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Magic: The Gathering Oracle Changes

Core Set - Ninth Edition to Ravnica: City of Guilds

General changes

Old card (Core Set - Ninth Edition) New card (Ravnica: City of Guilds)

About Face

{R}

Instant

Switch target creature's power and toughness until end of turn. Effects that alter the creature's power alter its toughness instead, and vice versa, this turn.

About Face

{R}

Instant

Switch target creature's power and toughness until end of turn.

Acidic Soil

{2}{R}

Sorcery

Acidic Soil deals to each player damage equal to the number of lands he or she controls.

Acidic Soil

{2}{R}

Sorcery

Acidic Soil deals damage to each player equal to the number of lands he or she controls.

Ancient Runes

{2}{R}

Enchantment

At the beginning of each player's upkeep, Ancient Runes deals to that player damage equal to the number of artifacts he or she controls.

Ancient Runes

{2}{R}

Enchantment

At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts he or she controls.

Angel's Trumpet

{3}

Artifact

All creatures have vigilance.

At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals to the player damage equal to the number of creatures tapped this way.

Angel's Trumpet

{3}

Artifact

All creatures have vigilance.

At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.

Arcum's Weathervane

{2}

Artifact

{2}, {T}: Target snow-covered land is no longer snow-covered. (This effect doesn't end at end of turn.)

{2}, {T}: Target non-snow-covered basic land becomes snow-covered in addition to its other supertypes. (This effect doesn't end at end of turn.)

Arcum's Weathervane

{2}

Artifact

{2}, {T}: Target snow-covered land is no longer snow-covered. (This effect doesn't end at end of turn.)

{2}, {T}: Target non-snow-covered basic land becomes snow-covered. (This effect doesn't end at end of turn.)

Argivian Restoration

{2}{U}{U}

Sorcery

Put target artifact card from your graveyard into play.

Argivian Restoration

{2}{U}{U}

Sorcery

Return target artifact card from your graveyard to play.

Armor of Thorns

{1}{G}

Enchantment — Aura

You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant nonblack creature

Enchanted creature gets +2/+2.

Armor of Thorns

{1}{G}

Enchantment — Aura

You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Armor of Thorns doesn't have substance, sacrifice it."

Enchant nonblack creature

Enchanted creature gets +2/+2.

Ashnod's Transmogrant

{1}

Artifact

{T}, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its types. (This effect doesn't end at end of turn.)

Ashnod's Transmogrant

{1}

Artifact

{T}, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.)

Assert Authority

{5}{U}{U}

Instant

Affinity for artifacts (This spell costs {1} less to play for each artifact you control.)

Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.

Assert Authority

{5}{U}{U}

Instant

Affinity for artifacts (This spell costs {1} less to play for each artifact you control.)

Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Auspicious Ancestor

{3}{W}

Creature — Ancestor

When Auspicious Ancestor is put into a graveyard from play, you gain 3 life.

Whenever a white spell is played, you may pay {1}. If you do, you gain 1 life.

2/3

Auspicious Ancestor

{3}{W}

Creature — Human Cleric

When Auspicious Ancestor is put into a graveyard from play, you gain 3 life.

Whenever a player plays a white spell, you may pay {1}. If you do, you gain 1 life.

2/3

Ball Lightning

{R}{R}{R}

Creature — Ball-Lightning

Trample; haste

At end of turn, sacrifice Ball Lightning.

6/1

Ball Lightning

{R}{R}{R}

Creature — Ball-Lightning

Trample, haste

At end of turn, sacrifice Ball Lightning.

6/1

Barbarian Guides

{2}{R}

Creature — Barbarian

{2}{R}, {T}: Target creature you control gains the snow-covered landwalk ability of your choice until end of turn. Return that creature to its owner's hand at end of turn.

1/2

Barbarian Guides

{2}{R}

Creature — Barbarian

{2}{R}, {T}: Choose a land type. Target creature you control gains snow-covered landwalk of the chosen type until end of turn. Return that creature to its owner's hand at end of turn.

1/2

Basalt Golem

{5}

Artifact Creature — Golem

Basalt Golem can't be blocked by artifact creatures.

Whenever Basalt Golem becomes blocked by a creature, destroy that creature at end of combat. It can't be regenerated. Then the creature's controller puts a 0/2 Stone Wall artifact creature token with defender into play.

2/4

Basalt Golem

{5}

Artifact Creature — Golem

Basalt Golem can't be blocked by artifact creatures.

Whenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 Wall artifact creature token with defender into play.

2/4

Bayou Dragonfly

{1}{G}

Creature — Insect

Flying; swampwalk

1/1

Bayou Dragonfly

{1}{G}

Creature — Insect

Flying, swampwalk

1/1

Blanket of Night

{1}{B}{B}

Enchantment

Each land is a Swamp in addition to its land type.

Blanket of Night

{1}{B}{B}

Enchantment

Each land is a Swamp in addition to its other land types.

Blazing Specter

{2}{B}{R}

Creature — Specter

Flying; haste

Whenever Blazing Specter deals combat damage to a player, that player discards a card.

2/2

Blazing Specter

{2}{B}{R}

Creature — Specter

Flying, haste

Whenever Blazing Specter deals combat damage to a player, that player discards a card.

2/2

Blind Fury

{2}{R}{R}

Instant

If a creature would deal combat damage to a creature this turn, it deals double that damage instead.

All creatures lose trample until end of turn.

Blind Fury

{2}{R}{R}

Instant

Play Blind Fury only before the combat damage step.

All creatures lose trample until end of turn. If a creature would deal combat damage to a creature this turn, it deals double that damage to that creature instead.

Blood Lust

{1}{R}

Instant

Target creature gets +4/-4 until end of turn. If this would reduce that creature's toughness to less than 1, it reduces it to 1 instead.

Blood Lust

{1}{R}

Instant

If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.

Brutal Deceiver

{2}{R}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn.

2/2

Brutal Deceiver

{2}{R}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land card, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn.

2/2

Builder's Bane

{X}{X}{R}

Sorcery

Destroy X target artifacts. Builder's Bane deals to each player damage equal to the number of artifacts he or she controlled destroyed this way.

Builder's Bane

{X}{X}{R}

Sorcery

Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts he or she controlled destroyed this way.

Bulwark

{3}{R}{R}

Enchantment

At the beginning of your upkeep, Bulwark deals to target opponent damage equal to the number of cards in your hand greater than the number of cards in his or her hand.

Bulwark

{3}{R}{R}

Enchantment

At the beginning of your upkeep, Bulwark deals damage to target opponent equal to the number of cards in your hand greater than the number of cards in his or her hand.

Callous Deceiver

{2}{U}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn.

1/3

Callous Deceiver

{2}{U}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn.

1/3

Carrion

{1}{B}{B}

Instant

Sacrifice a creature. Put into play a number of 0/1 black Maggot creature tokens equal to the sacrificed creature's power.

Carrion

{1}{B}{B}

Instant

As an additional cost to play Carrion, sacrifice a creature.

Put X 0/1 black Insect creature tokens into play, where X is the sacrificed creature's power.

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

All Nightmares get +1/+1.

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

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

3/3

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

All Nightmares get +1/+1.

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

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

3/3

Chaosphere

{2}{R}

World Enchantment

Creatures with flying can't block creatures without flying.

Creatures without flying can block as though they had flying.

Chaosphere

{2}{R}

World Enchantment

Creatures with flying have "This creature can't block creatures without flying."

Creatures without flying have "This creature can block as though it had flying."

Chariot of the Sun

{3}

Artifact

{2}, {T}: Target creature you control gains flying and has a toughness of 1 until end of turn.

Chariot of the Sun

{3}

Artifact

{2}, {T}: Until end of turn, target creature you control gains flying and its toughness becomes 1.

Charmed Pendant

{4}

Artifact

{T}, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.)

Charmed Pendant

{4}

Artifact

{T}, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of any of that symbol's colors to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.)

Choking Sands

{1}{B}{B}

Sorcery

Destroy target non-Swamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller.

Choking Sands

{1}{B}{B}

Sorcery

Destroy target non-Swamp land. If that land is nonbasic, Choking Sands deals 2 damage to the land's controller.

Cinder Cloud

{3}{R}{R}

Instant

Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals to that creature's controller damage equal to the creature's power.

Cinder Cloud

{3}{R}{R}

Instant

Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power.

Cold Snap

{2}{W}

Enchantment

Cumulative upkeep {2}

At the beginning of each player's upkeep, Cold Snap deals to that player damage equal to the number of snow-covered lands he or she controls.

Cold Snap

{2}{W}

Enchantment

Cumulative upkeep {2}

At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow-covered lands he or she controls.

Corpse Dance

{2}{B}

Instant

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

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

Corpse Dance

{2}{B}

Instant

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

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

Crazed Skirge

{3}{B}

Creature — Imp

Flying; haste

2/2

Crazed Skirge

{3}{B}

Creature — Imp

Flying, haste

2/2

Cruel Deceiver

{1}{B}

Creature — Spirit

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

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

2/1

Cruel Deceiver

{1}{B}

Creature — Spirit

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

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

2/1

Dazzling Beauty

{2}{W}

Instant

Play Dazzling Beauty only during the declare blockers step.

Target unblocked attacking creature becomes blocked. (This ability works on unblockable creatures.)

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

Dazzling Beauty

{2}{W}

Instant

Play Dazzling Beauty only during the declare blockers step.

Target attacking unblocked creature becomes blocked.

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

Delirium

{1}{B}{R}

Instant

Play Delirium only on an opponent's turn.

Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.

Delirium

{1}{B}{R}

Instant

Play Delirium only during an opponent's turn.

Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.

Dense Canopy

{1}{G}

Enchantment

Creatures with flying can't block creatures without flying.

Dense Canopy

{1}{G}

Enchantment

Creatures with flying have "This creature can't block creatures without flying."

Desertion

{3}{U}{U}

Instant

Counter target spell. If it's an artifact or creature spell, put it into play under your control instead of into its owner's graveyard.

Desertion

{3}{U}{U}

Instant

Counter target spell. If an artifact or creature spell is countered this way, put that card into play under your control instead of into its owner's graveyard.

Dissipate

{1}{U}{U}

Instant

Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.

Dissipate

{1}{U}{U}

Instant

Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Divine Retribution

{1}{W}

Instant

Divine Retribution deals to target attacking creature damage equal to the number of attacking creatures.

Divine Retribution

{1}{W}

Instant

Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures.

Dralnu's Crusade

{1}{B}{R}

Enchantment

All Goblins are Zombies in addition to their creature types.

All Goblins get +1/+1 and are black.

Dralnu's Crusade

{1}{B}{R}

Enchantment

All Goblins get +1/+1, are black, and are Zombies in addition to their other creature types.

Dream Coat

{U}

Enchantment — Aura

Enchant creature

{0}: Enchanted creature becomes the colors of your choice. Play this ability only once each turn.

Dream Coat

{U}

Enchantment — Aura

Enchant creature

{0}: Enchanted creature becomes the color or colors of your choice. Play this ability only once each turn.

Dreams of the Dead

{3}{U}

Enchantment

{1}{U}: Put target white or black creature card from your graveyard into play. That creature gains "Cumulative upkeep {2}." If the creature would leave play, remove it from the game instead.

Dreams of the Dead

{3}{U}

Enchantment

{1}{U}: Return target white or black creature card from your graveyard to play. That creature gains "Cumulative upkeep {2}." If the creature would leave play, remove it from the game instead.

Dwarven Thaumaturgist

{2}{R}

Creature — Dwarf

{T}: Switch target creature's power and toughness until end of turn. Effects that alter that creature's power alter its toughness instead, and vice versa, until end of turn.

1/2

Dwarven Thaumaturgist

{2}{R}

Creature — Dwarf

{T}: Switch target creature's power and toughness until end of turn.

1/2

Escaped Shapeshifter

{3}{U}{U}

Creature — Shapeshifter

As long as an opponent controls a creature with flying other than an Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color.

3/4

Escaped Shapeshifter

{3}{U}{U}

Creature — Shapeshifter

As long as an opponent controls a creature with flying not named Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color.

3/4

Excavator

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk for the type of land sacrificed this way until end of turn.

Excavator

{2}

Artifact

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

Feral Deceiver

{3}{G}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn.

3/2

Feral Deceiver

{3}{G}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn.

3/2

Final Strike

{2}{B}{B}

Sorcery

As an additional cost to play Final Strike, sacrifice a creature.

Final Strike deals to target opponent damage equal to the sacrificed creature's power.

Final Strike

{2}{B}{B}

Sorcery

As an additional cost to play Final Strike, sacrifice a creature.

Final Strike deals damage to target opponent equal to the sacrificed creature's power.

Floodgate

{3}{U}

Creature — Wall

Defender (This creature can't attack.)

When Floodgate has flying, sacrifice it.

When Floodgate leaves play, it deals to each nonblue creature without flying 1 damage for each two Islands you control.

0/5

Floodgate

{3}{U}

Creature — Wall

Defender (This creature can't attack.)

When Floodgate has flying, sacrifice it.

When Floodgate leaves play, it deals 1 damage for each two Islands you control to each nonblue creature without flying.

0/5

Fold into AEther

{2}{U}{U}

Instant

Counter target spell. If you do, that spell's controller may put a creature card from his or her hand into play.

Fold into AEther

{2}{U}{U}

Instant

Counter target spell. If that spell is countered this way, its controller may put a creature card from his or her hand into play.

Fork

{R}{R}

Instant

Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy.

Fork

{R}{R}

Instant

Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy.

Freyalise Supplicant

{1}{G}

Creature — Cleric

{T}, Sacrifice a red or white creature: Freyalise Supplicant deals to target creature or player damage equal to half the sacrificed creature's power, rounded down.

1/1

Freyalise Supplicant

{1}{G}

Creature — Cleric

{T}, Sacrifice a red or white creature: Freyalise Supplicant deals damage to target creature or player equal to half the sacrificed creature's power, rounded down.

1/1

Gerrard's Irregulars

{4}{R}

Creature — Soldier

Trample; haste

4/2

Gerrard's Irregulars

{4}{R}

Creature — Soldier

Trample, haste

4/2

Giant Slug

{1}{B}

Creature — Slug

{5}: At the beginning of your next upkeep, Giant Slug gains landwalk for a basic land type of your choice until the end of that turn.

1/1

Giant Slug

{1}{B}

Creature — Slug

{5}: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn.

1/1

Gift of Estates

{1}{W}

Sorcery

If an opponent has more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.

Gift of Estates

{1}{W}

Sorcery

If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.

Goblin Berserker

{3}{R}

Creature — Goblin

First strike; haste

2/2

Goblin Berserker

{3}{R}

Creature — Goblin

First strike, haste

2/2

Grave Servitude

{1}{B}

Enchantment — Aura

You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +3/-1 and is black.

Grave Servitude

{1}{B}

Enchantment — Aura

You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Grave Servitude doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +3/-1 and is black.

Grinning Totem

{4}

Artifact

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

Grinning Totem

{4}

Artifact

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

Harsh Deceiver

{3}{W}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn.

1/4

Harsh Deceiver

{3}{W}

Creature — Spirit

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

{2}: Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn.

1/4

Hazezon Tamar

{4}{R}{G}{W}

Legendary Creature

At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put X 1/1 red, green, and white Sand Warrior creature tokens into play, where X is the number of lands you control.

When Hazezon Tamar leaves play, remove all Sand Warrior tokens from the game.

2/4

Hazezon Tamar

{4}{R}{G}{W}

Legendary Creature

At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game."

2/4

Heartless Hidetsugu

{3}{R}{R}

Legendary Creature — Ogre Shaman

{T}: Heartless Hidetsugu deals to each player damage equal to half that player's life total, rounded down.

4/3

Heartless Hidetsugu

{3}{R}{R}

Legendary Creature — Ogre Shaman

{T}: Heartless Hidetsugu deals damge to each player equal to half that player's life total, rounded down.

4/3

Heartwood Dryad

{1}{G}

Creature — Dryad

Heartwood Dryad can block as though it had shadow.

2/1

Heartwood Dryad

{1}{G}

Creature — Dryad

Heartwood Dryad can block creatures with shadow as though they didn't have shadow.

2/1

Hinder

{1}{U}{U}

Instant

Counter target spell. If it's countered this way, put that card on the top or bottom of its owner's library instead of that player's graveyard.

Hinder

{1}{U}{U}

Instant

Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard.

Humility

{2}{W}{W}

Enchantment

All creatures lose all abilities. Humility gains "All creatures are 1/1."

Humility

{2}{W}{W}

Enchantment

All creatures lose all abilities and are 1/1.

Icequake

{1}{B}{B}

Sorcery

Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller.

Icequake

{1}{B}{B}

Sorcery

Destroy target land. If that land is snow-covered, Icequake deals 1 damage to the land's controller.

Illusionary Presence

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U}

At the beginning of your upkeep, Illusionary Presence gains the landwalk ability of your choice until end of turn.

2/2

Illusionary Presence

{1}{U}{U}

Creature — Illusion

Cumulative upkeep {U}

At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn.

2/2

Island of Wak-Wak

Land

{T}: Target creature with flying gets -X/-0 until end of turn, where X is its power.

Island of Wak-Wak

Land

{T}: The power of target creature with flying becomes 0 until end of turn.

Jungle Patrol

{3}{G}

Creature — Soldier

{1}{G}, {T}: Put a 0/1 green Wood Wall creature token with defender into play.

Sacrifice a Wood Wall: Add {R} to your mana pool.

3/2

Jungle Patrol

{3}{G}

Creature — Human Soldier

{1}{G}, {T}: Put a 0/1 green Plant Wall creature token with defender into play.

Sacrifice a Plant Wall: Add {R} to your mana pool.

3/2

Karmic Guide

{3}{W}{W}

Creature — Spirit

Flying, protection from black; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

When Karmic Guide comes into play, if you played it from your hand, return target creature card from your graveyard to play.

2/2

Karmic Guide

{3}{W}{W}

Creature — Spirit

Flying; protection from black; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)

When Karmic Guide comes into play, if you played it from your hand, return target creature card from your graveyard to play.

2/2

Kiki-Jiki, Mirror Breaker

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

Legendary Creature — Goblin Shaman

Haste

{T}: Put a creature token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn.

2/2

Kiki-Jiki, Mirror Breaker

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

Legendary Creature — Goblin Shaman

Haste

{T}: Put a token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn.

2/2

Kindle

{1}{R}

Instant

Kindle deals to target creature or player damage equal to the number of cards named Kindle in all graveyards plus 2.

Kindle

{1}{R}

Instant

Kindle deals damage to target creature or player equal to the number of cards named Kindle in all graveyards plus 2.

Lightning Reflexes

{1}{R}

Enchantment — Aura

You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +1/+0 and has first strike.

Lightning Reflexes

{1}{R}

Enchantment — Aura

You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Lightning Reflexes doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +1/+0 and has first strike.

Liquify

{2}{U}

Instant

Counter target spell with converted mana cost 3 or less. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.

Liquify

{2}{U}

Instant

Counter target spell with converted mana cost 3 or less. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Loyal Retainers

{2}{W}

Creature — Advisor

Sacrifice Loyal Retainers: Put target legendary creature card from your graveyard into play. Play this ability only during your turn, before the combat phase.

1/1

Loyal Retainers

{2}{W}

Creature — Advisor

Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before the combat phase.

1/1

Malignant Growth

{3}{G}{U}

Enchantment

Cumulative upkeep {1}

At the beginning of your upkeep, put a growth counter on Malignant Growth.

At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals to the player damage equal to the number of cards he or she drew this way.

Malignant Growth

{3}{G}{U}

Enchantment

Cumulative upkeep {1}

At the beginning of your upkeep, put a growth counter on Malignant Growth.

At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals damage to the player equal to the number of cards he or she drew this way.

Memory Lapse

{1}{U}

Instant

Counter target spell. If you do, put it on top of its owner's library instead of into that player's graveyard.

Memory Lapse

{1}{U}

Instant

Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.

Merfolk Raiders

{1}{U}

Creature — Merfolk

Phasing; islandwalk

2/3

Merfolk Raiders

{1}{U}

Creature — Merfolk Soldier

Phasing, islandwalk

2/3

Mistmoon Griffin

{3}{W}

Creature — Griffin

Flying

When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then put the top creature card from your graveyard into play.

2/2

Mistmoon Griffin

{3}{W}

Creature — Griffin

Flying

When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then return the top creature card from your graveyard to play.

2/2

Mob Justice

{1}{R}

Sorcery

Mob Justice deals to target player damage equal to the number of creatures you control.

Mob Justice

{1}{R}

Sorcery

Mob Justice deals damage to target player equal to the number of creatures you control.

Mountain Yeti

{2}{R}{R}

Creature — Yeti

Protection from white; mountainwalk

3/3

Mountain Yeti

{2}{R}{R}

Creature — Yeti

Mountainwalk, protection from white

3/3

Mtenda Lion

{G}

Creature — Lion

Whenever Mtenda Lion attacks, the defending player may pay {U}. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn.

2/1

Mtenda Lion

{G}

Creature — Cat

Whenever Mtenda Lion attacks, defending player may pay {U}. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn.

2/1

Mystic Veil

{1}{U}

Enchantment — Aura

You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature can't be the target of spells or abilities.

Mystic Veil

{1}{U}

Enchantment — Aura

You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Mystic Veil doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature can't be the target of spells or abilities.

Natural Balance

{2}{G}{G}

Sorcery

Each player who controls six or more lands sacrifices all lands he or she controls except for five. Each player who controls four or fewer lands may search his or her library for basic land cards to bring his or her land total to five and put them into play. Then each player who searched his or her library this way shuffles it.

Natural Balance

{2}{G}{G}

Sorcery

Each player who controls six or more lands chooses five lands he or she controls and sacrifices the rest. Each player who controls four or fewer lands may search his or her library for X basic land cards and put them into play, where X is five minus the number of lands he or she controls. Then each player who searched his or her library this way shuffles it.

Necromancy

{2}{B}

Enchantment

You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

When Necromancy comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Necromancy to it.

When Necromancy leaves play, destroy enchanted creature. It can't be regenerated.

Necromancy

{2}{B}

Enchantment

You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Necromancy doesn't have substance, sacrifice it."

When Necromancy comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Necromancy to it.

When Necromancy leaves play, destroy enchanted creature. It can't be regenerated.

Parapet

{1}{W}

Enchantment

You may play Parapet any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Creatures you control get +0/+1.

Parapet

{1}{W}

Enchantment

You may play Parapet any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Parapet doesn't have substance, sacrifice it."

Creatures you control get +0/+1.

Phantasmal Fiend

{3}{B}

Creature — Phantasm

{B}: Phantasmal Fiend gets +1/-1 until end of turn.

{1}{U}: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that would alter Phantasmal Fiend's power this turn alter its toughness instead, and vice versa.

1/5

Phantasmal Fiend

{3}{B}

Creature — Phantasm

{B}: Phantasmal Fiend gets +1/-1 until end of turn.

{1}{U}: Switch Phantasmal Fiend's power and toughness until end of turn.

1/5

Phelddagrif

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

Legendary Creature

{G}: Phelddagrif gains trample until end of turn. Put a 1/1 green Hippo creature token into play under an opponent's control.

{W}: Phelddagrif gains flying until end of turn and an opponent gains 2 life.

{U}: Return Phelddagrif to its owner's hand and an opponent may draw a card.

4/4

Phelddagrif

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

Legendary Creature

{G}: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token into play.

{W}: Phelddagrif gains flying until end of turn. Target opponent gains 2 life.

{U}: Return Phelddagrif to its owner's hand. Target opponent may draw a card.

4/4

Phyrexian Purge

{2}{B}{R}

Sorcery

Destroy any number of target creatures. You lose 3 life for each creature destroyed this way.

Phyrexian Purge

{2}{B}{R}

Sorcery

Destroy any number of target creatures. You lose 3 life for each creature targeted this way.

Preferred Selection

{2}{G}{G}

Enchantment

At the beginning of your draw step, look at the top two cards of your library and choose one. You may sacrifice Preferred Selection and pay {2}{G}{G}. If you do, draw the chosen card. If you don't, put the card on the bottom of your library.

Preferred Selection

{2}{G}{G}

Enchantment

At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay {2}{G}{G}. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library.

Prismatic Lace

{U}

Instant

Target permanent becomes the colors of your choice. (This effect doesn't end at end of turn.) (Mana symbols on that permanent remain unchanged.)

Prismatic Lace

{U}

Instant

Target permanent becomes the color or colors of your choice. (This effect doesn't end at end of turn.)

Purraj of Urborg

{3}{B}{B}

Legendary Creature

Whenever Purraj of Urborg attacks, it gains first strike until end of combat.

Whenever a black spell is played, you may pay {B}. If you do, put a +1/+1 counter on Purraj of Urborg.

2/3

Purraj of Urborg

{3}{B}{B}

Legendary Creature — Cat Warrior

Whenever Purraj of Urborg attacks, it gains first strike until end of combat.

Whenever a player plays a black spell, you may pay {B}. If you do, put a +1/+1 counter on Purraj of Urborg.

2/3

Pyromancy

{2}{R}{R}

Enchantment

{3}, Discard a card at random: Pyromancy deals to target creature or player damage equal to the converted mana cost of the discarded card.

Pyromancy

{2}{R}{R}

Enchantment

{3}, Discard a card at random: Pyromancy deals damage to target creature or player equal to the converted mana cost of the discarded card.

Raging Spirit

{3}{R}

Creature — Spirit

{2}: Raging Spirit is colorless until end of turn.

3/3

Raging Spirit

{3}{R}

Creature — Spirit

{2}: Raging Spirit becomes colorless until end of turn.

3/3

Relic Ward

{1}{W}

Enchantment — Aura

You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant artifact

Enchanted artifact can't be the target of spells or abilities.

Relic Ward

{1}{W}

Enchantment — Aura

You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Relic Ward doesn't have substance, sacrifice it."

Enchant artifact

Enchanted artifact can't be the target of spells or abilities.

Reweave

{5}{U}

Instant — Arcane

Target permanent's controller sacrifices it. That player reveals cards from the top of his or her library until he or she reveals a card that shares a card type with the sacrificed permanent. The player puts that card into play, then shuffles his or her library.

Splice onto Arcane {2}{U}{U}

Reweave

{5}{U}

Instant — Arcane

Target permanent's controller sacrifices it. If he or she does, that player reveals cards from the top of his or her library until he or she reveals a card that shares a card type with the sacrificed permanent, puts that card into play, then shuffles his or her library.

Splice onto Arcane {2}{U}{U}

Rolling Stones

{1}{W}

Enchantment

All Walls lose defender.

Rolling Stones

{1}{W}

Enchantment

Walls can attack as though they didn't have defender.

Sealed Fate

{X}{U}{B}

Sorcery

Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library.

Sealed Fate

{X}{U}{B}

Sorcery

Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library in any order.

Shadowbane

{1}{W}

Instant

The next time this turn a source of your choice would deal damage to target creature or player, prevent that damage. If that source is black, you gain life equal to the damage prevented this way.

Shadowbane

{1}{W}

Instant

The next time a source of your choice would deal damage to you or a creature you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain life equal to the damage prevented this way.

Shallow Grave

{1}{B}

Instant

Put the top creature card from your graveyard into play. That creature gains haste until end of turn. Remove it from the game at end of turn.

Shallow Grave

{1}{B}

Instant

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

Shivan Raptor

{2}{R}

Creature — Lizard

First strike; haste

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

3/1

Shivan Raptor

{2}{R}

Creature — Lizard

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

3/1

Silk Net

{G}

Instant

Target creature gets +1/+1 and ca block as though it had flying until end of turn.

Silk Net

{G}

Instant

Target creature gets +1/+1 and can block as though it had flying until end of turn.

Simulacrum

{1}{B}

Instant

You gain life equal to the damage dealt to you this turn. Simulacrum deals to target creature you control damage equal to the damage dealt to you this turn.

Simulacrum

{1}{B}

Instant

You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.

Singing Tree

{3}{G}

Creature — Singing-Tree

{T}: Target attacking creature gets -X/-0 until end of turn, where X is its power.

0/3

Singing Tree

{3}{G}

Creature — Singing-Tree

{T}: Target attacking creature's power becomes 0 until end of turn.

0/3

Skizzik

{3}{R}

Creature — Elemental

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

Trample; haste

At end of turn, sacrifice Skizzik unless the kicker cost was paid.

5/3

Skizzik

{3}{R}

Creature — Elemental

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

Trample, haste

At end of turn, sacrifice Skizzik unless the kicker cost was paid.

5/3

Snowblind

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets -X/-X. If that creature is attacking, X is the number of snow-covered lands defending player controls. Otherwise, X is the number of snow-covered lands its controller controls. If this would reduce its toughness to less than 1, reduce its toughness to 1 instead.

Snowblind

{3}{G}

Enchantment — Aura

Enchant creature

Enchanted creature gets -X/-Y. If that creature is attacking, X is the number of snow-covered lands defending player controls. Otherwise, X is the number of snow-covered lands its controller controls. Y is equal to X or to enchanted creature's toughness minus 1, whichever is smaller.

Soar

{1}{U}

Enchantment — Aura

You may play Soar any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +0/+1 and has flying.

Soar

{1}{U}

Enchantment — Aura

You may play Soar any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Soar doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +0/+1 and has flying.

Soul Echo

{X}{W}{W}

Enchantment

Soul Echo comes into play with X echo counters on it.

At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.

You don't lose the game for having 0 or less life.

Soul Echo

{X}{W}{W}

Enchantment

Soul Echo comes into play with X echo counters on it.

You don't lose the game for having 0 or less life.

At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.

Soul Foundry

{4}

Artifact

Imprint — When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)

{X}, {T}: Put a creature token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card.

Soul Foundry

{4}

Artifact

Imprint — When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)

{X}, {T}: Put a token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card.

Spectral Guardian

{2}{W}{W}

Creature — Guardian

Noncreature artifacts can't be the target of spells or abilities as long as Spectral Guardian is untapped.

2/3

Spectral Guardian

{2}{W}{W}

Creature — Spirit

Noncreature artifacts can't be the targets of spells or abilities as long as Spectral Guardian is untapped.

2/3

Spelljack

{3}{U}{U}{U}

Instant

Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.)

Spelljack

{3}{U}{U}{U}

Instant

Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.)

Spider Climb

{G}

Enchantment — Aura

You may play Spider Climb any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

Enchanted creature gets +0/+3 and can block as though it had flying.

Spider Climb

{G}

Enchantment — Aura

You may play Spider Climb any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Spider Climb doesn't have substance, sacrifice it."

Enchant creature

Enchanted creature gets +0/+3 and can block as though it had flying.

Spirit of the Night

{6}{B}{B}{B}

Legendary Creature

Flying, trample, protection from black; haste

Whenever Spirit of the Night attacks, it gains first strike until end of combat.

6/5

Spirit of the Night

{6}{B}{B}{B}

Legendary Creature — Demon Spirit

Flying, trample, haste, protection from black

Whenever Spirit of the Night attacks, it gains first strike until end of combat.

6/5

Superior Numbers

{G}{G}

Sorcery

Superior Numbers deals to target creature damage equal to the number of creatures you control in excess of the number of creatures that creature's controller controls.

Superior Numbers

{G}{G}

Sorcery

Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures that creature's controller controls.

Teeka's Dragon

{9}

Artifact Creature — Dragon

Flying, trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)

5/5

Teeka's Dragon

{9}

Artifact Creature — Dragon

Flying; trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)

5/5

Thran Forge

{3}

Artifact

{2}: Target nonartifact creature becomes an artifact creature until end of turn. That creature gets +1/+0 until end of turn.

Thran Forge

{3}

Artifact

{2}: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types.

Tidal Wave

{2}{U}

Instant

Put a 5/5 blue Wave Wall creature token with defender into play. Sacrifice it at end of turn.

Tidal Wave

{2}{U}

Instant

Put a 5/5 blue Wall creature token with defender into play. Sacrifice it at end of turn.

Tombstone Stairwell

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B}

At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Tombspawn Zombie creature token with haste for each creature card in his or her graveyard.

At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated.

Tombstone Stairwell

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B}

At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in his or her graveyard.

At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated.

Torture Chamber

{3}

Artifact

At the beginning of your upkeep, put a pain counter on Torture Chamber.

At the end of your turn, Torture Chamber deals damage to you equal to the number of pain counters on it.

{1}, {T}, Remove all pain counters from Torture Chamber: Torture Chamber deals to target creature damage equal to the number of pain counters removed this way.

Torture Chamber

{3}

Artifact

At the beginning of your upkeep, put a pain counter on Torture Chamber.

At the end of your turn, Torture Chamber deals damage to you equal to the number of pain counters on it.

{1}, {T}, Remove all pain counters from Torture Chamber: Torture Chamber deals damage to target creature equal to the number of pain counters removed this way.

Transmogrifying Licid

{3}

Artifact Creature — Licid

{1}, T: Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {1} to end this effect.

Enchanted creature gets +1/+1.

Enchanted creature is an artifact that's still a creature.

2/2

Transmogrifying Licid

{3}

Artifact Creature — Licid

{1}, T: Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {1} to end this effect.

Enchanted creature gets +1/+1 and is an artifact in addition to its other types.

2/2

Transmutation

{1}{B}

Instant

Switch target creature's power and toughness until end of turn. Effects that would alter that creature's power this turn alter its toughness instead, and vice versa.

Transmutation

{1}{B}

Instant

Switch target creature's power and toughness until end of turn.

Two-Headed Giant of Foriys

{4}{R}

Creature — Giant

Trample

Two-Headed Giant of Foriys can block two creatures each combat.

4/4

Two-Headed Giant of Foriys

{4}{R}

Creature — Giant

Trample

Two-Headed Giant of Foriys can block an additional creature.

4/4

Unnatural Hunger

{3}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals to that player damage equal to that creature's power unless he or she sacrifices another creature.

Unnatural Hunger

{3}{B}{B}

Enchantment — Aura

Enchant creature

At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage to that player equal to that creature's power unless he or she sacrifices another creature.

Viashino Heretic

{2}{R}

Creature — Viashino

{1}{R}, {T}: Destroy target artifact. Viashino Heretic deals to that artifact's controller damage equal to the artifact's converted mana cost.

1/3

Viashino Heretic

{2}{R}

Creature — Viashino

{1}{R}, {T}: Destroy target artifact. Viashino Heretic deals damage to that artifact's controller equal to the artifact's converted mana cost.

1/3

Victimize

{2}{B}

Sorcery

As an additional cost to play Victimize, sacrifice a creature.

Put two target creature cards from your graveyard into play tapped.

Victimize

{2}{B}

Sorcery

As an additional cost to play Victimize, sacrifice a creature.

Return two target creature cards from your graveyard to play tapped.

Vigilant Martyr

{W}

Creature — Martyr

Sacrifice Vigilant Martyr: Regenerate target creature.

{W}{W}, {T}, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment in play.

1/1

Vigilant Martyr

{W}

Creature — Human Cleric

Sacrifice Vigilant Martyr: Regenerate target creature.

{W}{W}, {T}, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment.

1/1

Volcanic Dragon

{4}{R}{R}

Creature — Dragon

Flying; haste

4/4

Volcanic Dragon

{4}{R}{R}

Creature — Dragon

Flying, haste

4/4

Wall of Diffusion

{1}{R}

Creature — Wall

Defender (This creature can't attack.)

Wall of Diffusion can block as though it had shadow.

0/5

Wall of Diffusion

{1}{R}

Creature — Wall

Defender (This creature can't attack.)

Wall of Diffusion can block creatures with shadow as though they didn't have shadow.

0/5

Ward of Lights

{W}{W}

Enchantment — Aura

You may play Ward of Lights any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.

Enchant creature

As Ward of Lights comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

Ward of Lights

{W}{W}

Enchantment — Aura

You may play Ward of Lights any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and gains "When Ward of Lights doesn't have substance, sacrifice it."

Enchant creature

As Ward of Lights comes into play, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

Wave of Reckoning

{4}{W}

Sorcery

Each creature deals to itself damage equal to its power.

Wave of Reckoning

{4}{W}

Sorcery

Each creature deals damage to itself equal to its power.

Withering Boon

{1}{B}

Instant

Counter target creature spell. You lose 3 life.

Withering Boon

{1}{B}

Instant

As an additional cost to play Withering Boon, pay 3 life.

Counter target creature spell.

Yavimaya Ants

{2}{G}{G}

Creature — Swarm

Cumulative upkeep {G}{G}

Trample; haste

5/1

Yavimaya Ants

{2}{G}{G}

Creature — Swarm

Cumulative upkeep {G}{G}

Trample, haste

5/1

Changes to types only

Old card (Core Set - Ninth Edition) New card (Ravnica: City of Guilds)

Abyssal Hunter

{3}{B}

Creature — Minion

{B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.

1/1

Abyssal Hunter

{3}{B}

Creature — Human Assassin

{B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.

1/1

Armorer Guildmage

{R}

Creature — Wizard

{B}, {T}: Target creature gets +1/+0 until end of turn.

{G}, {T}: Target creature gets +0/+1 until end of turn.

1/1

Armorer Guildmage

{R}

Creature — Human Wizard

{B}, {T}: Target creature gets +1/+0 until end of turn.

{G}, {T}: Target creature gets +0/+1 until end of turn.

1/1

Asmira, Holy Avenger

{2}{G}{W}

Legendary Creature

Flying

At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn.

2/3

Asmira, Holy Avenger

{2}{G}{W}

Legendary Creature — Human Cleric

Flying

At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn.

2/3

Blighted Shaman

{1}{B}

Creature — Wizard

{T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn.

{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

1/1

Blighted Shaman

{1}{B}

Creature — Human Shaman

{T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn.

{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

1/1

Burning Shield Askari

{2}{R}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{R}{R}: Burning Shield Askari gains first strike until end of turn.

2/2

Burning Shield Askari

{2}{R}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{R}{R}: Burning Shield Askari gains first strike until end of turn.

2/2

Cadaverous Knight

{2}{B}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{B}{B}: Regenerate Cadaverous Knight.

2/2

Cadaverous Knight

{2}{B}

Creature — Zombie Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{1}{B}{B}: Regenerate Cadaverous Knight.

2/2

Civic Guildmage

{W}

Creature — Wizard

{G}, {T}: Target creature gets +0/+1 until end of turn.

{U}, {T}: Put target creature you control on top of its owner's library.

1/1

Civic Guildmage

{W}

Creature — Human Wizard

{G}, {T}: Target creature gets +0/+1 until end of turn.

{U}, {T}: Put target creature you control on top of its owner's library.

1/1

Coral Fighters

{1}{U}

Creature — Merfolk

Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.

1/1

Coral Fighters

{1}{U}

Creature — Merfolk Soldier

Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.

1/1

Crimson Roc

{4}{R}

Creature — Roc

Flying

Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.

2/2

Crimson Roc

{4}{R}

Creature — Bird

Flying

Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.

2/2

Crypt Cobra

{3}{B}

Creature — Cobra

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

3/3

Crypt Cobra

{3}{B}

Creature — Snake

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

3/3

Dream Fighter

{2}{U}

Creature — Soldier

Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out.

1/1

Dream Fighter

{2}{U}

Creature — Human Soldier

Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out.

1/1

Elves of Deep Shadow

{G}

Creature — Elf

{T}: Add {B} to your mana pool. Elves of Deep Shadow deals 1 damage to you.

1/1

Elves of Deep Shadow

{G}

Creature — Elf Druid

{T}: Add {B} to your mana pool. Elves of Deep Shadow deals 1 damage to you.

1/1

Femeref Archers

{2}{G}

Creature — Soldier

{T}: Femeref Archers deals 4 damage to target attacking creature with flying.

2/2

Femeref Archers

{2}{G}

Creature — Human Archer

{T}: Femeref Archers deals 4 damage to target attacking creature with flying.

2/2

Femeref Healer

{1}{W}

Creature — Cleric

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

1/1

Femeref Healer

{1}{W}

Creature — Human Cleric

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

1/1

Femeref Knight

{2}{W}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}: Femeref Knight gains vigilance until end of turn.

2/2

Femeref Knight

{2}{W}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{W}: Femeref Knight gains vigilance until end of turn.

2/2

Femeref Scouts

{2}{W}

Creature — Soldier

1/4

Femeref Scouts

{2}{W}

Creature — Human Scout

1/4

Giant Mantis

{3}{G}

Creature — Mantis

Giant Mantis can block as though it had flying.

2/4

Giant Mantis

{3}{G}

Creat