/* SPOILER MERCADIAN MASQUES 350 Cards Total Color: 57 Black, 57 Blue, 57 Green, 57 Red, 57 White, 30 Artifacts, 35 Land Rarity: 110 Commons, 110 Uncommons, 110 Rare, 20 Basic Land Assembly Hall 5, Artifact, Rare 4, T: Reveal a creature card in your hand, search your library for a copy of that card, and put the card into your hand. Then shuffle your library. Barbed Wire 3, Artifact, Uncommon At the beginning of each player’s upkeep, Barbed Wire deals 1 damage to that player. 2: Prevent the next 1 damage that would be dealt by Barbed Wire this turn. Bargaining Table 5, Artifact, Rare X, T: Draw a card. X is the number of cards in an opponent’s hand. Credit Voucher 2, Artifact, Uncommon 2, tap, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards. Crenellated Wall 4, Artifact Creature — Wall 0/4, Uncommon (Walls can’t attack.) T: Target creature gets +0/+4 until end of turn. Crooked Scales 4, Artifact, Rare 4, T: Choose target creature you control and target creature an opponent controls. Flip a coin. If you win the flip, destroy the creature the opponent controls. If you lose the flip, destroy the creature you control unless you pay 3 and reflip the coin. Crumbling Sanctuary 5, Artifact, Rare For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead. Distorting Lens 2, Artifact, Rare T: Target permanent becomes the color of your choice until end of turn. Eye of Ramos 3, Artifact, Rare T: Add one blue mana to your mana pool. Sacrifice Eye of Ramos: Add one blue mana to your mana pool. General’s Regalia 3, Artifact, Rare 3: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead. Heart of Ramos 3, Artifact, Rare T: Add one red mana to your mana pool. Sacrifice Heart of Ramos: Add one red mana to your mana pool. Henge Guardian 5, Artifact Creature 3/4, Uncommon 2: Henge Guardian gains trample until end of turn. Horn of Plenty 6, Artifact, Rare Whenever a player plays a spell, he or she may pay 1. If that player does, he or she draws a card at end of turn. Horn of Ramos 3, Artifact, Rare T: Add one green mana to your mana pool. Sacrifice Horn of Ramos: Add one green mana to your mana pool. Iron Lance 2, Artifact, Uncommon 3, T: Target creature gains first strike until end of turn. Jeweled Torque 2, Artifact, Uncommon As Jeweled Torque comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may pay 2. If you do, you gain 2 life. Kyren Archive 3, Artifact, Rare At the beginning of your upkeep, you may remove the top card of your library from the game face down. 5, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner’s hand. Kyren Toy 3, Artifact, Rare 1, T: Put a charge counter on Kyren Toy. tap, Remove X charge counters from Kyren Toy: Add X plus one colorless mana to your mana pool. Magistrate’s Scepter 3, Artifact, Rare 4, T: Put a charge counter on Magistrate’s Scepter. tap, Remove three charge counters from Magistrate’s Scepter: Take another turn after this one. Mercadian Atlas 5, Artifact, Rare At the end of your turn, if you didn’t play a land this turn, you may draw a card. Mercadian Lift 2, Artifact, Rare 1, T: Put a winch counter on Mercadian Lift. tap, Remove X winch counters from Mercadian Lift: Put a creature card with converted mana cost X from your hand into play. Monkey Cage 5, Artifact, Rare When a creature comes into play, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature’s converted mana cost. Panacea 4, Artifact, Uncommon XX, T: Prevent the next X damage that would be dealt to target creature or player this turn. Power Matrix 4, Artifact, Rare T: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn. Puffer Extract 5, Artifact, Uncommon X, T: Target creature you control gets +X/+X until end of turn. Destroy it at end of turn. Rishadan Pawnshop 2, Artifact, Rare 2, T: Shuffle target card in play you control into its owner’s library. Skull of Ramos 3, Artifact, Rare T: Add one black mana to your mana pool. Sacrifice Skull of Ramos: Add one black mana to your mana pool. Tooth of Ramos 3, Artifact, Rare T: Add one white mana to your mana pool. Sacrifice Tooth of Ramos: Add one white mana to your mana pool. Toymaker 2, Artifact Creature — Spellshaper 1/1, Uncommon 1, tap, Discard a card from your hand: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) Worry Beads 3, Artifact, Rare At the beginning of each player’s upkeep, that player puts the top card of his or her library into his or her graveyard. Alley Grifters 1BB, Creature — Mercenary 2/2, Common Whenever Alley Grifters becomes blocked, defending player discards a card from his or her hand. Black Market 3BB, Enchantment, Rare Whenever a creature is put into a graveyard from play, put a charge counter on Black Market. At the beginning of your precombat main phase, add B to your mana pool for each charge counter on Black Market. Bog Smugglers 1BB, Creature — Mercenary 2/2, Common Swampwalk (This creature is unblockable as long as defending player controls a swamp.) Bog Witch 2B, Creature — Spellshaper 1/1, Common B, tap, Discard a card from your hand: Add BBB to your mana pool. Cackling Witch 1B, Creature — Spellshaper 1/1, Uncommon XB, tap, Discard a card from your hand: Target creature gets +X/+0 until end of turn. Cateran Brute 2B, Creature — Mercenary 2/2, Common 2, T: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Cateran Enforcer 3BB, Creature — Mercenary 4/3, Uncommon Cateran Enforcer can’t be blocked except by artifact creatures and black creatures. 4, T: Search your library for a Mercenary card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Cateran Kidnappers 2BB, Creature — Mercenary 4/2, Uncommon 3, T: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Cateran Overlord 4BBB, Creature — Mercenary 7/5, Rare Sacrifice a creature: Regenerate Cateran Overlord. 6, T: Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Cateran Persuader BB, Creature — Mercenary 2/1, Common 1, T: Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library. Cateran Slaver 4BB, Creature — Mercenary 5/5, Rare Swampwalk (This creature is unblockable as long as defending player controls a swamp.) 5, T: Search your library for a Mercenary card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Cateran Summons B, Sorcery, Uncommon Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library. Conspiracy 3BB, Enchantment, Rare As Conspiracy comes into play, choose a creature type. Creatures you control and creature cards in your graveyard, hand, and library are of the chosen type. Corrupt Official 4B, Creature — Minion 3/1, Rare 2B: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random from his or her hand. Dark Ritual B, Instant, Common Add BBB to your mana pool. Deathgazer 3B, Creature — Lizard 2/2, Uncommon Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deepwood Ghoul 2B, Creature — Zombie 2/1, Common Pay 2 life: Regenerate Deepwood Ghoul. Deepwood Legate 3B, Creature — Shade 1/1, Uncommon If an opponent controls a forest and you control a swamp, you may play Deepwood Legate without paying its mana cost. B: Deepwood Legate gets +1/+1 until end of turn. Delraich 6B, Creature — Horror 6/6, Rare Trample You may sacrifice three black creatures instead of paying Delraich’s mana cost. Enslaved Horror 3B, Creature — Horror 4/4, Uncommon When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play. Extortion 3BB, Sorcery, Rare Look at target player’s hand and choose up to two cards from it. That player discards those cards. Forced March XBBB, Sorcery, Rare Destroy all creatures with converted mana cost X or less. Ghoul’s Feast 1B, Instant, Uncommon Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Haunted Crossroads 2B, Enchantment, Uncommon B: Put target creature card from your graveyard on top of your library. Highway Robber 2BB, Creature — Mercenary 2/2, Common When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life. Instigator 1B, Creature — Spellshaper 1/1, Rare 1BB, tap, Discard a card from your hand: Creatures target player controls attack this turn if able. Insubordination BB, Enchant Creature, Common At the end of the turn of enchanted creature’s controller, Insubordination deals 2 damage to that player unless enchanted creature attacked this turn. Intimidation 2BBB, Enchantment, Uncommon Creatures you control can’t be blocked except by artifact creatures and black creatures. Larceny 3BB, Enchantment, Uncommon Whenever a creature you control deals combat damage to a player, that player discards a card from his or her hand. Liability 1BB, Enchantment, Rare Whenever a card is put into a player’s graveyard from play, that player loses 1 life. Maggot Therapy 2B, Enchant Creature, Common You may play Maggot Therapy any time you could play an instant. Enchanted creature gets +2/-2. Midnight Ritual X2B, Sorcery, Rare Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a black 2/2 Zombie creature token into play. Misshapen Fiend 1B, Creature — Mercenary 1/1, Common Flying Molting Harpy B, Creature — Mercenary 2/1, Uncommon Flying At the beginning of your upkeep, sacrifice Molting Harpy unless you pay 2. Nether Spirit 1BB, Creature — Spirit 2/2, Rare At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to play. Notorious Assassin 3B, Creature — Spellshaper 2/2, Rare 2B, tap, Discard a card from your hand: Destroy target nonblack creature. It can’t be regenerated. Pretender’s Claim 1B, Enchant Creature, Uncommon Whenever enchanted creature becomes blocked, tap all lands defending player controls. Primeval Shambler 4B, Creature — Mercenary 3/3, Uncommon B: Primeval Shambler gets +1/+1 until end of turn. Putrefaction 4B, Enchantment, Uncommon Whenever a player plays a white spell or green spell, that player discards a card from his or her hand. Quagmire Lamprey 2B, Creature — Fish 1/1, Uncommon Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature. Rain of Tears 1BB, Sorcery, Uncommon Destroy target land. Rampart Crawler B, Creature — Mercenary 1/1, Common Rampart Crawler can’t be blocked by Walls. Rouse 1B, Instant, Common If you control a swamp, you may pay 2 life instead of paying Rouse’s mana cost. Target creature gets +2/+0 until end of turn. Scandalmonger 3B, Creature — Monger 3/3, Uncommon 2: Target player discards a card from his or her hand. Any player may play this ability but only if he or she could play a sorcery. Sever Soul 3BB, Sorcery, Common Destroy target nonblack creature. It can’t be regenerated. You gain life equal to its toughness. Silent Assassin BB, Creature — Mercenary 2/1, Rare 3B: Destroy target blocking creature at end of combat. Skulking Fugitive 2B, Creature — Mercenary 3/4, Common When Skulking Fugitive becomes the target of a spell or ability, sacrifice Skulking Fugitive. Snuff Out 3B, Instant, Common If you control a swamp, you may pay 4 life instead of paying Snuff Out’s mana cost. Destroy target nonblack creature. It can’t be regenerated. Soul Channeling 2B, Enchant Creature, Common Pay 2 life: Regenerate enchanted creature. Specter’s Wail 1B, Sorcery, Common Target player discards a card at random from his or her hand. Strongarm Thug 2B, Creature — Mercenary 1/1, Uncommon When Strongarm Thug comes into play, you may return a Mercenary card from your graveyard to your hand. Thrashing Wumpus 3BB, Creature — Beast 3/3, Rare B: Thrashing Wumpus deals 1 damage to each creature and each player. Undertaker 1B, Creature — Spellshaper 1/1, Common B, tap, Discard a card from your hand: Return target creature card from your graveyard to your hand. Unmask 3B, Sorcery, Rare You may remove a black card in your hand from the game instead of paying Unmask’s mana cost. Look at target player’s hand and choose a nonland card from it. That player discards that card. Unnatural Hunger 3BB, Enchant Creature, Rare At the beginning of the upkeep of enchanted creature’s controller, Unnatural Hunger deals to that player damage equal to enchanted creature’s power unless he or she sacrifices another creature. Vendetta B, Instant, Common Destroy target nonblack creature. It can’t be regenerated. You lose life equal to that creature’s toughness. Wall of Distortion 2BB, Creature — Wall 1/3, Common (Walls can’t attack.) 2B, T: Target player discards a card from his or her hand. Play this ability only if you could play a sorcery. Ancestral Mask 2G, Enchant Creature, Common Enchanted creature gets +2/+2 for each other enchantment in play. Bifurcate 3G, Sorcery, Rare Search your library for a copy of target creature card in play and put that card into play. Then shuffle your library. Boa Constrictor 4G, Creature — Snake 3/3, Uncommon T: Boa Constrictor gets +3/+3 until end of turn. Briar Patch 1GG, Enchantment, Uncommon Whenever a creature attacks you, it gets -1/-0 until end of turn. Caller of the Hunt 2G, Creature — Lord */*, Rare As you play Caller of the Hunt, choose a creature type. Caller of the Hunt’s power and toughness are each equal to the number of creatures in play of the chosen type. Caustic Wasps 2G, Creature — Insect 1/1, Uncommon Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. Clear the Land 2G, Sorcery, Rare Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game. Collective Unconscious 4GG, Sorcery, Rare Draw a card for each creature you control. Dawnstrider 1G, Creature — Spellshaper 1/1, Rare G, tap, Discard a card from your hand: Prevent all combat damage that would be dealt this turn. Deadly Insect 4G, Creature — Insect 6/1, Common Deadly Insect can’t be the target of spells or abilities. Deepwood Drummer 1G, Creature — Spellshaper 1/1, Common G, tap, Discard a card from your hand: Target creature gets +2/+2 until end of turn. Deepwood Elder GG, Creature — Spellshaper 2/2, Rare XGG, tap, Discard a card from your hand: X target lands become forests until end of turn. Deepwood Tantiv 4G, Creature — Beast 2/4, Uncommon Whenever Deepwood Tantiv becomes blocked, you gain 2 life. Deepwood Wolverine G, Creature — Wolverine 1/1, Common Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. Desert Twister 4GG, Sorcery, Uncommon Destroy target permanent. Erithizon 2GG, Creature — Beast 4/4, Rare Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player’s choice. Ferocity 1G, Enchant Creature, Common Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it. Food Chain 2G, Enchantment, Rare Remove a creature you control from the game: Add X mana of any color to your mana pool, where X is the removed creature’s converted mana cost plus one. This mana may be spent only to play creature spells. Foster 2GG, Enchantment, Rare Whenever a creature you control is put into a graveyard, you may pay 1. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard. Game Preserve 2G, Enchantment, Rare At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners’ control. (Otherwise, put them back face-down on top of their owners’ libraries.) Giant Caterpillar 3G, Creature — Insect 3/3, Common G, Sacrifice Giant Caterpillar: Put a 1/1 green Butterfly creature token with flying into play at end of turn. Groundskeeper G, Creature — Druid 1/1, Uncommon 1G: Return target basic land card from your graveyard to your hand. Horned Troll 2G, Creature — Troll 2/2, Common G: Regenerate Horned Troll. Howling Wolf 2GG, Creature — Wolf 2/2, Common When Howling Wolves comes into play, you may search your library for up to three Howling Wolves cards, reveal them, and put them into your hand. If you do, shuffle your library. Hunted Wumpus 3G, Creature — Beast 6/6, Uncommon When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play under his or her control. Invigorate 2G, Instant, Common If you control a forest, you may have an opponent gain 3 life instead of paying Invigorate’s mana cost. Target creature gets +4/+4 until end of turn. Land Grant 1G, Sorcery, Common If you have no land cards in hand, you may reveal your hand instead of paying Land Grant’s mana cost. Search your library for a forest card and put that card into your hand. Then shuffle your library. Ley Line 3G, Enchantment, Uncommon At the beginning of each player’s upkeep, that player may put a +1/+1 counter on target creature. Lumbering Satyr 2GG, Creature — Beast 5/4, Uncommon All creatures gain forestwalk. (They’re unblockable as long as defending player controls a forest.) Lure 1GG, Enchant Creature, Uncommon All creatures able to block enchanted creature do so if able. Megatherium 2G, Creature — Beast 4/4, Rare Trample When Megatherium comes into play, sacrifice it unless you pay 1 for each card in your hand. Natural Affinity 2G, Instant, Rare All lands become 2/2 creatures until end of turn. They still count as lands. Pangosaur 2GG, Creature — Lizard 6/6, Rare Whenever a player plays a land, return Pangosaur to its owner’s hand. Revive 1G, Sorcery, Uncommon Return target green card from your graveyard to your hand. Rushwood Dryad 1G, Creature — Dryad 2/1, Common Forestwalk (This creature is unblockable as long as defending player controls a forest.) Rushwood Elemental GGGGG, Creature — Elemental 4/4, Rare Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental. Rushwood Herbalist 2G, Creature — Spellshaper 2/2, Common G, tap, Discard a card from your hand: Regenerate target creature. Rushwood Legate 2G, Creature — Dryad 2/1, Uncommon If an opponent controls an island and you control a forest, you may play Rushwood Legate without paying its mana cost. Saber Ants 3G, Creature — Insect 2/3, Uncommon Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Sacred Prey G, Creature — Beast 1/1, Common When Sacred Prey becomes blocked, you gain 1 life. Silverglade Elemental 4G, Creature — Elemental 4/4, Common When Silverglade Elemental comes into play, you may search your library for a forest card and put that card into play. If you do, shuffle your library. Silverglade Pathfinder 1G, Creature — Spellshaper 1/1, Uncommon 1G, tap, Discard a card from your hand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Snake Pit 3G, Enchantment, Uncommon Whenever an opponent plays a blue or black spell, you may put a 1/1 green Snake creature token into play. Snorting Gahr 2GG, Creature — Beast 3/3, Common Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn. Spidersilk Armor 2G, Enchantment, Common Creatures you control get +0/+1 and may block as though they had flying. Spontaneous Generation 3G, Sorcery, Rare Put a 1/1 green Saproling creature token into play for each card in your hand. Squall 2G, Sorcery, Common Squall deals 2 damage to each creature with flying. Squallmonger 3G, Creature — Monger 3/3, Uncommon 2: Squallmonger deals 1 damage to each creature with flying and each player. Any player may play this ability. Stamina 2G, Enchant Creature, Uncommon Attacking doesn’t cause enchanted creature to tap. Sacrifice Stamina: Regenerate enchanted creature. Sustenance 1G, Enchantment, Uncommon 1, Sacrifice a land: Target creature gets +1/+1 until end of turn. Tiger Claws 2G, Enchant Creature, Common You may play Tiger Claws any time you could play an instant. Enchanted creature gets +1/+1 and has trample. Tranquility 2G, Sorcery, Common Destroy all enchantments. Venomous Breath 3G, Instant, Uncommon At end of combat, destroy all creatures that blocked or were blocked by target creature this turn. Venomous Dragonfly 3G, Creature — Insect 1/1, Common Flying Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat. Vernal Equinox 3G, Enchantment, Rare Any player may play creature and enchantment spells any time he or she could play an instant. Vine Dryad 3G, Creature — Dryad 1/3, Rare Forestwalk (This creature is unblockable as long as defending player controls a forest.) You may play Vine Dryad any time you could play an instant. You may remove a green card in your hand from the game instead of paying Vine Dryad’s mana cost. Vine Trellis 1G, Creature — Wall 0/4, Common (Walls can’t attack.) T: Add one green mana to your mana pool. Dust Bowl Land, Rare T: Add one colorless mana to your mana pool. 3, tap, Sacrifice a land: Destroy target nonbasic land. Forest Land, Land [G] Forest [Version 2] Land, Land [G] Forest [Version 3] Land, Land [G] Forest [Version 4] Land, Land [G] Fountain of Cho Land, Uncommon Fountain of Cho comes into play tapped. T: Put a storage counter on Fountain of Cho. tap, Remove any number of storage counters from Fountain of Cho: Add one white mana to your mana pool for each storage counter removed this way. Henge of Ramos Land, Uncommon T: Add one colorless mana to your mana pool. 2, T: Add one mana of any color to your mana pool. Hickory Woodlot Land, Common Hickory Woodlot comes into play tapped with two depletion counters on it. tap, Remove a depletion counter from Hickory Woodlot: Add two green mana to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it. High Market Land, Rare T: Add one colorless mana to your mana pool. tap, Sacrifice a creature: You gain 1 life. Island Land, Land [U] Island [Version 2] Land, Land [U] Island [Version 3] Land, Land [U] Island [Version 4] Land, Land [U] Mercadian Bazaar Land, Uncommon Mercadian Bazaar comes into play tapped. T: Put a storage counter on Mercadian Bazaar. tap, Remove any number of storage counters from Mercadian Bazaar: Add one red mana to your mana pool for each storage counter removed this way. Mountain Land, Land [R] Mountain [Version 2] Land, Land [R] Mountain [Version 3] Land, Land [R] Mountain [Version 4] Land, Land [R] Peat Bog Land, Common Peat Bog comes into play tapped with two depletion counters on it. tap, Remove a depletion counter from Peat Bog: Add two black mana to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it. Plains Land, Land [W] Plains [Version 2] Land, Land [W] Plains [Version 3] Land, Land [W] Plains [Version 4] Land, Land [W] Remote Farm Land, Common Remote Farm comes into play tapped with two depletion counters on it. tap, Remove a depletion counter from Remote Farm: Add two white mana to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it. Rishadan Port Land, Rare T: Add one colorless mana to your mana pool. 1, T: Tap target land. Rushwood Grove Land, Uncommon Rushwood Grove comes into play tapped. T: Put a storage counter on Rushwood Grove. tap, Remove any number of storage counters from Rushwood Grove: Add one green mana to your mana pool for each storage counter removed this way. Sandstone Needle Land, Common Sandstone Needle comes into play tapped with two depletion counters on it. tap, Remove a depletion counter from Sandstone Needle: Add two red mana to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it. Saprazzan Cove Land, Uncommon Saprazzan Cove comes into play tapped. T: Put a storage counter on Saprazzan Cove. tap, Remove any number of storage counters from Saprazzan Cove: Add one blue mana to your mana pool for each storage counter removed this way. Saprazzan Skerry Land, Common Saprazzan Skerry comes into play tapped with two depletion counters on it. tap, Remove a depletion counter from Saprazzan Skerry: Add two blue mana to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it. Subterranean Hangar Land, Uncommon Subterranean Hangar comes into play tapped. T: Put a storage counter on Subterranean Hangar. tap, Remove any number of storage counters from Subterranean Hangar: Add one black mana to your mana pool for each storage counter removed this way. Swamp Land, Land [B] Swamp [Version 2] Land, Land [B] Swamp [Version 3] Land, Land [B] Swamp [Version 4] Land, Land [B] Tower of the Magistrate Land, Rare T: Add one colorless mana to your mana pool. 1, T: Target creature gains protection from artifacts until end of turn. Arms Dealer 2R, Creature — Goblin 1/1, Uncommon 1R, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. Battle Rampart 2R, Creature — Wall 1/3, Common (Walls can’t attack.) T: Target creature gains haste until end of turn. (That creature may attack and tap the turn it comes under your control.) Battle Squadron 3RR, Creature — Ship */*, Rare Flying Battle Squadron’s power and toughness are each equal to the number of creatures you control. Blaster Mage 2R, Creature — Spellshaper 2/2, Common R, tap, Discard a card from your hand: Destroy target Wall. Blood Hound 2R, Creature — Hound 1/1, Rare Whenever you’re dealt damage, you may put that many +1/+1 counters on Blood Hound. At the end of your turn, remove all +1/+1 counters from Blood Hound. Blood Oath 3R, Instant, Rare Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Brawl 3RR, Instant, Rare Until end of turn, all creatures gain “T: This creature deals damage equal to its power to target creature.” Cave Sense 1R, Enchant Creature, Common Enchanted creature gets +1/+1 and has mountainwalk. (It’s unblockable as long as defending player controls a mountain.) Cave-In 3RR, Sorcery, Rare You may remove a red card in your hand from the game instead of paying Cave-In’s mana cost. Cave-In deals 2 damage to each creature and each player. Cavern Crawler 2R, Creature — Insect 0/3, Common Mountainwalk (This creature is unblockable as long as defending player controls a mountain.) R: Cavern Crawler gets +1/-1 until end of turn. Ceremonial Guard 2R, Creature — Soldier 3/4, Common When Ceremonial Guard attacks or blocks, destroy it at end of combat. Cinder Elemental 3R, Creature — Elemental 2/2, Uncommon XR, tap, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. Close Quarters 2RR, Enchantment, Uncommon Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. Crag Saurian RRR, Creature — Lizard 4/4, Rare Whenever Crag Saurian is dealt damage, the controller of that damage’s source gains control of Crag Saurian. Crash 2R, Instant, Common You may sacrifice a mountain instead of paying Crash’s mana cost. Destroy target artifact. Flailing Manticore 3R, Creature — Monster 3/3, Rare Flying, first strike 1: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability. Flailing Ogre 2R, Creature — Ogre 3/3, Uncommon 1: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability. Flailing Soldier R, Creature — Soldier 2/2, Common 1: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability. Flaming Sword 1R, Enchant Creature, Common You may play Flaming Sword any time you could play an instant. Target creature gets +1/+0 and has first strike. Furious Assault 2R, Enchantment, Common Whenever you play a creature spell, Furious Assault deals 1 damage to target player. Gerrard’s Irregulars 4R, Creature — Soldier 4/2, Common Trample; haste (This creature may attack and tap the turn it comes under your control.) Hammer Mage 1R, Creature — Spellshaper 1/1, Uncommon XR, tap, Discard a card from your hand: Destroy all artifacts with converted mana X or less. Hired Giant 3R, Creature — Giant 4/4, Uncommon When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library. Kris Mage R, Creature — Spellshaper 1/1, Common R, tap, Discard a card from your hand: Kris Mage deals 1 damage to target creature or player. Kyren Glider 1R, Creature — Goblin 1/1, Common Flying Kyren Glider can’t block. Kyren Legate 1R, Creature — Goblin 1/1, Uncommon If an opponent controls a plains and you control a mountain, you may play Kyren Legate without paying its mana cost. Haste (This creature may attack and tap the turn it comes under your control.) Kyren Negotiations 2RR, Enchantment, Uncommon Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player. Kyren Sniper 2R, Creature — Goblin 1/1, Common At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player. Lava Runner 1RR, Creature — Lizard 2/2, Rare Haste (This creature may attack and tap the turn it comes under your control.) Whenever Lava Runner becomes the target of a spell or ability, that spell or ability’s controller sacrifices a land. Lightning Hounds 2RR, Creature — Hound 3/2, Common First strike Lithophage 3RR, Creature — Insect 7/7, Rare At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a mountain. Lunge 2R, Instant, Common Lunge deals 2 damage to target creature and 2 damage to target player. Magistrate’s Veto 2R, Enchantment, Uncommon White creatures and blue creatures can’t block. Mercadia’s Downfall 2R, Instant, Uncommon Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls. Ogre Taskmaster 3R, Creature — Ogre 4/3, Uncommon Ogre Taskmaster can’t block. Pulverize 4RR, Sorcery, Rare You may sacrifice two mountains instead of paying Pulverize’s mana cost. Destroy all artifacts. Puppet’s Verdict 1RR, Instant, Rare Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater. Robber Fly 2R, Creature — Insect 1/1, Uncommon Flying Whenever Robber Fly becomes blocked, defending player discards his or her hand, then draws that many cards. Rock Badger 4R, Creature — Beast 3/3, Uncommon Mountainwalk (This creature is unblockable as long as defending player controls a mountain.) Seismic Mage 3R, Creature — Spellshaper 1/1, Rare 2R, tap, Discard a card from your hand: Destroy target land. Shock Troops 3R, Creature — Soldier 2/2, Common Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player. Sizzle 2R, Sorcery, Common Sizzle deals 3 damage to each opponent. Squee, Goblin Nabob 2R, Creature — Goblin Legend 1/1, Rare At the beginning of your upkeep, if Squee, Goblin Nabob is in your graveyard, you may return Squee to your hand. Stone Rain 2R, Sorcery, Common Destroy target land. Tectonic Break XRR, Sorcery, Rare Each player sacrifices X lands. Territorial Dispute 4RR, Enchantment, Rare Players can’t play lands. At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Thieves’ Auction 4RRR, Sorcery, Rare Set aside all permanents. You choose one of those cards and put it into play tapped under your control. Then your opponent chooses one and puts it into play tapped under his or her control. Repeat this process until all cards set aside this way have been chosen. (Local enchantments with no permanent to enchant remain removed from the game.) Thunderclap 2R, Instant, Common You may sacrifice a mountain instead of paying Thunderclap’s mana cost. Thunderclap deals 3 damage to target creature. Tremor R, Sorcery, Common Tremor deals 1 damage to each creature without flying. Two-Headed Dragon 4RR, Creature — Dragon 4/4, Rare Flying 1R: Two-Headed Dragon gets +2/+0 until end of turn. Two-Headed Dragon can’t be blocked except by two or more creatures. It may block one additional creature. (All blocks must be legal.) Uphill Battle 2R, Enchantment, Uncommon Creatures your opponents play come into play tapped. Volcanic Wind 4RR, Sorcery, Uncommon Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures in play. War Cadence 2R, Enchantment, Uncommon XR: Creatures can’t block this turn unless their controller pays X for each attacking creature. Warmonger 3R, Creature — Monger 3/3, Uncommon 2: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability. Warpath 3R, Instant, Uncommon Warpath deals 3 damage to each blocking creature and each blocked creature. Wild Jhovall 3R, Creature — Cat 3/3, Common Word of Blasting 1R, Instant, Uncommon Destroy target Wall. It can’t be regenerated. Word of Blasting deals damage equal to that Wall’s converted mana cost to the Wall’s controller. Aerial Caravan 4UU, Creature — Soldier 4/3, Rare Flying 1UU: Remove the top card of your library from the game. Until end of turn, you may play that card as though it were in your hand. (Reveal the card as you remove it from the game.) Balloon Peddler 2U, Creature — Spellshaper 2/2, Common U, tap, Discard a card from your hand: Target creature gains flying until end of turn. Blockade Runner 3U, Creature — Merfolk 2/2, Common U: Blockade Runner is unblockable this turn. Brainstorm U, Instant, Common Draw three cards, then put two cards from your hand on top of your library in any order. Bribery 3UU, Sorcery, Rare Search target opponent’s library for a creature card and put that card into play under your control. That player then shuffles his or her library. Buoyancy 1U, Enchant Creature, Common You may play Buoyancy any time you could play an instant. Enchanted creature has flying. Chambered Nautilus 2U, Creature — Beast 2/2, Uncommon Whenever Chambered Nautilus becomes blocked, you may draw a card. Chameleon Spirit 3U, Creature — Illusion */*, Uncommon As Chameleon Spirit comes into play, choose a color. Chameleon Spirit’s power and toughness are each equal to the number of permanents of the chosen color your opponents control. Charisma UUU, Enchant Creature, Rare Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play. Cloud Sprite U, Creature — Faerie 1/1, Common Flying Cloud Sprite may block only creatures with flying. Coastal Piracy 2UU, Enchantment, Uncommon Whenever a creature you control deals combat damage to an opponent, you may draw a card. Counterspell UU, Instant, Common Counter target spell. Cowardice 3UU, Enchantment, Rare Whenever a creature becomes the target of a spell or ability, return that creature to its owner’s hand. Customs Depot 1U, Enchantment, Uncommon Whenever you play a creature spell, you may pay 1. If you do, draw a card, then discard a card from your hand. Darting Merfolk 1U, Creature — Merfolk 1/1, Common U: Return Darting Merfolk to its owner’s hand. Dehydration 3U, Enchant Creature, Common Enchanted creature doesn’t untap during its controller’s untap step. Diplomatic Escort 1U, Creature — Spellshaper 1/1, Uncommon U, tap, Discard a card from your hand: Counter target spell or ability that targets a creature. Diplomatic Immunity 1U, Enchant Creature, Common Enchanted creature can’t be the target of spells or abilities. Diplomatic Immunity can’t be the target of spells or abilities. Drake Hatchling 2U, Creature — Drake 1/3, Common Flying U: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn. Embargo 3U, Enchantment, Rare Nonland permanents don’t untap during their controllers’ untap steps. At the beginning of your upkeep, you lose 2 life. Energy Flux 2U, Enchantment, Uncommon All artifacts gain “At the beginning of your upkeep, sacrifice this artifact unless you pay 2.” Extravagant Spirit 3U, Creature — Spirit 4/4, Rare Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay 1 for each card in your hand. False Demise 2U, Enchant Creature, Uncommon When enchanted creature is put into a graveyard, return that creature to play under your control. Glowing Anemone 3U, Creature — Beast 1/3, Uncommon When Glowing Anemone comes into play, you may return target land to its owner’s hand. Gush 4U, Instant, Common You may return two islands you control to their owner’s hand instead of paying Gush’s mana cost. Draw two cards. High Seas 2U, Enchantment, Uncommon Red creature spells and green creature spells cost 1 more to play. Hoodwink 1U, Instant, Common Return target artifact, enchantment, or land to its owner’s hand. Indentured Djinn 1UU, Creature — Djinn 4/4, Uncommon Flying When Indentured Djinn comes into play, each other player may draw up to three cards. Karn’s Touch UU, Instant, Rare Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) Misdirection 3UU, Instant, Rare You may remove a blue card in your hand from the game instead of paying Misdirection’s mana cost. Target spell with a single target targets another target instead. Misstep 1U, Sorcery, Common Creatures target player controls don’t untap during that player’s next untap step. Overtaker 1U, Creature — Spellshaper 1/1, Rare 3U, tap, Discard a card from your hand: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It may attack and tap the turn it comes under your control.) Port Inspector 1U, Creature — Townsfolk 1/2, Common Whenever Port Inspector becomes blocked, you may look at defending player’s hand. Rishadan Airship 2U, Creature — Pirate 3/1, Common Flying Rishadan Airship may block only creatures with flying. Rishadan Brigand 4U, Creature — Pirate 3/2, Rare Flying When Rishadan Brigand comes into play, each opponent sacrifices a permanent unless he or she pays 3. Rishadan Brigand may block only creatures with flying. Rishadan Cutpurse 2U, Creature — Pirate 1/1, Common When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays 1. Rishadan Footpad 3U, Creature — Pirate 2/2, Uncommon When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays 2. Sailmonger 3U, Creature — Monger 3/3, Uncommon 2: Target creature gains flying until end of turn. Any player may play this ability. Sand Squid 3U, Creature — Beast 2/2, Rare Islandwalk (This creature is unblockable as long as defending player controls an island.) You may choose not to untap Sand Squid during your untap step. T: Tap target creature. That creature does not untap during its controller’s untap step as long as Sand Squid remains tapped. Saprazzan Bailiff 3UU, Creature — Merfolk 2/2, Rare When Saprazzan Bailiff comes into play, remove all artifact and enchantment cards in all graveyards from the game. When Saprazzan Bailiff leaves play, return all artifact and enchantment cards from all graveyards to their owners’ hands. Saprazzan Breaker 4U, Creature — Beast 3/3, Uncommon U: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker is unblockable this turn. Saprazzan Heir 1U, Creature — Merfolk 1/1, Rare Whenever Saprazzan Heir becomes blocked, you may draw three cards. Saprazzan Legate 3U, Creature — Soldier 1/3, Uncommon Flying If an opponent controls a mountain and you control an island, you may play Saprazzan Legate without paying its mana cost. Saprazzan Outrigger 3U, Creature — Ship 5/5, Common When Saprazzan Outrigger attacks or blocks, put it on top of its owner’s library at end of combat. Saprazzan Raider 2U, Creature — Merfolk 1/2, Common When Saprazzan Raider becomes blocked, return it to its owner’s hand. Shoving Match 2U, Instant, Uncommon Until end of turn, all creatures gain “T: Tap target creature.” Soothsaying U, Enchantment, Uncommon 3UU: Shuffle your library. X: Look at the top X cards of your library and put them back in any order. Squeeze 3U, Enchantment, Rare Sorcery spells cost 3 more to play. Statecraft 3U, Enchantment, Rare Prevent all combat damage that would be dealt to and dealt by creatures you control. Stinging Barrier 2UU, Creature — Wall 0/4, Common (Walls can’t attack.) U, T: Stinging Barrier deals 1 damage to target creature or player. Thwart 2UU, Instant, Uncommon You may return three islands you control to their owner’s hand instead of paying Thwart’s mana cost. Counter target spell. Tidal Bore 1U, Instant, Common You may return an island you control to its owner’s hand instead of paying Tidal Bore’s mana cost. Tap or untap target creature. Tidal Kraken 5UUU, Creature — Monster 6/6, Rare Tidal Kraken is unblockable. Timid Drake 2U, Creature — Drake 3/3, Uncommon Flying Whenever another creature comes into play, return Timid Drake to its owner’s hand. Trade Routes 1U, Enchantment, Rare 1: Return target land you control to its owner’s hand. 1, Discard a land card from your hand: Draw a card. War Tax 2U, Enchantment, Uncommon XU: Creatures can’t attack this turn unless their controller pays X for each attacking creature. Waterfront Bouncer 1U, Creature — Spellshaper 1/1, Common U, tap, Discard a card from your hand: Return target creature to its owner’s hand. Afterlife 2W, Instant, Uncommon Destroy target creature. It can’t be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Alabaster Wall 2W, Creature — Wall 0/4, Common (Walls can’t attack.) T: Prevent the next 1 damage that would be dealt to target creature or player this turn. Armistice 2W, Enchantment, Rare 3WW: You draw a card and target opponent gains 3 life. Arrest 2W, Enchant Creature, Uncommon Enchanted creature can’t attack or block, and its activated abilities can’t be played. Ballista Squad 3W, Creature — Rebel 2/2, Uncommon XW, T: Ballista Squad deals X damage to target attacking or blocking creature. Charm Peddler W, Creature — Spellshaper 1/1, Common W, tap, Discard a card from your hand: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. Charmed Griffin 3W, Creature — Griffin 3/3, Uncommon Flying When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand. Cho-Arrim Alchemist W, Creature — Spellshaper 1/1, Rare 1WW, tap, Discard a card from your hand: The next time a source of your choice would deal damage to you this turn, prevent that damage and gain that much life. Cho-Arrim Bruiser 5W, Creature — Rebel 3/4, Rare Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. Cho-Arrim Legate 2W, Creature — Soldier 1/2, Uncommon Protection from black If an opponent controls a swamp and you control a plains, you may play Cho-Arrim Legate without paying its mana cost. Cho-Manno, Revolutionary 2WW, Creature — Rebel Legend 2/2, Rare Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno’s Blessing WW, Enchant Creature, Common You may play Cho-Manno’s Blessing any time you could play an instant. As Cho-Manno’s Blessing comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn’t remove Cho-Manno’s Blessing. Common Cause 2W, Enchantment, Rare Nonartifact creatures get +2/+2 as long as they all share a color. Cornered Market 2W, Enchantment, Rare Players can’t play spells or nonbasic lands with the same name as a card in play. Crackdown 2W, Enchantment, Rare Nonwhite creatures with power 3 or greater don’t untap during their controllers’ untap steps. Crossbow Infantry 1W, Creature — Soldier 1/1, Common T: Crossbow Infantry deals 1 damage to target attacking or blocking creature. Devout Witness 2W, Creature — Spellshaper 2/2, Common 1W, tap, Discard a card from your hand: Destroy target artifact or enchantment. Disenchant 1W, Instant, Common Destroy target artifact or enchantment. Fountain Watch 3WW, Creature — Guardian 2/4, Rare Artifacts and enchantments you control can’t be the target of spells or abilities. Fresh Volunteers 1W, Creature — Rebel 2/2, Common Honor the Fallen 1W, Instant, Rare Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way. Ignoble Soldier 2W, Creature — Soldier 3/1, Uncommon Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn. Inviolability 1W, Enchant Creature, Common Prevent all damage that would be dealt to enchanted creature. Ivory Mask 2WW, Enchantment, Rare You can’t be the target of spells or abilities. Jhovall Queen 4WW, Creature — Rebel 4/7, Rare Attacking doesn’t cause Jhovall Queen to tap. Jhovall Rider 4W, Creature — Rebel 3/3, Uncommon Trample Last Breath 1W, Instant, Uncommon Remove target creature with power 2 or less from the game. Its controller gains 4 life. Moment of Silence W, Instant, Common Target player skips his or her combat phase this turn. Moonlit Wake 2W, Enchantment, Uncommon Whenever a creature is put into a graveyard from play, you gain 1 life. Muzzle 1W, Enchant Creature, Common Prevent all damage that would be dealt by enchanted creature. Nightwind Glider 2W, Creature — Rebel 2/1, Common Flying, protection from black Noble Purpose 3WW, Enchantment, Uncommon Whenever a creature you control deals combat damage, you gain that much life. Orim’s Cure 1W, Instant, Common If you control a plains, you may tap an untapped creature you control instead of paying the mana cost of Orim’s Cure. Prevent the next 4 damage that would be dealt to target creature or player this turn. Pious Warrior 3W, Creature — Rebel 2/3, Common Whenever Pious Warrior is dealt combat damage, you gain that much life. Ramosian Captain 1WW, Creature — Rebel 2/2, Uncommon First strike 5, T: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Ramosian Commander 2WW, Creature — Rebel 2/4, Uncommon 6, T: Search your library for a Rebel card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Ramosian Lieutenant 1W, Creature — Rebel 1/2, Common 4, T: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Ramosian Rally 3W, Instant, Common If you control a plains, you may tap an untapped creature you control instead of paying Ramosian Rally’s mana cost. Creatures you control get +1/+1 until end of turn. Ramosian Sergeant W, Creature — Rebel 1/1, Common 3, T: Search your library for a Rebel card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Ramosian Sky Marshal 3WW, Creature — Rebel 3/3, Rare Flying 7, T: Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Rappelling Scouts 2WW, Creature — Rebel 1/4, Rare Flying 2W: Rappelling Scouts gains protection from the color of your choice until end of turn. Renounce 1W, Instant, Uncommon Sacrifice any number of permanents. You gain 2 life for each one sacrificed this way. Revered Elder 2W, Creature — Cleric 1/2, Common 1: Prevent the next 1 damage that would be dealt to Revered Elder this turn. Reverent Mantra 3W, Instant, Rare You may remove a white card in your hand from the game instead of paying Reverent Mantra’s mana cost. All creatures gain protection from the color of your choice until end of turn. Righteous Aura 1W, Enchantment, Uncommon W, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage. Righteous Indignation 2W, Enchantment, Uncommon Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn. Security Detail 3W, Enchantment, Rare WW: Put a 1/1 white Soldier creature token into play. Play this ability only if you control no creatures and only once each turn. Soothing Balm 1W, Instant, Common Target player gains 5 life. Spiritual Focus 1W, Enchantment, Rare Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card. Steadfast Guard WW, Creature — Rebel 2/2, Common Attacking doesn’t cause Steadfast Guard to tap. Story Circle 1WW, Enchantment, Uncommon As Story Circle comes into play, choose a color. W: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage. Task Force 2W, Creature — Rebel 1/3, Common Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn. Thermal Glider 2W, Creature — Rebel 2/1, Common Flying, protection from red Tonic Peddler 1W, Creature — Spellshaper 1/1, Uncommon W, tap, Discard a card from your hand: Target player gains 3 life. Trap Runner 2WW, Creature — Soldier 2/3, Uncommon T: Target attacking unblocked creature becomes blocked. (This ability works on unblockable creatures.) Wave of Reckoning 4W, Sorcery, Rare Each creature deals to itself damage equal to its power. Wishmonger 3W, Creature — Monger 3/3, Uncommon 2: Target creature gains protection from the color of its controller’s choice until end of turn. Any player may play this ability. *** END ***