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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Carrier of Hope White Common 1{w} Creature – Human Rebel 1 1 Sacrifice Carrier of Hope: The next 1 damage that would be dealt to target creature this turn is instead dealt to another target creature. 1 1297371994 on 10 Feb 2011 by Shiny_Umbreon
2 Chaos Fighter White Rare 4{3}{w} Creature – Kithkin Warrior 2 3 As long as Chaos Fighter is equipped, other creatures you control have protection from red. 1 1297372079 on 10 Feb 2011 by Shiny_Umbreon
3 Cool the Fire White Uncommon 2{1}{w} Instant Prevent all noncombat damage that would be dealt to you this turn. At the beginning of the end step, you may dig X for a white card, where X is the amount of damage prevented this way. (Look at the top X cards of your library. You may reveal a white card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
4 Dedicated Ladyhealer White Common 2{1}{w} Creature – Human Cleric 0 1 {t}: Prevent the next 1 damage target creature would deal this turn. If that creature is red, instead prevent the next 2 damage it would deal this turn. 0
5 Exile Order White Common 4{3}{w} Enchantment Flash (You may cast this spell any time you could cast an instant.)
When Exile Order enters the battlefield, exile target permanent.
When Exile Order leaves the battlefield, return the exiled card to the battlefield under its owner’s control.
0
6 Forteplazian Guard White Uncommon 3{2}{w} Creature – Human Soldier 2 4 As long as Forteplazian Guard is equipped, it can block any number of creatures.
Whenever Forteplazian Guard blocks, you may dig 5 for an Equipment. (Look at the top five cards of your library. You may reveal an Equipment card from among them and put it into your hand. Put the rest on the bottom in any order.)
1 1297372107 on 10 Feb 2011 by Shiny_Umbreon
7 Forteplazian Soldier White Common 1{w} Creature – Human Soldier 1 1 Forteplazian Soldier has first strike and vigilance as long as you control another nonblack creature. 0
8 Heart's Shield White Uncommon 2{w}{w} Instant White creatures you control are indestructible this turn. 0
9 Honorable Cause White Rare 5{3}{w}{w} Enchantment – Aura Enchant creature
Enchanted creature gets +3/+3 and has protection from creatures.
0
10 Hope for Change White Common 2{1}{w} Sorcery Dig 5 for an artifact or enchantment. (Look at the top five cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
11 Kithkin Watcher White Uncommon 1{w} Creature – Kithkin Warrior 1 2 Whenever Kithkin Watcher or another creature you control blocks a creature, you gain 1 life. 0
12 Ladyhealer's Support White Common 2{1}{w} Instant Prevent all damage that would be dealt to nonblack creatures you control this turn. 0
13 Masked Guardian White Rare 3{1}{w}{w} Enchantment Creatures you control get +1/+1.
{3}{w}{w}{w}: Masked Guardian becomes a 5/5 Angel creature with flying until end of turn.
2 1297377449 on 10 Feb 2011 by Alex
14 Matteo the Pastor White Mythic 7{4}{w}{w}{w} Legendary Creature – Human Rebel 0 7 Other white creatures you control get +2/+2.
Whenever you cast a nonwhite spell, counter it. If that spell is countered this way, you may search your library for a white card and play it without paying its mana cost. If you do, shuffle your library.
1 1297302158 on 10 Feb 2011 by Shiny_Umbreon
15 Moonknight General White Mythic 5{2}{w}{w}{w} Creature – Human Wizard Knight 3 4 Flying, first strike
Red creatures get -2/-0.
0
16 Quest for the General White Uncommon 2{1}{w} Enchantment Whenever an Equipment enters the battlefield under your control, you may put a quest counter on Quest for the General.
Remove three quest counters from Quest for the General and sacrifice it: You may put a nonblack creature card from your hand onto the battlefield. Then attach all Equipment you control to it.
0
17 Rebel Avenger White Uncommon 2{w}{w} Creature – Human Rebel Knight 2 2 Vigilance
{t}: Dig 4 for a land. Activate this ability only if an opponent controls more lands than you. (To dig, look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
0
18 Savage Owl White Common 3{2}{w} Creature – Bird 2 1 Flying, lifelink 0
19 Sealed Wishes White Rare 4{3}{w} Enchantment Players can’t untap more than one land during their untap steps. 0
20 Skilled Diversion White Rare 6{3}{w}{w}{w} Instant Search your library for up to three creature cards with converted mana cost 1 or less and put them onto the battlefield. Then shuffle your library.
Adapt—If a creature was put into your graveyard from the battlefield this turn, you may pay {2}{w}{w} rather than pay Skilled Diversion’s mana cost.
2 1297377423 on 10 Feb 2011 by Alex
21 Strength of the Group White Common 3{2}{w} Instant Each creature you control gets +X/+X until end of turn, where X is the number of creatures you control. 0
22 Trained Kithkin White Common 2{1}{w} Creature – Kithkin Warrior 1 1 As long as Trained Kithkin is equipped, it gets +3/+3. 1 1297372094 on 10 Feb 2011 by Shiny_Umbreon
23 Unviolent Justice White Uncommon 2{1}{w} Instant Counter target creature spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard. If it’s red, put it on top of its owner’s library instead. 2 1299736256 on 10 Mar 2011 by suprflcn
24 Wandering Rhino White Common 3{2}{w} Creature – Rhino 4 5 Defender (This creature can’t attack.) 2 1297377365 on 10 Feb 2011 by Alex
25 Wild Pegasus White Common 2{1}{w} Creature – Pegasus 1 2 Flying
When Wild Pegasus enters the battlefield, destroy target enchantment.
0
26 Absolutist Lune Blue Rare 4{2}{u}{u} Creature – Faerie Wizard 2 2 Flying
Other creatures you control have flying and can’t be blocked by green creatures.
0
27 Banned Knowledge Blue Uncommon 2{1}{u} Sorcery Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can’t, you draw a card. 1 1297372404 on 10 Feb 2011 by Shiny_Umbreon
28 Careful Planification Blue Uncommon 2{1}{u} Sorcery Shuffle any number of cards from your hand into your library, then draw that many cards. 0
29 Carrier of Truth Blue Common 2{1}{u} Creature – Merfolk Scout 1 2 Sacrifice Carrier of Truth: Target creature gets -3/-0 until end of turn. 1 1297372006 on 10 Feb 2011 by Shiny_Umbreon
30 Cecaelia's Order Blue Mythic 6{2}{u}{u}{u}{u} Enchantment As Cecaelia’s Order enters the battlefield, choose a color other than blue.
Whenever an opponent casts a spell of the chosen color, counter that spell unless that player pays {3}.
0
31 Chill the Passion Blue Common 2{1}{u} Enchantment – Aura Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of the upkeep of enchanted creature’s controller, if that creature isn’t red, that player may pay {4}. If he or she does, untap that creature.
0
32 Face of the Mermaid Blue Common 2{u}{u} Enchantment – Aura Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
2 1297372247 on 10 Feb 2011 by Shiny_Umbreon
33 Hinder Blue Common 3{1}{u}{u} Instant Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner’s library instead of into that player’s graveyard. 1 1297372440 on 10 Feb 2011 by Shiny_Umbreon
34 Lunar Divination Blue Common 2{1}{u} Instant Dig 5 for an instant or sorcery. (Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom in any order.) 1 1297372300 on 10 Feb 2011 by Shiny_Umbreon
35 Lune Observant Blue Uncommon 4{1}{u}{u}{u} Creature – Faerie Wizard 4 4 Flying
Lune Observant has protection from green during each other player’s turn.
0
36 Lune's Mischief Blue Rare 3{1}{u}{u} Instant Counter target instant or sorcery spell. Tap all lands its controller controls and empty his or her mana pool.
Adapt—If Lune’s Mischief doesn’t target the first spell cast this turn, you may return two Islands you control to their owners’ hands rather than pay its mana cost.
0
37 Mermaid Skylooker Blue Uncommon 4{2}{u}{u} Creature – Merfolk Wizard 1 6 Flying
{u}{u}: Counter target spell that targets Mermaid Skylooker.
0
38 Midnight Lune Blue Common 3{2}{u} Creature – Faerie Wizard 2 1 Flying
Whenever one or more green creatures attack you, untap Midnight Lune and it gets +1/+2 until end of turn.
0
39 Mirrored Dreams Blue Rare 2{1}{u} Instant Name a nonland card, then dig 7 for the named card. (Look at the top seven cards of your library. You may reveal a card with that name from among them and put it into your hand. Put the rest on the bottom in any order.) 0
40 Moonguided Silencer Blue Mythic 5{2}{u}{u}{u} Creature – Faerie Wizard 4 2 Flash, flying
Whenever an opponent casts a spell, put the top card of your library into your graveyard. If it shares a card type with that spell, counter it. If a green creature spell is countered this way, draw cards equal to its power. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery and tribal.)
0
41 Moonguided Sleep Blue Rare 5{2}{u}{u}{u} Enchantment – Aura Enchant player
If enchanted player would be dealt damage, prevent that damage. For each 1 damage prevented this way, that player exiles the top three cards of his or her library.
0
42 Ponder Blue Common 1{u} Sorcery Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Draw a card.
1 1297372478 on 10 Feb 2011 by Shiny_Umbreon
43 Quest for Ancient Wisdom Blue Uncommon 1{u} Enchantment Whenever you dig, you may put a quest counter on Quest for Ancient Wisdom.
Remove three quest counters from Quest for Ancient Wisdom and sacrifice it: Search your library for a nonred card, reveal it, and put it into your hand. Then shuffle your library.
0
44 Quest for Sea Treasure Blue Rare 2{1}{u} Enchantment Whenever you draw a card, you may put a quest counter on Quest for Sea Treasure.
Remove X quest counters from Quest for Sea Treasure and sacrifice it: Search your library for an artifact card with converted mana cost X or less and put into to the battlefield. Then shuffle your library.
0
45 Repelling Mermaid Blue Common 3{2}{u} Creature – Merfolk Wizard 2 2 When Repelling Mermaid enters the battlefield, return another target creature to its owner’s hand. Its controller draws a card unless it was red. 0
46 Serpent of the Ancient Sea Blue Common 5{3}{u}{u} Creature – Serpent 6 6 Serpent of the Ancient Sea can’t attack unless defending player controls an Island or you control five or more Islands.
{t}: Target player digs 5 for an Island. (That player looks at the top five cards of his or her library. He or she may reveal an Island card from among them and put it into his or her hand. The rest are put on the bottom in any order.)
0
47 Thought Renewal Blue Common 2{1}{u} Instant Each player may dig 4 for a blue card. (That player looks at the top five cards of his or her library. He or she may reveal a blue card from among them and put it into his or her hand. The rest are put on the bottom in any order.) 0
48 Treasure Stealer Blue Uncommon 1{u} Creature – Fish 2 2 If you would draw a card, instead dig 1 for a nonland card. (Look at the top card of your library. Reveal it’s a nonland card and put it into your hand or put it on the bottom.) 3 1299708063 on 09 Mar 2011 by Alex
49 Underwater Explorer Blue Uncommon 3{1}{u}{u} Creature – Merfolk Scout 2 3 {1}{u}, {t}: Dig 4 for an artifact. (Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
50 Young Mermaid Blue Common 1{u} Creature – Merfolk Soldier 1 2 3 1297372590 on 10 Feb 2011 by Shiny_Umbreon
51 Ancestral Tutor Black Rare 4{2}{b}{b} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. You lose 2 life.
Adapt—If you have 10 or less life, you may pay {b} rather than pay Ancestral Tutor’s mana cost.
0
52 Bloodthirsty Bat Black Uncommon 3{2}{b} Creature – Bat 2 1 Flying
Discard a card: Bloodthirsty Bat gets -1/-0 and gains deathtouch until end of turn. Any player may activate this ability.
0
53 Broken Wishes Black Rare 2{b}{b} Sorcery Target opponent reveals his or her hand. You choose two nonland cards from it. That player discards those cards, then digs 4 for a nonland card. (That player looks at the top four cards of his or her library. He or she may reveal a nonland card from among them and put it into his or her hand. The rest are put on the bottom in any order.) 0
54 Carrier of Death Black Common 3{2}{b} Creature – Troll Shaman 2 2 Sacrifice Carrier of Death: Target creature gets -2/-2 until end of turn. 1 1297372019 on 10 Feb 2011 by Shiny_Umbreon
55 Corpse Recollection Black Common 2{1}{b} Instant Shuffle up to three target creature cards from your graveyard into your library. Then dig 3 for a creature. (Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
56 Corrupt the Heart Black Uncommon 3{1}{b}{b} Instant Destroy target nongreen creature. Put a 1/1 black Spirit creature token with flying onto the battlefield. 0
57 Cursed Ritual Black Rare 3{1}{b}{b} Enchantment At the beginning of your upkeep, you lose 2 life and dig 2 for a card. (Look at the top two cards of your library. You may reveal one from among them and put it into your hand. Put the other one on the bottom.) 0
58 Double-Axe Warrior Black Uncommon 4{2}{b}{b} Creature – Troll Warrior 2 3 Double strike, swampwalk 4 1297420889 on 11 Feb 2011 by Camruth
59 Florencia, Dark Moonknight Black Mythic 4{2}{b}{b} Legendary Creature – Human Wizard Knight 2 3 Double strike, deathtouch
{b}, Sacrifice a white creature: Florencia is indestructible this turn.
1 1297302624 on 10 Feb 2011 by Shiny_Umbreon
60 Forteplazian Lancer Black Uncommon 3{1}{b}{b} Creature – Human Knight 2 2 First strike
At the beginning of your upkeep, dig 1 for a black card. (Look at the top card of your library. Reveal it’s a black card and put it into your hand or put it on the bottom.)
0
61 Ladyhealer Persecutor Black Rare 2{b}{b} Creature – Human Cleric Assassin 2 1 As Ladyhealer Persecutor enters the battlefield, name a card.
At the beginning of each player’s draw step, that player reveals his or her hand and discards all nonland cards with the chosen name.
0
62 Last Gasp Black Common 2{1}{b} Instant Target creature gets -3/-3 until end of turn. 1 1297372621 on 10 Feb 2011 by Shiny_Umbreon
63 Lonely Soldier1 Black Common 2{1}{b} Creature – Human Soldier 2 2 Tap an untapped creature you control: Lonely Soldier gets +1/+1 until end of turn. 2 1304050679 on 29 Apr 2011 by jmgariepy
64 Midnight Specter Black Rare 4{2}{b}{b} Creature – Specter 2 2 Flying
Whenever Midnight Specter deals damage to a player, that player reveals two cards at random from his or her hand, then discards each nonland card revealed this way.
3 1297420936 on 11 Feb 2011 by Camruth
65 Mind Tear Black Common 3{1}{b}{b} Sorcery Target player discards two cards. For each Plains or white card discarded this way, that player loses 1 life and you gain 1 life. 0
66 Night's Whisper Black Common 2{1}{b} Sorcery You draw two cards and lose 2 life. 1 1297372680 on 10 Feb 2011 by Shiny_Umbreon
67 Nocturnal Stalker Black Common 5{3}{b}{b} Creature – Bird 3 3 Flying, haste 0
68 Paolo's Bodyguard Black Mythic 4{1}{b}{b}{b} Creature – Human Soldier 3 3 Protection from white
At the beginning of your upkeep, you may dig 3 for a card. (Look at the top three cards of your library. You may reveal a card from among them and put it into your hand. Put the rest on the bottom in any order.)
Your maximum hand size is zero.
3 1297522242 on 12 Feb 2011 by Shiny_Umbreon
69 Quest for the Eternal Curse Black Uncommon 3{2}{b} Enchantment Whenever a player gains life, you may put a quest counter on Quest for the Eternal Curse.
Remove three quest counters from Quest for the Eternal Curse and sacrifice it: Target player’s life total becomes 10.
0
70 Sever Soul Black Uncommon 5{3}{b}{b} Instant Destroy target nonblack creature. It can’t be regenerated. You gain life equal to its toughness. 1 1297372707 on 10 Feb 2011 by Shiny_Umbreon
71 Shade of the Deep Black Uncommon 2{b}{b} Creature – Spirit 2 1 Haste
Whenever a white creature is put into a graveyard from the battlefield, return Shade of the Deep from your graveyard to the battlefield.
0
72 Spirit Black Token 0 Creature – Spirit 1 1 Flying 0
73 Swamp Vitterfolk Black Common 4{3}{b} Creature – Troll Warrior 3 1 Intimidate
Swamp Vitterfolk can’t block green creatures.
0
74 Uncontrollable Thirst Black Common 2{1}{b} Instant Target creature gets +2/+0 and gains lifelink until end of turn. 0
75 Vitterfolk Tactics Black Common 2{1}{b} Sorcery Target nongreen creature gains intimidate until end of turn.
Draw a card.
0
76 Walking Dead Black Common 2{1}{b} Creature – Zombie 1 1 {b}: Regenerate Walking Dead. 1 1297372733 on 10 Feb 2011 by Shiny_Umbreon
77 Carrier of Scars Red Common 4{3}{r} Creature – Dwarf Warrior 2 1 First strike
Sacrifice Carrier of Scars: Carrier of Scars deals 2 damage to target creature or player.
5 1297372026 on 10 Feb 2011 by Shiny_Umbreon
78 Crushing Beast Red Uncommon 6{5}{r} Creature – Lizard Beast 5 5 Crushing Beast attacks each turn if able and can’t be blocked by white creatures. 0
79 Dance of Fire Red Common 1{r} Instant Dance of Fire deals 2 damage divided as you choose among one or two target creatures. 0
80 Delicious Offering Red Rare 3{1}{r}{r} Enchantment If an opponent would draw a card, that player chooses a number instead, then digs that much for a card. Delicious Offering deals that much damage to him or her. (To dig, that player looks at that many cards from the top of his or her library. He or she may reveal one from among them and put it into his or her hand. The rest are put on the bottom in any order.) 2 1297297053 on 10 Feb 2011 by Alex
81 Eager Siren Red Common 1{r} Creature – Siren Warrior 3 1 Eager Siren can’t attack alone unless defending player controls a blue permanent. 0
82 Erratic Thunder Red Uncommon 3{r}{r}{r} Instant Erratic Thunder can’t be countered by white spells or abilities from white sources.
Erratic Thunder deals 5 damage to target creature or player. A white creature dealt damage this way can’t be regenerated. The damage can’t be prevented by white spells or abilities from white sources.
0
83 Face of the Siren Red Uncommon 2{r}{r} Enchantment – Aura Enchant creature
Enchanted creature has intimidate.
Whenever enchanted creature deals damage to a player, you may discard a card at random. If you do, draw two cards.
6 1297372253 on 10 Feb 2011 by Shiny_Umbreon
84 Gamble Red Rare 1{r} Sorcery Search your library for a card, put that card into your hand, discard a card at random, then shuffle your library. 1 1297372801 on 10 Feb 2011 by Shiny_Umbreon
85 Irecliff Brute Red Common 2{1}{r} Creature – Dwarf Berserker 4 4 Irecliff Brute can’t attack or block unless you control a Kithkin or another Dwarf.
Irecliff Brute has trample and haste as long as you control a Kithkin and another Dwarf.
0
86 King of the Peaks Red Rare 7{4}{r}{r}{r} Creature – Dragon 6 6 Flying, trample
Whenever King of the Peaks becomes the target of a blue spell, if it’s on the battlefield or on the stack, it deals 6 damage to that spell’s controller.
0
87 Passionate Siren Red Common 3{1}{r}{r} Creature – Siren Scout 2 2 Haste
Whenever Passionate Siren becomes blocked, you may dig 5 for an instant or sorcery. (Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom in any order.)
0
88 Pillage Red Common 3{1}{r}{r} Sorcery Destroy target artifact or land. It can’t be regenerated. 1 1297372839 on 10 Feb 2011 by Shiny_Umbreon
89 Rain of Ash Red Rare 3{x}{2}{r} Sorcery Rain of Ash deals X damage divided as you choose among any number of target creatures.
Adapt—If you spend only red mana to cast Rain of Ash, you may pay {x} rather than pay its mana cost.
0
90 Sharp-axe Dwarf Red Common 2{1}{r} Creature – Dwarf Warrior 2 2 3 1297373068 on 10 Feb 2011 by Shiny_Umbreon
91 Shrieking Hunter Red Mythic 5{2}{r}{r}{r} Creature – Siren Warrior 5 3 Flying, haste
When Shrieking Hunter enters the battlefield, target opponent reveals a card at random from his or her hand. If it’s a creature card, put it onto the battlefield under your control with haste. At the beginning of the next end step, Shrieking Hunter and that creature to their owners’ hands.
0
92 Siren Gaze Red Common 3{2}{r} Instant Dig 3 for a nonland card. Siren Gaze deals damage to target creature equal to that card’s converted mana cost. (To dig, look at the top three cards of your library. You may reveal a nonland card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
93 Siren's Mirror Red Uncommon 1{r} Enchantment – Aura Enchant creature
Enchanted creature gets +3/-1 and has flying and haste.
When enchanted creature is put into a graveyard, it deals 3 damage to its controller.
0
94 Snowpeak Fighter Red Common 4{3}{r} Creature – Dwarf Berserker 4 2 {r}: Snowpeak Fighter gets +1/+0 until end of turn. 0
95 Spirit of War Red Uncommon 2{1}{r} Creature – Elemental Spirit 3 1 Trample, haste
When Spirit of War enters the battlefield, attach target Equipment to it.
At the beginning of the end step, sacrifice Spirit of War.
3 1297522846 on 12 Feb 2011 by Shiny_Umbreon
96 Spontaneous Action Red Uncommon 4{2}{r}{r} Instant Search your library for an instant card with converted mana cost 2 or less, reveal it, and put it into your hand. Then shuffle your library. Add {r}{r} to your mana pool. 1 1297373264 on 10 Feb 2011 by Shiny_Umbreon
97 Spontaneous Eruption Red Mythic 6{2}{r}{r}{r}{r} Sorcery Each player sacrifices four lands. Spontaneous Eruption deals damage to each opponent equal to the number of Islands sacrificed this way. Add {r}{r}{r}{r} to your mana pool. 1 1297373208 on 10 Feb 2011 by Shiny_Umbreon
98 Spontaneous Rush Red Common 2{1}{r} Sorcery Target nonwhite creature gains double strike until end of turn. Add {r} to your mana pool. (That creature deals both first-strike and regular combat damage.) 1 1297373273 on 10 Feb 2011 by Shiny_Umbreon
99 Spontaneous Treason Red Rare 5{2}{r}{r}{r} Instant Untap target permanent and gain control of it until end of turn. It gains haste until end of turn. Add {r}{r}{r} to your mana pool. 1 1297373247 on 10 Feb 2011 by Shiny_Umbreon
100 Travelling Siren Red Common 2{1}{r} Creature – Siren Scout 1 1 Flying, haste 0
101 Winged Sparkmage Red Uncommon 3{2}{r} Creature – Siren Shaman 2 1 Flying
{t}: Winged Sparkmage deals 2 damage to target blue creature.
0
102 Biodiscovery Green Uncommon 2{1}{g} Sorcery Dig 5 for a creature or land. Then reveal any number of Forest and/or green cards from your hand. You gain that much life. (To dig, look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
103 Carefree Soleil Green Common 1{g} Creature – Faerie Druid 1 1 Carefree Soleil can’t be blocked by more than one blue creature.
{1}{g}: Carefree Soleil gets +2/+2 until end of turn. Activate this ability only once each turn.
1 1297373436 on 10 Feb 2011 by Shiny_Umbreon
104 Carrier of Growth Green Common 3{2}{g} Creature – Faerie Druid 3 3 Sacrifice Carrier of Growth: Target creature gets +3/+3 until end of turn. 1 1297372032 on 10 Feb 2011 by Shiny_Umbreon
105 Charging Giant Green Uncommon 4{2}{g}{g} Creature – Giant Warrior 4 3 Trample
Charging Giant can’t be blocked by more than one creature.
1 1297373462 on 10 Feb 2011 by Shiny_Umbreon
106 Cleaning Wind Green Uncommon 2{1}{g} Instant Cleaning Wind deals 1 damage to each creature with flying. You gain 1 life for each black creature put into a graveyard this way. 0
107 Conservative Soleil Green Rare 3{2}{g} Creature – Faerie Shaman 4 5 Reach, vigilance
You can’t spend nongreen mana in your mana pool.
4 1307332548 on 06 Jun 2011 by jmgariepy
108 Enormous Charger Green Rare 9{7}{g}{g} Creature – Beast 7 7 Enormous Charger and each other creature you control can’t be blocked by more than one creature.
Adapt—If you control four or more creatures, you may pay {4}{g}{g} rather than pay Enormous Charger’s mana cost.
1 1297373452 on 10 Feb 2011 by Shiny_Umbreon
109 Forest Apparition Green Rare 6{4}{g}{g} Sorcery Dig 6 for a green creature. Then you may put a green creature card from your hand onto the battlefield. (To dig, look at the top six cards of your library. You may reveal a green creature card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
110 Form of the Stag Green Rare 3{1}{g}{g} Enchantment – Aura Flash
Form of the Stag can’t be countered.
Enchanted creature gets +1/+1 and has protection from blue and from black.
6 1299469608 on 07 Mar 2011 by Link
111 Fruits of Friendship Green Common 1{g} Instant Target creature gets +1/+1 until end of turn for each creature you control. 1 1297373485 on 10 Feb 2011 by Shiny_Umbreon
112 Giant Warthog Green Common 6{5}{g} Creature – Boar Beast 5 5 Trample 5 1297373513 on 10 Feb 2011 by Shiny_Umbreon
113 Impenetrable Skin Green Mythic 6{3}{g}{g}{g} Enchantment – Aura Enchant green creature
Enchanted creature gets +3/+3, has trample, and is indestructible.
0
114 Jötun Juniors Green Common 4{3}{g} Creature – Giant Scout 3 3 Whenever Jötun Juniors becomes blocked by one or more black creature, it gets +2/+2 and gains trample until end of turn. 0
115 Land Catalyst Green Common 3{2}{g} Enchantment – Aura Enchant land
Enchanted land has “{t}: Add two mana of any one color to your mana pool.”
0
116 Landreader Soleil Green Common 2{1}{g} Creature – Faerie Druid 1 2 Reach
When Landreader Soleil enters the battlefield, you may dig 2 for a basic land. (Look at the top two cards of your library. You may reveal a basic land card from among them and put it into your hand. Put the other one on the bottom.)
0
117 Mertinian Fog Green Uncommon 3{2}{g} Instant Prevent all combat damage that would be dealt by nongreen creatures this turn. 0
118 Naturalize Green Common 2{1}{g} Instant Destroy target artifact or enchantment. 1 1297373570 on 10 Feb 2011 by Shiny_Umbreon
119 Naturalizing Jötun Green Mythic 5{2}{g}{g}{g} Creature – Giant Druid 4 3 Swamps don’t untap during their controllers’ untap steps.
At the beginning of each player’s upkeep, that player may choose any number of tapped Swamps he or she controls and pay 1 life for each land chosen this way. If that player does, untap those lands.
0
120 Nature's Touch Green Uncommon 1{g} Instant As an additional cost to cast Nature’s Touch, tap X untapped green creatures you control.
Search your library for up to X creature cards, reveal them, shuffle your library, then put those cards on top of it.
0
121 Seeds of Exploration Green Common 2{1}{g} Sorcery Draw a card. Then search your library for a land card, reveal it, shuffle your library and put it on top of it. 0
122 Soleil Defender Green Uncommon 4{2}{g}{g} Creature – Faerie Druid 1 4 Flash, reach
Soleil Defender can block any number of creatures if they all have flying.
0
123 Soleil Leafcaller Green Common 2{1}{g} Creature – Faerie Druid 1 3 {g}: Add one mana of any color to your mana pool. 0
124 Sunguided Faerie Green Uncommon 3{1}{g}{g} Creature – Faerie Druid 2 3 Reach
Sunguided Faerie can’t be the target of blue spells.
0
125 Sunguided Healing Green Common 2{1}{g} Instant Regenerate target nonblue creature. That creature gets +3/+3 until end of turn. 0
126 Wandering Jötun Green Rare 5{3}{g}{g} Creature – Giant Scout 4 4 Trample
Whenever Wandering Jötun deals combat damage to a player, you may dig 3 for a creature. (Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom in any order.)
0
127 Sunrise Entity Multicolour Rare 7{3}{w}{b/r} Creature – Pegasus Nightmare 2 6 Flying
At the beginning of each opponent’s end step, if you didn’t lose life this turn, you gain 4 life. Otherwise, you lose 4 life.
0
128 Wave Entity Multicolour Rare 6{2}{u}{r/g} Creature – Turtle Nightmare 0 4 Each creature assigns combat damage with its converted mana cost rather than its power. 0
129 Fog Entity Multicolour Rare 8{4}{b}{g/w} Creature – Spider Nightmare 6 4 {2}, Sacrifice two creatures: Put target creature card in an opponent’s graveyard onto the battlefield under your control. Activate this ability only anytime you could cast a sorcery. 0
130 Blizzard Entity Multicolour Rare 5{1}{r}{w/u} Creature – Elemental Nightmare 5 4 Mountainwalk
When Blizzard Entity enters the battlefield, search your library for three Mountain cards and put them onto the battlefield under an opponent’s control, then shuffle it. Sacrifice Blizzard Entity unless three Mountains were put onto the battlefield this way.
0
131 Soil Entity Multicolour Rare 4{g}{u/b} Creature – Treefolk Nightmare 5 5 When Soil Entity enters the battlefield, put five 1/1 black Spirit creature tokens with flying onto the battlefield under target opponent’s control.
Creatures with flying can only block creatures with flying.
0
132 Cecilia's Champion Hybrid Mythic 8{2}{w/b}{w/b} Creature – Human Knight 4 4 If a permanent would be put into an opponent’s graveyard, exile it instead.
{1}{w}{b}, {t}: Destroy target creature. Its controller puts a 1/1 black Spirit creature token with flying onto the battlefield.
0
133 Cecilia's Verdict Hybrid Rare 10{4}{w/b}{w/b} Sorcery Destroy all creatures.
Adapt—If you control no creatures, you may pay {2}{w}{w} rather than pay Last Verdict’s mana cost, or if you control three or more creatures, you may pay {b}{b} instead.
0
134 Cursing Banshee Hybrid Uncommon 7{1}{w/b}{w/b} Creature – Spirit 3 2 {1}, Sacrifice Cursing Banshee: Counter target noncreature spell unless its controller has you gain 7 life.
Adapt—If an opponent has more life than you, you may pay {1}{w} rather than pay Cursing Banshee’s mana cost.
0
135 Forteplazian Honor Hybrid Common 5{2}{w/b} Instant Creatures you control gain lifelink until end of turn.
Adapt—If one or more creatures are attacking you, you may pay {1}{w} rather than pay Forteplazian Honor’s mana cost.
0
136 Ghost Beckoning Hybrid Common 3{w/b} Instant Exile target card in a graveyard. Put a 1/1 black Spirit creature token with flying onto the battlefield. 1 1297373600 on 10 Feb 2011 by Shiny_Umbreon
137 Just Execution Hybrid Common 5{2}{w/b} Sorcery Destroy target tapped creature.
Adapt—If Just Execution targets a creature with power 4 or greater, you may pay {b} rather than pay its mana cost.
0
138 Moonknight Bishop Hybrid Rare 9{w/b}{w/b}{w/b} Creature – Human Wizard Knight 2 2 Flying
{w/b}: The next 1 damage that would be dealt to Moonknight Bishop is dealt to target creature blocking or blocked by it instead.
0
139 Moonknight Patrol Hybrid Uncommon 6{w/b}{w/b} Creature – Human Wizard Knight 2 1 Flying
{w}: Moonknight Patrol gains first strike until end of turn.
{1}{b}: Moonknight Patrol gets +1/+0 until end of turn.
0
140 Moonknight Recruit Hybrid Common 6{3}{w/b} Creature – Human Knight 2 4 Lifelink 0
141 Necromantic Skill Hybrid Uncommon 9{3}{w/b}{w/b} Sorcery Return target creature card from your graveyard to the battlefield.
Adapt—If Necromantic Skill targets the only creature card in your graveyard, you may pay {1}{b} and X life rather than pay its mana cost, where X is equal to that card’s converted mana cost.
0
142 Restless Cadet Hybrid Common 5{2}{w/b} Creature – Spirit Soldier 2 1 Lifelink
When you gain life, return Restless Cadet from your graveyard to your hand.
0
143 Royal Decision Hybrid Rare 8{2}{w/b}{w/b} Enchantment As Royal Decision enters the battlefield, choose white or black.
Creatures of the chosen color you control get +1/+1 and first strike.
0
144 Shade's Power Hybrid Uncommon 4{1}{w/b} Enchantment – Aura Enchant creature
{1}{w}: Put a +1/+1 counter on enchanted creature.
{b}: Enchanted creature gets +1/+1 until end of turn.
2 1305274605 on 13 May 2011 by jmgariepy
145 Veteran of Forteplaza Hybrid Common 4{1}{w/b} Creature – Human Knight 2 1 Veteran of Forteplaza gets +1/+1 as long as you control another white permanent.
Veteran of Forteplaza has first strike as long as you control another black permanent.
4 1317679102 on 03 Oct 2011 by Rosie
146 Earth's Souls Hybrid Common 5{2}{b/g} Sorcery Return up to two target creature and/or land cards from your graveyard to your hand.
Adapt—If Earth’s Souls targets only land cards, you may pay {g} rather than pay its mana cost.
0
147 Earthtouching Troll Hybrid Common 4{1}{b/g} Creature – Troll Shaman 1 1 Whenever a Swamp enters the battlefield, target player loses 1 life.
Whenever a Forest enters the battlefield, target player gains 1 life.
0
148 Ghostly Aura Hybrid Rare 8{2}{b/g}{b/g} Enchantment Whenever a nontoken creature you control is put into a graveyard from the battlefield, put a 1/1 black Spirit creature token with flying onto the battlefield.
{b/g}, Sacrifice a creature: Target creature gets +1/+1 until end of turn.
0
149 Halfblood Deathbringer Hybrid Rare 7{1}{b/g}{b/g} Creature – Troll Giant Shaman 2 3 {b/g}, {t}, Sacrifice a creature: Halfblood Deathbringer deals 1 damage to each creature. If the sacrificed creature was a Spirit, instead destroy all creatures. 0
150 Halfblood Warrior Hybrid Common 6{3}{b/g} Creature – Troll Giant Warrior 2 5 Whenever Halfblood Warrior attacks, it gets +3/+0 until end of turn. 0
151 Mertinian Healer Hybrid Uncommon 5{2}{b/g} Creature – Giant Shaman 2 2 {b}: Regenerate Mertinian Healer.
{1}{g}, {t}: Regenerate target creature.
0
152 Nilvorg the Exterminator Hybrid Mythic 12{3}{b/g}{b/g}{b/g} Legendary Creature – Troll Shaman 3 5 Deathtouch
When Nilvorg the Exterminator enters the battlefield, destroy all lands of the type of your choice. You lose 1 life for each land put into a graveyard this way.
Permanents can’t be regenerated.
0
153 Spiritual Evening Hybrid Rare 9{3}{b/g}{b/g} Instant Put two 1/1 black Spirit creature tokens with flying onto the battlefield. They gain deathtouch until end of turn.
Adapt—If no opponent controls a black creature, you may pay {1}{b}{b} rather than pay Spiritual Evening’s mana cost, or if an opponent controls two or more creatures with flying, you may pay {1}{g}{g} instead.
0
154 Strong Blood Hybrid Uncommon 5{2}{b/g} Instant Regenerate target creature. Put two +1/+1 counters on it.
Adapt—If Strong Blood targets a creature that is the target of another spell, you may pay {g} rather than pay its mana cost.
0
155 Swamp Dweller Hybrid Common 3{b/g} Creature – Lizard 1 1 Swampwalk 3 1297373725 on 10 Feb 2011 by Shiny_Umbreon
156 Tombeating Wurm Hybrid Uncommon 7{1}{b/g}{b/g} Creature – Wurm 2 2 Whenever Tombeating Wurm deals combat damage to a player, that player exiles that many cards from his or her graveyard. For each card exiled this way, put a +1/+1 counter on Tombeating Wurm. 0
157 Troll's Trespassing Hybrid Common 4{1}{b/g} Sorcery Target creature gains swampwalk and forestwalk until end of turn.
Draw a card.
Adapt—If Troll’s Trespassing targets a creature with power 3 or greater, you may pay {b} rather than its mana cost.
0
158 Underground Jötun Hybrid Common 5{2}{b/g} Creature – Giant Warrior 5 4 Underground Jötun can’t attack unless a black creature also attacks.
Underground Jötun can’t block unless a green creature also blocks.
0
159 Vitterfolk Plague Hybrid Uncommon 6{3}{b/g} Sorcery Destroy target basic land.
Adapt—If Vitterfolk Plague targets a Forest, you may pay {b}{b} rather than pay its mana cost.
2 1299019505 on 01 Mar 2011 by dude1818
160 Astrohealing Hybrid Common 4{1}{g/u} Enchantment – Aura Enchant creature
Enchanted creature has vigilance as long as it’s green.
{u}: Untap enchanted creature.
0
161 Astromagic Student Hybrid Common 4{1}{g/u} Creature – Faerie Druid 1 1 {t}: Untap target Forest.
Whenever you cast a blue spell, untap Astromagic Student.
0
162 Eternal Legacy Hybrid Rare 9{x}{g/u}{g/u}{g/u} Instant Target player draws X cards.
Adapt—You may sacrifice a creature with power X and pay {2}{g}{g} rather than pay Eternal Legacy’s mana cost, or you may discard X cards and pay {2}{u} instead.
0
163 Fae's Mending Hybrid Rare 5{2}{g/u} Instant Choose one — Target spell or permanent becomes the color or colors of your choice; or change the text of target spell or permanent by replacing all instances of one color word or basic land type with another.
Draw a card.
0
164 Faerie of Endless Dreams Hybrid Mythic 8{2}{g/u}{g/u} Creature – Faerie Wizard 3 3 {2}{g/u}{g/u}: Draw a card.
If you would draw a card, you may choose a color, then dig 3 for a card of that color. Otherwise, draw a card. (To dig, look at the top three cards of your library. You may reveal a card of the chosen color and put it into your hand. Put the rest on the bottom in any order.)
0
165 Icya, Princess of the Fae Hybrid Rare 8{2}{g/u}{g/u} Legendary Creature – Faerie Druid 1 3 Each creature has flying during its controller’s turn. 0
166 Lune's Teachings Hybrid Common 4{1}{g/u} Instant Target creature becomes 4/4 until end of turn.
Adapt—If Lune’s Teachings targets a creature with flying, you may pay {u} rather than pay its mana cost.
0
167 Master Landreader Hybrid Uncommon 4{1}{g/u} Creature – Faerie Wizard 2 2 {t}: Target land you control becomes the basic land type of your choice until end of turn.
{g}, {t}: Target land you control becomes the basic land type of your choice for as long as Master Landreader remains on the battlefield.
0
168 Moongrove Interceptor Hybrid Common 5{2}{g/u} Creature – Faerie Druid 2 3 Flash (You may cast this spell any time you could cast an instant.)
{g}: Moongrove Interceptor gains protection from green until end of turn.
0
169 Moongrove's Fire Hybrid Uncommon 6{3}{g/u} Sorcery Put target noncreature permanent on top of its owner’s library. If it’s an artifact, you may put it on the bottom of that player’s library instead. 3 1297386051 on 11 Feb 2011 by Camruth
170 Moonguided Knowledge Hybrid Uncommon 5{2}{g/u} Sorcery If a creature you control dealt combat damage to a player this turn, you draw two cards.
Adapt—If a creature with flying you control dealt combat damage to a player this turn, you may pay {u}{u} rather than pay Moonguided Knowledge’s mana cost.
0
171 Moonserving Faerie Hybrid Common 6{3}{g/u} Creature – Faerie Wizard 3 3 Moonserving Faerie gets +2/+2 as long as you control another green creature.
Moonserving Faerie has flying as long as you control another blue creature.
0
172 Natural Resistance Hybrid Common 7{1}{g/u}{g/u} Instant Creatures you control gain shroud until end of turn.
Adapt—If you control only green creatures, you may pay {g} rather than pay Natural Resistance’s mana cost.
0
173 Sunguided Reclamation Hybrid Uncommon 5{2}{g/u} Instant Shuffle up to three target cards from a single graveyard into their owner’s library, then dig 1 for a creature. (Look at the top card of your library. Reveal it’s a creature card and put it into your hand or put it on the bottom.)
Adapt—If Sunguided Reclamation targets only creature cards, you may pay {g} rather than pay its mana cost.
0
174 Aquatic Siren Hybrid Uncommon 7{1}{u/r}{u/r} Creature – Siren Scout 3 1 Flying
{u/r}{u/r}: Target player reveals the top four cards of his or her library, then puts two of those at random on the bottom of his or her library.
0
175 Brazeira, Queen of Sirens Hybrid Mythic 11{2}{u/r}{u/r}{u/r} Legendary Creature – Siren Wizard 5 3 Other blue creatures get +0/+1 and have defender.
Other red creatures get +1/+0 and have trample, haste and “At the beginning of the end step, sacrifice this creature.”
4 1319234808 on 21 Oct 2011 by Link
176 Cutting Breeze Hybrid Rare 9{3}{u/r}{u/r} Creature – Elemental 4 4 Flying
As Cutting Breeze enters the battlefield, choose a color
Your opponents play with their hands revealed.
Whenever a card of the chosen color is put into an opponent’s hand from anywhere, Cutting Breeze deals 2 damage to that player.
0
177 Double Emphasis Hybrid Rare 8{2}{u/r}{u/r} Instant Copy target instant or sorcery spell. You may choose new targets for the copy.
Adapt—If Double Emphasis targets an instant spell you don’t control, you may pay {u}{u} rather than pay its mana cost, or if it targets a sorcery spell you control, you may pay {r}{r} instead.
0
178 Heavenlake Joy Hybrid Common 4{1}{u/r} Instant Target creature gains haste until end of turn and attacks you this turn if able.
Adapt—If Heavenlake Joy targets a red creature, you may pay {r} rather than pay its mana cost.
0
179 Heavenlake Misguide Hybrid Common 5{2}{u/r} Sorcery Target creature can’t block this turn.
Draw a card.
Adapt—If Heavenlake Misguide targets a blue creature, you may pay {1}{u} rather than pay its mana cost.
0
180 Heavenlake Watcher Hybrid Uncommon 8{2}{u/r}{u/r} Creature – Siren Wizard 4 3 {u}: Heavenlake Watcher gains flying until end of turn.
Whenever a spell or ability targets Heavenlake Watcher, flip a coin. If you win the flip, you may change the target of that spell or ability.
0
181 Hilarious Trick Hybrid Uncommon 7{1}{u/r}{u/r} Instant You may choose new targets for target instant spell.
Adapt—If Hilarious Trick targets a spell that could only target a player, you may pay {r} rather than pay its mana cost.
0
182 Inside Out Hybrid Common 4{1}{u/r} Instant Switch target creature’s power and toughness until end of turn.
Draw a card.
1 1297373656 on 10 Feb 2011 by Shiny_Umbreon
183 Patrol Siren Hybrid Common 4{1}{u/r} Creature – Siren Scout 2 2 {u}: Patrol Siren gains flying until end of turn.
{2}{r}: Patrol Siren gets +2/+0 and gains flying until end of turn.
0
184 Scout of the Deep Hybrid Rare 8{2}{u/r}{u/r} Creature – Merfolk Warrior Scout 3 4 {u}: Scout of the Deep gains islandwalk until end of turn.
Whenever Scout of the Deep deals combat damage to a player, you may draw three cards. If you do, discard three cards at the beginning of the next end step.
0
185 Shore Mermaid Hybrid Common 5{2}{u/r} Creature – Merfolk Scout 2 2 When Shore Mermaid enters the battlefield, you may dig 3 for an instant or blue sorcery. (Look at the top three cards of your library. You may reveal an instant or blue sorcery card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
186 Siren's Rebirth Hybrid Uncommon 8{2}{u/r}{u/r} Instant Return target instant or sorcery card from your graveyard to your hand.
Adapt—If Siren’s Rebirth targets a card you cast from your hand this turn, you may pay {1}{u} rather than pay its mana cost.
0
187 Sunset Mermaid Hybrid Common 4{1}{u/r} Creature – Merfolk Scout 1 3 {r}: Switch Sunset Mermaid’s power and toughness until end of turn. 0
188 Brolly, Dwarf King Hybrid Rare 8{2}{r/w}{r/w} Legendary Creature – Dwarf Warrior 3 3 Kithkin creatures you control and other Dwarf creatures you control get +1/+1.
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
0
189 Cliff Explorer Hybrid Common 6{3}{r/w} Creature – Dwarf Warrior 4 3 Whenever Cliff Explorer attacks, you may dig 4 for a Dwarf. (Look at the top four cards of your library. You may reveal a Dwarf card from among them and put it into your hand. Put the rest on the bottom in any order.) 0
190 Dwarf Miner Hybrid Common 3{r/w} Creature – Dwarf 1 1 Whenever Dwarf Miner attacks, you may dig 1 for a Dwarf. (Look at the top card of your library. You may reveal it’s a Dwarf card and put it into your hand or put it on the bottom.) 0
191 Dwarf Watcher Hybrid Common 3{r/w} Creature – Dwarf Warrior 1 1 First strike 1 1297373692 on 10 Feb 2011 by Shiny_Umbreon
192 Dwarf's Treasure Hybrid Uncommon 5{2}{r/w} Instant Attach target Equipment to target creature. That creature gets +2/+2 until end of turn.
Adapt—If Dwarf’s Treasure targets two permanents with different controllers, you may pay {r} rather than pay its mana cost.
0
193 Heart for Combat Hybrid Rare 9{3}{r/w}{r/w} Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Adapt—If only Dwarf creatures attacked this turn, you may pay {1}{r}{r} rather than pay Heart for Combat’s mana cost, or if exactly one creature attacked, you may pay {w}{w} instead.
0
194 Inspired Dwarf Hybrid Uncommon 6{r/w}{r/w} Creature – Dwarf Warrior 2 2 First strike
Whenever Inspired Dwarf attacks, you may dig 2 for a Dwarf. (Look at the top two cards of your library. You may reveal a Dwarf card from among them and put it into your hand. Put the other one on the bottom.)
0
195 Irecliff Expert Hybrid Common 6{3}{r/w} Creature – Dwarf Warrior 2 3 {r}: Irecliff Expert gets +1/+0 until end of turn.
Whenever Irecliff Expert attacks, you may dig X for a Dwarf, where X is Irecliff Expert’s power. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom.)
0
196 Irecliff Recruiter Hybrid Mythic 8{2}{r/w}{r/w} Creature – Dwarf Warrior 2 3 Double strike
At the beginning of your end step, dig X for a Dwarf, where X is the amount of damage dealt to your opponents this turn. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom in any order.)
0
197 Just Arrow Hybrid Uncommon 5{2}{r/w} Instant The next 3 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Adapt—If Just Arrow targets an attacking creature, you may pay {1}{w} rather than pay its mana cost.
0
198 Passionate Skill Hybrid Common 5{2}{r/w} Instant Target creature gets +3/+0 and gains first strike until end of turn.
Adapt—If Passionate Skill targets an unblocked creature, you may pay {r} rather than pay its mana cost.
4 1297449959 on 11 Feb 2011 by Shiny_Umbreon
199 Proud Cavalier Hybrid Rare 8{2}{r/w}{r/w} Creature – Kithkin Knight 1 3 Proud Cavalier gets +1/+0 and has haste as you control a Mountain.
Proud Cavalier gets +1/+0 and has lifelink as long as you control a Plains.
0
200 Riding Together Hybrid Common 5{2}{r/w} Instant Creatures you control get +1/+0 until end of turn.
Draw a card.
Adapt—If you control three or more creatures, you may pay {w} rather than pay Riding Together’s mana cost.
0
201 Warned Assault Hybrid Uncommon 3{r/w} Instant Cast Warned Assault only before attackers are declared.
Choose target creature. At the beginning of the end step, destroy that creature if it attacked this turn.
0
202 Brainsplitter Artifact Common 1{1} Artifact – Equipment Equipped creature gets +3/+0.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
3 1297522711 on 12 Feb 2011 by Shiny_Umbreon
203 Charged Wanderer Artifact Common 2{2} Artifact Creature – Construct 2 2 When Charged Wanderer is put into a graveyard from the battlefield, add {2} to your mana pool. 0
204 Defender's Sword Artifact Common 2{2} Artifact – Equipment Equipped creature gets +1/+2 and has vigilance.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
2 1315143967 on 04 Sep 2011 by Link
205 Guardian Blade Artifact Common 1{1} Artifact Creature – Spirit 1 2 Defender, first strike 0
206 Landscanner Artifact Common 2{2} Artifact Creature – Construct 1 1 {1}, Discard a card: Dig 4 for a land. (Look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
{t}: You may put a land card from your hand onto the battlefield tapped.
0
207 Legend of the Entities Artifact Rare 4{4} Legendary Artifact If a creature you control would deal combat damage to a player while Legend of the Entities is untapped, prevent that damage and draw a card.
{2}, {t}: Look at the top three cards of your library, then put them back in any order.
0
208 Mana Ring Artifact Common 2{2} Artifact Mana Ring enters the battlefield tapped.
{1}, {t}: Add two mana of any one color to your mana pool.
0
209 Purificator Artifact Uncommon 4{4} Artifact Creature – Construct 2 2 Whenever you cast a monocolored spell, untap Purificator.
{2}, {t}, Discard a card: Dig 4 for a monocolored card. (Look at the top four cards of your library. You may reveal a monocolored card from among them and put it into your hand. Put the rest on the bottom in any order.)
0
210 Rainbow Cloak Artifact Uncommon 2{2} Artifact – Equipment As Rainbow Cloak enters the battlefield, choose a color.
Equipped creature has defender and protection from the chosen color.
Equip {1}
0
211 Reaper's Staff Artifact Uncommon 1{1} Artifact – Equipment Whenever equipped creature is put into a graveyard, draw a card.
Equip {1}
1 1297522406 on 12 Feb 2011 by Shiny_Umbreon
212 Relic of Authority Artifact Common 1{1} Artifact {2/w}, {t}: Target player gains 1 life.
{2/b}, {t}: Target player loses 1 life.
1 1297385122 on 11 Feb 2011 by Shiny_Umbreon
213 Relic of Imagination Artifact Common 1{1} Artifact {2/u}, {t}: Target creature gets -1/-0 until end of turn.
{2/r}, {t}: Target creature gets +1/+0 until end of turn.
1 1297385169 on 11 Feb 2011 by Shiny_Umbreon
214 Relic of Inspiration Artifact Common 1{1} Artifact {2/r}, {t}: Relic of Inspiration deals 1 damage to target creature.
{2/w}, {t}: Prevent the next 1 damage that would be dealt to target creature this turn.
1 1297385181 on 11 Feb 2011 by Shiny_Umbreon
215 Relic of Respect Artifact Common 1{1} Artifact {2/g}, {t}: Untap target creature.
{2/u}, {t}: Tap target creature.
1 1297385149 on 11 Feb 2011 by Shiny_Umbreon
216 Relic of Trascendence Artifact Common 1{1} Artifact {2/b}, {t}: Target creature gains swampwalk until end of turn.
{2/g}, {t}: Target creature gains forestwalk until end of turn.
4 1297385140 on 11 Feb 2011 by Shiny_Umbreon
217 Troll War Drum Artifact Uncommon 3{3} Artifact Equipped creature gets +2/+2 and has trample.
As long as Troll War Drum is attached to a creature, other creatures you control have trample.
Equip {3}
2 1312756491 on 07 Aug 2011 by dude1818
218 Unloyal Exterminator Artifact Rare 3{3} Artifact Creature – Construct 6 3 Trample
As Unloyal Exterminator enters the battlefield, an opponent choses a color.
You can’t cast spells of the chosen color.
3 1297449706 on 11 Feb 2011 by Shiny_Umbreon
219 Clear Field Land Common 0 Land Clear Field enters the battlefield tapped.
{t}: Add {w} to your mana pool.
{t}, Shuffle Clear Field into its owner’s library: Add {w}{w} to your mana pool.
3 1297377641 on 10 Feb 2011 by Alex
220 Clear Hills Land Common 0 Land Clear Hills enters the battlefield tapped.
{t}: Add {r} to your mana pool.
{t}, Shuffle Clear Hills into its owner’s library: Add {r}{r} to your mana pool.
1 1297385246 on 11 Feb 2011 by Shiny_Umbreon
221 Clear Lake Land Common 0 Land Clear Lake enters the battlefield tapped.
{t}: Add {u} to your mana pool.
{t}, Shuffle Clear Lake into its owner’s library: Add {u}{u} to your mana pool.
1 1297385231 on 11 Feb 2011 by Shiny_Umbreon
222 Clear Marsh Land Common 0 Land Clear Marsh enters the battlefield tapped.
{t}: Add {b} to your mana pool.
{t}, Shuffle Clear Marsh into its owner’s library: Add {b}{b} to your mana pool.
1 1297385238 on 11 Feb 2011 by Shiny_Umbreon
223 Clear Trees Land Common 0 Land Clear Trees enters the battlefield tapped.
{t}: Add {g} to your mana pool.
{t}, Shuffle Clear Trees into its owner’s library: Add {g}{g} to your mana pool.
1 1297385253 on 11 Feb 2011 by Shiny_Umbreon
224 Clouded Landscape Land Uncommon 0 Land Clouded Landscape enters the battlefield tapped.
{t}: Add {1} to your mana pool.
{1}, {t}: Add two mana of any one color to your mana pool.
5 1297522060 on 12 Feb 2011 by Shiny_Umbreon
225 Endless Horizon Land Rare 0 Land {t}, Pay 1 life, Sacrifice Endless Horizon: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
{1}, Discard a land card: Return Endless Horizon from your graveyard to your hand.
0
226 Forteplazian Grounds Land Rare 0 Land – Plains ({t}: Add {w} to your mana pool.)
Forteplazian Grounds enters the battlefield tapped.
{b}, {t}: Tap target creature unless its controller pays 1 life.
5 1297385303 on 11 Feb 2011 by Shiny_Umbreon
227 Heavenlake Waters Land Rare 0 Land – Island (T: Add {u} to your mana pool.)
Heavenlake Waters enters the battlefield tapped.
{r}, {t}: Reveal the top three cards of your library. Target opponent puts one of them on the bottom of your library. Then you put one of them on the bottom of your library.
2 1297385333 on 11 Feb 2011 by Shiny_Umbreon
228 Irecliff Mountain Land Rare 0 Land – Mountain ({t}: Add {r} to your mana pool.)
Irecliff Mountain enters the battlefield tapped.
{w}, {t}: Target opponent may have Irecliff Mountain deal 1 damage to him or her. If he or she doesn’t, you gain 2 life.
3 1297385342 on 11 Feb 2011 by Shiny_Umbreon
229 Mertinian Bog Land Rare 0 Land – Swamp ({t}: Add {b} to your mana pool.)
Mertinian Bog enters the battlefield tapped.
{g}, {t}: Target opponent chooses a card in your graveyard. Put that card on the top or bottom of your library.
4 1297385313 on 11 Feb 2011 by Shiny_Umbreon
230 Moongrove Meadow Land Rare 0 Land – Forest ({t}: Add {g} to your mana pool.)
Moongrove Meadow enters the battlefield tapped.
{u}, {t}: Target opponent may have him or her and you each draw a card.
5 1297385324 on 11 Feb 2011 by Shiny_Umbreon
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