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Magic: The Gathering Oracle Changes

Future Sight to Core Set - Tenth Edition

General changes

Old card (Future Sight) New card (Core Set - Tenth Edition)

Ancestor's Chosen

{5}{W}{W}

Creature — Cleric

First strike

When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard.

4/4

Ancestor's Chosen

{5}{W}{W}

Creature — Human Cleric

First strike (This creature deals combat damage before creatures without first strike.)

When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard.

4/4

Angelic Wall

{1}{W}

Creature — Wall

Defender (This creature can't attack.)

Flying

0/4

Angelic Wall

{1}{W}

Creature — Wall

Defender, flying (This creature can't attack, and it can block creatures with flying.)

0/4

Ascendant Evincar

{4}{B}{B}

Legendary Creature

Flying

Other black creatures get +1/+1.

Nonblack creatures get -1/-1.

3/3

Ascendant Evincar

{4}{B}{B}

Legendary Creature — Vampire

Flying (This creature can't be blocked except by creatures with flying or reach.)

Other black creatures get +1/+1.

Nonblack creatures get -1/-1.

3/3

Beacon of Unrest

{3}{B}{B}

Sorcery

Put target artifact or creature card from a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library.

Beacon of Unrest

{3}{B}{B}

Sorcery

Put target artifact or creature card in a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library.

Cephalid Constable

{1}{U}{U}

Creature — Cephalid Wizard

Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owners' hands, where X is the damage it dealt to that player.

1/1

Cephalid Constable

{1}{U}{U}

Creature — Cephalid Wizard

Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.

1/1

Chimeric Staff

{4}

Artifact

{X}: Chimeric Staff becomes an X/X artifact creature until end of turn.

Chimeric Staff

{4}

Artifact

{X}: Chimeric Staff becomes an X/X Construct artifact creature until end of turn.

Colossus of Sardia

{9}

Artifact Creature

Trample

Colossus of Sardia doesn't untap during your untap step.

At the beginning of your upkeep, you may pay {9}. If you do, untap Colossus of Sardia.

9/9

Colossus of Sardia

{9}

Artifact Creature — Golem

Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Colossus of Sardia doesn't untap during your untap step.

{9}: Untap Colossus of Sardia. Play this ability only during your upkeep.

9/9

Consume Spirit

{X}{1}{B}

Sorcery

Spend only black mana on X.

Consume Spirit deals X damage to target creature or player. You gain X life.

Consume Spirit

{X}{1}{B}

Sorcery

Spend only black mana on X.

Consume Spirit deals X damage to target creature or player and you gain X life.

Cruel Deceiver

{1}{B}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Cruel Deceiver gains "Whenever Cruel Deceiver deals damage to a creature, destroy that creature" until end of turn. Play this ability only once each turn.

2/1

Cruel Deceiver

{1}{B}

Creature — Spirit

{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Cruel Deceiver gains deathtouch until end of turn. Play this ability only once each turn.

2/1

Denizen of the Deep

{6}{U}{U}

Creature — Serpent

When Denizen of the Deep comes into play, return all other creatures you control to their owner's hand.

11/11

Denizen of the Deep

{6}{U}{U}

Creature — Serpent

When Denizen of the Deep comes into play, return each other creature you control to its owner's hand.

11/11

Elven Riders

{3}{G}{G}

Creature — Elf

Elven Riders can't be blocked except by creatures with flying and/or Walls.

3/3

Elven Riders

{3}{G}{G}

Creature — Elf

Elven Riders can't be blocked except by Walls and/or creatures with flying.

3/3

Faerie Conclave

Land

Faerie Conclave comes into play tapped.

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

{1}{U}: Faerie Conclave becomes a 2/1 blue creature with flying until end of turn. It's still a land.

Faerie Conclave

Land

Faerie Conclave comes into play tapped.

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

{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. (It can't be blocked except by creatures with flying or reach.)

Forbidding Watchtower

Land

Forbidding Watchtower comes into play tapped.

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

{1}{W}: Forbidding Watchtower becomes a 1/5 white creature until end of turn. It's still a land.

Forbidding Watchtower

Land

Forbidding Watchtower comes into play tapped.

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

{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.

Ghitu Encampment

Land

Ghitu Encampment comes into play tapped.

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

{1}{R}: Ghitu Encampment becomes a 2/1 red creature with first strike until end of turn. It's still a land.

Ghitu Encampment

Land

Ghitu Encampment comes into play tapped.

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

{1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)

Glyph of Reincarnation

{G}

Instant

Play only during the end of combat step.

Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature put into a graveyard this way, choose a creature card from the graveyard of that creature's controller and return that card to play under its owner's control.

Glyph of Reincarnation

{G}

Instant

Play Glyph of Reincarnation only during the end of combat step.

Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature put into a graveyard this way, choose a creature card from the graveyard of that creature's controller and return that card to play under its owner's control.

Goblin Firestarter

{R}

Creature — Goblin

Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play only during your turn, before the combat phase.

1/1

Goblin Firestarter

{R}

Creature — Goblin

Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Goblin Matron

{2}{R}

Creature — Goblin

When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card and put it into your hand. If you do, shuffle your library.

1/1

Goblin Matron

{2}{R}

Creature — Goblin

When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card, and put it into your hand. If you do, shuffle your library.

1/1

Ill-Gotten Gains

{2}{B}{B}

Sorcery

Remove Ill-Gotten Gains from the game.

Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand.

Ill-Gotten Gains

{2}{B}{B}

Sorcery

Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand.

Remove Ill-Gotten Gains from the game.

Imagecrafter

{U}

Creature — Wizard

{T}: Choose a creature type. Target creature's type becomes that type until end of turn.

1/1

Imagecrafter

{U}

Creature — Wizard

{T}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn.

1/1

Kamahl, Pit Fighter

{4}{R}{R}

Legendary Creature — Barbarian

Haste

{T}: Kamahl, Pit Fighter deals 3 damage to target creature or player.

6/1

Kamahl, Pit Fighter

{4}{R}{R}

Legendary Creature — Human Barbarian

Haste (This creature can attack and {T} as soon as it comes under your control.)

{T}: Kamahl, Pit Fighter deals 3 damage to target creature or player.

6/1

Kjeldoran Royal Guard

{3}{W}{W}

Creature — Soldier

{T}: All combat damage that unblocked creatures would deal to you this turn is dealt to Kjeldoran Royal Guard instead.

2/5

Kjeldoran Royal Guard

{3}{W}{W}

Creature — Human Soldier

{T}: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead.

2/5

Land Cap

Land

{T}: Add {W} or {U} to your mana pool. Land Cap doesn't untap during its controller's next untap step.

Land Cap

Land

Land Cap doesn't untap during your untap step if it has a depletion counter on it.

At the beginning of your upkeep, remove a depletion counter from Land Cap.

{T}: Add {W} or {U} to your mana pool. Put a depletion counter on Land Cap.

Lava Tubes

Land

{T}: Add {B} or {R} to your mana pool. Lava Tubes doesn't untap during its controller's next untap step.

Lava Tubes

Land

Lava Tubes doesn't untap during your untap step if it has a depletion counter on it.

At the beginning of your upkeep, remove a depletion counter from Lava Tubes.

{T}: Add {B} or {R} to your mana pool. Put a depletion counter on Lava Tubes.

Loxodon Warhammer

{3}

Artifact — Equipment

Equipped creature gets +3/+0 and has trample and lifelink. (Whenever it deals damage, its controller gains that much life.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Loxodon Warhammer

{3}

Artifact — Equipment

Equipped creature gets +3/+0 and has lifelink and trample. (When it deals damage, you gain that much life. If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Luminesce

{W}

Instant

Prevent all damage that black and/or red sources would deal this turn.

Luminesce

{W}

Instant

Prevent all damage that black sources and red sources would deal this turn.

Mantis Engine

{5}

Artifact Creature

{2}: Mantis Engine gains flying until end of turn.

{2}: Mantis Engine gains first strike until end of turn.

3/3

Mantis Engine

{5}

Artifact Creature — Insect

{2}: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

{2}: Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.)

3/3

Might Weaver

{1}{G}

Creature — Wizard

{2}: Target red or white creature gains trample until end of turn.

2/1

Might Weaver

{1}{G}

Creature — Human Wizard

{2}: Target red or white creature gains trample until end of turn. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

2/1

Mistform Mutant

{4}{U}{U}

Creature — Illusion Mutant

{1}{U}: Choose a creature type. Target creature's type becomes that type until end of turn.

3/4

Mistform Mutant

{4}{U}{U}

Creature — Illusion Mutant

{1}{U}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn.

3/4

Molimo, Maro-Sorcerer

{4}{G}{G}{G}

Legendary Creature

Trample

Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.

*/*

Molimo, Maro-Sorcerer

{4}{G}{G}{G}

Legendary Creature — Elemental

Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.

*/*

Natural Selection

{G}

Instant

Look at the top three cards of any player's library and put them back in any order. You may have that player shuffle his or her library.

Natural Selection

{G}

Instant

Look at the top three cards of target player's library and put them back in any order. You may have that player shuffle his or her library.

No Rest for the Wicked

{1}{B}

Enchantment

Sacrifice No Rest for the Wicked: Return to your hand all creature cards put into your graveyard from play since the beginning of the turn.

No Rest for the Wicked

{1}{B}

Enchantment

Sacrifice No Rest for the Wicked: Return to your hand all creature cards that were put into your graveyard from play this turn.

Nomad Mythmaker

{2}{W}

Creature — Cleric

{W}, {T}: Put target Aura card from a graveyard into play attached to a creature you control. (You control that Aura.)

2/2

Nomad Mythmaker

{2}{W}

Creature — Human Nomad Cleric

{W}, {T}: Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.)

2/2

Norritt

{3}{B}

Creature — Imp

{T}: Untap target blue creature.

{T}: Target non-Wall creature attacks this turn if able. If that creature doesn't attack, destroy it at end of turn unless it came under its controller's control this turn. Play this ability only during that creature's controller's turn before the declare attackers step.

1/1

Norritt

{3}{B}

Creature — Imp

{T}: Untap target blue creature.

{T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only before attackers are declared.

1/1

Paladin en-Vec

{1}{W}{W}

Creature — Human Knight

First strike (This creature deals combat damage before creatures without first strike.)

Protection from black, protection from red (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)

2/2

Paladin en-Vec

{1}{W}{W}

Creature — Human Knight

First strike, protection from black, protection from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)

2/2

Phyrexian Dreadnought

{1}

Artifact Creature — Dreadnought

Trample

If Phyrexian Dreadnought would come into play, sacrifice any number of creatures with total power 12 or greater instead. If you do, put Phyrexian Dreadnought into play. If you don't, put it into its owner's graveyard.

12/12

Phyrexian Dreadnought

{1}

Artifact Creature — Dreadnought

Trample

When Phyrexian Dreadnought comes into play, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater.

12/12

Phyrexian Portal

{3}

Artifact

3: Target opponent looks at the top ten cards of your library and separates them into two face-down piles, then you choose one of those piles and remove it from the game. Search the other pile, put a card from it into your hand, then shuffle the rest of that pile into your library. Play this ability only if you have ten or more cards in your library.

Phyrexian Portal

{3}

Artifact

{3}: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Search one of those piles for a card and put it into your hand. Remove the other pile from the game, then shuffle your library. Play this ability only if your library has ten or more cards in it.

Pithing Needle

{1}

Artifact

As Pithing Needle comes into play, name a card.

Activated abilities of permanents with that name can't be played unless they're mana abilities.

Activated abilities of cards with that name that aren't in play can't be played unless they're mana abilities.

Pithing Needle

{1}

Artifact

As Pithing Needle comes into play, name a card.

Activated abilities of sources with the chosen name can't be played unless they're mana abilities.

Rage Weaver

{1}{R}

Creature — Wizard

{2}: Target black or green creature gains haste until end of turn.

2/1

Rage Weaver

{1}{R}

Creature — Human Wizard

{2}: Target black or green creature gains haste until end of turn. (It can attack and {T} this turn.)

2/1

Razormane Masticore

{5}

Artifact Creature

First strike

At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card.

At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature.

5/5

Razormane Masticore

{5}

Artifact Creature — Masticore

First strike (This creature deals combat damage before creatures without first strike.)

At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card.

At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature.

5/5

River Delta

Land

{T}: Add {U} or {B} to your mana pool. River Delta doesn't untap during its controller's next untap step.

River Delta

Land

River Delta doesn't untap during your untap step if it has a depletion counter on it.

At the beginning of your upkeep, remove a depletion counter from River Delta.

{T}: Add {U} or {B} to your mana pool. Put a depletion counter on River Delta.

Rootwater Matriarch

{2}{U}{U}

Creature — Merfolk

{T}: Gain control of target creature as long as it's enchanted.

2/3

Rootwater Matriarch

{2}{U}{U}

Creature — Merfolk

{T}: Gain control of target creature as long as that creature is enchanted.

2/3

Serra Angel

{3}{W}{W}

Creature — Angel

Flying (This creature can't be blocked except by creatures with flying.)

Vigilance (Attacking doesn't cause this creature to tap.)

4/4

Serra Angel

{3}{W}{W}

Creature — Angel

Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)

4/4

Siren's Call

{U}

Instant

Play only during an opponent's turn and only before attackers are declared.

Creatures the active player controls attack this turn if able.

At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.

Siren's Call

{U}

Instant

Play Siren's Call only during an opponent's turn and only before attackers are declared.

Creatures the active player controls attack this turn if able.

At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.

Sky Weaver

{1}{U}

Creature — Wizard

{2}: Target white or black creature gains flying until end of turn.

2/1

Sky Weaver

{1}{U}

Creature — Metathran Wizard

{2}: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

2/1

Skyhunter Prowler

{2}{W}

Creature — Cat Knight

Flying (This creature can't be blocked except by creatures with flying.)

Vigilance (Attacking doesn't cause this creature to tap.)

1/3

Skyhunter Prowler

{2}{W}

Creature — Cat Knight

Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)

1/3

Spawning Pool

Land

Spawning Pool comes into play tapped.

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

{1}{B}: Spawning Pool becomes a 1/1 black creature with "{B}: Regenerate this creature" until end of turn. It's still a land.

Spawning Pool

Land

Spawning Pool comes into play tapped.

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

{1}{B}: Spawning Pool becomes a 1/1 black Skeleton creature with "{B}: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Squee, Goblin Nabob

{2}{R}

Legendary Creature — Goblin

At the beginning of your upkeep, if Squee, Goblin Nabob is in your graveyard, you may return Squee to your hand.

1/1

Squee, Goblin Nabob

{2}{R}

Legendary Creature — Goblin

At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand.

1/1

Standardize

{U}{U}

Instant

Choose a creature type. Each creature's type becomes that type until end of turn.

Standardize

{U}{U}

Instant

Choose a creature type other than Wall. Each creature's type becomes that type until end of turn.

Steadfast Guard

{W}{W}

Creature — Rebel

Vigilance

2/2

Steadfast Guard

{W}{W}

Creature — Human Rebel

Vigilance (Attacking doesn't cause this creature to tap.)

2/2

Teleport

{U}{U}{U}

Instant

Play only during combat before the declare blockers step.

Target creature is unblockable this turn.

Teleport

{U}{U}{U}

Instant

Play Teleport only during combat before the declare blockers step.

Target creature is unblockable this turn.

The Hive

{5}

Artifact

{5}, {T}: Put a 1/1 Wasp artifact creature token with flying into play.

The Hive

{5}

Artifact

{5}, {T}: Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.)

Timberline Ridge

Land

{T}: Add {R} or {G} to your mana pool. Timberline Ridge doesn't untap during its controller's next untap step.

Timberline Ridge

Land

Timberline Ridge doesn't untap during your untap step if it has a depletion counter on it.

At the beginning of your upkeep, remove a depletion counter from Timberline Ridge.

{T}: Add {R} or {G} to your mana pool. Put a depletion counter on Timberline Ridge.

Time Spiral

{4}{U}{U}

Sorcery

Remove Time Spiral from the game.

Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands.

Time Spiral

{4}{U}{U}

Sorcery

Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands.

Remove Time Spiral from the game.

Treetop Village

Land

Treetop Village comes into play tapped.

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

{1}{G}: Treetop Village becomes a 3/3 green creature with trample until end of turn. It's still a land.

Treetop Village

Land

Treetop Village comes into play tapped.

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

{1}{G}: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Veldt

Land

{T}: Add {G} or {W} to your mana pool. Veldt doesn't untap during its controller's next untap step.

Veldt

Land

Veldt doesn't untap during your untap step if it has a depletion counter on it.

At the beginning of your upkeep, remove a depletion counter from Veldt.

{T}: Add {G} or {W} to your mana pool. Put a depletion counter on Veldt.

Venomous Fangs

{2}{G}

Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to a creature, destroy the other creature.

Venomous Fangs

{2}{G}

Enchantment — Aura

Enchant creature

Enchanted creature has deathtouch. (Whenever it deals damage to a creature, destroy that creature.)

Viashino Sandscout

{1}{R}

Creature — Viashino

Haste

At end of turn, return Viashino Sandscout to its owner's hand.

2/1

Viashino Sandscout

{1}{R}

Creature — Viashino Scout

Haste (This creature can attack and {T} as soon as it comes under your control.)

At end of turn, return Viashino Sandscout to its owner's hand. (Return it only if it's in play.)

2/1

Voidstone Gargoyle

{3}{W}{W}

Creature — Gargoyle

Flying

As Voidstone Gargoyle comes into play, name a nonland card. The named card can't be played.

Activated abilities of permanents with that name can't be played.

Activated abilities of cards with that name that aren't in play can't be played.

3/3

Voidstone Gargoyle

{3}{W}{W}

Creature — Gargoyle

Flying

As Voidstone Gargoyle comes into play, name a nonland card.

The named card can't be played.

Activated abilities of sources with the chosen name can't be played.

3/3

Wall of Air

{1}{U}{U}

Creature — Wall

Defender (This creature can't attack.)

Flying

1/5

Wall of Air

{1}{U}{U}

Creature — Wall

Defender, flying (This creature can't attack, and it can block creatures with flying.)

1/5

Wall of Swords

{3}{W}

Creature — Wall

Defender (This creature can't attack.)

Flying

3/5

Wall of Swords

{3}{W}

Creature — Wall

Defender, flying (This creature can't attack, and it can block creatures with flying.)

3/5

Whispersilk Cloak

{3}

Artifact — Equipment

Equipped creature has shroud and is unblockable.

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.)

Whispersilk Cloak

{3}

Artifact — Equipment

Equipped creature is unblockable and has shroud. (It can't be the target of spells or abilities.)

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Wirewood Herald

{1}{G}

Creature — Elf

When Wirewood Herald is put into a graveyard from play, you may search your library for an Elf card, reveal that card and put it into your hand. If you do, shuffle your library.

1/1

Wirewood Herald

{1}{G}

Creature — Elf

When Wirewood Herald is put into a graveyard from play, you may search your library for an Elf card, reveal that card, and put it into your hand. If you do, shuffle your library.

1/1

Youthful Knight

{1}{W}

Creature — Knight

First strike

2/1

Youthful Knight

{1}{W}

Creature — Human Knight

First strike (This creature deals combat damage before creatures without first strike.)

2/1

Zombie Master

{1}{B}{B}

Creature — Lord

All Zombies have "{B}: Regenerate this permanent."

All Zombie creatures have swampwalk.

2/3

Zombie Master

{1}{B}{B}

Creature — Lord

Zombie creatures have swampwalk.

All Zombies have "{B}: Regenerate this permanent."

2/3

Changes involving "all"

Old card (Future Sight) New card (Core Set - Tenth Edition)

Akroma's Devoted

{3}{W}

Creature — Cleric

All Cleric creatures have vigilance.

2/4

Akroma's Devoted

{3}{W}

Creature — Cleric

Cleric creatures have vigilance.

2/4

Anaba Spirit Crafter

{2}{R}{R}

Creature — Minotaur

All Minotaur creatures get +1/+0.

1/3

Anaba Spirit Crafter

{2}{R}{R}

Creature — Minotaur

Minotaur creatures get +1/+0.

1/3

Aven Brigadier

{3}{W}{W}{W}

Creature — Bird Soldier

Flying

All other Bird creatures get +1/+1.

All other Soldier creatures get +1/+1.

3/5

Aven Brigadier

{3}{W}{W}{W}

Creature — Bird Soldier

Flying

Other Bird creatures get +1/+1.

Other Soldier creatures get +1/+1.

3/5

Balthor the Defiled

{2}{B}{B}

Legendary Creature — Zombie Dwarf

All Minion creatures get +1/+1.

{B}{B}{B}, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play.

2/2

Balthor the Defiled

{2}{B}{B}

Legendary Creature — Zombie Dwarf

Minion creatures get +1/+1.

{B}{B}{B}, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play.

2/2

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf

All Barbarian creatures get +1/+1.

{R}: Target Barbarian creature gets +1/+0 until end of turn.

2/2

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf

Barbarian creatures get +1/+1.

{R}: Target Barbarian creature gets +1/+0 until end of turn.

2/2

Bladewing the Risen

{3}{B}{B}{R}{R}

Legendary Creature — Dragon

Flying

When Bladewing the Risen comes into play, you may return target Dragon permanent card from your graveyard to play.

{B}{R}: All Dragon creatures get +1/+1 until end of turn.

4/4

Bladewing the Risen

{3}{B}{B}{R}{R}

Legendary Creature — Dragon

Flying

When Bladewing the Risen comes into play, you may return target Dragon permanent card from your graveyard to play.

{B}{R}: Dragon creatures get +1/+1 until end of turn.

4/4

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

All Nightmare creatures get +1/+1.

{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types.

When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

3/3

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

Nightmare creatures get +1/+1.

{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types.

When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

3/3

Clash of Realities

{3}{R}

Enchantment

All Spirits have "When this permanent comes into play, you may have it deal 3 damage to target non-Spirit creature."

All non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit creature."

Clash of Realities

{3}{R}

Enchantment

All Spirits have "When this permanent comes into play, you may have it deal 3 damage to target non-Spirit creature."

Non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit creature."

Deranged Hermit

{3}{G}{G}

Creature — Elf

Echo {3}{G}{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 Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play.

All Squirrel creatures get +1/+1.

1/1

Deranged Hermit

{3}{G}{G}

Creature — Elf

Echo {3}{G}{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 Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play.

Squirrel creatures get +1/+1.

1/1

Dralnu's Crusade

{1}{B}{R}

Enchantment

All Goblin creatures get +1/+1.

All Goblins are black and are Zombies in addition to their other creature types.

Dralnu's Crusade

{1}{B}{R}

Enchantment

Goblin creatures get +1/+1.

All Goblins are black and are Zombies in addition to their other creature types.

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature

All Elf creatures have forestwalk.

All Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature

Elf creatures have forestwalk.

All Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

Gempalm Avenger

{5}{W}

Creature — Soldier

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Gempalm Avenger, all Soldier creatures get +1/+1 and gain first strike until end of turn.

3/5

Gempalm Avenger

{5}{W}

Creature — Soldier

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn.

3/5

Gempalm Sorcerer

{2}{U}

Creature — Wizard

Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)

When you cycle Gempalm Sorcerer, all Wizard creatures gain flying until end of turn.

2/2

Gempalm Sorcerer

{2}{U}

Creature — Wizard

Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)

When you cycle Gempalm Sorcerer, Wizard creatures gain flying until end of turn.

2/2

Gempalm Strider

{1}{G}

Creature — Elf

Cycling {2}{G}{G} ({2}{G}{G}, Discard this card: Draw a card.)

When you cycle Gempalm Strider, all Elf creatures get +2/+2 until end of turn.

2/2

Gempalm Strider

{1}{G}

Creature — Elf

Cycling {2}{G}{G} ({2}{G}{G}, Discard this card: Draw a card.)

When you cycle Gempalm Strider, Elf creatures get +2/+2 until end of turn.

2/2

Goblin Caves

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a basic Mountain, all Goblin creatures get +0/+2.

Goblin Caves

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a basic Mountain, Goblin creatures get +0/+2.

Goblin Lookout

{1}{R}

Creature — Goblin

{T}, Sacrifice a Goblin: All Goblin creatures get +2/+0 until end of turn.

1/2

Goblin Lookout

{1}{R}

Creature — Goblin

{T}, Sacrifice a Goblin: Goblin creatures get +2/+0 until end of turn.

1/2

Goblin Pyromancer

{3}{R}

Creature — Goblin Wizard

When Goblin Pyromancer comes into play, all Goblin creatures get +3/+0 until end of turn.

At end of turn, destroy all Goblins.

2/2

Goblin Pyromancer

{3}{R}

Creature — Goblin Wizard

When Goblin Pyromancer comes into play, Goblin creatures get +3/+0 until end of turn.

At end of turn, destroy all Goblins.

2/2

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a basic Mountain, all Goblin creatures get +1/+0.

When Goblin Shrine leaves play, it deals 1 damage to each Goblin creature.

Goblin Shrine

{1}{R}{R}

Enchantment — Aura

Enchant land

If enchanted land is a basic Mountain, Goblin creatures get +1/+0.

When Goblin Shrine leaves play, it deals 1 damage to each Goblin creature.

Ivory Guardians

{4}{W}{W}

Creature — Guardian

Protection from red

All Guardian creatures get +1/+1 as long as an opponent controls a red permanent.

3/3

Ivory Guardians

{4}{W}{W}

Creature — Guardian

Protection from red

Guardian creatures get +1/+1 as long as an opponent controls a red permanent.

3/3

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature

Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.)

Flying

When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.

All Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper.

2/2

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature

Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.)

Flying

When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.

Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper.

2/2

Kavu Monarch

{2}{R}{R}

Creature — Kavu

All Kavu creatures have trample.

Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch.

3/3

Kavu Monarch

{2}{R}{R}

Creature — Kavu

Kavu creatures have trample.

Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch.

3/3

Marrow-Gnawer

{3}{B}{B}

Legendary Creature — Rat Rogue

All Rat creatures have fear.

{T}, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control.

2/3

Marrow-Gnawer

{3}{B}{B}

Legendary Creature — Rat Rogue

Rat creatures have fear.

{T}, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control.

2/3

Mobilization

{2}{W}

Enchantment

All Soldier creatures have vigilance.

{2}{W}: Put a 1/1 white Soldier creature token into play.

Mobilization

{2}{W}

Enchantment

Soldier creatures have vigilance. (Attacking doesn't cause them to tap.)

{2}{W}: Put a 1/1 white Soldier creature token into play.

Myr Matrix

{5}

Artifact

Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.)

All Myr creatures get +1/+1.

{5}: Put a 1/1 Myr artifact creature token into play.

Myr Matrix

{5}

Artifact

Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.)

Myr creatures get +1/+1.

{5}: Put a 1/1 Myr artifact creature token into play.

Nemata, Grove Guardian

{4}{G}{G}

Legendary Creature — Treefolk

{2}{G}: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: All Saproling creatures get +1/+1 until end of turn.

4/5

Nemata, Grove Guardian

{4}{G}{G}

Legendary Creature — Treefolk

{2}{G}: Put a 1/1 green Saproling creature token into play.

Sacrifice a Saproling: Saproling creatures get +1/+1 until end of turn.

4/5

Nut Collector

{5}{G}

Creature — Druid

At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play.

Threshold — All Squirrel creatures get +2/+2 as long as seven or more cards are in your graveyard.

1/1

Nut Collector

{5}{G}

Creature — Druid

At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play.

Threshold — Squirrel creatures get +2/+2 as long as seven or more cards are in your graveyard.

1/1

Orc General

{2}{R}

Creature — General

{T}, Sacrifice an Orc or a Goblin: All Orc creatures get +1/+1 until end of turn.

2/2

Orc General

{2}{R}

Creature — General

{T}, Sacrifice an Orc or a Goblin: Orc creatures get +1/+1 until end of turn.

2/2

Soraya the Falconer

{1}{W}{W}

Legendary Creature

All Bird creatures get +1/+1.

{1}{W}: Target Bird creature gains banding until end of turn.

2/2

Soraya the Falconer

{1}{W}{W}

Legendary Creature

Bird creatures get +1/+1.

{1}{W}: Target Bird creature gains banding until end of turn.

2/2

Soulcatchers' Aerie

{1}{W}

Enchantment

Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie.

All Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie.

Soulcatchers' Aerie

{1}{W}

Enchantment

Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie.

Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie.

Squirrel Wrangler

{2}{G}{G}

Creature — Druid

{1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.

{1}{G}, Sacrifice a land: All Squirrel creatures get +1/+1 until end of turn.

2/2

Squirrel Wrangler

{2}{G}{G}

Creature — Druid

{1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.

{1}{G}, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn.

2/2

Thelonite Hermit

{3}{G}

Creature — Elf Shaman

All Saproling creatures get +1/+1.

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

When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play.

1/1

Thelonite Hermit

{3}{G}

Creature — Elf Shaman

Saproling creatures get +1/+1.

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

When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play.

1/1

Thrull Champion

{4}{B}

Creature — Thrull

All Thrull creatures get +1/+1.

{T}: Gain control of target Thrull as long as you control Thrull Champion.

2/2

Thrull Champion

{4}{B}

Creature — Thrull

Thrull creatures get +1/+1.

{T}: Gain control of target Thrull as long as you control Thrull Champion.

2/2

Verdeloth the Ancient

{4}{G}{G}

Legendary Creature — Treefolk

Kicker {X} (You may pay an additional {X} as you play this spell.)

All other Treefolk creatures and all Saproling creatures get +1/+1.

When Verdeloth the Ancient comes into play, if the kicker cost was paid, put X 1/1 green Saproling creature tokens into play.

4/7

Verdeloth the Ancient

{4}{G}{G}

Legendary Creature — Treefolk

Kicker {X} (You may pay an additional {X} as you play this spell.)

Other Treefolk creatures and Saproling creatures get +1/+1.

When Verdeloth the Ancient comes into play, if the kicker cost was paid, put X 1/1 green Saproling creature tokens into play.

4/7

Zuberi, Golden Feather

{4}{W}

Legendary Creature — Griffin

Flying

All other Griffin creatures get +1/+1.

3/3

Zuberi, Golden Feather

{4}{W}

Legendary Creature — Griffin

Flying

Other Griffin creatures get +1/+1.

3/3

Changes to reminder text only

Old card (Future Sight) New card (Core Set - Tenth Edition)

Air Elemental

{3}{U}{U}

Creature — Elemental

Flying (This creature can't be blocked except by creatures with flying.)

4/4

Air Elemental

{3}{U}{U}

Creature — Elemental

Flying (This creature can't be blocked except by creatures with flying or reach.)

4/4

Anaba Bodyguard

{3}{R}

Creature — Minotaur

First strike

2/3

Anaba Bodyguard

{3}{R}

Creature — Minotaur

First strike (This creature deals combat damage before creatures without first strike.)

2/3

Angel of Mercy

{4}{W}

Creature — Angel

Flying (This creature can't be blocked except by creatures with flying.)

When Angel of Mercy comes into play, you gain 3 life.

3/3

Angel of Mercy

{4}{W}

Creature — Angel

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Angel of Mercy comes into play, you gain 3 life.

3/3

Angelic Blessing

{2}{W}

Sorcery

Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying.)

Angelic Blessing

{2}{W}

Sorcery

Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

Arcane Teachings

{2}{R}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to target creature or player."

Arcane Teachings

{2}{R}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to target creature or player."

Avatar of Might

{6}{G}{G}

Creature — Avatar

If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to play.

Trample

8/8

Avatar of Might

{6}{G}{G}

Creature — Avatar

If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to play.

Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

8/8

Aven Cloudchaser

{3}{W}

Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying.)

When Aven Cloudchaser comes into play, destroy target enchantment.

2/2

Aven Cloudchaser

{3}{W}

Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Aven Cloudchaser comes into play, destroy target enchantment.

2/2

Aven Fisher

{3}{U}

Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying.)

When Aven Fisher is put into a graveyard from play, you may draw a card.

2/2

Aven Fisher

{3}{U}

Creature — Bird Soldier

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Aven Fisher is put into a graveyard from play, you may draw a card.

2/2

Aven Windreader

{3}{U}{U}

Creature — Bird Soldier Wizard

Flying (This creature can't be blocked except by creatures with flying.)

{1}{U}: Target player reveals the top card of his or her library.

3/3

Aven Windreader

{3}{U}{U}

Creature — Bird Soldier Wizard

Flying (This creature can't be blocked except by creatures with flying or reach.)

{1}{U}: Target player reveals the top card of his or her library.

3/3

Benalish Knight

{2}{W}

Creature — Human Knight

Flash

First strike

2/2

Benalish Knight

{2}{W}

Creature — Human Knight

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

First strike (This creature deals combat damage before creatures without first strike.)

2/2

Bioplasm

{3}{G}{G}

Creature — Ooze

Whenever Bioplasm attacks, remove the top card of your library from the game. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the removed creature card's power and Y is its toughness. (A * on a card not in play is 0.)

4/4

Bioplasm

{3}{G}{G}

Creature — Ooze

Whenever Bioplasm attacks, remove the top card of your library from the game. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the removed creature card's power and Y is its toughness.

4/4

Birds of Paradise

{G}

Creature — Bird

Flying

{T}: Add one mana of any color to your mana pool.

0/1

Birds of Paradise

{G}

Creature — Bird

Flying (This creature can't be blocked except by creatures with flying or reach.)

{T}: Add one mana of any color to your mana pool.

0/1

Blood Oath

{3}{R}

Instant

Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)

Blood Oath

{3}{R}

Instant

Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way.

Cloud Elemental

{2}{U}

Creature — Elemental

Flying

Cloud Elemental can block only creatures with flying.

2/3

Cloud Elemental

{2}{U}

Creature — Elemental

Flying (This creature can't be blocked except by creatures with flying or reach.)

Cloud Elemental can block only creatures with flying.

2/3

Cloud Sprite

{U}

Creature — Faerie

Flying

Cloud Sprite can block only creatures with flying.

1/1

Cloud Sprite

{U}

Creature — Faerie

Flying (This creature can't be blocked except by creatures with flying or reach.)

Cloud Sprite can block only creatures with flying.

1/1

Dragon Roost

{4}{R}{R}

Enchantment

{5}{R}{R}: Put a 5/5 red Dragon creature token with flying into play.

Dragon Roost

{4}{R}{R}

Enchantment

{5}{R}{R}: Put a 5/5 red Dragon creature token with flying into play. (It can't be blocked except by creatures with flying or reach.)

Dusk Imp

{2}{B}

Creature — Imp

Flying

2/1

Dusk Imp

{2}{B}

Creature — Imp

Flying (This creature can't be blocked except by creatures with flying or reach.)

2/1

Fertile Imagination

{2}{G}{G}

Sorcery

Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens into play for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)

Fertile Imagination

{2}{G}{G}

Sorcery

Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens into play for each card of the chosen type revealed this way.

Field Marshal

{1}{W}{W}

Creature — Human Soldier

Other Soldier creatures get +1/+1 and have first strike.

2/2

Field Marshal

{1}{W}{W}

Creature — Human Soldier

Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)

2/2

Fog Elemental

{2}{U}

Creature — Elemental

Flying

When Fog Elemental attacks or blocks, sacrifice it at end of combat.

4/4

Fog Elemental

{2}{U}

Creature — Elemental

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Fog Elemental attacks or blocks, sacrifice it at end of combat.

4/4

Furnace Whelp

{2}{R}{R}

Creature — Dragon

Flying

{R}: Furnace Whelp gets +1/+0 until end of turn.

2/2

Furnace Whelp

{2}{R}{R}

Creature — Dragon

Flying (This creature can't be blocked except by creatures with flying or reach.)

{R}: Furnace Whelp gets +1/+0 until end of turn.

2/2

Goblin Sky Raider

{2}{R}

Creature — Goblin Warrior

Flying (This creature can't be blocked except by creatures with flying.)

1/2

Goblin Sky Raider

{2}{R}

Creature — Goblin Warrior

Flying (This creature can't be blocked except by creatures with flying or reach.)

1/2

Heart of Light

{2}{W}

Enchantment — Aura

Enchant creature

Prevent all damage that would be dealt to and dealt by enchanted creature.

Heart of Light

{2}{W}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

Prevent all damage that would be dealt to and dealt by enchanted creature.

Holistic Wisdom

{1}{G}{G}

Enchantment

{2}, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)

Holistic Wisdom

{1}{G}{G}

Enchantment

{2}, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way.

Hypnotic Specter

{1}{B}{B}

Creature — Specter

Flying (This creature can't be blocked except by creatures with flying.)

Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.

2/2

Hypnotic Specter

{1}{B}{B}

Creature — Specter

Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.

2/2

Leonin Scimitar

{1}

Artifact — Equipment

Equipped creature gets +1/+1.

Equip {1} ({1}: 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.)

Leonin Scimitar

{1}

Artifact — Equipment

Equipped creature gets +1/+1.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Lightning Elemental

{3}{R}

Creature — Elemental

Haste (This creature can attack the turn it comes under your control.)

4/1

Lightning Elemental

{3}{R}

Creature — Elemental

Haste (This creature can attack and {T} as soon as it comes under your control.)

4/1

Lord of the Pit

{4}{B}{B}{B}

Creature — Demon

Flying, trample

At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.

7/7

Lord of the Pit

{4}{B}{B}{B}

Creature — Demon

Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.

7/7

Lure

{1}{G}{G}

Enchantment — Aura

Enchant creature

All creatures able to block enchanted creature do so.

Lure

{1}{G}{G}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

All creatures able to block enchanted creature do so.

Mahamoti Djinn

{4}{U}{U}

Creature — Djinn

Flying (This creature can't be blocked except by creatures with flying.)

5/6

Mahamoti Djinn

{4}{U}{U}

Creature — Djinn

Flying (This creature can't be blocked except by creatures with flying or reach.)

5/6

Mind Bend

{U}

Instant

Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "plainswalk." This effect doesn't end at end of turn.)

Mind Bend

{U}

Instant

Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect doesn't end at end of turn.)

Mirri, Cat Warrior

{1}{G}{G}

Legendary Creature — Cat Warrior

First strike, forestwalk, vigilance

2/3

Mirri, Cat Warrior

{1}{G}{G}

Legendary Creature — Cat Warrior

First strike, forestwalk, vigilance (This creature deals combat damage before creatures without first strike, it's unblockable as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.)

2/3

Mirror Golem

{6}

Artifact Creature — Golem

Imprint — When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)

Mirror Golem has protection from each of the imprinted card's card types. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)

3/4

Mirror Golem

{6}

Artifact Creature — Golem

Imprint — When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)

Mirror Golem has protection from each of the imprinted card's card types.

3/4

Nightmare

{5}{B}

Creature — Nightmare

Flying (This creature can't be blocked except by creatures with flying.)

Nightmare's power and toughness are each equal to the number of Swamps you control.

*/*

Nightmare

{5}{B}

Creature — Nightmare

Flying (This creature can't be blocked except by creatures with flying or reach.)

Nightmare's power and toughness are each equal to the number of Swamps you control.

*/*

Ornithopter

{0}

Artifact Creature — Thopter

Flying (This creature can't be blocked except by creatures with flying.)

0/2

Ornithopter

{0}

Artifact Creature — Thopter

Flying (This creature can't be blocked except by creatures with flying or reach.)

0/2

Overrun

{2}{G}{G}{G}

Sorcery

Creatures you control get +3/+3 and gain trample until end of turn.

Overrun

{2}{G}{G}{G}

Sorcery

Creatures you control get +3/+3 and gain trample until end of turn. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Pariah

{2}{W}

Enchantment — Aura

Enchant creature

All damage that would be dealt to you is dealt to enchanted creature instead.

Pariah

{2}{W}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

All damage that would be dealt to you is dealt to enchanted creature instead.

Persuasion

{3}{U}{U}

Enchantment — Aura

Enchant creature

You control enchanted creature.

Persuasion

{3}{U}{U}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

You control enchanted creature.

Pincher Beetles

{2}{G}

Creature — Insect

Shroud (This permanent can't be the target of spells or abilities.)

3/1

Pincher Beetles

{2}{G}

Creature — Insect

Shroud (This creature can't be the target of spells or abilities.)

3/1

Platinum Angel

{7}

Artifact Creature — Angel

Flying

You can't lose the game and your opponents can't win the game.

4/4

Platinum Angel

{7}

Artifact Creature — Angel

Flying (This creature can't be blocked except by creatures with flying or reach.)

You can't lose the game and your opponents can't win the game.

4/4

Primal Rage

{1}{G}

Enchantment

Creatures you control have trample.

Primal Rage

{1}{G}

Enchantment

Creatures you control have trample. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Raging Goblin

{R}

Creature — Goblin Berserker

Haste (This creature can attack the turn it comes under your control.)

1/1

Raging Goblin

{R}

Creature — Goblin Berserker

Haste (This creature can attack and {T} as soon as it comes under your control.)

1/1

Replenish

{3}{W}

Sorcery

Return all enchantment cards from your graveyard to play. (Auras with no permanent to enchant remain in your graveyard.)

Replenish

{3}{W}

Sorcery

Return all enchantment cards from your graveyard to play. (Auras with nothing to enchant remain in your graveyard.)

Reya Dawnbringer

{6}{W}{W}{W}

Legendary Creature — Angel

Flying

At the beginning of your upkeep, you may return target creature card from your graveyard to play.

4/6

Reya Dawnbringer

{6}{W}{W}{W}

Legendary Creature — Angel

Flying (This creature can't be blocked except by creatures with flying or reach.)

At the beginning of your upkeep, you may return target creature card from your graveyard to play.

4/6

Rhox

{4}{G}{G}

Creature — Beast

You may have Rhox deal its combat damage to defending player as though it weren't blocked.

{2}{G}: Regenerate Rhox.

5/5

Rhox

{4}{G}{G}

Creature — Beast

You may have Rhox deal its combat damage to defending player as though it weren't blocked.

{2}{G}: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

5/5

Robe of Mirrors

{U}

Enchantment — Aura

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Robe of Mirrors

{U}

Enchantment — Aura

Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Rock Badger

{4}{R}

Creature — Beast

Mountainwalk

3/3

Rock Badger

{4}{R}

Creature — Beast

Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)

3/3