Magic: The Gathering Oracle Changes
Masters Edition to Lorwyn
| Old card (Masters Edition) | New card (Lorwyn) |
|---|---|
| Ageless Sentinels [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 |
| Old card (Masters Edition) | New card (Lorwyn) |
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| AErathi Berserker [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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Alaborn Grenadier {W}{W} Creature — Soldier Vigilance 2/2 |
Alaborn Grenadier {W}{W} Creature — Human Soldier Vigilance 2/2 |
| Alaborn Musketeer [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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Alaborn Trooper {2}{W} Creature — Soldier 2/3 |
Alaborn Trooper {2}{W} Creature — Human Soldier 2/3 |
| Alaborn Veteran [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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Alert Shu Infantry {2}{W} Creature — Soldier Vigilance 2/2 |
Alert Shu Infantry {2}{W} Creature — Human Soldier Vigilance 2/2 |
| Alexi, Zephyr Mage [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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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 [Click to view this change only.] | |
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Atalya, Samite Master {3}{W}{W} Legendary Creature — Cleric {X}, {T}: Choose one — Prevent the next X damage that would be | |
