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Magic: The Gathering Oracle Changes

Coldsnap to Time Spiral

General changes

Old card (Coldsnap) New card (Time Spiral)

Aggression

{2}{R}

Enchantment — Aura

Enchant non-Wall creature

Enchanted creature has first strike and trample.

At the end of its controller's turn, destroy enchanted creature if it didn't attack this turn.

Aggression

{2}{R}

Enchantment — Aura

Enchant non-Wall creature

Enchanted creature has first strike and trample.

At the end of enchanted creature's controller's turn, destroy that creature if it didn't attack this turn.

Angry Mob

{2}{W}{W}

Creature — Mob

Trample

During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps all opponents control. During other players' turns, Angry Mob's power and toughness are each 2.

2+*/2+*

Angry Mob

{2}{W}{W}

Creature — Mob

Trample

As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps all opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.

2+*/2+*

Black Vise

{1}

Artifact

As Black Vise comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards greater than four in his or her hand.

Black Vise

{1}

Artifact

As Black Vise comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4.

Brassclaw Orcs

{2}{R}

Creature — Orc

Brassclaw Orcs can't block a creature with power 2 or greater.

3/2

Brassclaw Orcs

{2}{R}

Creature — Orc

Brassclaw Orcs can't block creatures with power 2 or greater.

3/2

Burnt Offering

{B}

Instant

As an additional cost to play Burnt Offering, sacrifice a creature.

Add to your mana pool an amount of mana equal to the sacrificed creature's converted mana cost in any combination of black and/or red mana.

Burnt Offering

{B}

Instant

As an additional cost to play Burnt Offering, sacrifice a creature.

Add X mana in any combination of {B} and/or {R} to your mana pool, where X is the sacrificed creature's converted mana cost.

Cursed Scroll

{1}

Artifact

{3}, {T}: Name a card. An opponent chooses a card at random from your hand. Reveal that card. If the card is the named card, Cursed Scroll deals 2 damage to target creature or player.

Cursed Scroll

{1}

Artifact

{3}, {T}: Name a card. Reveal a card at random from your hand. If it's the named card, Cursed Scroll deals 2 damage to target creature or player.

Dawn's Reflection

{3}{G}

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds two mana of any combination of colors to his or her mana pool.

Dawn's Reflection

{3}{G}

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool.

Dead-Iron Sledge

{1}

Artifact — Equipment

Whenever equipped creature blocks or becomes blocked by a creature, destroy that creature and equipped creature.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Dead-Iron Sledge

{1}

Artifact — Equipment

Whenever equipped creature blocks or becomes blocked by a creature, destroy both creatures.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Deep Wood

{1}{G}

Instant

Play Deep Wood only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you by attacking creatures this turn.

Deep Wood

{1}{G}

Instant

Play Deep Wood only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you this turn by attacking creatures.

Elfhame Sanctuary

{1}{G}

Enchantment

At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library.

Elfhame Sanctuary

{1}{G}

Enchantment

At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.

Elvish Scout

{G}

Creature — Elf

{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to or dealt by it this turn.

1/1

Elvish Scout

{G}

Creature — Elf

{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.

1/1

Energy Arc

{W}{U}

Instant

Untap any number of target creatures. Prevent all combat damage that would be dealt by and dealt to those creatures this turn.

Energy Arc

{W}{U}

Instant

Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.

Farrelite Priest

{1}{W}{W}

Creature — Cleric

{1}: Add {W} to your mana pool. If this ability is played four or more times this turn, sacrifice Farrelite Priest at end of turn.

1/3

Farrelite Priest

{1}{W}{W}

Creature — Cleric

{1}: Add {W} to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Farrelite Priest.

1/3

Foxfire

{2}{G}

Instant

Untap target attacking creature. Prevent all combat damage that would be dealt to or dealt by that creature this turn.

Draw a card at the beginning of the next turn's upkeep.

Foxfire

{2}{G}

Instant

Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Draw a card at the beginning of the next turn's upkeep.

Goblin Clearcutter

{3}{R}

Creature — Goblin

{T}, Sacrifice a Forest: Add three mana of any combination of red and/or green to your mana pool.

3/3

Goblin Clearcutter

{3}{R}

Creature — Goblin

{T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool.

3/3

Heavy Fog

{1}{G}

Instant

Play Heavy Fog only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you by attacking creatures this turn.

Heavy Fog

{1}{G}

Instant

Play Heavy Fog only during the declare attackers step and only if you are the defending player.

Prevent all damage that would be dealt to you this turn by attacking creatures.

Infinite Authority

{W}{W}{W}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy that creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on enchanted creature.

Infinite Authority

{W}{W}{W}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on the first creature.

Initiates of the Ebon Hand

{B}

Creature — Cleric

{1}: Add {B} to your mana pool. If this ability is played four or more times this turn, sacrifice Initiates of the Ebon Hand at end of turn.

1/1

Initiates of the Ebon Hand

{B}

Creature — Cleric

{1}: Add {B} to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand.

1/1

Interdict

{1}{U}

Instant

Counter target activated ability of a permanent. (Mana abilities can't be countered.)

Draw a card.

Interdict

{1}{U}

Instant

Counter target activated ability of an artifact, creature, enchantment, or land. That permanent's activated abilities can't be played this turn. (Mana abilities can't be targeted.)

Draw a card.

Ironclaw Curse

{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets -0/-1.

Enchanted creature can't block a creature with power equal to or greater than the enchanted creature's toughness.

Ironclaw Curse

{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets -0/-1.

Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness.

Ironclaw Orcs

{1}{R}

Creature — Orc

Ironclaw Orcs can't block a creature with power 2 or greater.

2/2

Ironclaw Orcs

{1}{R}

Creature — Orc

Ironclaw Orcs can't block creatures with power 2 or greater.

2/2

Ivory Gargoyle

{4}{W}

Creature — Gargoyle

Flying

When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and skip your next draw step.

{4}{W}: Remove Ivory Gargoyle from the game.

2/2

Ivory Gargoyle

{4}{W}

Creature — Gargoyle

Flying

When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step.

{4}{W}: Remove Ivory Gargoyle from the game.

2/2

Laccolith Rig

{R}

Enchantment — Aura

Enchant creature

Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the enchanted creature deals no combat damage this turn.

Laccolith Rig

{R}

Enchantment — Aura

Enchant creature

Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the first creature deals no combat damage this turn.

Mammoth Harness

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature loses flying.

Whenever enchanted creature blocks a creature, the blocked creature gains first strike until end of turn.

Whenever enchanted creature becomes blocked by a creature, the blocking creature gains first strike until end of turn.

Mammoth Harness

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature loses flying.

Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn.

Memory Jar

{5}

Artifact

{T}, Sacrifice Memory Jar: Each player removes his or her hand from the game face down, and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

Memory Jar

{5}

Artifact

{T}, Sacrifice Memory Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

Mercenaries

{3}{W}

Creature — Mercenary

{3}: Prevent all damage that would be dealt by Mercenaries to you this turn. Any player may play this ability.

3/3

Mercenaries

{3}{W}

Creature — Mercenary

{3}: Prevent all damage that would be dealt to you this turn by this creature. Any player may play this ability.

3/3

Mistform Wall

{2}{U}

Creature — Illusion Wall

Defender (This creature can't attack.)

{1}: Mistform Wall's type becomes the creature type of your choice until end of turn.

1/4

Mistform Wall

{2}{U}

Creature — Illusion Wall

Mistform Wall has defender as long as it's a Wall.

{1}: Mistform Wall's type becomes the creature type of your choice until end of turn.

1/4

Nalathni Dragon

{2}{R}{R}

Creature — Dragon

Flying, banding

{R}: Nalathni Dragon gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Nalathni Dragon at end of turn.

1/1

Nalathni Dragon

{2}{R}{R}

Creature — Dragon

Flying, banding

{R}: Nalathni Dragon gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Nalathni Dragon.

1/1

Orcish Lumberjack

{R}

Creature — Orc

{T}, Sacrifice a Forest: Add three mana of any combination of red and/or green to your mana pool.

1/1

Orcish Lumberjack

{R}

Creature — Orc

{T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool.

1/1

Phyrexian Grimoire

{3}

Artifact

{4}, {T}: An opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand.

Phyrexian Grimoire

{3}

Artifact

{4}, {T}: Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand.

Rackling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is the number of cards in his or her hand fewer than three.

2/2

Rackling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is 3 minus the number of cards in his or her hand.

2/2

Radiate

{3}{R}{R}

Instant

Choose target instant or sorcery spell that targets only a single permanent or player. For each other permanent or player that spell could target, put a copy of the spell onto the stack. Each copy targets a different one of those permanents and players.

Radiate

{3}{R}{R}

Instant

Choose target instant or sorcery spell that targets only a single permanent or player. Copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.

Reverse Damage

{1}{W}{W}

Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain that much life.

Reverse Damage

{1}{W}{W}

Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

Robber Fly

{2}{R}

Creature — Insect

Flying

Whenever Robber Fly becomes blocked, defending player discards his or her hand, then draws that many cards.

1/1

Robber Fly

{2}{R}

Creature — Insect

Flying

Whenever Robber Fly becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards.

1/1

Samite Ministration

{1}{W}

Instant

Prevent all damage that would be dealt by a source of your choice to you this turn. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage.

Samite Ministration

{1}{W}

Instant

Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage.

Serum Powder

{3}

Artifact

{T}: Add {1} to your mana pool.

Any time you could mulligan and Serum Powder is in your hand, you may remove your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.)

Serum Powder

{3}

Artifact

{T}: Add {1} to your mana pool.

Any time you could mulligan and Serum Powder is in your hand, you may remove all the cards in your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.)

Shocker

{1}{R}

Creature — Insect

Whenever Shocker deals damage to a player, that player discards his or her hand, then draws that many cards.

1/1

Shocker

{1}{R}

Creature — Insect

Whenever Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

1/1

Silhouette

{1}{U}

Instant

Prevent all damage that would be dealt this turn to target creature by spells or abilities that target it.

Silhouette

{1}{U}

Instant

Prevent all damage that would be dealt to target creature this turn by spells or abilities that target it.

Soratami Seer

{4}{U}

Creature — Moonfolk Wizard

Flying

{4}, Return two lands you control to their owner's hand: Discard your hand, then draw that many cards.

2/3

Soratami Seer

{4}{U}

Creature — Moonfolk Wizard

Flying

{4}, Return two lands you control to their owner's hand: Discard all the cards in your hand, then draw that many cards.

2/3

Splintering Wind

{2}{G}{G}

Enchantment

{2}{G}: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Sprite creature token into play with flying and "Cumulative upkeep {G}."

Whenever a Sprite token leaves play, it deals 1 damage to you and each creature you control.

Splintering Wind

{2}{G}{G}

Enchantment

{2}{G}: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Splinter creature token into play with flying and "Cumulative upkeep {G}."

Whenever a Splinter token leaves play, it deals 1 damage to you and each creature you control.

Storm World

{R}

World Enchantment

At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is four minus the number of cards in his or her hand.

Storm World

{R}

World Enchantment

At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in his or her hand.

Terrarion

{1}

Artifact

Terrarion comes into play tapped.

{2}, {T}, Sacrifice Terrarion: Add two mana of any combination of colors to your mana pool.

When Terrarion is put into a graveyard from play, draw a card.

Terrarion

{1}

Artifact

Terrarion comes into play tapped.

{2}, {T}, Sacrifice Terrarion: Add two mana in any combination of colors to your mana pool.

When Terrarion is put into a graveyard from play, draw a card.

Thawing Glaciers

Land

Thawing Glaciers comes into play tapped.

{1}, {T}: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If it's the end phase, return Thawing Glaciers to its owner's hand. Otherwise, return Thawing Glaciers to its owner's hand at end of turn.

Thawing Glaciers

Land

Thawing Glaciers comes into play tapped.

{1}, {T}: Search your library for a basic land card, put that card into play tapped, then shuffle your library. Thawing Glaciers gains substance until end of turn. Return Thawing Glaciers to its owner's hand when it loses substance.

Thran Tome

{4}

Artifact

{5}, {T}: Reveal the top three cards of your library. An opponent chooses one of those cards. Put that card into your graveyard and draw the rest.

Thran Tome

{4}

Artifact

{5}, {T}: Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard and draw the rest.

Tolarian Winds

{1}{U}

Instant

Discard your hand, then draw that many cards.

Tolarian Winds

{1}{U}

Instant

Discard all the cards in your hand, then draw that many cards.

Venom

{1}{G}{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

Venom

{1}{G}{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat.

Vibrating Sphere

{4}

Artifact

Creatures you control get +2/+0 during your turn.

Creatures you control get -0/-2 during other players' turns.

Vibrating Sphere

{4}

Artifact

As long as it's your turn, creatures you control get +2/+0.

As long as it's not your turn, creatures you control get -0/-2.

Viseling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus four.

2/2

Viseling

{4}

Artifact Creature

At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus 4.

2/2

Waylay

{2}{W}

Instant

Play Waylay only during combat.

Put three 2/2 white Knight creature tokens into play. Remove them from the game at end of turn.

Waylay

{2}{W}

Instant

Put three 2/2 white Knight creature tokens into play. They gain substance until end of turn. Remove them from the game when they lose substance.

"Timeshifted" cards

Old card (Coldsnap) New card (Time Spiral)

Akroma, Angel of Wrath

{5}{W}{W}{W}

Legendary Creature — Angel

Flying, first strike, trample, haste, protection from black, protection from red, vigilance

6/6

Akroma, Angel of Wrath

{5}{W}{W}{W}

Legendary Creature — Angel

Flying, first strike, vigilance, trample, haste, protection from black, protection from red

6/6

Arena

Land

{3}, {T}: Choose a creature you control. An opponent chooses a creature he or she controls. Tap both creatures. Each of those creatures deals damage equal to its power to the other.

Arena

Land

{3}, {T}: Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other.

Avalanche Riders

{3}{R}

Creature — Nomad

Haste

Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

When Avalanche Riders comes into play, destroy target land.

2/2

Avalanche Riders

{3}{R}

Creature — Human Nomad

Haste

Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Avalanche Riders comes into play, destroy target land.

2/2

Consecrate Land

{W}

Enchantment — Aura

Enchant land

Enchanted land can't be enchanted. This effect doesn't remove Consecrate Land.

Enchanted land is indestructible.

Consecrate Land

{W}

Enchantment — Aura

Enchant land

Enchanted land is indestructible and can't be enchanted by other Auras.

Conspiracy

{3}{B}{B}

Enchantment

As Conspiracy comes into play, choose a creature type.

Creatures you control, creature spells you control on the stack, and creature cards you own that aren't in play or on the stack are of the chosen type.

Conspiracy

{3}{B}{B}

Enchantment

As Conspiracy comes into play, choose a creature type.

Creature cards you own that aren't in play, creature spells you control, and creatures you control are the chosen type.

Dandan

{U}{U}

Creature — Dandan

Dandan can't attack unless defending player controls an Island.

When you control no Islands, sacrifice Dandan.

4/1

Dandan

{U}{U}

Creature — Fish

Dandan can't attack unless defending player controls an Island.

When you control no Islands, sacrifice Dandan.

4/1

Dauthi Slayer

{B}{B}

Creature — Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

Dauthi Slayer attacks each turn if able.

2/2

Dauthi Slayer

{B}{B}

Creature — Dauthi Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

Dauthi Slayer attacks each turn if able.

2/2

Defiant Vanguard

{2}{W}

Creature — Rebel

When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.

{5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.

2/2

Defiant Vanguard

{2}{W}

Creature — Human Rebel

When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.

{5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put it into play. Then shuffle your library.

2/2

Dodecapod

{4}

Artifact Creature

If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.

3/3

Dodecapod

{4}

Artifact Creature — Golem

If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.

3/3

Dragon Whelp

{2}{R}{R}

Creature — Dragon

Flying

{R}: Dragon Whelp gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Dragon Whelp at end of turn.

2/3

Dragon Whelp

{2}{R}{R}

Creature — Dragon

Flying

{R}: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp.

2/3

Eron the Relentless

{3}{R}{R}

Legendary Creature

Haste

{R}{R}{R}: Regenerate Eron the Relentless.

5/2

Eron the Relentless

{3}{R}{R}

Legendary Creature — Human Rogue

Haste

{R}{R}{R}: Regenerate Eron the Relentless.

5/2

Evil Eye of Orms-by-Gore

{4}{B}

Creature — Horror

Evil Eye of Orms-by-Gore can't be blocked except by Walls.

Except for creatures named Evil Eye of Orms-by-Gore, creatures you control can't attack.

3/6

Evil Eye of Orms-by-Gore

{4}{B}

Creature — Eye

Non-Eye creatures you control can't attack.

Evil Eye of Orms-by-Gore can't be blocked except by Walls.

3/6

Fiery Justice

{G}{W}{R}

Sorcery

Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. An opponent gains 5 life.

Fiery Justice

{R}{G}{W}

Sorcery

Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. Target opponent gains 5 life.

Fiery Temper

{1}{R}{R}

Instant

Fiery Temper deals 3 damage to target creature or player.

Madness {R} (You may play this card for its madness cost at the time you discard it.)

Fiery Temper

{1}{R}{R}

Instant

Fiery Temper deals 3 damage to target creature or player.

Madness {R} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Flying Men

{U}

Creature — Flying-Men

Flying

1/1

Flying Men

{U}

Creature — Human

Flying

1/1

Gaea's Liege

{3}{G}{G}{G}

Creature — Gaea's-Liege

As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls.

{T}: Target land becomes a Forest until Gaea's Liege leaves play.

*/*

Gaea's Liege

{3}{G}{G}{G}

Creature — Avatar

As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls.

{T}: Target land becomes a Forest until Gaea's Liege leaves play.

*/*

Ghost Ship

{2}{U}{U}

Creature — Ship

Flying

{U}{U}{U}: Regenerate Ghost Ship.

2/4

Ghost Ship

{2}{U}{U}

Creature — Spirit

Flying

{U}{U}{U}: Regenerate Ghost Ship.

2/4

Giant Oyster

{2}{U}{U}

Creature — Oyster

You may choose not to untap Giant Oyster during your untap step.

{T}: As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your upkeeps, put a -1/-1 counter on that creature. When Giant Oyster becomes untapped or leaves play, remove all -1/-1 counters from the creature.

0/3

Giant Oyster

{2}{U}{U}

Creature — Oyster

You may choose not to untap Giant Oyster during your untap step.

{T}: As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves play or becomes untapped, remove all -1/-1 counters from the creature.

0/3

Grinning Totem

{4}

Artifact

{2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and remove that card from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played the card, put it into its owner's graveyard.

Grinning Totem

{4}

Artifact

{2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and remove it from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard.

Hunting Moa

{2}{G}

Creature — Beast

Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

Whenever Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.

3/2

Hunting Moa

{2}{G}

Creature — Bird

Echo {2}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.

3/2

Icatian Javelineers

{W}

Creature — Soldier

Icatian Javelineers comes into play with a javelin counter on it.

{T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.

1/1

Icatian Javelineers

{W}

Creature — Human Soldier

Icatian Javelineers comes into play with a javelin counter on it.

{T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.

1/1

Jasmine Boreal

{3}{G}{W}

Legendary Creature

4/5

Jasmine Boreal

{3}{G}{W}

Legendary Creature — Human

4/5

Jolrael, Empress of Beasts

{3}{G}{G}

Legendary Creature — Spellshaper

{2}{G}, {T}, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands.

3/3

Jolrael, Empress of Beasts

{3}{G}{G}

Legendary Creature — Human Spellshaper

{2}{G}, {T}, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands.

3/3

Kobold Taskmaster

{1}{R}

Creature — Taskmaster

Kobolds you control get +1/+0.

1/2

Kobold Taskmaster

{1}{R}

Creature — Kobold

Other Kobolds you control get +1/+0.

1/2

Leviathan

{5}{U}{U}{U}{U}

Creature — Leviathan

Trample

Leviathan comes into play tapped and doesn't untap during your untap step.

At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.

Leviathan can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.)

10/10

Leviathan

{5}{U}{U}{U}{U}

Creature — Leviathan

Trample

Leviathan comes into play tapped and doesn't untap during your untap step.

At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.

Leviathan can't attack unless you sacrifice two Islands.

10/10

Lightning Angel

{1}{R}{W}{U}

Creature — Angel

Flying, haste, vigilance

3/4

Lightning Angel

{1}{R}{W}{U}

Creature — Angel

Flying, vigilance, haste

3/4

Lord of Atlantis

{U}{U}

Creature — Lord

All Merfolk get +1/+1 and have islandwalk.

2/2

Lord of Atlantis

{U}{U}

Creature — Merfolk Lord

Other Merfolk get +1/+1 and have islandwalk.

2/2

Merfolk Assassin

{U}{U}

Creature — Merfolk

{T}: Destroy target creature with islandwalk.

1/2

Merfolk Assassin

{U}{U}

Creature — Merfolk Assassin

{T}: Destroy target creature with islandwalk.

1/2

Merieke Ri Berit

{W}{U}{B}

Legendary Creature

Merieke Ri Berit doesn't untap during your untap step.

{T}: Gain control of target creature as long as you control Merieke. When Merieke leaves play or becomes untapped, destroy that creature. It can't be regenerated.

1/1

Merieke Ri Berit

{W}{U}{B}

Legendary Creature — Human

Merieke Ri Berit doesn't untap during your untap step.

{T}: Gain control of target creature as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves play or becomes untapped, destroy that creature. It can't be regenerated.

1/1

Mindless Automaton

{4}

Artifact Creature

Mindless Automaton comes into play with two +1/+1 counters on it.

{1}, Discard a card: Put a +1/+1 counter on Mindless Automaton.

Remove two +1/+1 counters from Mindless Automaton: Draw a card.

0/0

Mindless Automaton

{4}

Artifact Creature — Construct

Mindless Automaton comes into play with two +1/+1 counters on it.

{1}, Discard a card: Put a +1/+1 counter on Mindless Automaton.

Remove two +1/+1 counters from Mindless Automaton: Draw a card.

0/0

Mirari

{5}

Legendary Artifact

Whenever you play an instant or sorcery spell, you may pay {3}. If you do, put a copy of that spell onto the stack. You may choose new targets for that copy.

Mirari

{5}

Legendary Artifact

Whenever you play an instant or sorcery spell, you may pay {3}. If you do, copy that spell. You may choose new targets for the copy.

Moorish Cavalry

{2}{W}{W}

Creature — Cavalry

Trample

3/3

Moorish Cavalry

{2}{W}{W}

Creature — Human Knight

Trample

3/3

Mystic Enforcer

{2}{G}{W}

Creature — Nomad Mystic

Protection from black

Threshold — Mystic Enforcer gets +3/+3 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)

3/3

Mystic Enforcer

{2}{G}{W}

Creature — Human Nomad Mystic

Protection from black

Threshold — Mystic Enforcer gets +3/+3 and has flying as long as seven or more cards are in your graveyard.

3/3

Mystic Snake

{1}{G}{U}{U}

Creature — Snake

You may play Mystic Snake any time you could play an instant.

When Mystic Snake comes into play, counter target spell.

2/2

Mystic Snake

{1}{G}{U}{U}

Creature — Snake

Flash (You may play this spell any time you could play an instant.)

When Mystic Snake comes into play, counter target spell.

2/2

Orcish Librarian

{1}{R}

Creature — Orc

{R}, {T}: Look at the top eight cards of your library, then remove four of them at random from the game. Put the rest on top of your library in any order.

1/1

Orcish Librarian

{1}{R}

Creature — Orc

{R}, {T}: Look at the top eight cards of your library. Remove four of them at random from the game, then put the rest on top of your library in any order.

1/1

Pirate Ship

{4}{U}

Creature — Ship

Pirate Ship can't attack unless defending player controls an Island.

{T}: Pirate Ship deals 1 damage to target creature or player.

When you control no Islands, sacrifice Pirate Ship.

4/3

Pirate Ship

{4}{U}

Creature — Human Pirate

Pirate Ship can't attack unless defending player controls an Island.

{T}: Pirate Ship deals 1 damage to target creature or player.

When you control no Islands, sacrifice Pirate Ship.

4/3

Prodigal Sorcerer

{2}{U}

Creature — Wizard

{T}: Prodigal Sorcerer deals 1 damage to target creature or player.

1/1

Prodigal Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Prodigal Sorcerer deals 1 damage to target creature or player.

1/1

Safe Haven

Land

{2}, {T}: Remove target creature you control from the game.

At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, each player puts into play all cards he or she owns removed from the game with Safe Haven.

Safe Haven

Land

{2}, {T}: Remove target creature you control from the game.

At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control.

Sengir Autocrat

{3}{B}

Creature — Minion

When Sengir Autocrat comes into play, put three 0/1 black Serf creature tokens into play.

When Sengir Autocrat leaves play, remove all Serf tokens from the game.

2/2

Sengir Autocrat

{3}{B}

Creature — Human

When Sengir Autocrat comes into play, put three 0/1 black Serf creature tokens into play.

When Sengir Autocrat leaves play, remove all Serf tokens from the game.

2/2

Shadowmage Infiltrator

{1}{U}{B}

Creature — Wizard

Fear

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.

1/3

Shadowmage Infiltrator

{1}{U}{B}

Creature — Human Wizard

Fear

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.

1/3

Sindbad

{1}{U}

Creature — Sindbad

{T}: Draw a card and reveal it. If it isn't a land card, discard it.

1/1

Sindbad

{1}{U}

Creature — Human

{T}: Draw a card and reveal it. If it isn't a land card, discard it.

1/1

Sol'kanar the Swamp King

{2}{U}{B}{R}

Legendary Creature

Swampwalk

Whenever a player plays a black spell, you gain 1 life.

5/5

Sol'kanar the Swamp King

{2}{U}{B}{R}

Legendary Creature — Demon

Swampwalk

Whenever a player plays a black spell, you gain 1 life.

5/5

Soltari Priest

{W}{W}

Creature — Cleric

Protection from red; shadow (This creature can block or be blocked by only creatures with shadow.)

2/1

Soltari Priest

{W}{W}

Creature — Soltari Cleric

Protection from red

Shadow (This creature can block or be blocked by only creatures with shadow.)

2/1

Spitting Slug

{1}{G}{G}

Creature — Slug

{1}{G}: Spitting Slug gains first strike until end of turn.

Whenever Spitting Slug blocks or becomes blocked by a creature, if Spitting Slug doesn't have first strike, that creature gains first strike until end of turn.

2/4

Spitting Slug

{1}{G}{G}

Creature — Slug

Whenever Spitting Slug blocks or becomes blocked, you may pay {1}{G}. If you do, Spitting Slug gains first strike until end of turn. Otherwise, each creature blocking or blocked by Spitting Slug gains first strike until end of turn.

2/4

Squire

{1}{W}

Creature — Squire

1/2

Squire

{1}{W}

Creature — Human Soldier

1/2

Swamp Mosquito

{1}{B}

Creature — Mosquito

Flying

Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

0/1

Swamp Mosquito

{1}{B}

Creature — Insect

Flying

Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

0/1

The Rack

{1}

Artifact

As The Rack comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is three minus the number of cards in his or her hand.

The Rack

{1}

Artifact

As The Rack comes into play, choose an opponent.

At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand.

Thornscape Battlemage

{2}{G}

Creature — Wizard

Kicker {R} and/or {W}

When Thornscape Battlemage comes into play, if the {R} kicker cost was paid, Thornscape Battlemage deals 2 damage to target creature or player.

When Thornscape Battlemage comes into play, if the {W} kicker cost was paid, destroy target artifact.

2/2

Thornscape Battlemage

{2}{G}

Creature — Elf Wizard

Kicker {R} and/or {W}

When Thornscape Battlemage comes into play, if the {R} kicker cost was paid, it deals 2 damage to target creature or player.

When Thornscape Battlemage comes into play, if the {W} kicker cost was paid, destroy target artifact.

2/2

Uncle Istvan

{1}{B}{B}{B}

Creature — Uncle-Istvan

Prevent all damage that would be dealt to Uncle Istvan by creatures.

1/3

Uncle Istvan

{1}{B}{B}{B}

Creature — Human

Prevent all damage that would be dealt to Uncle Istvan by creatures.

1/3

Undertaker

{1}{B}

Creature — Spellshaper

{B}, {T}, Discard a card: Return target creature card from your graveyard to your hand.

1/1

Undertaker

{1}{B}

Creature — Human Spellshaper

{B}, {T}, Discard a card: Return target creature card from your graveyard to your hand.

1/1

Vhati il-Dal

{2}{B}{G}

Legendary Creature

{T}: Target creature's power or toughness becomes 1 until end of turn. (Later effects may increase or decrease the creature's power or toughness.)

3/3

Vhati il-Dal

{2}{B}{G}

Legendary Creature — Human Warrior

{T}: Target creature's power or toughness becomes 1 until end of turn.

3/3

Voidmage Prodigy

{U}{U}

Creature — Wizard

{U}{U}, Sacrifice a Wizard: Counter target spell.

Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/1

Voidmage Prodigy

{U}{U}

Creature — Human Wizard

{U}{U}, Sacrifice a Wizard: Counter target spell.

Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/1

Wall of Roots

{1}{G}

Creature — Wall

Defender (This creature can't attack.)

Put a -0/-1 counter on Wall of Roots: Add {G} to your mana pool. Play this ability only once each turn.

0/5

Wall of Roots

{1}{G}

Creature — Plant Wall

Defender

Put a -0/-1 counter on Wall of Roots: Add {G} to your mana pool. Play this ability only once each turn.

0/5

Whirling Dervish

{G}{G}

Creature — Dervish

Protection from black

At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

Whirling Dervish

{G}{G}

Creature — Human Monk

Protection from black

At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

Whispers of the Muse

{U}

Instant

Buyback {5} (You may pay {5} in addition to any other costs as you play this spell. If you do, put Whispers of the Muse into your hand instead of your graveyard as part of its resolution.)

Draw a card.

Whispers of the Muse

{U}

Instant

Buyback {5} (You may pay an additional {5} as you play this spell. If you do, put this card into your hand as it resolves.)

Draw a card.

Willbender

{1}{U}

Creature — Wizard

Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Willbender is turned face up, change the target of target spell or ability with a single target.

1/2

Willbender

{1}{U}

Creature — Human Wizard

Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Willbender is turned face up, change the target of target spell or ability with a single target.

1/2

Witch Hunter

{2}{W}{W}

Creature — Hunter

{T}: Witch Hunter deals 1 damage to target player.

{1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.

1/1

Witch Hunter

{2}{W}{W}

Creature — Human Cleric

{T}: Witch Hunter deals 1 damage to target player.

{1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.

1/1

Changes involving "buyback"

Old card (Coldsnap) New card (Time Spiral)

Allay

{1}{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Allay into your hand instead of your graveyard as part of its resolution.)

Destroy target enchantment.

Allay

{1}{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target enchantment.

Anoint

{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Anoint into your hand instead of your graveyard as part of its resolution.)

Prevent the next 3 damage that would be dealt to target creature this turn.

Anoint

{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Prevent the next 3 damage that would be dealt to target creature this turn.

Brush with Death

{2}{B}

Sorcery

Buyback {2}{B}{B} (You may pay {2}{B}{B} in addition to any other costs as you play this spell. If you do, put Brush with Death into your hand instead of your graveyard as part of its resolution.)

Target opponent loses 2 life. You gain 2 life.

Brush with Death

{2}{B}

Sorcery

Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} as you play this spell. If you do, put this card into your hand as it resolves.)

Target opponent loses 2 life. You gain 2 life.

Capsize

{1}{U}{U}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Capsize into your hand instead of your graveyard as part of its resolution.)

Return target permanent to its owner's hand.

Capsize

{1}{U}{U}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Return target permanent to its owner's hand.

Change of Heart

{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Change of Heart into your hand instead of your graveyard as part of its resolution.)

Target creature can't attack this turn.

Change of Heart

{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Target creature can't attack this turn.

Constant Mists

{1}{G}

Instant

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Constant Mists into your hand instead of your graveyard as part of its resolution.)

Prevent all combat damage that would be dealt this turn.

Constant Mists

{1}{G}

Instant

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Prevent all combat damage that would be dealt this turn.

Corpse Dance

{2}{B}

Instant

Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Corpse Dance into your hand instead of your graveyard as part of its resolution.)

Return the top creature card from your graveyard to play. That creature gains haste. Remove the creature from the game at end of turn.

Corpse Dance

{2}{B}

Instant

Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)

Return the top creature card from your graveyard to play. That creature gains haste. Remove the creature from the game at end of turn.

Disturbed Burial

{1}{B}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Disturbed Burial into your hand instead of your graveyard as part of its resolution.)

Return target creature card from your graveyard to your hand.

Disturbed Burial

{1}{B}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Return target creature card from your graveyard to your hand.

Elvish Fury

{G}

Instant

Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Elvish Fury into your hand instead of your graveyard as part of its resolution.)

Target creature gets +2/+2 until end of turn.

Elvish Fury

{G}

Instant

Buyback {4} (You may pay an additional {4} as you play this spell. If you do, put this card into your hand as it resolves.)

Target creature gets +2/+2 until end of turn.

Evincar's Justice

{2}{B}{B}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Evincar's Justice into your hand instead of your graveyard as part of its resolution.)

Evincar's Justice deals 2 damage to each creature and each player.

Evincar's Justice

{2}{B}{B}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Evincar's Justice deals 2 damage to each creature and each player.

Fanning the Flames

{X}{R}{R}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Fanning the Flames into your hand instead of your graveyard as part of its resolution.)

Fanning the Flames deals X damage to target creature or player.

Fanning the Flames

{X}{R}{R}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Fanning the Flames deals X damage to target creature or player.

Flowstone Flood

{3}{R}

Sorcery

Buyback—Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put Flowstone Flood into your hand instead of your graveyard as part of its resolution.)

Destroy target land.

Flowstone Flood

{3}{R}

Sorcery

Buyback—Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target land.

Forbid

{1}{U}{U}

Instant

Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put Forbid into your hand instead of your graveyard as part of its resolution.)

Counter target spell.

Forbid

{1}{U}{U}

Instant

Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Counter target spell.

Imps' Taunt

{1}{B}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Imps' Taunt into your hand instead of your graveyard as part of its resolution.)

Target creature attacks this turn if able.

Imps' Taunt

{1}{B}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Target creature attacks this turn if able.

Invulnerability

{1}{W}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Invulnerability into your hand instead of your graveyard as part of its resolution.)

The next time a source of your choice would deal damage to you this turn, prevent that damage.

Invulnerability

{1}{W}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

The next time a source of your choice would deal damage to you this turn, prevent that damage.

Lab Rats

{B}

Sorcery

Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Lab Rats into your hand instead of your graveyard as part of its resolution.)

Put a 1/1 black Rat creature token into play.

Lab Rats

{B}

Sorcery

Buyback {4} (You may pay an additional {4} as you play this spell. If you do, put this card into your hand as it resolves.)

Put a 1/1 black Rat creature token into play.

Mind Games

{U}

Instant

Buyback {2}{U} (You may pay {2}{U} in addition to any other costs as you play this spell. If you do, put Mind Games into your hand instead of your graveyard as part of its resolution.)

Tap target artifact, creature, or land.

Mind Games

{U}

Instant

Buyback {2}{U} (You may pay an additional {2}{U} as you play this spell. If you do, put this card into your hand as it resolves.)

Tap target artifact, creature, or land.

Mind Peel

{B}

Sorcery

Buyback {2}{B}{B} (You may pay {2}{B}{B} in addition to any other costs as you play this spell. If you do, put Mind Peel into your hand instead of your graveyard as part of its resolution.)

Target player discards a card.

Mind Peel

{B}

Sorcery

Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} as you play this spell. If you do, put this card into your hand as it resolves.)

Target player discards a card.

Pegasus Stampede

{1}{W}

Sorcery

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Pegasus Stampede into your hand instead of your graveyard as part of its resolution.)

Put a 1/1 white Pegasus creature token with flying into play.

Pegasus Stampede

{1}{W}

Sorcery

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Put a 1/1 white Pegasus creature token with flying into play.

Reaping the Rewards

{W}

Instant

Buyback—Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put Reaping the Rewards into your hand instead of your graveyard as part of its resolution.)

You gain 2 life.

Reaping the Rewards

{W}

Instant

Buyback—Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

You gain 2 life.

Searing Touch

{R}

Instant

Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Searing Touch into your hand instead of your graveyard as part of its resolution.)

Searing Touch deals 1 damage to target creature or player.

Searing Touch

{R}

Instant

Buyback {4} (You may pay an additional {4} as you play this spell. If you do, put this card into your hand as it resolves.)

Searing Touch deals 1 damage to target creature or player.

Seething Anger

{R}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Seething Anger into your hand instead of your graveyard as part of its resolution.)

Target creature gets +3/+0 until end of turn.

Seething Anger

{R}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Target creature gets +3/+0 until end of turn.

Shattering Pulse

{1}{R}

Instant

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Shattering Pulse into your hand instead of your graveyard as part of its resolution.)

Destroy target artifact.

Shattering Pulse

{1}{R}

Instant

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target artifact.

Slaughter

{2}{B}{B}

Instant

Buyback—Pay 4 life. (You may pay 4 life in addition to any other costs as you play this spell. If you do, put Slaughter into your hand instead of your graveyard as part of its resolution.)

Destroy target nonblack creature. It can't be regenerated.

Slaughter

{2}{B}{B}

Instant

Buyback—Pay 4 life. (You may pay 4 life in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Destroy target nonblack creature. It can't be regenerated.

Verdant Touch

{1}{G}

Sorcery

Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Verdant Touch into your hand instead of your graveyard as part of its resolution.)

Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.)

Verdant Touch

{1}{G}

Sorcery

Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)

Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.)

Whim of Volrath

{U}

Instant

Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Whim of Volrath into your hand instead of your graveyard as part of its resolution.)

Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")

Whim of Volrath

{U}

Instant

Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)

Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")

Worthy Cause

{W}

Instant

Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Worthy Cause into your hand instead of your graveyard as part of its resolution.)

As an additional cost to play Worthy Cause, sacrifice a creature.

You gain life equal to the sacrificed creature's toughness.

Worthy Ca