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Magic: The Gathering Oracle Changes

Dissension to Coldsnap

General changes

Old card (Dissension) New card (Coldsnap)

Arctic Foxes

{1}{W}

Creature — Fox

Creatures with power 2 or greater can't block Arctic Foxes as long as defending player controls a snow-covered land.

1/1

Arctic Foxes

{1}{W}

Creature — Fox

Creatures with power 2 or greater can't block Arctic Foxes as long as defending player controls a snow land.

1/1

Arcum's Sleigh

{1}

Artifact

{2}, {T}: Until end of turn, target creature has vigilance as long as defending player controls a snow-covered land.

Arcum's Sleigh

{1}

Artifact

{2}, {T}: Until end of turn, target creature has vigilance as long as defending player controls a snow land.

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.)

Arcum's Weathervane

{2}

Artifact

{2}, {T}: Target snow land is no longer snow.

{2}, {T}: Target nonsnow basic land becomes snow.

Avalanche

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

Sorcery

Destroy X target snow-covered lands.

Avalanche

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

Sorcery

Destroy X target snow lands.

Balance

{1}{W}

Sorcery

Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players do the same for creatures and discard cards the same way.

Balance

{1}{W}

Sorcery

Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way.

Balduvian Conjurer

{1}{U}

Creature — Wizard

{T}: Until end of turn, target snow-covered land becomes a 2/2 creature that's still a land.

0/2

Balduvian Conjurer

{1}{U}

Creature — Wizard

{T}: Until end of turn, target snow land becomes a 2/2 creature that's still a land.

0/2

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

Barbarian Guides

{2}{R}

Creature — Barbarian

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

1/2

Basalt Monolith

{3}

Artifact

Basalt Monolith doesn't untap during your untap step.

{3}: Untap Basalt Monolith.

{T}: Add {3} to your mana pool. This mana can't be spent on abilities of permanents named Basalt Monolith.

Basalt Monolith

{3}

Artifact

Basalt Monolith doesn't untap during your untap step.

{3}: Untap Basalt Monolith.

{T}: Add {3} to your mana pool.

Blizzard

{G}{G}

Enchantment

Cumulative upkeep {2}

You can't play Blizzard unless you control a snow-covered land.

Creatures with flying don't untap during their controllers' untap steps.

Blizzard

{G}{G}

Enchantment

Play Blizzard only if you control a snow land.

Cumulative upkeep {2}

Creatures with flying don't untap during their controllers' untap steps.

Blood Crypt

Land — Swamp Mountain

({T}: Add {B} or {R} to your mana pool.)

As Blood Crypt comes into play, you may pay 2 life. If you don't, Blood Crypt comes into play tapped instead.

Blood Crypt

Land — Swamp Mountain

({T}: Add {B} or {R} to your mana pool.)

As Blood Crypt comes into play, you may pay 2 life. If you don't, Blood Crypt comes into play tapped.

Bounty of the Hunt

{3}{G}{G}

Instant

You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost.

Choose one — Target creature gets +3/+3 until end of turn; or target creature gets +2/+2 until end of turn and another target creature gets +1/+1 until end of turn; or three target creatures each get +1/+1 until end of turn.

Bounty of the Hunt

{3}{G}{G}

Instant

You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost.

Until end of turn, target creature gets +1/+1, target creature gets +1/+1, and target creature gets +1/+1.

Brainstorm

{U}

Instant

Draw three cards, then put two cards from your hand on top of your library in any order.

Brainstorm

{U}

Instant

Draw three cards, then put two cards from your hand on top of your library.

Breeding Pool

Land — Forest Island

({T}: Add {G} or {U} to your mana pool.)

As Breeding Pool comes into play, you may pay 2 life. If you don't, Breeding Pool comes into play tapped instead.

Breeding Pool

Land — Forest Island

({T}: Add {G} or {U} to your mana pool.)

As Breeding Pool comes into play, you may pay 2 life. If you don't, Breeding Pool comes into play tapped.

Browse

{2}{U}{U}

Enchantment

{2}{U}{U}: Look at the top five cards of your library, put one of them into your hand, then remove the rest from the game.

Browse

{2}{U}{U}

Enchantment

{2}{U}{U}: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game.

Celestial Dawn

{1}{W}{W}

Enchantment

Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. Lands you control are Plains. Spells and abilities you control produce white mana instead of any other color. You may spend white mana as though it were mana of any color.

Celestial Dawn

{1}{W}{W}

Enchantment

Lands you control are Plains.

Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white.

You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.

Citanul Flute

{5}

Artifact

{X}, {T}: Search your library for a creature card with converted mana cost no greater than X. Reveal that card and put it into your hand. Then shuffle your library.

Citanul Flute

{5}

Artifact

{X}, {T}: Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library.

Cloud of Faeries

{1}{U}

Creature — Faerie

Flying

When Cloud of Faeries comes into play, if you played it from your hand, untap up to two lands.

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

1/1

Cloud of Faeries

{1}{U}

Creature — Faerie

Flying

When Cloud of Faeries comes into play, untap up to two lands.

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

1/1

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.

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 lands he or she controls.

Dawn's Reflection

{3}{G}

Enchantment — Aura

Enchant land

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

Dawn's Reflection

{3}{G}

Enchantment — Aura

Enchant land

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

Drift of the Dead

{3}{B}

Creature — Wall

Defender (This creature can't attack.)

Drift of the Dead's power and toughness are each equal to the number of snow-covered lands you control.

*/*

Drift of the Dead

{3}{B}

Creature — Wall

Defender (This creature can't attack.)

Drift of the Dead's power and toughness are each equal to the number of snow lands you control.

*/*

Drop of Honey

{G}

Enchantment

At the beginning of your upkeep, destroy target creature with the least power. It can't be regenerated. (If two or more creatures are tied for least power, target any one of them.)

When there are no creatures in play, sacrifice Drop of Honey.

Drop of Honey

{G}

Enchantment

At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one.

When there are no creatures in play, sacrifice Drop of Honey.

Enduring Renewal

{2}{W}{W}

Enchantment

Play with your hand revealed.

If you would draw a card, reveal it instead. If it's a creature card, put it into your graveyard. Otherwise draw it.

If a creature would be put into your graveyard from play, put that creature into your hand instead.

Enduring Renewal

{2}{W}{W}

Enchantment

Play with your hand revealed.

If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.

Whenever a creature is put into your graveyard from play, return it to your hand.

Ertai's Familiar

{1}{U}

Creature — Illusion

Phasing

When Ertai's Familiar leaves play, put the top three cards of your library into your graveyard.

{U}: Until your next upkeep, Ertai's Familiar can't phase out.

2/2

Ertai's Familiar

{1}{U}

Creature — Illusion

Phasing

When Ertai's Familiar phases out or leaves play, put the top three cards of your library into your graveyard.

{U}: Until your next upkeep, Ertai's Familiar can't phase out.

2/2

Flash Foliage

{2}{G}

Instant

Put a 1/1 green Saproling creature token into play blocking target creature attacking you.

Draw a card.

Flash Foliage

{2}{G}

Instant

Play Flash Foliage only during combat after blockers are declared.

Put a 1/1 green Saproling creature token into play blocking target creature attacking you.

Draw a card.

Gangrenous Zombies

{1}{B}{B}

Creature — Zombie

{T}, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow-covered Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead.

2/2

Gangrenous Zombies

{1}{B}{B}

Creature — Zombie

{T}, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead.

2/2

Gargantuan Gorilla

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

Creature — Ape

At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow-covered Forest this way, Gargantuan Gorilla gains trample until end of turn.

{T}: Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla.

7/7

Gargantuan Gorilla

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

Creature — Ape

At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow Forest this way, Gargantuan Gorilla gains trample until end of turn.

{T}: Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla.

7/7

Glacial Crevasses

{2}{R}

Enchantment

Sacrifice a snow-covered Mountain: Prevent all combat damage that would be dealt this turn.

Glacial Crevasses

{2}{R}

Enchantment

Sacrifice a snow Mountain: Prevent all combat damage that would be dealt this turn.

Goblin Clearcutter

{3}{R}

Creature — Goblin

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

3/3

Goblin Clearcutter

{3}{R}

Creature — Goblin

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

3/3

Goblin Ski Patrol

{1}{R}

Creature — Goblin

{1}{R}: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow-covered Mountain.

1/1

Goblin Ski Patrol

{1}{R}

Creature — Goblin

{1}{R}: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow Mountain.

1/1

Goblin Snowman

{3}{R}

Creature — Goblin

If Goblin Snowman is blocking, prevent all combat damage dealt to and dealt by it.

{T}: Goblin Snowman deals 1 damage to target creature it's blocking.

1/1

Goblin Snowman

{3}{R}

Creature — Goblin

Whenever Goblin Snowman blocks, prevent all combat damage that would be dealt to and dealt by it this turn.

{T}: Goblin Snowman deals 1 damage to target creature it's blocking.

1/1

Godless Shrine

Land — Plains Swamp

({T}: Add {W} or {B} to your mana pool.)

As Godless Shrine comes into play, you may pay 2 life. If you don't, Godless Shrine comes into play tapped instead.

Godless Shrine

Land — Plains Swamp

({T}: Add {W} or {B} to your mana pool.)

As Godless Shrine comes into play, you may pay 2 life. If you don't, Godless Shrine comes into play tapped.

Great Whale

{5}{U}{U}

Creature — Whale

When Great Whale comes into play, if you played it from your hand, untap up to seven lands.

5/5

Great Whale

{5}{U}{U}

Creature — Whale

When Great Whale comes into play, untap up to seven lands.

5/5

Hallowed Fountain

Land — Plains Island

({T}: Add {W} or {U} to your mana pool.)

As Hallowed Fountain comes into play, you may pay 2 life. If you don't, Hallowed Fountain comes into play tapped instead.

Hallowed Fountain

Land — Plains Island

({T}: Add {W} or {U} to your mana pool.)

As Hallowed Fountain comes into play, you may pay 2 life. If you don't, Hallowed Fountain comes into play tapped.

Hallowed Ground

{1}{W}

Enchantment

{W}{W}: Return target non-snow-covered land you control to its owner's hand.

Hallowed Ground

{1}{W}

Enchantment

{W}{W}: Return target nonsnow land you control to its owner's hand.

Ice Cauldron

{4}

Artifact

{X}, {T}: Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. You may play that card. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron.

{T}, Remove a charge counter from Ice Cauldron: Add to your mana pool mana of the type and amount last used to put a charge counter on Ice Cauldron. Spend this mana only to play the last card removed from the game with Ice Cauldron.

Ice Cauldron

{4}

Artifact

{X}, {T}: Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. As long as that card remains removed from the game, you may play it. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron.

{T}, Remove a charge counter from Ice Cauldron: Add to your mana pool mana of the type and amount last used to put a charge counter on Ice Cauldron. Spend this mana only to play the last card removed from the game with Ice Cauldron.

Icequake

{1}{B}{B}

Sorcery

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

Icequake

{1}{B}{B}

Sorcery

Destroy target land. If it's a snow land, Icequake deals 1 damage to that land's controller.

Intuition

{2}{U}

Instant

Search your library for any three cards and reveal them. An opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.

Intuition

{2}{U}

Instant

Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.

Iridescent Drake

{3}{U}

Creature — Drake

Flying

When Iridescent Drake comes into play, if you played it from your hand, put target Aura card from a graveyard into play attached to Iridescent Drake. (You control that Aura.)

2/2

Iridescent Drake

{3}{U}

Creature — Drake

Flying

When Iridescent Drake comes into play, put target Aura card from a graveyard into play attached to Iridescent Drake. (You control that Aura.)

2/2

Joven's Tools

{6}

Artifact

{4}, {T}: This turn, target creature can't be blocked except by Walls.

Joven's Tools

{6}

Artifact

{4}, {T}: Target creature can't be blocked this turn except by Walls.

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, return target creature card from your graveyard to play.

2/2

Karplusan Giant

{6}{R}

Creature — Giant

Tap an untapped snow-covered land you control: Karplusan Giant gets +1/+1 until end of turn.

3/3

Karplusan Giant

{6}{R}

Creature — Giant

Tap an untapped snow land you control: Karplusan Giant gets +1/+1 until end of turn.

3/3

Kjeldoran Guard

{1}{W}

Creature — Soldier

{T}: Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow-covered lands.

1/1

Kjeldoran Guard

{1}{W}

Creature — Soldier

{T}: Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow lands.

1/1

Kjeldoran Home Guard

{3}{W}

Creature — Soldier

At end of combat, if Kjeldoran Home Guard attacked or blocked this turn, put a -0/-1 counter on it and put a 0/1 white Deserter creature token into play.

1/6

Kjeldoran Home Guard

{3}{W}

Creature — Human Soldier

Whenever Kjeldoran Home Guard attacks or blocks, put a -0/-1 counter on it at end of combat. If you do, put a 0/1 white Deserter creature token into play.

1/6

Legacy's Allure

{U}{U}

Enchantment

At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure.

Sacrifice Legacy's Allure: Gain control of target creature with power no greater than the number of treasure counters on Legacy's Allure. (This effect doesn't end at end of turn.)

Legacy's Allure

{U}{U}

Enchantment

At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure.

Sacrifice Legacy's Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure. (This effect doesn't end at end of turn.)

Legions of Lim-Dul

{1}{B}{B}

Creature — Zombie

Snow-covered swampwalk

2/3

Legions of Lim-Dul

{1}{B}{B}

Creature — Zombie

Snow swampwalk

2/3

Melting

{3}{R}

Enchantment

All lands are no longer snow-covered.

Melting

{3}{R}

Enchantment

All lands are no longer snow.

Orcish Healer

{R}{R}

Creature — Cleric

{R}{R}, {T}: Target creature can't be regenerated this turn.

{R}{B}{B}, {T}: Regenerate target black or green creature.

{R}{G}{G}, {T}: Regenerate target black or green creature.

1/1

Orcish Healer

{R}{R}

Creature — Orc Cleric

{R}{R}, {T}: Target creature can't be regenerated this turn.

{B}{B}{R}, {T}: Regenerate target black or green creature.

{R}{G}{G}, {T}: Regenerate target black or green creature.

1/1

Orcish Lumberjack

{R}

Creature — Orc

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

1/1

Orcish Lumberjack

{R}

Creature — Orc

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

1/1

Overgrown Tomb

Land — Swamp Forest

({T}: Add {B} or {G} to your mana pool.)

As Overgrown Tomb comes into play, you may pay 2 life. If you don't, Overgrown Tomb comes into play tapped instead.

Overgrown Tomb

Land — Swamp Forest

({T}: Add {B} or {G} to your mana pool.)

As Overgrown Tomb comes into play, you may pay 2 life. If you don't, Overgrown Tomb comes into play tapped.

Palinchron

{5}{U}{U}

Creature — Illusion

Flying

When Palinchron comes into play, if you played it from your hand, untap up to seven lands.

{2}{U}{U}: Return Palinchron to its owner's hand.

4/5

Palinchron

{5}{U}{U}

Creature — Illusion

Flying

When Palinchron comes into play, untap up to seven lands.

{2}{U}{U}: Return Palinchron to its owner's hand.

4/5

Peregrine Drake

{4}{U}

Creature — Drake

Flying

When Peregrine Drake comes into play, if you played it from your hand, untap up to five lands.

2/3

Peregrine Drake

{4}{U}

Creature — Drake

Flying

When Peregrine Drake comes into play, untap up to five lands.

2/3

Portent

{U}

Sorcery

Look at the top three cards of target player's library. Put those cards back on top of that library in any order. You may then have that player shuffle his or her library.

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

Portent

{U}

Sorcery

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

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

Priest of Gix

{2}{B}

Creature — Minion

When Priest of Gix comes into play, if you played it from your hand, add {B}{B}{B} to your mana pool.

2/1

Priest of Gix

{2}{B}

Creature — Minion

When Priest of Gix comes into play, add {B}{B}{B} to your mana pool.

2/1

Reinforcements

{W}

Instant

Put up to three target creature cards from your graveyard on top of your library in any order.

Reinforcements

{W}

Instant

Put up to three target creature cards from your graveyard on top of your library.

Rime Dryad

{G}

Creature — Dryad

Snow-covered forestwalk

1/2

Rime Dryad

{G}

Creature — Dryad

Snow forestwalk

1/2

Sacred Foundry

Land — Mountain Plains

({T}: Add {R} or {W} to your mana pool.)

As Sacred Foundry comes into play, you may pay 2 life. If you don't, Sacred Foundry comes into play tapped instead.

Sacred Foundry

Land — Mountain Plains

({T}: Add {R} or {W} to your mana pool.)

As Sacred Foundry comes into play, you may pay 2 life. If you don't, Sacred Foundry comes into play tapped.

Snow Devil

{1}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Enchanted creature has first strike as long as it's blocking and you control a snow-covered land.

Snow Devil

{1}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Enchanted creature has first strike as long as it's blocking and you control a snow land.

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.

Snowblind

{3}{G}

Enchantment — Aura

Enchant creature

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

Snowfall

{2}{U}

Enchantment

Cumulative upkeep {U}

Whenever an Island is tapped for mana, its controller may add {U} to his or her mana pool. If that Island is snow-covered, its controller may add {U}{U} to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep.

Snowfall

{2}{U}

Enchantment

Cumulative upkeep {U}

Whenever an Island is tapped for mana, its controller may add {U} to his or her mana pool. If that Island is snow, its controller may add {U}{U} to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep.

Splintering Wind

{2}{G}{G}

Enchantment

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

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

Splintering Wind

{2}{G}{G}

Enchantment

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

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

Steam Vents

Land — Island Mountain

({T}: Add {U} or {R} to your mana pool.)

As Steam Vents comes into play, you may pay 2 life. If you don't, Steam Vents comes into play tapped instead.

Steam Vents

Land — Island Mountain

({T}: Add {U} or {R} to your mana pool.)

As Steam Vents comes into play, you may pay 2 life. If you don't, Steam Vents comes into play tapped.

Stomping Ground

Land — Mountain Forest

({T}: Add {R} or {G} to your mana pool.)

As Stomping Ground comes into play, you may pay 2 life. If you don't, Stomping Ground comes into play tapped instead.

Stomping Ground

Land — Mountain Forest

({T}: Add {R} or {G} to your mana pool.)

As Stomping Ground comes into play, you may pay 2 life. If you don't, Stomping Ground comes into play tapped.

Storm Elemental

{5}{U}

Creature — Elemental

Flying

{U}, Remove the top card of your library from the game: Tap target creature with flying.

{U}, Remove the top card of your library from the game: If the removed card is a snow-covered land, Storm Elemental gets +1/+1 until end of turn.

3/4

Storm Elemental

{5}{U}

Creature — Elemental

Flying

{U}, Remove the top card of your library from the game: Tap target creature with flying.

{U}, Remove the top card of your library from the game: If the removed card is a snow land, Storm Elemental gets +1/+1 until end of turn.

3/4

Sunstone

{3}

Artifact

{2}, Sacrifice a snow-covered land: Prevent all combat damage that would be dealt this turn.

Sunstone

{3}

Artifact

{2}, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn.

Temple Garden

Land — Forest Plains

({T}: Add {G} or {W} to your mana pool.)

As Temple Garden comes into play, you may pay 2 life. If you don't, Temple Garden comes into play tapped instead.

Temple Garden

Land — Forest Plains

({T}: Add {G} or {W} to your mana pool.)

As Temple Garden comes into play, you may pay 2 life. If you don't, Temple Garden comes into play tapped.

Thermokarst

{1}{G}{G}

Sorcery

Destroy target land. If it's a snow-covered land, you gain 1 life.

Thermokarst

{1}{G}{G}

Sorcery

Destroy target land. If it's a snow land, you gain 1 life.

Time Vault

{2}

Artifact

Time Vault comes into play tapped.

Time Vault doesn't untap during your untap step.

At the beginning of your upkeep, you may untap Time Vault. If you do, put a time counter on it and you skip your next turn.

{T}, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability only if there's a time counter on Time Vault.

Time Vault

{2}

Artifact

Time Vault comes into play tapped.

If Time Vault would become untapped, instead choose one — untap Time Vault and you skip your next turn; or Time Vault remains tapped.

{T}: Take an extra turn after this one.

Treachery

{3}{U}{U}

Enchantment — Aura

Enchant creature

When Treachery comes into play, if you played it from your hand, untap up to five lands.

You control enchanted creature.

Treachery

{3}{U}{U}

Enchantment — Aura

Enchant creature

When Treachery comes into play, untap up to five lands.

You control enchanted creature.

Urza's Avenger

{6}

Artifact Creature

{0}: Urza's Avenger gets -1/-1 and your choice of banding, flying, first strike, or trample until end of turn.

4/4

Urza's Avenger

{6}

Artifact Creature

{0}: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn.

4/4

Varchild's Crusader

{3}{R}

Creature — Knight

{0}: Varchild's Crusader can't be blocked except by Walls this turn. Sacrifice Varchild's Crusader at end of turn.

3/2

Varchild's Crusader

{3}{R}

Creature — Knight

{0}: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at end of turn.

3/2

Viscerid Drone

{1}{U}

Creature — Homarid

{T}, Sacrifice a creature and a Swamp: Destroy target nonartifact creature. It can't be regenerated.

{T}, Sacrifice a creature and a snow-covered Swamp: Destroy target creature. It can't be regenerated.

1/2

Viscerid Drone

{1}{U}

Creature — Homarid Drone

{T}, Sacrifice a creature and a Swamp: Destroy target nonartifact creature. It can't be regenerated.

{T}, Sacrifice a creature and a snow Swamp: Destroy target creature. It can't be regenerated.

1/2

Watery Grave

Land — Island Swamp

({T}: Add {U} or {B} to your mana pool.)

As Watery Grave comes into play, you may pay 2 life. If you don't, Watery Grave comes into play tapped instead.

Watery Grave

Land — Island Swamp

({T}: Add {U} or {B} to your mana pool.)

As Watery Grave comes into play, you may pay 2 life. If you don't, Watery Grave comes into play tapped.

Whiteout

{1}{G}

Instant

All creatures lose flying until end of turn.

Sacrifice a snow-covered land: Return Whiteout from your graveyard to your hand.

Whiteout

{1}{G}

Instant

All creatures lose flying until end of turn.

Sacrifice a snow land: Return Whiteout from your graveyard to your hand.

Winter's Chill

{X}{U}

Instant

Play Winter's Chill only during combat before the declare blockers step.

X can't be greater than the number of snow-covered lands you control.

Destroy X target attacking creatures at end of combat. For each attacking creature, its controller may pay {1} or {2} to prevent this effect. If that player pays only {1} for that creature, prevent all combat damage that would be dealt to and dealt by that creature this turn.

Winter's Chill

{X}{U}

Instant

Play Winter's Chill only during combat before the declare blockers step.

X can't be greater than the number of snow lands you control.

Destroy X target attacking creatures at end of combat. For each attacking creature, its controller may pay {1} or {2} to prevent this effect. If that player pays only {1} for that creature, prevent all combat damage that would be dealt to and dealt by that creature this turn.

Winter's Night

{G}{W}{R}

World Enchantment

Whenever a snow-covered land is tapped for mana, its controller adds one mana of that type to his or her mana pool. That land doesn't untap during its controller's next untap step.

Winter's Night

{G}{W}{R}

World Enchantment

Whenever a snow land is tapped for mana, its controller adds one mana of that type to his or her mana pool. That land doesn't untap during its controller's next untap step.

Withering Wisps

{1}{B}{B}

Enchantment

At end of turn, if no creatures are in play, sacrifice Withering Wisps.

{B}: Withering Wisps deals 1 damage to each creature and each player. Spend no more {B} this way each turn than the number of snow-covered Swamps you control.

Withering Wisps

{1}{B}{B}

Enchantment

At end of turn, if no creatures are in play, sacrifice Withering Wisps.

{B}: Withering Wisps deals 1 damage to each creature and each player. Spend no more {B} this way each turn than the number of snow Swamps you control.

Woolly Mammoths

{1}{G}{G}

Creature — Mammoth

Woolly Mammoths has trample as long as you control a snow-covered land.

3/2

Woolly Mammoths

{1}{G}{G}

Creature — Elephant

Woolly Mammoths has trample as long as you control a snow land.

3/2

Changes to symbols only

Old card (Dissension) New card (Coldsnap)

Blinkmoth Infusion

{1}{2}{U}{U}

Instant

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

Untap all artifacts.

Blinkmoth Infusion

{12}{U}{U}

Instant

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

Untap all artifacts.

Darksteel Colossus

{1}{1}

Artifact Creature

Trample

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

If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.

11/11

Darksteel Colossus

{11}

Artifact Creature

Trample

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

If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.

11/11

Draco

{16}

Artifact Creature — Dragon

Draco costs {2} less to play for each basic land type among lands you control.

Flying

At the beginning of your upkeep, sacrifice Draco unless you pay {1}0. This cost is reduced by {2} for each basic land type among lands you control.

9/9

Draco

{16}

Artifact Creature — Dragon

Draco costs {2} less to play for each basic land type among lands you control.

Flying

At the beginning of your upkeep, sacrifice Draco unless you pay {10}. This cost is reduced by {2} for each basic land type among lands you control.

9/9

Mycosynth Golem

{1}{1}

Artifact Creature — Golem

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

Artifact creature spells you play have affinity for artifacts. (They cost {1} less to play for each artifact you control.)

4/5

Mycosynth Golem

{11}

Artifact Creature — Golem

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

Artifact creature spells you play have affinity for artifacts. (They cost {1} less to play for each artifact you control.)

4/5

Changes to types only

Old card (Dissension) New card (Coldsnap)

Ashen Ghoul

{3}{B}

Creature — Ghoul

Haste

{B}: Return Ashen Ghoul from your graveyard to play. Play this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul.

3/1

Ashen Ghoul

{3}{B}

Creature — Zombie

Haste

{B}: Return Ashen Ghoul from your graveyard to play. Play this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul.

3/1

Gorilla Shaman

{R}

Creature — Ape

{X}{X}{1}: Destroy target noncreature artifact with converted mana cost X.

1/1

Gorilla Shaman

{R}

Creature — Ape Shaman

{X}{X}{1}: Destroy target noncreature artifact with converted mana cost X.

1/1

Kjeldoran Elite Guard

{3}{W}

Creature — Soldier

{T}: Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Elite Guard. Play this ability only during combat.

2/2

Kjeldoran Elite Guard

{3}{W}

Creature — Human Soldier

{T}: Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Elite Guard. Play this ability only during combat.

2/2

Mistfolk

{U}{U}

Creature — Mistfolk

{U}: Counter target spell that targets Mistfolk.

1/2

Mistfolk

{U}{U}

Creature — Illusion

{U}: Counter target spell that targets Mistfolk.

1/2

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

Phantasmal Fiend

{3}{B}

Creature — Illusion

{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

Snow-Covered Forest

Snow-Covered Basic Land — Forest

Snow-Covered Forest

Basic Snow Land — Forest

Snow-Covered Island

Snow-Covered Basic Land — Island

Snow-Covered Island

Basic Snow Land — Island

Snow-Covered Mountain

Snow-Covered Basic Land — Mountain

Snow-Covered Mountain

Basic Snow Land — Mountain

Snow-Covered Plains

Snow-Covered Basic Land — Plains

Snow-Covered Plains

Basic Snow Land — Plains

Snow-Covered Swamp

Snow-Covered Basic Land — Swamp

Snow-Covered Swamp

Basic Snow Land — Swamp

Tinder Wall

{G}

Creature — Wall

Defender (This creature can't attack.)

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

{R}, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking.

0/3

Tinder Wall

{G}

Creature — Plant Wall

Defender (This creature can't attack.)

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

{R}, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking.

0/3

Zuran Spellcaster

{2}{U}

Creature — Wizard

{T}: Zuran Spellcaster deals 1 damage to target creature or player.

1/1

Zuran Spellcaster

{2}{U}

Creature — Human Wizard

{T}: Zuran Spellcaster deals 1 damage to target creature or player.

1/1

New cards

Old card (Dissension) New card (Coldsnap)

Adarkar Valkyrie

{4}{W}{W}

Snow Creature — Angel

Flying, vigilance

{T}: When target creature other than Adarkar Valkyrie is put into a graveyard this turn, return that card to play under your control.

4/5

Adarkar Windform

{4}{U}

Snow Creature — Illusion

Flying

{1}{S}: Target creature loses flying until end of turn. ({S} can be paid with one mana from a snow permanent.)

3/3

Allosaurus Rider

{5}{G}{G}

Creature — Elf Warrior

You may remove two green cards in your hand from the game rather than pay Allosaurus Rider's mana cost.

Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.

1+*/1+*

Arctic Flats

Snow Land

Arctic Flats comes into play tapped.

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

Arctic Nishoba

{5}{G}

Creature — Cat Warrior

Trample

Cumulative upkeep {G} or {W} (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.)

When Arctic Nishoba is put into a graveyard from play, you gain 2 life for each age counter on it.

6/6

Arcum Dagsson

{3}{U}

Legendary Creature — Human Artificer

{T}: Target artifact creature's controller sacrifices it. That player may search his or her library for a noncreature artifact card, put it into play, then shuffle his or her library.

2/2

Aurochs Herd

{5}{G}

Creature — Aurochs

Trample

When Aurochs Herd comes into play, you may search your library for an Aurochs card, reveal it, and put it into your hand. If you do, shuffle your library.

Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

4/4

Balduvian Fallen

{3}{B}

Creature — Zombie

Cumulative upkeep {1} (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.)

Whenever Balduvian Fallen's cumulative upkeep is paid, it gets +1/+0 until end of turn for each {B} or {R} spent this way.

3/5

Balduvian Frostwaker

{2}{U}

Creature — Human Wizard

{U}, {T}: Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.

1/1

Balduvian Rage

{X}{R}

Instant

Target attacking creature gets +X/+0 until end of turn.

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

Balduvian Warlord

{3}{R}

Creature — Human Barbarian

{T}: Remove target blocking creature from combat. Creatures it blocked that no other creature blocked this combat become unblocked, then it blocks an attacking creature of your choice. Play this ability only during the declare blockers step.

3/2

Blizzard Specter

{2}{U}{B}

Snow Creature — Specter

Flying

Whenever Blizzard Specter deals combat damage to a player, choose one — That player returns a permanent he or she controls to its owner's hand; or that player discards a card.

2/3

Boreal Centaur

{1}{G}

Snow Creature — Centaur Warrior

{S}: Boreal Centaur gets +1/+1 until end of turn. Play this ability only once each turn. ({S} can be paid with one mana from a snow permanent.)

2/2

Boreal Druid

{G}

Snow Creature — Elf Druid

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

1/1

Boreal Griffin

{3}{W}{W}

Snow Creature — Griffin

Flying

{S}: Boreal Griffin gains first strike until end of turn. ({S} can be paid with one mana from a snow permanent.)

3/2

Boreal Shelf

Snow Land

Boreal Shelf comes into play tapped.

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

Braid of Fire

{1}{R}

Enchantment

Cumulative upkeep—Add {R} to your mana pool. (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.)

Brooding Saurian

{2}{G}{G}

Creature — Lizard

At the end of each turn, each player gains control of all nontoken permanents he or she owns.

4/4

Bull Aurochs

{1}{G}

Creature — Aurochs

Trample

Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

2/1

Chill to the Bone

{3}{B}

Instant

Destroy target nonsnow creature.

Chilling Shade

{2}{B}

Snow Creature — Shade

Flying

{S}: Chilling Shade gets +1/+1 until end of turn. ({S} can be paid with one mana from a snow permanent.)

1/1

Coldsteel Heart

{2}

Snow Artifact

Coldsteel Heart comes into play tapped.

As Coldsteel Heart comes into play, choose a color.

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

Commandeer

{5}{U}{U}

Instant

You may remove two blue cards in your hand from the game rather than pay Commandeer's mana cost.

Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact or enchantment, the permanent comes into play under your control.)

Controvert

{2}{U}{U}

Instant

Counter target spell.

Recover {2}{U}{U} (When a creature is put into your graveyard from play, you may pay {2}{U}{U}. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Counterbalance

{U}{U}

Enchantment

Whenever an opponent plays a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card.

Cover of Winter

{2}{W}

Snow Enchantment

Cumulative upkeep {S} ({S} can be paid with one mana from a snow permanent.)

If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter.

{S}: Put an age counter on Cover of Winter.

Cryoclasm

{2}{R}

Sorcery

Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller.

Darien, King of Kjeldor

{4}{W}{W}

Legendary Creature — Human Lord

Whenever you're dealt damage, you may put that many 1/1 white Soldier creature tokens into play.

3/3

Dark Depths

Legendary Snow Land

Dark Depths comes into play with ten ice counters on it.

{3}: Remove an ice counter from Dark Depths.

When Dark Depths has no ice counters on it, sacrifice it. If you do, put an indestructible legendary 20/20 black Avatar creature token with flying named Marit Lage into play.

Deathmark

{B}

Sorcery

Destroy target green or white creature.

Deepfire Elemental

{4}{B}{R}

Creature — Elemental

{X}{X}{1}: Destroy target artifact or creature with converted mana cost X.

4/4

Diamond Faerie

{2}{G}{W}{U}

Snow Creature — Faerie

Flying

{1}{S}: Snow creatures you control get +1/+1 until end of turn. ({S} can be paid with one mana from a snow permanent.)

3/3

Disciple of Tevesh Szat

{2}{B}{B}

Creature — Human Cleric

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

{4}{B}{B}, {T}, Sacrifice Disciple of Tevesh Szat: Target creature gets -6/-6 until end of turn.

3/1

Drelnoch

{4}{U}

Creature — Yeti Mutant

Whenever Drelnoch becomes blocked, you may draw two cards.

3/3

Earthen Goo

{2}{R}

Creature — Ooze

Trample

Cumulative upkeep {R} or {G} (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.)

Earthen Goo gets +1/+1 for each age counter on it.

2/2

Feast of Flesh

{B}

Sorcery

Feast of Flesh deals X damage to target creature and you gain X life, where X is 1 plus the number of cards named Feast of Flesh in all graveyards.

Field Marshal

{1}{W}{W}

Creature — Human Soldier

Other Soldiers get +1/+1 and have first strike.

2/2

Flashfreeze

{1}{U}

Instant

Counter target red or green spell.

Freyalise's Radiance

{1}{G}

Enchantment

Cumulative upkeep {2} (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.)

Snow permanents don't untap during their controllers' untap steps.

Frost Marsh

Snow Land

Frost Marsh comes into play tapped.

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

Frost Raptor

{2}{U}

Snow Creature — Bird

Flying

{S}{S}: Frost Raptor can't be the target of spells or abilities this turn. ({S} can be paid with one mana from a snow permanent.)

2/2

Frostweb Spider

{2}{G}

Snow Creature — Spider

Frostweb Spider can block as though it had flying.

Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat.

1/3

Fury of the Horde

{5}{R}{R}

Sorcery

You may remove two red cards in your hand from the game rather than pay Fury of the Horde's mana cost.

Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Garza Zol, Plague Queen

{4}{U}{B}{R}

Legendary Creature — Vampire

Flying, haste

Whenever a creature dealt damage by Garza Zol, Plague Queen this turn is put into a graveyard, put a +1/+1 counter on Garza Zol.

Whenever Garza Zol deals combat damage to a player, you may draw a card.

5/5

Garza's Assassin

{B}{B}{B}

Creature — Human Assassin

Sacrifice Garza's Assassin: Destroy target nonblack creature.

Recover—Pay half your life, rounded up. (When another creature is put into your graveyard from play, you may pay half your life, rounded up. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

2/2

Gelid Shackles

{W}

Snow Enchantment — Aura

Enchant creature

Enchanted creature can't block and its activated abilities can't be played.

{S}: Enchanted creature gains defender until end of turn. ({S} can be paid with one mana from a snow permanent.)

Glacial Plating

{2}{W}{W}

Snow Enchantment — Aura

Enchant creature

Cumulative upkeep {S} (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. {S} can be paid with one mana from a snow permanent.)

Enchanted creature gets +3/+3 for each age counter on Glacial Plating.

Goblin Furrier

{1}{R}

Creature — Goblin Warrior

Prevent all damage that Goblin Furrier would deal to snow creatures.

2/2

Goblin Rimerunner

{2}{R}

Snow Creature — Goblin Warrior

{T}: Target creature can't block this turn.

{S}: Goblin Rimerunner gains haste until end of turn. ({S} can be paid with one mana from a snow permanent.)

2/2

Greater Stone Spirit

{4}{R}{R}

Creature — Elemental Spirit

Greater Stone Spirit can't be blocked by creatures with flying.

{2}{R}: Until end of turn, target creature gets +0/+2 and gains "{R}: This creature gets +1/+0 until end of turn."

4/4

Grim Harvest

{1}{B}

Instant

Return target creature card from your graveyard to your hand.

Recover {2}{B} (When a creature is put into your graveyard from play, you may pay {2}{B}. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Gristle Grinner

{4}{B}

Creature — Zombie

Whenever a creature is put into a graveyard from play, Gristle Grinner gets +2/+2 until end of turn.

3/3

Gutless Ghoul

{2}{B}

Snow Creature — Zombie

{1}, Sacrifice a creature: You gain 2 life.

2/2

Haakon, Stromgald Scourge

{1}{B}{B}

Legendary Creature — Zombie Knight

You may play Haakon, Stromgald Scourge from your graveyard, but not from anywhere else.

As long as Haakon is in play, you may play Knight cards from your graveyard.

When Haakon is put into a graveyard from play, you lose 2 life.

3/3

Heidar, Rimewind Master

{4}{U}

Legendary Creature — Human Wizard

{2}, {T}: Return target permanent to its owner's hand. Play this ability only if you control four or more snow permanents.

3/3

Herald of Leshrac

{6}{B}

Creature — Avatar

Flying

Cumulative upkeep—Gain control of a land you don't control.

Herald of Leshrac gets +1/+1 for each land you control but don't own.

When Herald of Leshrac leaves play, each player gains control of each land he or she owns that you control.

2/4

Hibernation's End

{4}{G}

Enchantment

Cumulative upkeep {1}

Whenever you pay Hibernation's End's cumulative upkeep, you may search your library for a creature card with converted mana cost equal to the number of age counters on Hibernation's End and put it into play. If you do, shuffle your library.

Highland Weald

Snow Land

Highland Weald comes into play tapped.

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

Icefall

{2}{R}{R}

Sorcery

Destroy target artifact or land.

Recover {R}{R} (When a creature is put into your graveyard from play, you may pay {R}{R}. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Into the North

{1}{G}

Sorcery

Search your library for a snow land card and put it into play tapped. Then shuffle your library.

Jester's Scepter

{3}

Artifact

When Jester's Scepter comes into play, remove the top five cards of target player's library from the game face down. You may look at those cards as long as they remain removed from the game.

{2}, {T}, Put a card removed from the game with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card.

Jokulmorder

{4}{U}{U}{U}

Creature — Leviathan

Trample

Jokulmorder comes into play tapped.

When Jokulmorder comes into play, sacrifice it unless you sacrifice five lands.

Jokulmorder doesn't untap during your untap step.

Whenever you play an Island, you may untap Jokulmorder.

12/12

Jotun Grunt

{1}{W}

Creature — Giant Soldier

Cumulative upkeep—Put two cards in a single graveyard on the bottom of their owner's library. (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.)

4/4

Jotun Owl Keeper

{2}{W}

Creature — Giant

Cumulative upkeep {W} or {U} (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.)

When Jotun Owl Keeper is put into a graveyard from play, put a 1/1 white Bird creature token with flying into play for each age counter on it.

3/3

Juniper Order Ranger

{3}{G}{W}

Creature — Human Knight

Whenever another creature comes into play under your control, put a +1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger.

2/4

Karplusan Minotaur

{2}{R}{R}

Creature — Minotaur Warrior

Cumulative upkeep—Flip a coin.

Whenever you win a coin flip, Karplusan Minotaur deals 1 damage to target creature or player.

Whenever you lose a coin flip, Karplusan Minotaur deals 1 damage to target creature or player of an opponent's choice.

3/3

Karplusan Strider

{3}{G}

Creature — Yeti

Karplusan Strider can't be the target of blue or black spells.

3/4

Karplusan Wolverine

{R}

Snow Creature — Beast

Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player.

1/1

Kjeldoran Gargoyle

{5}{W}

Creature — Gargoyle

Flying, first strike

Whenever Kjeldoran Gargoyle deals damage, you gain that much life.

3/3

Kjeldoran Javelineer

{W}

Creature — Human Soldier

Cumulative upkeep {1} (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.)

{T}: Kjeldoran Javelineer deals damage to target attacking or blocking creature equal to the number of age counters on Kjeldoran Javelineer.

1/2

Kjeldoran Outrider

{1}{W}

Creature — Human Soldier

{W}: Kjeldoran Outrider gets +0/+1 until end of turn.

2/2

Kjeldoran War Cry

{1}{W}

Instant

Creatures you control get +X/+X until end of turn, where X is 1 plus the number of cards named Kjeldoran War Cry in all graveyards.

Krovikan Mist

{1}{U}

Creature — Illusion

Flying

Krovikan Mist's power and toughness are each equal to the number of Illusions in play.

*/*

Krovikan Rot

{2}{B}

Instant

Destroy target creature with power 2 or less.

Recover {1}{B}{B} (When a creature is put into your graveyard from play, you may pay {1}{B}{B}. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Krovikan Scoundrel

{1}{B}

Creature — Human Rogue

2/1

Krovikan Whispers

{3}{U}

Enchantment — Aura

Enchant creature

Cumulative upkeep {U} or {B}

You control enchanted creature.

When Krovikan Whispers is put into a graveyard from play, you lose 2 life for each age counter on it.

Lightning Serpent

{X}{R}

Creature — Elemental Serpent

Trample, haste

Lightning Serpent comes into play with X +1/+0 counters on it.

At end of turn, sacrifice Lightning Serpent.

2/1

Lightning Storm

{1}{R}{R}

Instant

Lightning Storm deals X damage to target creature or player, where X is 3 plus the number of charge counters on it.

Discard a land card: Put two charge counters on Lightning Storm. You may choose a new target for it. Any player may play this ability but only if Lightning Storm is on the stack.

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Lord

Barbarians, Warriors, and Berserkers get +2/+2 and have haste.

3/3

Luminesce

{W}

Instant

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

Magmatic Core

{2}{R}{R}

Enchantment

Cumulative upkeep {1} (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.)

At the end of your turn, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it.

Martyr of Ashes

{R}

Creature — Human Shaman

{2}, Reveal X red cards from your hand, Sacrifice Martyr of Ashes: Martyr of Ashes deals X damage to each creature without flying.

1/1

Martyr of Bones

{B}

Creature — Human Wizard

{1}, Reveal X black cards from your hand, Sacrifice Martyr of Bones: Remove up to X target cards in