Stronghold Spoiler List 143 Cards Bullwhip 4, Artifact, Stronghold Uncommon 2, T: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. Ensnaring Bridge 3, Artifact, Stronghold Rare Each creature with power greater than the number of cards in your hand cannot attack. Heartstone 3, Artifact, Stronghold Uncommon The cost of each creature ability requiring an activation cost is reduced by 1. This cannot reduce an ability’s generic mana cost to less then 1. Horn of Greed 3, Artifact, Stronghold Rare Whenever any player plays a land, that player draws a card. Hornet Cannon 4, Artifact, Stronghold Uncommon 3, T: Put a Hornet token into play. Treat this token as a 1/1 artifact creature with flying that is unaffected by summoning sickness. At end of turn, destroy the token. Jinxed Ring 2, Artifact, Stronghold Rare Whenever any card is put into your graveyard from play, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring permanently Mox Diamond Artifact, Stronghold Rare When Mox Diamond comes into play, choose and discard a land card or sacrifice Mox Diamond. T: Add one mana of any color to your mana pool. Play this ability as a mana source. Portcullis 4, Artifact, Stronghold Rare Whenever any creature comes into play, if there are two or more other creatures in play, set that creature aside. If Portcullis leaves play, put the creature into play under its owner’s control. Shifting Wall X, Artifact Creature 0/0, Stronghold Uncommon Shifting Wall counts as a Wall. (Walls cannot attack.) Shifting Wall comes into play with X +1/+1 counters on it. Sword of the Chosen 2, Legendary Artifact, Stronghold Rare T: Target legend gets +2/+2 until end of turn. Volrath’s Laboratory 5, Artifact, Stronghold Rare When you play Volrath’s Laboratory, choose a color and creature type. 5, T: Put a token creature into play. Treat this token as a 2/2 creature of the chosen color and creature type. Bottomless Pit 1BB, Enchantment, Stronghold Uncommon During each player’s upkeep, that player discards a card at random. Brush with Death 2B, Sorcery, Stronghold Common Buyback 2BB (You may pay an additional 2BB when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Target opponent loses 2 life. You gain 2 life. Cannibalize 1B, Sorcery, Stronghold Common Choose two target creatures controlled by any one player. Remove one of those creatures from the game and put two +1/+1 counters on the other. Corrupting Licid 2B, Summon Licid 2/2, Stronghold Uncommon B, T: Corrupting Licid loses this ability and becomes a creature enchantment that reads “Enchanted creature cannot be blocked except by artifact creatures and black creatures” instead of a creature. Move Corrupting Licid onto target creature. You may pay B to end this effect. Crovax the Cursed 2BB, Summon Legend 0/0, Stronghold Rare Crovax the Cursed counts as a Vampire. Crovax comes into play with four +1/+1 counters on it. During your upkeep, sacrifice a creature and put a +1/+1 counter on Crovax, or remove a +1/+1 counter from Crovax. B: Crovax gains flying until end of turn. Dauthi Trapper 2B, Summon Minion 1/1, Stronghold Uncommon T: Target creature gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.) Death Stroke BB, Sorcery, Stronghold Common Destroy target tapped creature. Dungeon Shade 3B, Summon Spirit 1/1, Stronghold Common Flying B: Dungeon Shade gets +1/+1 until end of turn. Foul Imp BB, Summon Imp 2/2, Stronghold Common Flying When Foul Imp comes into play, lose 2 life. Grave Pact 1BBB, Enchantment, Stronghold Rare Whenever any creature you control is put into any graveyard, each other player sacrifices a creature. Lab Rats B, Sorcery, Stronghold Common Buyback 4 (You may pay an additional 4 when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Put a Rat token into play. Treat this token as a 1/1 black creature. Megrim 2B, Enchantment, Stronghold Uncommon Whenever any opponent discards a card, Megrim deals 2 damage to him or her. Mind Peel B, Sorcery, Stronghold Uncommon Buyback 2BB (You may pay an additional 2BB when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Target player chooses and discards a card. Mindwarper 2BB, Summon Spirit 0/0, Stronghold Rare Mindwarper comes into play with three +1/+1 counters on it. 2B, Remove a +1/+1 counter from Mindwarper: Target player chooses and discards a card. Play this ability as a sorcery. Morgue Thrull 2B, Summon Thrull 2/2, Stronghold Common Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard. Mortuary 3B, Enchantment, Stronghold Rare Whenever any creature is put into your graveyard from play, put that creature on top of your library. Rabid Rats 1B, Summon Rats 1/1, Stronghold Common T: Target blocking creature gets -1/-1 until end of turn. Revenant 4B, Summon Spirit */*, Stronghold Rare Flying Revenant has power and toughness each equal to the number of creature cards in your graveyard. Serpent Warrior 2B, Summon Soldier 3/3, Stronghold Common When Serpent Warrior comes into play, lose 3 life. Skeleton Scavengers 2B, Summon Skeletons 0/0, Stronghold Rare Skeleton Scavengers comes into play with one +1/+1 counter on it. Pay 1 for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers and put a +1/+1 counter on it. Stronghold Assassin 1BB, Summon Assassin 2/1, Stronghold Rare tap, Sacrifice a creature: Destroy target nonblack creature. Stronghold Taskmaster 2BB, Summon Minion 4/3, Stronghold Uncommon All other black creatures get -1/-1. Torment 1B, Enchant Creature, Stronghold Common Enchanted creature gets -3/-0. Tortured Existence B, Enchantment, Stronghold Common B, Choose and discard a creature card: Return target creature card from your graveyard to your hand. Wall of Souls 1B, Summon Wall 0/4, Stronghold Uncommon (Walls cannot attack.) Whenever Wall of Souls is dealt combat damage, it deals an equal amount of damage to target opponent. Awakening 2GG, Enchantment, Stronghold Rare At the beginning of each player’s upkeep, untap all creatures and lands. Burgeoning G, Enchantment, Stronghold Rare Whenever any opponent plays a land, you may choose a land card from your hand and put it into play. Carnassid 4GG, Summon Beast 5/4, Stronghold Rare Trample 1G: Regenerate Carnassid. Constant Mists 1G, Instant, Stronghold Uncommon Buyback—Sacrifice a land (You may sacrifice a land in addition to any other costs when you play this spell. If you do, put Constant Mists into your hand instead of your graveyard as part of the spell’s effect.) Creatures deal no combat damage this turn. Crossbow Ambush G, Instant, Stronghold Common All creatures you control can block creatures with flying until end of turn. Elven Rite 1G, Sorcery, Stronghold Uncommon Put two +1/+1 counters, distributed any way you choose, on any number of target creatures. Endangered Armodon 2GG, Summon Elephant 4/5, Stronghold Common If you control any creature with toughness 2 or less, sacrifice Endangered Armodon. Hermit Druid 1G, Summon Druid 1/1, Stronghold Rare G, T: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and put all other revealed cards into your graveyard. Lowland Basilisk 2G, Summon Basilisk 1/3, Stronghold Common Whenever Lowland Basilisk damages any creature, destroy that creature at end of combat. Mulch 1G, Sorcery, Stronghold Common Reveal the top four cards of your library to all players. Put any of those cards that are lands into your hand and the rest into your graveyard. Overgrowth 2G, Enchant Land, Stronghold Common Whenever enchanted land is tapped for mana, it produces an additional GG. Primal Rage 1G, Enchantment, Stronghold Uncommon All creatures you control gain trample. Provoke 1G, Instant, Stronghold Common Untap target creature you do not control. That creature blocks this turn if able. Draw a card. Skyshroud Archer G, Summon Elf 1/1, Stronghold Common T: Target creature with flying gets -1/-1 until end of turn. Skyshroud Troopers 3G, Summon Elves 3/3, Stronghold Common T: Add G to your mana pool. Play this ability as a mana source. Spike Breeder 3G, Summon Spike 0/0, Stronghold Rare Spike Breeder comes into play with three +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature. 2, Remove a +1/+1 counter from Spike Breeder: Put a Spike token into play. Treat this token as a 1/1 green creature. Spike Colony 4G, Summon Spike 0/0, Stronghold Common Spike Colony comes into play with four +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature. Spike Feeder 1GG, Summon Spike 0/0, Stronghold Uncommon Spike Feeder comes into play with two +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Feeder: Gain 2 life. Spike Soldier 2GG, Summon Spike 0/0, Stronghold Uncommon Spike Soldier comes into play with three +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn. Spike Worker 2G, Summon Spike 0/0, Stronghold Common Spike Worker comes into play with two +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature. Spined Wurm 4G, Summon Wurm 5/4, Stronghold Common Tempting Licid 2G, Summon Licid 2/2, Stronghold Uncommon G, T: Tempting Licid loses ability and becomes a creature enchantment that reads “All creatures able to block enchanted creature do so” instead of a creature. Move Tempting Licid onto target creature. You may pay G to end this effect. Verdant Touch 1G, Sorcery, Stronghold Rare Buyback 3 (You may pay an additional 3 when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Target land becomes a 2/2 creature permanently. (This creature still counts as a land.) Volrath’s Gardens 1G, Enchantment, Stronghold Rare 2, Tap a creature you control: Gain 2 life. Play this ability as a sorcery. Wall of Blossoms 1G, Summon Wall 0/4, Stronghold Uncommon (Walls cannot attack.) When Wall of Blossoms comes into play, draw a card. Volrath’s Stronghold Legendary Land, Stronghold Rare T: Add one colorless mana to your mana pool. 1B, T: Put target creature card from your graveyard on top of your library. Amok 1R, Enchantment, Stronghold Rare 1, Discard a card at random: Put a +1/+1 counter on target creature. Convulsing Licid 2R, Summon Licid 2/2, Stronghold Uncommon R, T: Convulsing Licid loses this ability and becomes a creature enchantment that reads “Enchanted creature cannot block” instead of a creature. Move Convulsing Licid onto target creature. You may pay R to end this effect. Craven Giant 2R, Summon Giant 4/1, Stronghold Common Craven Giant cannot block. Duct Crawler R, Summon Insect 1/1, Stronghold Common 1R: Target creature cannot block Duct Crawler this turn. Fanning the Flames XRR, Sorcery, Stronghold Uncommon Buyback 3 (You may pay an additional 3 when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Fanning the Flames deals X damage to target creature or player. Flame Wave 3RRRR, Sorcery, Stronghold Uncommon Flame Wave deals 4 damage to target player and each creature he or she controls. Fling 1R, Instant, Stronghold Common Sacrifice a creature: Fling deals damage equal to the sacrificed creature’s power to target creature or player. Flowstone Blade R, Enchant Creature, Stronghold Common R: Enchanted creature gets +1/-1 until end of turn. Flowstone Hellion 4R, Summon Beast 3/3, Stronghold Uncommon Flowstone Hellion is unaffected by summoning sickness. 0: Flowstone Hellion gets +1/-1 until end of turn. Flowstone Mauler 4RR, Summon Beast 4/5, Stronghold Rare Trample R: Flowstone Mauler gets +1/-1 until end of turn. Flowstone Shambler 2R, Summon Beast 2/2, Stronghold Common R: Flowstone Shambler gets +1/-1 until end of turn. Furnace Spirit 2R, Summon Spirit 1/1, Stronghold Common Furnace Spirit is unaffected by summoning sickness. R: Furnace Spirit gets +1/+0 until end of turn. Heat of Battle 1R, Enchantment, Stronghold Uncommon Whenever any creature blocks, Heat of Battle deals 1 damage to that creature’s controller. Invasion Plans 2R, Enchantment, Stronghold Rare Each creature blocks whenever able. Attacking player chooses how each creature blocks. (All blocking assignments must still be legal.) Mob Justice 1R, Sorcery, Stronghold Common Mob Justice deals 1 damage to target player for each creature you control. Mogg Bombers 3R, Summon Goblins 3/4, Stronghold Common If any other creature comes into play, sacrifice Mogg Bombers and it deals 3 damage to target player. Mogg Flunkies 1R, Summon Goblins 3/3, Stronghold Common Mogg Flunkies cannot attack or block during a turn in which no other creature you control attacks or blocks. Mogg Infestation 3RR, Sorcery, Stronghold Rare Destroy all creatures target player controls. For each creature put into any graveyard in this way, put two Goblin tokens into play under that player’s control. Treat these tokens as 1/1 red creatures. Mogg Maniac 1R, Summon Goblin 1/1, Stronghold Uncommon Whenever Mogg Maniac is dealt damage, it deals an equal amount of damage to target opponent. Ruination 3R, Sorcery, Stronghold Rare Destroy all nonbasic lands. Seething Anger R, Sorcery, Stronghold Common Buyback 3 (You may pay an additional 3 when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Target creature gets +3/+0 until end of turn. Shard Phoenix 4R, Summon Phoenix 2/2, Stronghold Rare Flying RRR: Put Shard Phoenix into your hand. Use this ability only if Shard Phoenix is in your graveyard and only during your upkeep. Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying. Shock R, Instant, Stronghold Common Shock deals 2 damage to target creature or player. Spitting Hydra 3RR, Summon Hydra 0/0, Stronghold Rare Spitting Hydra comes into play with four +1/+1 counters on it. 1R, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature. Wall of Razors 1R, Summon Wall 4/1, Stronghold Uncommon (Walls cannot attack.) First strike Cloud Spirit 2U, Summon Spirit 3/1, Stronghold Common Flying Cloud Spirit can block only creatures with flying. Contempt 1U, Enchant Creature, Stronghold Common If enchanted creature attacks, return that creature and Contempt to owner’s hand at end of combat. Dream Halls 3UU, Enchantment, Stronghold Rare Instead of paying the casting cost for a spell of any color, its caster may choose and discard a card that shares at least one color with that spell. If the spell has X in its casting cost, X is 0. Dream Prowler 2UU, Summon Illusion 1/5, Stronghold Common Dream Prowler is unblockable as long as no other creatures are attacking. Evacuation 3UU, Instant, Stronghold Rare Return all creatures to owners’ hands. Gliding Licid 2U, Summon Licid 2/2, Stronghold Uncommon U, T: Gliding Licid loses this ability and becomes a creature enchantment that reads “Enchanted creature gains flying” instead of a creature. Move Gliding Licid onto target creature. You may pay U to end this effect. Hammerhead Shark 1U, Summon Fish 2/3, Stronghold Common Hammerhead Shark cannot attack unless defending player controls any islands. Hesitation 1U, Enchantment, Stronghold Uncommon If any spell is played, counter that spell and sacrifice Hesitation. Intruder Alarm 2U, Enchantment, Stronghold Rare Creatures do not untap during their controllers’ untap phases. Whenever any creature comes into play, untap all creatures. Leap U, Instant, Stronghold Common Target creature gains flying until end of turn. Draw a card. Mana Leak 1U, Interrupt, Stronghold Common Counter target spell unless its caster pays an additional 3. Mask of the Mimic U, Instant, Stronghold Uncommon Sacrifice a creature: Search your library for any copy of target creature card and put it into play. Shuffle your library afterwards. Mind Games U, Instant, Stronghold Common Buyback 2U (You may pay an additional 2U when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Tap target artifact, creature, or land. Ransack 3U, Sorcery, Stronghold Uncommon Look at the top five cards of target player’s library. Put any number of those cards on the bottom of that library in any order and the rest on top of the library in any order. Rebound 1U, Interrupt, Stronghold Uncommon Target spell, which targets only a single player, targets another player of your choice instead. Reins of Power 2UU, Instant, Stronghold Rare You and target opponent each untap and gain control of all creatures the other controls until end of turn. Those creatures are unaffected by summoning sickness this turn. Sift 3U, Sorcery, Stronghold Common Draw three cards, then choose and discard a card. Silver Wyvern 3UU, Summon Drake 4/3, Stronghold Rare Flying U: Target spell or ability, which targets only Silver Wyvern, targets another creature of your choice instead. Play this ability as an interrupt. Spindrift Drake U, Summon Drake 2/1, Stronghold Common Flying During your upkeep, pay U or sacrifice Spindrift Drake. Thalakos Deceiver 3U, Summon Wizard 1/1, Stronghold Rare Shadow (This creature can block or be blocked by only creatures with shadow.) Sacrifice Thalakos Deceiver: Gain control of target creature permanently. Use this ability only if Thalakos Deceiver is attacking and unblocked. Tidal Surge 1U, Sorcery, Stronghold Common Tap up to three target creatures without flying. Tidal Warrior U, Summon Merfolk 1/1, Stronghold Common T: Target land is an island until end of turn. Volrath’s Shapeshifter 1UU, Summon Shapeshifter 0/1, Stronghold Rare As long as the top card of your graveyard is a creature card, Volrath’s Shapeshifter is a copy of that card, except that Volrath’s Shapeshifter retains its abilities. 2: Choose and discard a card. Walking Dream 3U, Summon Illusion 3/3, Stronghold Uncommon Walking Dream is unblockable. Walking Dream does not untap during your untap phase if any opponent controls two or more creatures. Wall of Tears 1U, Summon Wall 0/4, Stronghold Uncommon (Walls cannot attack.) If Wall of Tears blocks any creatures, return each of those creatures to owner’s hand at end of combat. Bandage W, Instant, Stronghold Common Prevent 1 damage to any creature or player. Draw a card. Calming Licid 2W, Summon Licid 2/2, Stronghold Uncommon W, T: Calming Licid loses this ability and becomes a creature enchantment that reads “Enchanted creature cannot attack” instead of a creature. Move Calming Licid onto target creature. You may pay W to end this effect. Change of Heart W, Instant, Stronghold Common Buyback 3 (You may pay an additional 3 when you play this spell. If you do, put it into your hand instead of your graveyard as part of the spell’s effect.) Target creature cannot attack this turn. Contemplation 1WW, Enchantment, Stronghold Uncommon Whenever you successfully cast a spell, gain 1 life. Conviction 1W, Enchant Creature, Stronghold Common Enchanted creature gets +1/+3. W: Return Conviction to owner’s hand. Hidden Retreat 2W, Enchantment, Stronghold Rare Choose a card in your hand and put it on top of your library: Prevent all damage from an instant or sorcery. (Treat further damage from that source normally.) Honor Guard W, Summon Soldier 1/1, Stronghold Common W: Honor Guard gets +0/+1 until end of turn. Lancers en-Kor 3WW, Summon Soldiers 3/3, Stronghold Uncommon Trample 0: Redirect 1 damage from Lancers en- Kor to a creature you control. Nomads en-Kor W, Summon Soldiers 1/1, Stronghold Common 0: Redirect 1 damage from Nomads en- Kor to a creature you control. Pursuit of Knowledge 3W, Enchantment, Stronghold Rare Skip drawing a card: Put a study counter on Pursuit of Knowledge. Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards. Rolling Stones 1W, Enchantment, Stronghold Rare Walls can attack as though they were not Walls. Sacred Ground 1W, Enchantment, Stronghold Rare Whenever an effect controlled by any opponent puts a land into your graveyard from play, put that land into play. Samite Blessing W, Enchant Creature, Stronghold Common Enchanted creature gains “T: Prevent all damage to any creature from any one source.” (Treat further damage from that source normally.) Scapegoat W, Instant, Stronghold Uncommon Sacrifice a creature: Return any number of target creatures you control to owner’s hand. Shaman en-Kor 1W, Summon Cleric 1/2, Stronghold Rare 0: Redirect 1 damage from Shaman en- Kor to a creature you control. 1W: Redirect to Shaman en- Kor all damage dealt to any one creature from any one source. Skyshroud Falcon 1W, Summon Bird 1/1, Stronghold Common Flying Attacking does not cause Skyshroud Falcon to tap. Smite W, Instant, Stronghold Common Destroy target blocked creature. Soltari Champion 2W, Summon Soldier 2/2, Stronghold Rare Shadow (This creature can block or be blocked by only creatures with shadow.) If Soltari Champion attacks, all other creatures you control get +1/+1 until end of turn. Spirit en-Kor 3W, Summon Spirit 2/2, Stronghold Common Flying 0: Redirect 1 damage from Spirit en- Kor to a creature you control. Temper X1W, Instant, Stronghold Uncommon Prevent up to X damage to target creature. For each 1 damage prevented in this way, put a +1/+1 counter on that creature. Venerable Monk 2W, Summon Cleric 2/2, Stronghold Common When Venerable Monk comes into play, gain 2 life. Wall of Essence 1W, Summon Wall 0/4, Stronghold Uncommon (Walls cannot attack.) For each 1 combat damage dealt to Wall of Essence, gain 1 life. Warrior Angel 4WW, Summon Angel 3/4, Stronghold Rare Flying For each 1 damage Warrior Angel deals, gain 1 life. Warrior en-Kor WW, Summon Knight 2/2, Stronghold Uncommon 0: Redirect 1 damage from Warrior en- Kor to a creature you control. Youthful Knight 1W, Summon Knight 2/1, Stronghold Common First strike Acidic Sliver BR, Summon Sliver 2/2, Stronghold Uncommon Each Sliver gains “2, Sacrifice this creature: This creature deals 2 damage to target creature or player.” Crystalline Sliver WU, Summon Sliver 2/2, Stronghold Uncommon Slivers cannot be the target of spells or abilities. Hibernation Sliver UB, Summon Sliver 2/2, Stronghold Uncommon Each Sliver gains “Pay 2 life: Return this creature to owner’s hand.” Sliver Queen WUBRG, Summon Legend 7/7, Stronghold Rare Sliver Queen counts as a Sliver. 2: Put a Sliver token into play. Treat this token as a 1/1 colorless creature. Spined Sliver RG, Summon Sliver 2/2, Stronghold Uncommon If any Sliver is blocked, it gets +1/+1 until end of turn for each creature blocking it. Victual Sliver GW, Summon Sliver 2/2, Stronghold Uncommon Each Sliver gains “2, Sacrifice this creature: Gain 4 life. *** End ***