Nemesi s Spoiler List Belbe’s Armor 3, Artifact, Uncommon X, ocT: Target creature gets -X/+X until end of turn. Belbe’s Portal 5, Artifact, Rare As Belbe’s Portal comes into play, choose a creature type. 3, T: Put a creature card of the chosen type from your hand into play. Complex Automaton 4, Artifact Creature — Golem 4/4, Rare At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner’s hand. Eye of Yawgmoth 3, Artifact, Rare 3, T, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature’s power. Put one into your hand and remove the rest from the game. Flint Golem 4, Artifact Creature — Golem 2/3, Uncommon Whenever Flint Golem becomes blocked, defending player puts the top three cards of his or her library into his or her graveyard. Flowstone Armor 3, Artifact, Uncommon You may choose not to untap Flowstone Armor during your untap step. 3, T: Target creature gets +1/-1 as long as Flowstone Armor remains tapped. Flowstone Thopter 7, Artifact Creature 4/4, Uncommon 1: Flowstone Thopter gets +1/-1 and gains flying until end of turn. Kill Switch 3, Artifact, Rare 2, T: Tap all other artifacts. They don’t untap during their controllers’ untap steps as long as Kill Switch remains tapped. Parallax Inhibitor 2, Artifact, Rare 1, T, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control. Predator, Flagship 5, Legendary Artifact, Rare 5, ocT: Destroy target creature with flying. 2: Target creature gains flying until end of turn. 5, ocT: Destroy target creature with flying. Rackling 4, Artifact Creature 2/2, Uncommon At the beginning of each opponent’s upkeep, Rackling deals X damage to that player, where X is the number of cards in his or her hand fewer than three. Rejuvenation Chamber 3, Artifact, Uncommon Fading 2 (This artifact comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) T: You gain 2 life. Rusting Golem 4, Artifact Creature — Golem */*, Uncommon Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Rusting Golem’s power and toughness are each equal to the number of fade counters on it. Tangle Wire 3, Artifact, Rare Fading 4 (This artifact comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) At the beginning of each player’s upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire. Viseling 4, Artifact Creature —, Uncommon At the beginning of each opponent’s upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus four. Ascendant Evincar 4BB, Creature — Legend 3/3, Rare Flying Other black creatures get +1/+1. Nonblack creatures get -1/-1. Battlefield Percher 3BB, Creature — Bird 2/2, Uncommon Flying Battlefield Percher can block only creatures with flying. 1B: Battlefield Percher gets +1/+1 until end of turn. Belbe’s Percher 2B, Creature — Bird 2/2, Common Flying Belbe’s Percher can block only creatures with flying. Carrion Wall 1BB, Creature — Wall 3/2, Uncommon (Walls can’t attack.) 1B: Regenerate Carrion Wall. Dark Triumph 4B, Instant, Uncommon If you control a swamp, you may sacrifice a creature instead of paying Dark Triumph’s mana cost. Creatures you control get +2/+0 until end of turn. Death Pit Offering 2BB, Enchantment, Rare As an additional cost to play Death Pit Offering,Death Pit Offering comes into play, sacrifice all creatures you control. Creatures you control get +2/+2. Divining Witch 1B, Creature — Spellshaper 1/1, Rare 1B, T, Discard a card from your hand: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game. Massacre 2BB, Sorcery, Uncommon If an opponent controls a plains and you control a swamp, you may play Massacre without paying its mana cost. All creatures get -2/-2 until end of turn. Mind Slash 1BB, Enchantment, Uncommon B, Sacrifice a creature: Look at target opponent’s hand and choose a card from it. That player discards that card. Play this ability only if you could play a sorcery. Mind Swords 1B, Sorcery, Common If you control a swamp, you may sacrifice a creature instead of paying Mind Swords’s mana cost. Each player removes two cards in his or her hand from the game. Murderous Betrayal BBB, Enchantment, Rare BB, Pay half your life rounded up: Destroy target nonblack creature. It can’t be regenerated. Parallax Dementia 1B, Enchant Creature, Common Fading 1 (This enchantment comes into play with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Enchanted creature gets +3/+2. When Parallax Dementia leaves play, destroy enchanted creature. That creature can’t be regenerated. Parallax Nexus 2B, Enchantment, Rare Fading 5 Remove a fade counter from Parallax Nexus: Target opponent removes a card in his or her hand from the game. Play this ability only if you could play a sorcery. When Parallax Nexus leaves play, each player returns to his or her hand all cards he or she owns removed from the game with Parallax Nexus. Phyrexian Driver 2B, Creature — Mercenary 1/1, Common When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn. Phyrexian Prowler 3B, Creature — Mercenary 3/3, Uncommon Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Remove a fade counter from Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn. Plague Witch 1B, Creature — Spellshaper 1/1, Common B, T, Discard a card from your hand: Target creature gets -1/-1 until end of turn. Rathi Assassin 2BB, Creature — Mercenary 2/2, Rare 1BB, T: Destroy target tapped nonblack creature. 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. Rathi Fiend 3B, Creature — Mercenary 2/2, Uncommon When Rathi Fiend comes into play, each player loses 3 life. 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. Rathi Intimidator 1BB, Creature — Mercenary 2/1, Common Rathi Intimidator can’t be blocked except by artifact creatures and black creatures. 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. Seal of Doom 2B, Enchantment, Common Sacrifice Seal of Doom: Destroy target nonblack creature. It can’t be regenerated. Spineless Thug 1B, Creature — Mercenary 2/2, Common Spineless Thug can’t block. Spiteful Bully 1B, Creature — Mercenary 3/3, Common At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control. Stronghold Discipline 2BB, Sorcery, Common Each player loses 1 life for each creature he or she controls. Vicious Hunger BB, Sorcery, Common Vicious Hunger deals 2 damage to target creature. You gain 2 life. Volrath the Fallen 3BBB, Creature — Legend 6/4, Rare 1B, Discard a creature card from your hand: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card’s converted mana cost. Animate Land G, Instant, Uncommon Until end of turn, target land is a 3/3 creature that’s still a land. Blastoderm 2GG, Creature — Beast 5/5, Common Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Blastoderm can’t be the target of spells or abilities. Coiling Woodworm 2G, Creature — Insect */1, Uncommon Coiling Woodworm’s power is equal to the number of forests in play. Fog Patch 1G, Instant, Common Play Fog Patch only during the declare blockers step. Attacking creatures become blocked. (This spell works on unblockable creatures.) Harvest Mage G, Creature — Spellshaper 1/1, Common G, T, Discard a card from your hand: Until end of turn, if you tap a land for mana, it produces one mana of any color instead of its normal type and amount. Mossdog G, Creature — Hound 1/1, Common Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog. Nesting Wurm 4GG, Creature — Wurm 4/3, Uncommon Trample When Nesting Wurm comes into play, you may search your library for up to three Nesting Wurm cards, reveal them, and put them into your hand. If you do, shuffle your library. Overlaid Terrain 2GG, Enchantment, Rare Asan additional cost to play Overlaid Terrain comes into play, sacrifice all lands you control. Lands you control have “ocT: Add two mana of any one color to your mana pool.” Pack Hunt 3G, Sorcery, Rare Search your library for up to three copies of target creature, reveal them, and and put them into your hand. T. Then shuffle your library. Refreshing Rain 3G, Instant, Uncommon If an opponent controls a swamp and you control a forest, you may play Refreshing Rain without paying its mana cost. Target player gains 6 life. Reverent Silence 3G, Sorcery, Common If you have control a forest in play, you may choose to have each other player gain 6 life instead of paying Reverent Silence’s mana cost. Destroy all enchantments. Rhox 4GG, Creature — Beast 5/5, Rare You may have Rhox deal combat damage to defending player as though it weren’t blocked. 2G: Regenerate Rhox. Saproling Burst 4G, Enchantment, Rare Fading 7 Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has “This creature’s power and toughness are each equal to the number of fade counters on Saproling Burst.” When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can’t be regenerated. Saproling Cluster 1G, Enchantment, Rare 1, Discard a card from your hand: Put a 1/1 green Saproling creature token into play. Any player may play this ability. Seal of Strength G, Enchantment, Common Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn. Skyshroud Behemoth 5GG, Creature — Beast 10/10, Rare Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Skyshroud Behemoth comes into play tapped. Skyshroud Claim 3G, Sorcery, Common Search your library for up to two forest cards and put them into play. Then shuffle your library. Skyshroud Cutter 3G, Creature — Beast 2/2, Common If you control a forest, you may have each other player gain 5 life instead of paying Skyshroud Cutter’s mana cost. Skyshroud Poachers 2GG, Creature — Rebel 2/2, Rare 3, T: Search your library for an Elf card and put that card into play. Then shuffle your library. Skyshroud Ridgeback G, Creature — Beast 2/3, Common Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Skyshroud Sentinel 2G, Creature — Elf 1/1, Common When Skyshroud Sentinel comes into play, you may search your library for up to three Skyshroud Sentinel cards, reveal them, and put them into your hand. If you do, shuffle your library. Stampede Driver G, Creature — Spellshaper 1/1, Uncommon 1G, T, Discard a card from your hand: Creatures you control get +1/+1 and gain trample until end of turn. Treetop Bracers 1G, Enchant Creature, Common Enchanted creature gets +1/+1 and can be blocked only by creatures with flying. Wild Mammoth 2G, Creature — Elephant 3/4, Uncommon At the beginning of your upkeep, if a player controls more creatures than any other, that player gains control of Wild Mammoth. Woodripper 3GG, Creature — Beast 4/6, Uncommon Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) 1, Remove a fade counter from Woodripper: Destroy target artifact. Kor Haven Legendary Land, Rare T: Add one colorless mana to your mana pool. 1W, T: Prevent all combat damage that would be dealt by target attacking creature this turn. Rath's Edge Legendary Land, Rare T: Add one colorless mana to your mana pool. 4, T, Sacrifice a land: Rath’s Edge deals 1 damage to target creature or player. Terrain Generator Land, Uncommon T: Add one colorless mana to your mana pool. 2, T: Put a basic land card from your hand into play tapped. Ancient Hydra 4R, Creature — Hydra 5/1, Uncommon Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) 1, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player. Arc Mage 2R, Creature — Spellshaper 2/2, Uncommon 2R, T, Discard a card from your hand: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players. Bola Warrior 1R, Creature — Spellshaper 1/1, Common R, T, Discard a card from your hand: Target creature can’t block this turn. Downhill Charge 2R, Instant, Common You may sacrifice a mountain instead of paying Downhill Charge’s mana cost. Target creature gets +X/+0 until end of turn, where X is the number of mountains you control. Flame Rift 1R, Sorcery, Common Flame Rift deals 4 damage to each player. Flowstone Crusher 3RR, Creature — Beast 4/4, Common R: Flowstone Crusher gets +1/-1 until end of turn. Flowstone Overseer 2RRR, Creature — Beast 4/4, Rare RR: Target creature gets +1/-1 until end of turn. Flowstone Slide X2RR, Sorcery, Rare All creatures get +X/-X until end of turn. Flowstone Strike 1R, Instant, Common Target creature gets +1/-1 and gains haste until end of turn. (It may attack and ocT the turn it comes under your control.) Flowstone Surge 1R, Enchantment, Uncommon Creatures you control get +1/-1. Flowstone Wall 2R, Creature — Wall 0/6, Common (Walls can’t attack.) R: Flowstone Wall gets +1/-1 until end of turn. Laccolith Grunt 2R, Creature — Beast 2/2, Common Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt deals no combat damage this turn. Laccolith Rig R, Enchant Creature, Common Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, enchanted creature deals no combat damage this turn. Laccolith Titan 5RR, Creature — Beast 6/6, Rare Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan deals no combat damage this turn. Laccolith Warrior 2RR, Creature — Beast 3/3, Uncommon Whenever Laccolith Warrior becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Warrior deals no combat damage this turn. Laccolith Whelp R, Creature — Beast 1/1, Common Whenever Laccolith Whelp becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Whelp deals no combat damage this turn. Mana Cache 1RR, Enchantment, Rare At the end of each player’s turn, put a charge counter on Mana Cache for each untapped land that player controls. Remove a charge counter from Mana Cache: Add one colorless mana to your mana pool. Any player may play this ability but only during his or her turn before the end phase. Mogg Alarm 1RR, Sorcery, Uncommon You may sacrifice two mountains instead of paying Mogg Alarm’s mana cost. Put two 1/1 red Goblin creature tokens into play. Mogg Salvage 2R, Instant, Uncommon If an opponent controls an island and you control a mountain, you may play Mogg Salvage without paying its mana cost. Destroy target artifact. Mogg Toady 1R, Creature — Goblin 2/2, Common Mogg Toady can’t attack unless you control more creatures than defending player. Mogg Toady can’t block unless you control more creatures than attacking player. Moggcatcher 2RR, Creature — Mercenary 2/2, Rare 3, T: Search your library for a Goblin card and put that card into play. Then shuffle your library. Rupture 2R, Sorcery, Uncommon Sacrifice a creature. Rupture deals damage equal to that creature’s power to each creature without flying and each player. Seal of Fire R, Enchantment, Common Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature or player. Shrieking Mogg 1R, Creature — Goblin 1/1, Rare Haste (This creature may attack and ocT the turn it comes under your control.) When Shrieking Mogg comes into play, tap all other creatures. Stronghold Gambit 1R, Sorcery, Rare Each player chooses a card in his or her hand. Then each player reveals his or her chosen card. The owner of the creature card revealed this way with the lowest converted mana cost puts that card into play. If two or more creature cards are tied for lowest cost, those cards are put into play. Accumulated Knowledge 1U, Instant, Common Draw a card, then draw cards equal to the number of Accumulated Knowledge cards in all graveyards. Air Bladder U, Enchant Creature, Common Enchanted creature has flying. Enchanted creature can block only creatures with flying. Cloudskate 1U, Creature — Illusion 2/2, Common Flying Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Daze 1U, Instant, Common You may return an island you control to its owner’s hand instead of paying Daze’s mana cost. Counter target spell unless its controller pays 1. Dominate X1UU, Instant, Uncommon Gain control of target creature with converted mana cost X or less. (This spell’s effect doesn’t end at end of turn.) Ensnare 3U, Instant, Uncommon You may return two islands you control to their owner’s hand instead of paying Ensnare’s mana cost. Tap all creatures. Infiltrate U, Instant, Common Target creature is unblockable this turn. Jolting Merfolk 2UU, Creature — Merfolk 2/2, Uncommon Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Remove a fade counter from Jolting Merfolk: Tap target creature. Oraxid 3U, Creature — Beast 2/3, Common Protection from red Pale Moon 1U, Instant, Rare Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of its normal type. Parallax Tide 2UU, Enchantment, Rare Fading 5 Remove a fade counter from Parallax Tide: Remove target land from the game. When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide. Rising Waters 3U, Enchantment, Rare Lands don’t untap during their controllers’ untap steps. At the beginning of each player’s upkeep, that player untaps a land he or she controls. Rootwater Commando 2U, Creature — Merfolk 2/2, Common Islandwalk (This creature is unblockable as long as defending player controls an island.) Rootwater Thief 1U, Creature — Merfolk 1/2, Rare U: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay o2. If you do, search that player’s library for a card and remove that card from the game, then the player shuffles his or her library. Seahunter 2UU, Creature — Mercenary 2/2, Rare 3, T: Search your library for a Merfolk card and put that card into play. Then shuffle your library. Seal of Removal U, Enchantment, Common Sacrifice Seal of Removal: Return target creature to its owner’s hand. Sliptide Serpent 4UU, Creature — Serpent 4/4, Rare 3U: Return Sliptide Serpent to its owner’s hand. Sneaky Homunculus 1U, Creature — Illusion 1/1, Common Sneaky Homunculus can’t block or be blocked by creatures with power 2 or greater. Stronghold Biologist 2U, Creature — Spellshaper 1/1, Uncommon UU, T, Discard a card from your hand: Counter target creature spell. Stronghold Machinist 2U, Creature — Spellshaper 1/1, Uncommon UU, T, Discard a card from your hand: Counter target noncreature spell. Stronghold Zeppelin 2UU, Creature — Ship 3/3, Uncommon Flying Stronghold Zeppelin can block only creatures with flying. Submerge 4U, Instant, Uncommon If an opponent controls a forest and you control an island, you may play Submerge without paying its mana cost. Put target creature on top of its owner’s library. Trickster Mage U, Creature — Spellshaper 1/1, Common U, T, Discard a card from your hand: Tap or untap target artifact, creature, or land. Wandering Eye 2U, Creature — Illusion 1/3, Common Flying All players play with their hands revealed. Æther Barrier 2U, Enchantment, Rare Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays 1. Angelic Favor 3W, Instant, Uncommon If you control a plains, you may tap an untapped creature you control instead of paying Angelic Favor’s mana cost. Play Angelic Favor only during combat. Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn. Avenger en-Dal 1W, Creature — Spellshaper 1/1, Rare 2W, T, Discard a card from your hand: Remove target attacking creature from the game. Its controller gains life equal to its toughness. Blinding Angel 3WW, Creature — Angel 2/4, Rare Flying Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Chieftain en-Dal 1WW, Creature — Knight 2/2, Uncommon Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. Defender en-Vec 3W, Creature — Cleric 2/4, Common Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn. Defiant Falcon 1W, Creature — Rebel 1/1, Common Flying 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. Defiant Vanguard 2W, Creature — Rebel 2/2, Uncommon When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. 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. Fanatical Devotion 2W, Enchantment, Common Sacrifice a creature: Regenerate target creature. Lashknife 1W, Enchant Creature, Common If you control a plains, you may tap an untapped creature you control instead of paying Lashknife’s mana cost. Enchanted creature has first strike. Lawbringer 2W, Creature — Rebel 2/2, Common T, Sacrifice Lawbringer: Remove target red creature from the game. Lightbringer 2W, Creature — Rebel 2/2, Common T, Sacrifice Lightbringer: Remove target black creature from the game. Lin Sivvi, Defiant Hero 1WW, Creature — Rebel Legend 1/3, Rare X, ocT: Search your library for a Rebel card with converted mana cost X or less and put that card into play. Then shuffle your library. 3: Put target Rebel card from your graveyard on the bottom of your library. Netter en-Dal W, Creature — Spellshaper 1/1, Common W, T, Discard a card from your hand: Target creature can’t attack this turn. Noble Stand 4W, Enchantment, Uncommon Whenever a creature you control blocks, you gain 2 life. Off Balance W, Instant, Common Target creature can’t attack or block this turn. Oracle’s Attendants 3W, Creature — Soldier 1/5, Rare T: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle’s Attendants instead. Parallax Wave 2WW, Enchantment, Rare Fading 5 Remove a fade counter from Parallax Wave: Remove target creature from the game. When Parallax Wave leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Wave. Seal of Cleansing 1W, Enchantment, Common Sacrifice Seal of Cleansing: Destroy target artifact or enchantment. Silkenfist Fighter 1W, Creature — Soldier 1/3, Common Whenever Silkenfist Fighter becomes blocked, untap it. Silkenfist Order 3WW, Creature — Soldier 3/5, Uncommon Whenever Silkenfist Order becomes blocked, untap it. Sivvi’s Ruse 2WW, Instant, Uncommon If an opponent controls a mountain and you control a plains, you may play Sivvi’s Ruse without paying its mana cost. Prevent all damage that would be dealt this turn to creatures you control. Sivvi’s Valor 2W, Instant, Rare If you control a plains, you may tap an untapped creature you control instead of paying the mana cost of Sivvi’s Valor. All damage that would be dealt to target creature this turn is dealt to you instead. Spiritual Asylum 2WW, Enchantment, Rare Creatures and lands you control can’t be the target of spells or abilities. When a creature you control attacks, sacrifice Spiritual Asylum. Trapped in safety is still trapped. Topple 2W, Sorcery, Common Remove target creature with the greatest power from the game. (If two or more creatures are tied for greatest power, target only one of them.) Voice of Truth 3W, Creature — Angel 2/2, Uncommon Flying, protection from white *** END ***