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Magic: The Gathering Oracle Changes

Masters Edition to Lorwyn

General changes

Old card (Masters Edition) New card (Lorwyn)

Ageless Sentinels

{3}{W}

Creature — Wall

Defender (This creature can't attack.)

Flying

When Ageless Sentinels blocks, its creature type becomes Giant Bird, and it loses defender. (It's no longer a Wall. This effect doesn't end at end of turn.)

4/4

Ageless Sentinels

{3}{W}

Creature — Wall

Defender (This creature can't attack.)

Flying

When Ageless Sentinels blocks, it becomes a Bird Giant, and it loses defender. (It's no longer a Wall. This effect doesn't end at end of turn.)

4/4

Anaba Ancestor

{1}{R}

Creature — Ghost

{T}: Target Minotaur creature gets +1/+1 until end of turn.

1/1

Anaba Ancestor

{1}{R}

Creature — Minotaur Spirit

{T}: Another target Minotaur creature gets +1/+1 until end of turn.

1/1

Aysen Crusader

{2}{W}{W}

Creature — Crusader

Aysen Crusader's power and toughness are each equal to 2 plus the number of Heroes you control.

2+*/2+*

Aysen Crusader

{2}{W}{W}

Creature — Human Knight

Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control.

2+*/2+*

Benthic Explorers

{3}{U}

Creature — Merfolk

{T}: Untap a tapped land an opponent controls. If you do, add one mana of any type that land could produce to your mana pool.

2/4

Benthic Explorers

{3}{U}

Creature — Merfolk Scout

{T}, Untap a tapped land an opponent controls: Add one mana of any type that land could produce to your mana pool.

2/4

Boldwyr Intimidator

{5}{R}{R}

Creature — Giant Warrior

Cowards can't block Warriors.

{R}: Target creature's type becomes Coward until end of turn.

{2}{R}: Target creature's type becomes Warrior until end of turn.

5/5

Boldwyr Intimidator

{5}{R}{R}

Creature — Giant Warrior

Cowards can't block Warriors.

{R}: Target creature becomes a Coward until end of turn.

{2}{R}: Target creature becomes a Warrior until end of turn.

5/5

Boris Devilboon

{3}{B}{R}

Legendary Creature

{2}{B}{R}, {T}: Put a 1/1 black and red Minor Demon creature token into play.

2/2

Boris Devilboon

{3}{B}{R}

Legendary Creature — Human Wizard

{2}{B}{R}, {T}: Put a 1/1 black and red Demon creature token named Minor Demon into play.

2/2

Caribou Range

{2}{W}{W}

Enchantment — Aura

Enchant land you control

Enchanted land has "{W}{W}, {T}: Put a 0/1 white Caribou creature token into play."

Sacrifice a Caribou: You gain 1 life.

Caribou Range

{2}{W}{W}

Enchantment — Aura

Enchant land you control

Enchanted land has "{W}{W}, {T}: Put a 0/1 white Caribou creature token into play."

Sacrifice a Caribou token: You gain 1 life.

Chaos Moon

{3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of any other type.

Chaos Moon

{3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.

Chimeric Coils

{1}

Artifact

{X}{1}: Chimeric Coils becomes an X/X artifact creature. Sacrifice it at end of turn.

Chimeric Coils

{1}

Artifact

{X}{1}: Chimeric Coils becomes an X/X Construct artifact creature. Sacrifice it at end of turn.

Chimeric Egg

{3}

Artifact

Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg.

Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 artifact creature with trample until end of turn.

Chimeric Egg

{3}

Artifact

Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg.

Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 Construct artifact creature with trample until end of turn.

Chimeric Idol

{3}

Artifact

{0}: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn.

Chimeric Idol

{3}

Artifact

{0}: Tap all lands you control. Chimeric Idol becomes a 3/3 Turtle artifact creature until end of turn.

Clockwork Steed

{4}

Artifact Creature

Clockwork Steed comes into play with four +1/+0 counters on it.

Clockwork Steed can't be blocked by artifact creatures.

Clockwork Steed can't have more than four +1/+0 counters on it.

At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put X +1/+0 counters on Clockwork Steed. Play this ability only during your upkeep.

0/3

Clockwork Steed

{4}

Artifact Creature — Horse

Clockwork Steed comes into play with four +1/+0 counters on it.

Clockwork Steed can't be blocked by artifact creatures.

At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Play this ability only during your upkeep.

0/3

Clockwork Swarm

{4}

Artifact Creature

Clockwork Swarm comes into play with four +1/+0 counters on it.

Clockwork Swarm can't be blocked by Walls.

Clockwork Swarm can't have more than four +1/+0 counters on it.

At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put X +1/+0 counters on Clockwork Swarm. Play this ability only during your upkeep.

0/3

Clockwork Swarm

{4}

Artifact Creature — Insect

Clockwork Swarm comes into play with four +1/+0 counters on it.

Clockwork Swarm can't be blocked by Walls.

At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Play this ability only during your upkeep.

0/3

Coalition Flag

{W}

Enchantment — Aura

Enchant creature you control

Enchanted creature's type is Flagbearer.

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Coalition Flag

{W}

Enchantment — Aura

Enchant creature you control

Enchanted creature is a Flagbearer.

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Darksteel Brute

{2}

Artifact

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

{3}: Darksteel Brute becomes a 2/2 artifact creature until end of turn.

Darksteel Brute

{2}

Artifact

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

{3}: Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn.

Deep Water

{U}{U}

Enchantment

{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type and amount.

Deep Water

{U}{U}

Enchantment

{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type.

Dracoplasm

{U}{R}

Creature — Shapeshifter

Flying

As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness.

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

*/*

Dracoplasm

{U}{R}

Creature — Shapeshifter

Flying

As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness.

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

0/0

Dream Thrush

{1}{U}

Creature — Bird

Flying

{T}: Target land's type becomes the basic land type of your choice until end of turn.

1/1

Dream Thrush

{1}{U}

Creature — Bird

Flying

{T}: Target land becomes the basic land type of your choice until end of turn.

1/1

Elephant Graveyard

Land

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

{T}: Regenerate target Elephant or Mammoth.

Elephant Graveyard

Land

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

{T}: Regenerate target Elephant.

Ensouled Scimitar

{3}

Artifact — Equipment

{3}: Ensouled Scimitar becomes a 1/5 artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.)

Equipped creature gets +1/+5.

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

Ensouled Scimitar

{3}

Artifact — Equipment

{3}: Ensouled Scimitar becomes a 1/5 Spirit artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.)

Equipped creature gets +1/+5.

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

Excavator

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk of each of the sacrificed land's types until end of turn.

Excavator

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn.

Faerie Noble

{2}{G}

Creature — Noble

Flying

Faerie creatures you control get +0/+1.

{T}: Faerie creatures you control get +1/+0 until end of turn.

1/2

Faerie Noble

{2}{G}

Creature — Faerie

Flying

Other Faerie creatures you control get +0/+1.

{T}: Other Faerie creatures you control get +1/+0 until end of turn.

1/2

Festival

{W}

Instant

Play Festival only during an opponent's upkeep.

That player skips all combat phases this turn.

Festival

{W}

Instant

Play Festival only during an opponent's upkeep.

Creatures can't attack this turn.

Field of Souls

{2}{W}{W}

Enchantment

Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Essence creature token with flying into play.

Field of Souls

{2}{W}{W}

Enchantment

Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Spirit creature token with flying into play.

Firecat Blitz

{X}{R}{R}

Sorcery

Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn.

Flashback—{R}{R}, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Firecat Blitz

{X}{R}{R}

Sorcery

Put X 1/1 red Elemental Cat creature tokens with haste into play. Remove them from the game at end of turn.

Flashback—{R}{R}, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Gemini Engine

{6}

Artifact Creature

Whenever Gemini Engine attacks, put an attacking Twin artifact creature token into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat.

3/4

Gemini Engine

{6}

Artifact Creature — Construct

Whenever Gemini Engine attacks, put an attacking Construct artifact creature token named Twin into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat.

3/4

Guardian Idol

{2}

Artifact

Guardian Idol comes into play tapped.

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

{2}: Guardian Idol becomes a 2/2 artifact creature until end of turn.

Guardian Idol

{2}

Artifact

Guardian Idol comes into play tapped.

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

{2}: Guardian Idol becomes a 2/2 Golem artifact creature until end of turn.

Hidden Stag

{1}{G}

Enchantment

Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Beast creature.

Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.

Hidden Stag

{1}{G}

Enchantment

Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature.

Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.

Hornet Cannon

{4}

Artifact

{3}, {T}: Put a 1/1 Hornet artifact creature token with flying and haste into play. Destroy that creature at end of turn.

Hornet Cannon

{4}

Artifact

{3}, {T}: Put a 1/1 Insect artifact creature token with flying and haste named Hornet into play. Destroy that creature at end of turn.

Hunting Pack

{5}{G}{G}

Instant

Put a 4/4 green Beast creature token into play.

Storm (When you play this spell, copy it for each spell played before it this turn.)

Hunting Pack

{5}{G}{G}

Instant

Put a 4/4 green Cat Beast creature token into play.

Storm (When you play this spell, copy it for each spell played before it this turn.)

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

Imagecrafter

{U}

Creature — Human Wizard

{T}: Choose a creature type other than Wall. Target creature becomes that type until end of turn.

1/1

Infernal Darkness

{2}{B}{B}

Enchantment

Cumulative upkeep—Pay {B} and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

If a land is tapped for mana, it produces {B} instead of any other type and amount.

Infernal Darkness

{2}{B}{B}

Enchantment

Cumulative upkeep—Pay {B} and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

If a land is tapped for mana, it produces {B} instead of any other type.

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

Ivory Guardians

{4}{W}{W}

Creature — Human Cleric

Protection from red

Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent.

3/3

Jade Statue

{4}

Artifact

{2}: Jade Statue becomes a 3/6 artifact creature until end of combat. Play this ability only during combat.

Jade Statue

{4}

Artifact

{2}: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Play this ability only during combat.

Jinx

{1}{U}

Instant

Target land's type becomes the basic land type of your choice until end of turn.

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

Jinx

{1}{U}

Instant

Target land becomes the basic land type of your choice until end of turn.

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

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

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature — Bird Soldier

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.

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

2/2

Kobold Drill Sergeant

{1}{R}

Creature — Drill-Sergeant

Kobold creatures you control get +0/+1 and have trample.

1/2

Kobold Drill Sergeant

{1}{R}

Creature — Kobold Soldier

Other Kobold creatures you control get +0/+1 and have trample.

1/2

Kobold Overlord

{1}{R}

Creature — Lord

First strike

Kobold creatures you control have first strike.

1/2

Kobold Overlord

{1}{R}

Creature — Kobold

Kobold creatures you control have first strike.

1/2

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

Whenever a creature dealt damage by Krovikan Vampire this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Krovikan Vampire.

3/3

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

At end of turn, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card into play under your control. Sacrifice the creature when you lose control of Krovikan Vampire.

3/3

Kyren Legate

{1}{R}

Creature — Goblin

If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost.

Haste

1/1

Kyren Legate

{1}{R}

Creature — Goblin

Haste

If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost.

1/1

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Lord

Barbarian, Warrior, and Berserker creatures get +2/+2 and have haste.

3/3

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Barbarian

Warrior, Beserker, and other Barbarian creatures get +2/+2 and have haste.

3/3

Magistrate's Scepter

{3}

Artifact

{4}, {T}: Put a charge counter on Magistrate's Scepter.

{T}, Remove three charge counters from Magistrate's Scepter: Take another turn after this one.

Magistrate's Scepter

{3}

Artifact

{4}, {T}: Put a charge counter on Magistrate's Scepter.

{T}, Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.

Mana Vortex

{1}{U}{U}

Enchantment

When Mana Vortex comes into play, sacrifice it unless you sacrifice a land.

At the beginning of each player's upkeep, that player sacrifices a land.

When there are no lands in play, sacrifice Mana Vortex.

Mana Vortex

{1}{U}{U}

Enchantment

When you play Mana Vortex, you may sacrifice a land. If you don't, counter Mana Vortex.

At the beginning of each player's upkeep, that player sacrifices a land.

When there are no lands in play, sacrifice Mana Vortex.

Master of the Hunt

{2}{G}{G}

Creature — Master

{2}{G}{G}: Put a 1/1 green Wolves-of-the-Hunt creature token into play. That creature has "bands with other Wolves-of-the-Hunt."

2/2

Master of the Hunt

{2}{G}{G}

Creature — Human

{2}{G}{G}: Put a 1/1 green Wolf creature token named Wolves of the Hunt into play. That creature has "bands with other Wolves."

2/2

Minion of the Wastes

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

Creature — Minion

Trample

As Minion of the Wastes comes into play, pay any amount of life.

Minion of the Wastes' power and toughness are each equal to the life paid this way.

*/*

Minion of the Wastes

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

Creature — Minion

Trample

As Minion of the Wastes comes into play, pay any amount of life.

Minion of the Wastes's power and toughness are each equal to the life paid as it came into play.

*/*

Mistform Dreamer

{2}{U}

Creature — Illusion

Flying

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

2/1

Mistform Dreamer

{2}{U}

Creature — Illusion

Flying

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

2/1

Mistform Mask

{1}{U}

Enchantment — Aura

Enchant creature

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

Mistform Mask

{1}{U}

Enchantment — Aura

Enchant creature

{1}: Enchanted creature becomes the creature type of your choice until end of turn.

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

Mistform Mutant

{4}{U}{U}

Creature — Illusion Mutant

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

3/4

Mistform Seaswift

{3}{U}

Creature — Illusion

Flying

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

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.)

3/1

Mistform Seaswift

{3}{U}

Creature — Illusion

Flying

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

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.)

3/1

Mistform Shrieker

{3}{U}{U}

Creature — Illusion

Flying

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

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

3/3

Mistform Shrieker

{3}{U}{U}

Creature — Illusion

Flying

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

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

3/3

Mistform Skyreaver

{5}{U}{U}

Creature — Illusion

Flying

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

6/6

Mistform Skyreaver

{5}{U}{U}

Creature — Illusion

Flying

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

6/6

Mistform Stalker

{1}{U}

Creature — Illusion

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

{2}{U}{U}: Mistform Stalker gets +2/+2 and gains flying until end of turn.

1/1

Mistform Stalker

{1}{U}

Creature — Illusion

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

{2}{U}{U}: Mistform Stalker gets +2/+2 and gains flying until end of turn.

1/1

Mistform Wakecaster

{4}{U}

Creature — Illusion

Flying

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

{2}{U}{U}, {T}: Choose a creature type. The type of each creature you control becomes that type until end of turn.

2/3

Mistform Wakecaster

{4}{U}

Creature — Illusion

Flying

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

{2}{U}{U}, {T}: Choose a creature type. Each creature you control becomes that type until end of turn.

2/3

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

Mistform Wall

{2}{U}

Creature — Illusion Wall

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

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

1/4

Mistform Warchief

{2}{U}

Creature — Illusion

Creature spells you play that share a creature type with Mistform Warchief cost {1} less to play.

{T}: Mistform Warchief's type becomes the creature type of your choice until end of turn.

1/3

Mistform Warchief

{2}{U}

Creature — Illusion

Creature spells you play that share a creature type with Mistform Warchief cost {1} less to play.

{T}: Mistform Warchief becomes the creature type of your choice until end of turn.

1/3

Moonbow Illusionist

{2}{U}

Creature — Moonfolk Wizard

Flying

{2}, Return a land you control to its owner's hand: Target land's type becomes the basic land type of your choice until end of turn.

2/1

Moonbow Illusionist

{2}{U}

Creature — Moonfolk Wizard

Flying

{2}, Return a land you control to its owner's hand: Target land becomes the basic land type of your choice until end of turn.

2/1

Mystic Compass

{2}

Artifact

{1}, {T}: Target land's type becomes the basic land type of your choice until end of turn.

Mystic Compass

{2}

Artifact

{1}, {T}: Target land becomes the basic land type of your choice until end of turn.

Nameless Race

{3}{B}

Creature — Nameless-Race

Trample

As Nameless Race comes into play, pay X life. X can't be more than the total number of white cards all opponents control plus the total number of white cards in their graveyards.

Nameless Race's power and toughness are each equal to the life paid as it came into play.

*/*

Nameless Race

{3}{B}

Creature

Trample

As Nameless Race comes into play, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents all opponents control plus the total number of white cards in their graveyards.

Nameless Race's power and toughness are each equal to the life paid as it came into play.

*/*

Nantuko Monastery

Land

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

Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard.

Nantuko Monastery

Land

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

Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard.

Old Man of the Sea

{1}{U}{U}

Creature — Marid

You may choose not to untap Old Man of the Sea during your untap step.

{T}: Gain control of target creature with power equal to or less than the power of Old Man of the Sea as long as Old Man of the Sea remains tapped and its power remains equal to or greater than the creature's power.

2/3

Old Man of the Sea

{1}{U}{U}

Creature — Djinn

You may choose not to untap Old Man of the Sea during your untap step.

{T}: Gain control of target creature with power less than or equal to Old Man of the Sea's power as long as Old Man of the Sea remains tapped and that creature's power remains less than or equal to Old Man of the Sea's power.

2/3

Opal Acrolith

{2}{W}

Enchantment

Whenever an opponent plays a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Guardian creature.

{0}: Opal Acrolith becomes an enchantment.

Opal Acrolith

{2}{W}

Enchantment

Whenever an opponent plays a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature.

{0}: Opal Acrolith becomes an enchantment.

Opal Avenger

{2}{W}

Enchantment

When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Guardian creature.

Opal Avenger

{2}{W}

Enchantment

When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Soldier creature.

Orc General

{2}{R}

Creature — General

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

2/2

Orc General

{2}{R}

Creature — Orc Warrior

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

2/2

Phantasmal Terrain

{U}{U}

Enchantment — Aura

Enchant land

As Phantasmal Terrain comes into play, choose a basic land type.

Enchanted land's type is the chosen type.

Phantasmal Terrain

{U}{U}

Enchantment — Aura

Enchant land

As Phantasmal Terrain comes into play, choose a basic land type.

Enchanted land is the chosen type.

Primal Clay

{4}

Artifact Creature

Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Wall artifact creature with defender.

*/*

Primal Clay

{4}

Artifact Creature — Shapeshifter

Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Shapeshifter Wall artifact creature with defender.

*/*

Proteus Machine

{3}

Artifact Creature

Morph {0} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Proteus Machine is turned face up, its type becomes the creature type of your choice. (This effect doesn't end at end of turn.)

2/2

Proteus Machine

{3}

Artifact Creature — Shapeshifter

Morph {0} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Proteus Machine is turned face up, it becomes the creature type of your choice. (This effect doesn't end at end of turn.)

2/2

Reef Shaman

{U}

Creature — Merfolk

{T}: Target land's type becomes the basic land type of your choice until end of turn.

0/2

Reef Shaman

{U}

Creature — Merfolk Shaman

{T}: Target land becomes the basic land type of your choice until end of turn.

0/2

Sea Snidd

{4}{U}

Creature — Beast

{T}: Target land's type becomes the basic land type of your choice until end of turn.

3/3

Sea Snidd

{4}{U}

Creature — Beast

{T}: Target land becomes the basic land type of your choice until end of turn.

3/3

Second Chance

{2}{U}

Enchantment

At the beginning of your upkeep, if you have 5 life or less, sacrifice Second Chance. If you do, take another turn after this one.

Second Chance

{2}{U}

Enchantment

At the beginning of your upkeep, if you have 5 life or less, sacrifice Second Chance. If you do, take an extra turn after this one.

Shimmering Mirage

{1}{U}

Instant

Target land's type becomes the basic land type of your choice until end of turn.

Draw a card.

Shimmering Mirage

{1}{U}

Instant

Target land becomes the basic land type of your choice until end of turn.

Draw a card.

Slumbering Tora

{3}

Artifact

{2}, Discard a Spirit or Arcane card: Slumbering Tora becomes an X/X artifact creature until end of turn, where X is the discarded card's converted mana cost.

Slumbering Tora

{3}

Artifact

{2}, Discard a Spirit or Arcane card: Slumbering Tora becomes an X/X Cat artifact creature until end of turn, where X is the discarded card's converted mana cost.

Stalking Stones

Land

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

{6}: Stalking Stones becomes a 3/3 artifact creature that's still a land. (This effect doesn't end at end of turn.)

Stalking Stones

Land

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

{6}: Stalking Stones becomes a 3/3 Elemental artifact creature that's still a land. (This effect doesn't end at 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.

Standardize

{U}{U}

Instant

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

Stangg

{4}{R}{G}

Legendary Creature

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Stangg-Twin creature token into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg.

3/4

Stangg

{4}{R}{G}

Legendary Creature — Human Warrior

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Human Warrior creature token named Stangg Twin into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg.

3/4

Sunglasses of Urza

{3}

Artifact

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

Sunglasses of Urza

{3}

Artifact

You may spend white mana as though it were red mana.

Terraformer

{2}{U}

Creature — Human Wizard

{1}: Choose a basic land type. The land type of each land you control becomes that type until end of turn.

2/2

Terraformer

{2}{U}

Creature — Human Wizard

{1}: Choose a basic land type. Each land you control becomes that type until end of turn.

2/2

Thopter Squadron

{5}

Artifact Creature

Flying

Thopter Squadron comes into play with three +1/+1 counters on it.

{1}, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 Thopter artifact creature token with flying into play. Play this ability only any time you could play a sorcery.

{1}, Sacrifice a Thopter: Put a +1/+1 counter on Thopter Squadron. Play this ability only any time you could play a sorcery.

0/0

Thopter Squadron

{5}

Artifact Creature — Thopter

Flying

Thopter Squadron comes into play with three +1/+1 counters on it.

{1}, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 Thopter artifact creature token with flying into play. Play this ability only any time you could play a sorcery.

{1}, Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Play this ability only any time you could play a sorcery.

0/0

Tooth and Claw

{3}{R}

Enchantment

Sacrifice two creatures: Put a 3/1 red Carnivore creature token into play.

Tooth and Claw

{3}{R}

Enchantment

Sacrifice two creatures: Put a 3/1 red Beast creature token named Carnivore into play.

Trickery Charm

{U}

Instant

Choose one — Target creature gains flying until end of turn; or target creature's type becomes the creature type of your choice until end of turn; or look at the top four cards of your library, then put them back in any order.

Trickery Charm

{U}

Instant

Choose one — Target creature gains flying until end of turn; or target creature becomes the creature type of your choice until end of turn; or look at the top four cards of your library, then put them back in any order.

Unnatural Selection

{1}{U}

Enchantment

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

Unnatural Selection

{1}{U}

Enchantment

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

Vesuvan Doppelganger

{3}{U}{U}

Creature — Shapeshifter

As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability."

*/*

Vesuvan Doppelganger

{3}{U}{U}

Creature — Shapeshifter

As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability."

0/0

Vision Charm

{U}

Instant

Choose one — Target artifact phases out; or target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and the land type of each land of the first chosen type becomes the second chosen type until end of turn.

Vision Charm

{U}

Instant

Choose one — Target artifact phases out; or target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and each land of the first chosen type becomes the second chosen type until end of turn.

Vodalian War Machine

{1}{U}{U}

Creature — Wall

Defender (This creature can't attack.)

Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender.

Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn.

When Vodalian War Machine is put in a graveyard, destroy all Merfolk tapped this turn to pay for its abilities.

0/4

Vodalian War Machine

{1}{U}{U}

Creature — Wall

Defender (This creature can't attack.)

Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender.

Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn.

When Vodalian War Machine is put into a graveyard from play, destroy all Merfolk tapped this turn to pay for its abilities.

0/4

Wall of Kelp

{U}{U}

Creature — Wall

Defender (This creature can't attack.)

{U}{U}, {T}: Put a 0/1 blue Kelp Wall creature token with defender into play.

0/3

Wall of Kelp

{U}{U}

Creature — Plant Wall

Defender (This creature can't attack.)

{U}{U}, {T}: Put a 0/1 blue Plant Wall creature token with defender named Kelp into play.

0/3

Wirefly Hive

{3}

Artifact

{3}, {T}: Flip a coin. If you win the flip, put a 2/2 Wirefly artifact creature token with flying into play. If you lose the flip, destroy all Wireflies.

Wirefly Hive

{3}

Artifact

{3}, {T}: Flip a coin. If you win the flip, put a 2/2 Insect artifact creature token with flying named Wirefly into play. If you lose the flip, destroy all permanents named Wirefly.

Witch Engine

{5}{B}

Creature — Horror

Swampwalk

{T}: Add {B}{B}{B}{B} to your mana pool. Choose an opponent. That opponent gains control of Witch Engine. Play this ability only any time you could play an instant.

4/4

Witch Engine

{5}{B}

Creature — Horror

Swampwalk

{T}: Add {B}{B}{B}{B} to your mana pool. Target opponent gains control of Witch Engine. (Play this ability only any time you could play an instant.)

4/4

Zombie Master

{1}{B}{B}

Creature — Lord

Zombie creatures have swampwalk.

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

2/3

Zombie Master

{1}{B}{B}

Creature — Zombie

Other Zombie creatures have swampwalk.

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

2/3

Changes to types only

Old card (Masters Edition) New card (Lorwyn)

AErathi Berserker

{2}{R}{R}{R}

Creature — Berserker

Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)

2/4

AErathi Berserker

{2}{R}{R}{R}

Creature — Human Berserker

Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)

2/4

Abbey Matron

{2}{W}

Creature — Cleric

{W}, {T}: Abbey Matron gets +0/+3 until end of turn.

1/3

Abbey Matron

{2}{W}

Creature — Human Cleric

{W}, {T}: Abbey Matron gets +0/+3 until end of turn.

1/3

Abomination

{3}{B}{B}

Creature — Abomination

Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.

2/6

Abomination

{3}{B}{B}

Creature — Horror

Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.

2/6

Abu Ja'far

{W}

Creature — Leper

When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated.

0/1

Abu Ja'far

{W}

Creature — Human

When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated.

0/1

Academy Rector

{3}{W}

Creature — Cleric

When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library.

1/2

Academy Rector

{3}{W}

Creature — Human Cleric

When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library.

1/2

Adarkar Sentinel

{5}

Artifact Creature

{1}: Adarkar Sentinel gets +0/+1 until end of turn.

3/3

Adarkar Sentinel

{5}

Artifact Creature — Soldier

{1}: Adarkar Sentinel gets +0/+1 until end of turn.

3/3

Advance Scout

{1}{W}

Creature — Soldier

First strike

{W}: Target creature gains first strike until end of turn.

1/1

Advance Scout

{1}{W}

Creature — Human Soldier Scout

First strike

{W}: Target creature gains first strike until end of turn.

1/1

Aerial Caravan

{4}{U}{U}

Creature — Soldier

Flying

{1}{U}{U}: Remove the top card of your library from the game. Until end of turn, you may play that card. (Reveal the card as you remove it from the game.)

4/3

Aerial Caravan

{4}{U}{U}

Creature — Human Soldier

Flying

{1}{U}{U}: Remove the top card of your library from the game. Until end of turn, you may play that card. (Reveal the card as you remove it from the game.)

4/3

Aesthir Glider

{3}

Artifact Creature

Flying

Aesthir Glider can't block.

2/1

Aesthir Glider

{3}

Artifact Creature — Bird

Flying

Aesthir Glider can't block.

2/1

Agent of Shauku

{1}{B}

Creature — Mercenary

{1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn.

1/1

Agent of Shauku

{1}{B}

Creature — Human Mercenary

{1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn.

1/1

Agent of Stromgald

{R}

Creature — Knight

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

1/1

Agent of Stromgald

{R}

Creature — Human Knight

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

1/1

Akroma's Devoted

{3}{W}

Creature — Cleric

Cleric creatures have vigilance.

2/4

Akroma's Devoted

{3}{W}

Creature — Human Cleric

Cleric creatures have vigilance.

2/4

Akron Legionnaire

{6}{W}{W}

Creature — Legionnaire

Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.

8/4

Akron Legionnaire

{6}{W}{W}

Creature — Human Soldier

Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.

8/4

Alaborn Cavalier

{2}{W}{W}

Creature — Knight

Whenever Alaborn Cavalier attacks, you may tap target creature.

2/2

Alaborn Cavalier

{2}{W}{W}

Creature — Human Knight

Whenever Alaborn Cavalier attacks, you may tap target creature.

2/2

Alaborn Grenadier

{W}{W}

Creature — Soldier

Vigilance

2/2

Alaborn Grenadier

{W}{W}

Creature — Human Soldier

Vigilance

2/2

Alaborn Musketeer

{1}{W}

Creature — Soldier

Reach (This creature can block creatures with flying.)

2/1

Alaborn Musketeer

{1}{W}

Creature — Human Soldier

Reach (This creature can block creatures with flying.)

2/1

Alaborn Trooper

{2}{W}

Creature — Soldier

2/3

Alaborn Trooper

{2}{W}

Creature — Human Soldier

2/3

Alaborn Veteran

{2}{W}

Creature — Knight

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.

2/2

Alaborn Veteran

{2}{W}

Creature — Human Knight

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.

2/2

Alaborn Zealot

{W}

Creature — Soldier

Whenever Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

1/1

Alaborn Zealot

{W}

Creature — Human Soldier

Whenever Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

1/1

Aladdin

{2}{R}{R}

Creature — Aladdin

{1}{R}{R}, {T}: Gain control of target artifact as long as Aladdin remains in play.

1/1

Aladdin

{2}{R}{R}

Creature — Human Rogue

{1}{R}{R}, {T}: Gain control of target artifact as long as Aladdin remains in play.

1/1

Alert Shu Infantry

{2}{W}

Creature — Soldier

Vigilance

2/2

Alert Shu Infantry

{2}{W}

Creature — Human Soldier

Vigilance

2/2

Alexi, Zephyr Mage

{3}{U}{U}

Legendary Creature — Spellshaper

{X}{U}, {T}, Discard two cards: Return X target creatures to their owners' hands.

3/3

Alexi, Zephyr Mage

{3}{U}{U}

Legendary Creature — Human Spellshaper

{X}{U}, {T}, Discard two cards: Return X target creatures to their owners' hands.

3/3

Ali Baba

{R}

Creature — Ali-Baba

{R}: Tap target Wall.

1/1

Ali Baba

{R}

Creature — Human

{R}: Tap target Wall.

1/1

Ali from Cairo

{2}{R}{R}

Creature — Ali-from-Cairo

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/1

Ali from Cairo

{2}{R}{R}

Creature — Human

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/1

Alley Grifters

{1}{B}{B}

Creature — Mercenary

Whenever Alley Grifters becomes blocked, defending player discards a card.

2/2

Alley Grifters

{1}{B}{B}

Creature — Human Mercenary

Whenever Alley Grifters becomes blocked, defending player discards a card.

2/2

Ambush Party

{4}{R}

Creature — Ambush-Party

First strike, haste

3/1

Ambush Party

{4}{R}

Creature — Human Rogue

First strike, haste

3/1

An-Havva Constable

{1}{G}{G}

Creature — Constable

An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play.

2/1+*

An-Havva Constable

{1}{G}{G}

Creature — Human

An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play.

2/1+*

Ana Disciple

{G}

Creature — Wizard

{U}, {T}: Target creature gains flying until end of turn.

{B}, {T}: Target creature gets -2/-0 until end of turn.

1/1

Ana Disciple

{G}

Creature — Human Wizard

{U}, {T}: Target creature gains flying until end of turn.

{B}, {T}: Target creature gets -2/-0 until end of turn.

1/1

Ancestor's Prophet

{4}{W}

Creature — Cleric Lord

Tap five untapped Clerics you control: You gain 10 life.

1/5

Ancestor's Prophet

{4}{W}

Creature — Human Cleric

Tap five untapped Clerics you control: You gain 10 life.

1/5

Angelfire Crusader

{3}{W}

Creature — Soldier

{R}: Angelfire Crusader gets +1/+0 until end of turn.

2/3

Angelfire Crusader

{3}{W}

Creature — Human Soldier Knight

{R}: Angelfire Crusader gets +1/+0 until end of turn.

2/3

Angelic Curator

{1}{W}

Creature — Spirit

Flying, protection from artifacts

1/1

Angelic Curator

{1}{W}

Creature — Angel Spirit

Flying, protection from artifacts

1/1

Angelic Page

{1}{W}

Creature — Spirit

Flying

{T}: Target attacking or blocking creature gets +1/+1 until end of turn.

1/1

Angelic Page

{1}{W}

Creature — Angel Spirit

Flying

{T}: Target attacking or blocking creature gets +1/+1 until end of turn.

1/1

Angus Mackenzie

{G}{W}{U}

Legendary Creature

{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn.

2/2

Angus Mackenzie

{G}{W}{U}

Legendary Creature — Human Cleric

{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn.

2/2

Anodet Lurker

{5}

Artifact Creature

When Anodet Lurker is put into a graveyard from play, you gain 3 life.

3/3

Anodet Lurker

{5}

Artifact Creature — Construct

When Anodet Lurker is put into a graveyard from play, you gain 3 life.

3/3

Anurid Barkripper

{1}{G}{G}

Creature — Beast

Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.

2/2

Anurid Barkripper

{1}{G}{G}

Creature — Frog Beast

Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.

2/2

Anurid Brushhopper

{1}{G}{W}

Creature — Beast

Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn.

3/4

Anurid Brushhopper

{1}{G}{W}

Creature — Frog Beast

Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn.

3/4

Anurid Murkdiver

{4}{B}{B}

Creature — Zombie Beast

Swampwalk

4/3

Anurid Murkdiver

{4}{B}{B}

Creature — Zombie Frog Beast

Swampwalk

4/3

Anurid Scavenger

{2}{G}

Creature — Beast

Protection from black

At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.

3/3

Anurid Scavenger

{2}{G}

Creature — Frog Beast

Protection from black

At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.

3/3

Anurid Swarmsnapper

{2}{G}

Creature — Beast

Reach (This creature can block creatures with flying.)

{1}{G}: Anurid Swarmsnapper can block an additional creature this turn.

1/4

Anurid Swarmsnapper

{2}{G}

Creature — Frog Beast

Reach (This creature can block creatures with flying.)

{1}{G}: Anurid Swarmsnapper can block an additional creature this turn.

1/4

Aphetto Alchemist

{1}{U}

Creature — Wizard

{T}: Untap target artifact or creature.

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.)

1/2

Aphetto Alchemist

{1}{U}

Creature — Human Wizard

{T}: Untap target artifact or creature.

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.)

1/2

Aphetto Exterminator

{2}{B}

Creature — Wizard

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

When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.

3/1

Aphetto Exterminator

{2}{B}

Creature — Human Wizard

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

When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.

3/1

Aphetto Grifter

{2}{U}

Creature — Wizard

Tap two untapped Wizards you control: Tap target permanent.

1/1

Aphetto Grifter

{2}{U}

Creature — Human Wizard

Tap two untapped Wizards you control: Tap target permanent.

1/1

Aphetto Runecaster

{3}{U}

Creature — Wizard

Whenever a permanent is turned face up, you may draw a card.

2/3

Aphetto Runecaster

{3}{U}

Creature — Human Wizard

Whenever a permanent is turned face up, you may draw a card.

2/3

Apprentice Necromancer

{1}{B}

Creature — Wizard

{B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it.

1/1

Apprentice Necromancer

{1}{B}

Creature — Zombie Wizard

{B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it.

1/1

Apprentice Sorcerer

{2}{U}

Creature — Wizard

{T}: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Apprentice Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Arc Mage

{2}{R}

Creature — Spellshaper

{2}{R}, {T}, Discard a card: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players.

2/2

Arc Mage

{2}{R}

Creature — Human Spellshaper

{2}{R}, {T}, Discard a card: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players.

2/2

Arcbound Bruiser

{5}

Artifact Creature

Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Bruiser

{5}

Artifact Creature — Golem

Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Crusher

{4}

Artifact Creature

Trample

Whenever another artifact comes into play, put a +1/+1 counter on Arcbound Crusher.

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Crusher

{4}

Artifact Creature — Juggernaut

Trample

Whenever another artifact comes into play, put a +1/+1 counter on Arcbound Crusher.

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Fiend

{6}

Artifact Creature

Fear

At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend.

Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Fiend

{6}

Artifact Creature — Horror

Fear

At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend.

Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Hybrid

{4}

Artifact Creature

Haste

Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Hybrid

{4}

Artifact Creature — Beast

Haste

Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Lancer

{7}

Artifact Creature

First strike

Modular 4 (This comes into play with four +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Lancer

{7}

Artifact Creature — Beast

First strike

Modular 4 (This comes into play with four +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Ravager

{2}

Artifact Creature

Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Ravager

{2}

Artifact Creature — Beast

Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Stinger

{2}

Artifact Creature

Flying

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Stinger

{2}

Artifact Creature — Insect

Flying

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Wanderer

{6}

Artifact Creature

Modular—Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Wanderer

{6}

Artifact Creature — Golem

Modular—Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Worker

{1}

Artifact Creature

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Worker

{1}

Artifact Creature — Construct

Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Ardent Soldier

{1}{W}

Creature — Soldier

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

Vigilance

If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it.

1/2

Ardent Soldier

{1}{W}

Creature — Human Soldier

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

Vigilance

If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it.

1/2

Argivian Blacksmith

{1}{W}{W}

Creature — Smith

{T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.

2/2

Argivian Blacksmith

{1}{W}{W}

Creature — Human Artificer

{T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.

2/2

Argothian Elder

{3}{G}

Creature — Elf

{T}: Untap two target lands.

2/2

Argothian Elder

{3}{G}

Creature — Elf Druid

{T}: Untap two target lands.

2/2

Argothian Enchantress

{1}{G}

Creature — Enchantress

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

Whenever you play an enchantment spell, draw a card.

0/1

Argothian Enchantress

{1}{G}

Creature — Human Druid

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

Whenever you play an enchantment spell, draw a card.

0/1

Armored Galleon

{4}{U}

Creature — Ship

Armored Galleon can't attack unless defending player controls an Island.

5/4

Armored Galleon

{4}{U}

Creature — Human Pirate

Armored Galleon can't attack unless defending player controls an Island.

5/4

Armored Guardian

{3}{W}{U}

Creature — Guardian

{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.

{1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

2/5

Armored Guardian

{3}{W}{U}

Creature — Cat Warrior

{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.

{1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

2/5

Arms Dealer

{2}{R}

Creature — Goblin

{1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.

1/1

Arms Dealer

{2}{R}

Creature — Goblin Rogue

{1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.

1/1

Ashen Firebeast

{6}{R}{R}

Creature — Beast

{1}{R}: Ashen Firebeast deals 1 damage to each creature without flying.

6/6

Ashen Firebeast

{6}{R}{R}

Creature — Elemental Beast

{1}{R}: Ashen Firebeast deals 1 damage to each creature without flying.

6/6

Atalya, Samite Master

{3}{W}{W}

Legendary Creature — Cleric

{X}, {T}: Choose one — Prevent the next X damage that would be