player reveals the top card of his or her library. If it is a creature card, put it in that player's graveyard and that player loses life equal to its power. 0
141 Taiga Gorestalker Black Common 5{4}{b} Creature – Beast 3 3 Forestwalk
Whenever Taiga Gorestalker attacks and isn't blocked, it gets +1/+1 until end of turn.
0
142 Thrill of Corruption Black Common 3{2}{b} Enchantment – Aura Enchant black creature.
Enchanted creature gets +1/+0 for each Swamp you control.
0
143 Warped Reflection Black Rare 4{2}{b}{b} Enchantment – Aura Enchant player.
At the beginning of your upkeep, enchanted player loses 1 life and you gain 1 life.
When Warped Reflection leaves play any player may pay 4. If any player does, you and enchanted player exchange life totals.
0
144 Wrench From the Grave Black Common 2{1}{b} Sorcery For each land card in your graveyard you may return a creature card from your graveyard to your hand. 0
145 Anarchy Dragon Red Rare 5{2}{r}{r}{r} Creature – Dragon 5 5 Spend only mana produced by basic lands to play Anarchy Dragon.
Flying.
Whenever another creature attacks, Anarchy Dragon deals 1 damage to that creature and Anarchy Dragon gets +1/+0 until end of turn.
0
146 Ancient Warsong Red Rare 3{1}{r}{r} Enchantment At the beginning of your upkeep you may choose to skip your next draw step. If you do, put two red 2/1 Barbarian creature tokens into play. Otherwise, sacrifice Ancient Warsong 0
147 Avalanche Criers Red Common 1{r} Creature – Goblin Scout 1 1 {r}, Sacrifice Avalanche Criers: Creatures with power less than or equal to the number of tapped Mountains you control can't block this turn. 0
148 Blunderbash Cyclops Red Uncommon 4{3}{r} Creature – Cyclops Berserker 6 6 Trample
Lands you don't control have ''{t}: This land deals 1 damage to target Cyclops creature.''
0
149 Botched Burglary Red Uncommon 2{r}{r} Instant Untap target artifact and gain control of it until end of turn. If it is a creature it gains haste until end of turn. At end of turn, sacrifice that artifact. 0
150 Boulderpelt Ogre Red Common 3{2}{r} Creature – Ogre 2 2 Boulderpelt Ogre attacks each turn if able.
Earthform {r} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
151 Brimstone Apprentice Red Uncommon 4{3}{r} Creature – Human Wizard 1 2 {t}: Brimstone Apprentice deals 1 damage to target creature or player.
Whenever an instant or sorcery spell you control deals damage to a creature or player, you may untap Brimstone Apprentice.
0
152 Burrowing Gargantua Red Uncommon 5{4}{r} Creature – Beast 4 4 Spend only mana produced by basic lands to play Burrowing Gargantua.
Nonbasic landwalk (This creature is unblockable as long as defending player controls a nonbasic land.)
0
153 Bursting Mantle Red Uncommon 4{3}{r} Sorcery Destroy target land.
Cultivate-{3}{r}{r}, Sacrifice a land (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
154 Caldera Seer Red Common 2{1}{r} Creature – Human Shaman 1 1 {t}, Discard a basic land card: Add {r}R to your mana pool. 0
155 Charbelch Red Rare 5{2}{r}{r}{r} Sorcery Reveal cards from the top of your library until you reveal a land card. Charbelch deals damage equal to the number of nonland cards revealed in this way to target creature or player. If the land was a Mountain, deal double that damage instead. Put the revealed cards on the bottom of your library in any order. 0
156 Cinder Blast Red Uncommon 4{3}{r} Sorcery Destroy target colorless permanent.
You may search your library for a Mountain card, reveal it and put it in your hand, then shuffle your library.
8 1430408705 on 30 Apr 2015 by Alex
157 Dunerock Mauler Red Common 3{2}{r} Creature – Ogre Berserker 4 2 Dunerock Mauler gets -2/-0 as long as you control a nonbasic land. 0
158 Dust Blade Warrior Red Common 1{r} Creature – Human Warrior 1 1 Dust Blade Warrior can't be blocked by creatures whose toughness is greater than their power. 0
159 Earthstomp Brute Red Uncommon 5{3}{r}{r} Creature – Minotaur Barbarian 3 3 Whenever an opponent plays a land, Earthstomp Brute deals 1 damage to target creature or player. 0
160 Echoes of Battle Red Common 2{1}{r} Instant Up to two target creatures must attack this turn if able. 0
161 Erupt Red Rare 3{2}{r} Sorcery Target Mountain you control deals X damage to each creature and each player, where X is the amount of R in your mana pool. Then sacrifice that Mountain. 0
162 Flaming Roar Red Common 3{2}{r} Instant Spend only mana produced by basic lands to play Flaming Roar.
Flaming Roar deals 3 damage to target creature and 3 damage to its controller.
0
163 Flintfire Striker Red Common 6{4}{r}{r} Creature – Centaur Barbarian 5 3 When Flintfire Striker is put into a graveyard from play, destroy target artifact or land.
Earthform {3}{r}{r}{r} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
164 Frosthorn Giant Red Rare 6{5}{r} Creature – Giant Warrior 3 3 Whenever an opponent taps a land for mana you may pay R. If you do, put a +1/+1 counter on Frosthorn Giant. 0
165 Hardened in Battle Red Uncommon 1{r} Instant If target creature dealt damage this turn and was dealt damage this turn, put two +1/+1 counters on it. 0
166 Icon of Nadir Red Rare 8{5}{r}{r}{r} Creature – Earthkin Incarnation * * Icon of Nadir's power and toughness are each equal to the number of lands you control.
Trample
At the beginning of your upkeep, target Mountain you control becomes a 3/1 creature with trample until end of turn. Sacrifice it at end of turn.
0
167 Impulsive Spark Red Uncommon 5{4}{r} Instant Impulsive Spark deals 6 damage to target creature with the highest converted mana cost among creatures in play. 0
168 Ironfire Channeler Red Uncommon 3{2}{r} Creature – Goblin Shaman 2 2 {3}, Sacrifice Ironfire Channeler: Put X 1/1 red Goblin creature tokens into play, where X is the amount of {r} in your mana pool. 0
169 Joshar of the Searing Sands Red Rare 4{3}{r} Legendary Creature – Human Warrior 5 4 First strike, Trample
{r}: Target creature gets +1/+0 until end of turn.
When Joshar of the Searing Sands comes into play, you can't play lands for the rest of the game.
0
170 Magma Fountain Red Common 1{r} Instant Magma Fountain deals 1 damage to target creature or player.
Cultivate {2}{r} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
171 Manic Inspiration Red Rare 5{4}{r} Instant Reveal cards from the top of target player's library until you reveal an instant or sorcery card. You may copy that card and play it without paying its mana cost. That player shuffles his or her library.
Cultivate-{1}{r}{r}, Discard your hand
0
172 Mirrorstorm Red Rare 4{2}{r}{r} Instant Copy all other instant or sorcery spells on the stack. You may choose new targets for those copies. 0
173 Primal Inferno Red Rare 1{x}{r} Sorcery Primal Inferno deals X damage to target creature or player.
Cultivate-{r}{r}, Sacrifice a creature with power equal to X. (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
174 Ragesong Ritualist Red Rare 5{4}{r} Creature – Human Shaman 2 4 {r}{r}, {t}: You may remove an instant or sorcery card in your hand from the game. You may play that card any time you could play an instant as long as Ragesong Ritualist is in play.
Whenever a creature you control deals combat damage to a player, add R to your mana pool. Use this mana only to play a card removed from the game by Ragesong Ritualist.
0
175 Raging Stonegrinder Red Common 6{4}{r}{r} Creature – Beast 5 4 {r}: Raging Stonegrinder gets +1/+0 until end of turn.
Whenever Raging Stonegrinder attacks, tap all lands you control.
0
176 Rockshaker Nomad Red Common 6{4}{r}{r} Creature – Nomad Giant 6 5 Trample
Sacrifice a land: Rockshaker Nomad gets -3/-0 until end of turn. Any player may play this ability.
0
177 Roiling Flame Red Common 3{2}{r} Sorcery Roiling Flame deals 1 damage to each creature without flying target player controls. 0
178 Runes of Hysteria Red Common 1{r} Enchantment – Aura Enchant creature
Creatures that are enchanted can't block.
0
179 Sandfist Hammerer Red Common 3{2}{r} Creature – Human Barbarian 3 2 When Sandfist Hammerer comes into play each player sacrifices a permanent. 0
180 Sandstorm Herder Red Common 2{1}{r} Creature – Human Barbarian 2 1 When Sandstorm Herder becomes blocked, tap all lands defending player controls. 0
181 Sandstorm Swath Red Common 3{2}{r} Enchantment – Aura Enchant land
Whenever enchanted land becomes tapped, Sandstorm Swath deals 1 damage to target creature that was dealt damage this turn.
0
182 Scatter in Panic Red Rare 2{1}{r} Instant Play Scatter in Panic only during the declare blockers step.
Remove each blocking creature from combat. Each of those creatures blocks an attacking creature of defending player's choice that it didn't block this turn, if able. Then all attacking creatures that no creature is blocking become unblocked.
0
183 Sholten Bloodhounds Red Common 4{3}{r} Creature – Hound 2 2 Haste
Whenever Sholten Bloodhounds attacks, it deals 2 damage to each creature that was dealt damage this turn.
0
184 Siege Red Common 3{2}{r} Sorcery Destroy target nonbasic land.
Draw a card.
0
185 Sparktail Agama Red Uncommon 2{r}{r} Creature – Lizard 3 1 Whenever a player plays an instant or sorcery spell with a single target, if that spell could target Sparktail Agama but doesn't, copy that spell and change its target to Sparktail Agama. 0
186 Swift Sandrunner Red Common 3{2}{r} Creature – Human Warrior 2 2 First strike
When Swift Sandrunner comes into play, target land doesn't untap in its controller's next untap step.
0
187 Tarflame Elemental Red Rare 6{5}{r} Creature – Elemental * 4 Tarflame Elemental's power is equal to the number of creatures in play that have been dealt damage this turn.
Trample.
{3}{r}{r}: Tarflame Elemental deals 1 damage to each creature.
0
188 Thrashing Sandwalker Red Uncommon 4{3}{r} Creature – Mutant Beast 3 3 Thrashing Sandwalker's power and toughness are switched (Effects that change its power instead change its toughness and vice-versa). 0
189 Torchgeyser Red Common 4{3}{r} Sorcery Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Torchgeyser deals 4 damage to target creature.
0
190 Vexing Fortune Red Rare 4{3}{r} Enchantment Whenever a player plays an instant or sorcery spell you may pay {1}R. If you do, that player shuffles his or her hand into his or her library, then draws that many cards. 0
191 Visceral Fires Red Common 1{r} Instant Target creature gets +4/+0 until end of turn. Visceral Fires deals 4 damage to you. 0
192 Volcanic Rite Red Common 2{1}{r} Instant Add {r}{r}{r} to your mana pool.
Cultivate-{2}, Sacrifice a creature (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
193 Wildfire Visions Red Uncommon 3{2}{r} Enchantment – Aura Enchant creature
Enchanted creature gets +1/+1 for each untapped land your opponents control.
0
194 Acrasidon Green Common 4{3}{g} Creature – Ooze 3 4 Earthform {1}{g}{g} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.) 0
195 Animalize Green Rare 2{1}{g} Instant Target creature spell loses all abilities. 9 1430408961 on 30 Apr 2015 by Alex
196 Barkskin Pounder Green Common 6{5}{g} Creature – Beast 4 4 Trample
Whenever Barkskin Pounder becomes the target of a spell or ability for the first time in a turn it gets +2/+2 until end of turn.
0
197 Boscage Snare Green Common 3{2}{g} Creature – Plant 1 5 Defender, reach (This creature can block creatures with flying.)
Earthform {g}{g} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
198 Bramblescale Wurm Green Common 7{5}{g}{g} Creature – Wurm 5 5 {g}{g}: Bramblescale Wurm gets +2/+2 until end of turn. Play this ability only once each turn.
Earthform {5}{g}{g}{g} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
199 Branchbark Channeler Green Uncommon 2{1}{g} Creature – Elf Druid 2 2 {1}, Sacrifice Branchbark Channeler: Target creature gets +X/+X until end of turn, where X is the amount of {g} in your mana pool. 0
200 Brushwood Envoy Green Uncommon 1{g} Creature – Dryad Scout 0 1 {t}: Target green creature gains forestwalk until end of turn.
Earthform {g} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
201 Chitin Behemoth Green Uncommon 4{2}{g}{g} Creature – Insect 2 2 Chitin Behemoth comes into play with a +1/+1 counter on it.
Chitin Behemoth gets an additional +1/+1 for each counter on it.
0
202 Dawntree Guardian Green Rare 5{3}{g}{g} Creature – Treefolk Druid 2 5 Forests you control have ''{t}: Add one mana of any color to your mana pool''
0: Target creature or land you control becomes a 4/4 Forest Treefolk land creature in addition to its other types until end of turn. Play this ability only once each turn.
0
203 Destiny Seedling Green Rare 3{2}{g} Creature – Plant 0 4 Defender.
Destiny Seedling can't be the target of spells or abilities your opponents control.
At end of turn, if Destiny Seedling has a total power and toughness of 40 or greater, you win the game.
0
204 Dire Skunks Green Uncommon 3{1}{g}{g} Creature – Beast 3 2 Whenever Dire Skunks blocks or is blocked by a creature, you may pay {1}. If you do, remove all counters from that creature and destroy all auras and equipment attached to it. 0
205 Dream Forage Green Uncommon 4{3}{g} Sorcery Return target card from your graveyard to your hand.
Cultivate {4}{g}{g} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
206 Earthen Slumber Green Uncommon 4{3}{g} Instant Turn target nontoken creature face down. It becomes a land with ''{t}: Add {1} to your mana pool''. 0
207 Earthwaker's Touch Green Common 4{3}{g} Enchantment Whenever you play a green spell, target land you control becomes a 3/3 creature until end of turn. It is still a land. 0
208 Farwood Pathfinders Green Common 6{4}{g}{g} Creature – Centaur Warrior 5 6 Farwood Pathfinders must be blocked if able. 0
209 Feralmane Ouphe Green Common 3{1}{g}{g} Creature – Ouphe 3 2 Whenever you play a creature spell, you may return Feralmane Ouphe to its owner's hand. If you do, draw a card. 0
210 Floraspark Dryad Green Common 4{2}{g}{g} Creature – Dryad 2 3 {t}: Untap up to two target lands. 0
211 Fragment Green Common 1{g} Instant Destroy target artifact or enchantment. That permanent's controller may search his or her library for a basic land card, reveal it and put it into his or her hand, then shuffle his or her library. 0
212 Frondescence Green Rare 2{1}{g} Enchantment At the beginning of your upkeep, sacrifice Frondescence unless you pay {g}.
Face down lands are Forests in addition to their other types.
0
213 Grappling Vines Green Common 1{g} Instant Up to two target creatures lose flying and get +1/+1 until end of turn. 0
214 Hail of Spores Green Common 4{3}{g} Sorcery Target player sacrifices a land, then you gain 1 life for each land that player controls. 0
215 Hallowmoss Knight Green Rare 5{2}{g}{g}{g} Creature – Elf Knight 3 3 Other creatures you control get +1/+1
When Hallowmoss Knight is put into a graveyard from anywhere you may remove it from the game. If you do, draw a card.
0
216 Heartwood Unicorn Green Rare 4{3}{g} Creature – Unicorn 2 4 Each land you control gets +1/+1 and has haste as long as it's a creature.
Whenever a land deals combat damage, untap it.
0
217 Horticulture Green Rare 2{1}{g} Enchantment At the beginning of your upkeep you may choose another land in play. If you do, Horticulture becomes a copy of that land and gains this ability. 0
218 Icon of Equinox Green Rare 8{5}{g}{g}{g} Creature – Earthkin Incarnation * * Icon of Equinox's power and toughness are each equal to the number of lands you control.
Trample
{g}{g}{g}: Put a Forest land token into play.
0
219 Lifeblood of Verdia Green Rare 4{2}{g}{g} Sorcery Target land becomes a 4/4 green creature that is still a land (This effect doesn't end at end of turn).
Cultivate {5}{g}{g}
As long as Lifeblood of Verdia is cultivating a Forest, all land creatures have trample.
0
220 Lore of Seeds Green Common 3{2}{g} Sorcery Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
Search your library for a basic land card and put it into play. Then shuffle your library.
0
221 Predator's Guile Green Uncommon 3{2}{g} Enchantment – Aura Enchant creature.
Enchanted creature has trample, and must be blocked by exactly one creature if able.
When Predator's Guile comes into play, you may search your library for a Forest card, reveal it and put it in your hand, then shuffle your library.
0
222 Prowling Daggerjaw Green Rare 3{1}{g}{g} Creature – Lizard Beast 5 5 Whenever Prowling Daggerjaw attacks, defending player may put a creature card from his or her hand into play blocking Prowling Daggerjaw. 0
223 Roaming Grizzly Green Common 2{1}{g} Creature – Bear 2 2 Roaming Grizzly gets +2/+2 as long as you control six or more lands. 0
224 Rootfathom Apprentice Green Rare 4{3}{g} Creature – Treefolk Druid 2 3 Rootfathom Apprentice has all activated and triggered abilities of lands in play. 1 1430436534 on 30 Apr 2015 by Link
225 Rootshaping Green Common 3{2}{g} Enchantment – Aura Enchant land.
Enchanted land is a 3/3 Elemental creature with trample that's still a land.
0
226 Rukos Reclaimer Green Common 4{3}{g} Creature – Elf Druid 3 2 Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by {1}.)
When Rukos Reclaimer comes into play you may return up to two target land cards from your graveyard to your hand.
0
227 Ruku, Primordial Maker Green Rare 6{3}{g}{g}{g} Legendary Creature – Earthkin 6 7 When Ruku, Primordial Maker comes into play, for each non-legendary creature in play, you may search your library for a permanent card with the same name and put it into play. Then shuffle your library. 0
228 Rumbling Strength Green Common 1{g} Instant Target creature gets +2/+2 until end of turn.
Cultivate {2}{g} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
229 Serene Seeker Green Common 3{2}{g} Creature – Elf Warrior 2 1 Forestwalk
When Serene Seeker comes into play, choose either artifact or enchantment. Target player sacrifices a permanent of the chosen type.
0
230 Shimmering Leaves Green Uncommon 1{g} Enchantment – Aura Enchant creature.
Enchanted creature gets +1/+1.
As long as enchanted creature is tapped, spells you control can't be countered by spells or abilities.
0
231 Snakeroot Sniper Green Common 4{3}{g} Creature – Elf Archer 2 2 Flash, deathtouch (You may play this spell anytime you could play an instant. Whenever this creature deals damage to a creature, destroy that creature.) 0
232 Soil Whisperer Green Common 1{g} Creature – Elf Scout 1 1 Whenever a land comes into play, you may pay G. If you do, target creature gets +1/+1 until end of turn. 0
233 Song of Sowing Green Common 3{2}{g} Sorcery Put a 1/1 green Saproling creature token into play. Then put a 1/1 green Saproling creature token into play for each cultivated land you control.
Cultivate {4}{g} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
234 Spiritclaw Shaman Green Uncommon 5{4}{g} Creature – Bear Shaman 4 4 Vigilance
Whenever a spell or ability an opponent controls targets a spell on the stack, you may put a 2/2 green bear creature token into play.
0
235 Thornbark Treefolk Green Uncommon 6{5}{g} Creature – Treefolk Warrior 1 1 Thornbark Treefolk gets +1/+1 for each Forest in play.
Earthform {2}{g}{g}{g} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
You may sacrifice two Forests instead of paying Thornbark Treefolk's earthform cost.
0
236 Timberthresh Colossus Green Rare 8{6}{g}{g} Creature – Beast 9 9 Trample
At the beginning of your upkeep, sacrifice Timberthresh Colossus unless you pay {g}{g}{g}.
When Timberthresh Colossus attacks, target creature must block it this turn if able.
Earthform {g}{g}{g}{g}{g}{g}
0
237 Vineburst Tangler Green Uncommon 5{4}{g} Creature – Elemental 3 4 Reach (This creature can block creatures with flying.)
When Vineburst Tangler comes into play, if it is your first, second or third turn, put three 1/1 green Saproling creature tokens into play.
0
238 Wildhide Green Common 4{3}{g} Enchantment – Aura Enchant creature
Enchanted creature gets +3/+3
Sacrifice Wildhide: Target creature gets +4/+4 until end of turn.
0
239 Wildwood Seer Green Common 1{g} Creature – Elf Druid 1 1 {t}: You may put a land card from your hand into play. 0
240 Wolven Fury Green Uncommon 5{3}{g}{g} Sorcery Put a +1/+1 counter on each creature target player controls.
Cultivate {5}{g}{g} (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
0
241 Inon Rae, King of Althera Multicolour Rare 4{2}{w}{u} Legendary Creature – Human Advisor 2 4 Whenever a source you don't control deals damage to you, you may untap up to that many lands. 0
242 Agor, Elder of Rukos Multicolour Rare 3{g}{g}{w} Legendary Creature – Human Druid 2 2 Land cards you own that are not in play have flash. (You may play them any time you could play an instant.)
You may play an additional land during each other player's turn.
Whenever you play a land, other creatures you control get +1/+1 until end of turn.
0
243 Obaca Blackleaf Multicolour Rare 7{5}{b}{g} Legendary Creature – Treefolk Shaman 3 6 Trample
Whenever a creature blocks Obaca Blackleaf, that creature's toughness becomes 1 until end of turn.
Whenever Obaca Blackleaf deals combat damage to a player, destroy target land that player controls.
0
244 Altheran Garrison Artifact Common 1{1} Artifact – Fortification Fortified land has ''{t}: Target attacking or blocking creature gets +1/+2 until end of turn.''
Fortify {2} ({2}: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
0
245 Derelict Belfry Artifact Rare 2{2} Artifact – Fortification As long as fortified land's land type is more common than all other land types among lands in play, creatures you control get +1/+1.
Fortify {2} ({2}: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
0
246 Dunerock Lava Rig Artifact Uncommon 3{3} Artifact – Fortification Fortified land has ''{2}, {t}: This land deals 1 damage to target creature or player.''
Fortify {2} ({2}: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
0
247 Earthtiller Golem Artifact Common 3{3} Artifact Creature – Golem 2 2 Sacrifice Earthtiller Golem: Target land you control gains shroud until end of turn (It can't be the target of spells or abilities). 0
248 Ego Blade Artifact Common 2{2} Artifact – Equipment Equipped creature gets +2/+1 and has protection from tokens.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
0
249 Kinesis Phial Artifact Rare 3{3} Artifact {1}, {t}, Sacrifice Kinesis Phial: Spells you play cost {1} less to play until end of turn. Draw a card. 0
250 Lodestone Talisman Artifact Uncommon 2{2} Artifact {t}: Reveal cards from the top of your library until you reveal a land card. Remove that card from the game and shuffle the rest of the revealed cards into your library.
{t}: Add one mana to your mana pool of any color a land removed from the game with Lodestone Talisman could produce.
0
251 Logic Helm Artifact Rare 5{5} Artifact At the beginning of your upkeep, put a card from the top of your library into your graveyard for each card in your hand or sacrifice Logic Helm.
If you would draw a card for the first time in a turn, instead search your library for a card with converted mana cost equal to the number of cards in your hand, reveal it and put it in your hand. Then shuffle your library.
0
252 Soulwright Circlet Artifact Uncommon 1{1} Artifact – Equipment Equipped creature can't be blocked unless defending player pays {2} for each blocking creature.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
0
253 Syravon Watchspires Artifact Common 2{2} Artifact – Fortification Whenever fortified land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
Fortify {2} ({2}: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
0
254 Verdistone Artifact Rare 5{5} Artifact All creatures, artifacts and enchantments you control are lands in addition to their other types.
Lands you control have ''{t}: Add {1} to your mana pool.''
0
255 Angelic Meadow Land Uncommon 0 Land Creature – Spirit 1 4 Angelic Meadow is white.
When Angelic Meadow comes into play, sacrifice it unless you return a Plains you control to its owner's hand.
Vigilance
{t}: Add {w} to your mana pool.
0
256 Dire Bog Land Uncommon 0 Land Creature – Ooze 3 1 Dire Bog is black.
When Dire Bog comes into play, sacrifice it unless you return a Swamp you control to its owner's hand.
{t}: Add {b} to your mana pool.
When Dire Bog is put into a graveyard from play, you may return another target land card in your graveyard to your hand.
0
257 Earthkin Shrine Land Common 0 Land {t}: Add {1} to your mana pool.
Sacrifice Earthkin Shrine: Choose a basic land type. Each land you control becomes that type until end of turn.
0
258 Enigmatic Isle Land Common 0 Land – Island ({t}: Add {u} to your mana pool.)
Enigmatic Isle comes into play tapped.
{1}: Return Enigmatic Isle to its owner's hand.
0
259 Feral Woods Land Uncommon 0 Land Creature – Beast 2 3 Feral Woods is green.
When Feral Woods comes into play, sacrifice it unless you return a Forest you control to its owner's hand.
Haste
{t}: Add {g} to your mana pool.
0
260 Forest Land None 0 Basic Land – Forest 0
261 Fungal Orchard Land Common 0 Land – Forest ({t}: Add {g} to your mana pool.)
Fungal Orchard comes into play tapped.
When Fungal Orchard comes into play you may tap two untapped creatures you control. If you do, put a green 1/1 Saproling creature token into play.
0
262 Geodesic Cavern Land Rare 0 Land {t}: Add two mana of any color or combination of colors to your mana pool.
If Geodesic Cavern would be put into play face up, put it into its owner's graveyard instead.
Earthform {4} (Any time you could play a land you may play this card face down as a land. It has ''{t}: Add {1} to your mana pool''. Turn it face up at any time for its earthform cost.)
0
263 Haunted Lagoon Land Common 0 Land – Island Swamp ({t}: Add {u} or {b} to your mana pool.)
As long as you control three or fewer lands, Haunted Lagoon doesn't untap during your untap step.
0
264 Haven of Bones Land Uncommon 0 Land {1}, {t}: Add one mana of any color to your mana pool.
{1}{b}{b}, Sacrifice Haven of Bones: Destroy target tapped creature. It can't be regenerated.
0
265 Haven of Flames Land Uncommon 0 Land {1}, {t}: Add one mana of any color to your mana pool.
{1}{r}{r}, Sacrifice Haven of Flames: Put two red 3/1 Elemental creature tokens with haste into play. Sacrifice them at end of turn.
0
266 Haven of Light Land Uncommon 0 Land {1}, {t}: Add one mana of any color to your mana pool.
{1}{w}{w}, Sacrifice Haven of Light: Prevent all damage that would be dealt to creatures you control this turn.
0
267 Haven of Reflection Land Uncommon 0 Land {1}, {t}: Add one mana of any color to your mana pool.
{1}{u}{u}, Sacrifice Haven of Reflection: Draw two cards.
0
268 Haven of Seeds Land Uncommon 0 Land {1}, {t}: Add one mana of any color to your mana pool.
{1}{g}{g}, Sacrifice Haven of Seeds: Put two +1/+1 counters on target creature.
0
269 Homeland Totem Land Common 0 Land Creature – Construct 1 1 When Homeland Totem is put into a graveyard from play you may search your library for a basic land card and put it into play. 0
270 Ikuu, the Arisen Land Land Rare 0 Land Planeswalker – Ikuu 2 Whenever you play a land, put two loyalty counters on Ikuu, the Arisen Land.
-1: Add 1 mana of any color to your mana pool.
[-?]: Gain control of all lands target player controls.
1 1430408812 on 30 Apr 2015 by Alex
271 Island Land None 0 Basic Land – Island 0
272 Mountain Land None 0 Basic Land – Mountain 0
273 Mudspout Pools Land Uncommon 0 Land – Swamp Mountain ({t}: Add {b} or {r} to your mana pool.)
As long as you control three or fewer lands, Mudspout Pools doesn't untap during your untap step.
0
274 Peak of Frosthorn Land Uncommon 0 Land {t}: Add {1} to your mana pool.
Whenever you attack with three or more creatures, you may pay {3}. If you do, put a colorless 2/2 Yeti creature token into play tapped and attacking.
0
275 Peculiar Shoppe Land Rare 0 Land Whenever a player's library is shuffled, put a charge counter on Peculiar Shoppe.
{t}: Add {1} to your mana pool for each charge counter on Peculiar Shoppe.
0
276 Plains Land None 0 Basic Land – Plains 0
277 Ragerock Cavern Land Uncommon 0 Land Creature – Elemental 1 2 Ragerock Cavern is red.
When Ragerock Cavern comes into play, sacrifice it unless you return a Mountain you control to its owner's hand.
{t}: Add {r} to your mana pool.
{r}: Ragerock Cavern gets +1/+0 until end of turn.
0
278 Ruku's Heartland Land Rare 0 Legendary Land Ruku's Heartland comes into play tapped.
{t}, Pay 1 life: Add {g} to your mana pool.
{2}{g}{g}, {t}: You may put a creature card from your hand into play tapped.
0
279 Seeker's Rest Land Uncommon 0 Land Seeker's Rest comes into play tapped.
{t}: Add to your mana pool one mana of any color that a land you control could produce.
While you're searching your library, you may play Seeker's Rest from your library. (You can't play lands if it's not your turn or if you have played another land this turn.)
0
280 Soulwick Fen Land Common 0 Land – Swamp ({t}: Add {b} to your mana pool.)
Soulwick Fen comes into play tapped.
{2}{b}{b}: Return Soulwick Fen from your graveyard to your hand. If you do, target player loses 1 life.
0
281 Stormy Strand Land Common 0 Land – Plains Island ({t}: Add {w} or {u} to your mana pool.)
As long as you control three or fewer lands, Stormy Strand doesn't untap during your untap step.
0
282 Sun-Blessed Vale Land Common 0 Land – Plains ({t}: Add {w} to your mana pool.)
Sun-Blessed Vale comes into play tapped.
{2}{w}, Discard Sun-Blessed Vale: When target creature is put into a graveyard from play this turn, return it to play under its owner's control.
0
283 Swamp Land None 0 Basic Land – Swamp 0
284 Uncanny Deep Land Uncommon 0 Land Creature – Kraken 2 2 Uncanny Deep is blue.
When Uncanny Deep comes into play, sacrifice it unless you return an Island you control to its owner's hand.
{t}: Add {u} to your mana pool.
{2}{u}: Until end of turn Uncanny Deep is not a creature.
0
285 Verdant Gorge Land Uncommon 0 Land – Mountain Forest ({t}: Add {r} or {g} to your mana pool.)
As long as you control three or fewer lands, Verdant Gorge doesn't untap during your untap step.
0
286 Windswept Thicket Land Uncommon 0 Land – Forest Plains ({t}: Add {g} or {w} to your mana pool.)
As long as you control three or fewer lands, Windswept Thicket doesn't untap during your untap step.
0
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