>>> Visions <<< 167 Cards Anvil of Bogardan 2, Artifact, Visions Rare Each player skips his or her discard phase. During each player’s draw phase, that player draws an additional card and then chooses and discards a card. Brass-Talon Chimera 4, Artifact Creature 2/2, Visions Uncommon First Strike Brass-Talon Chimera counts as a Chimera. Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains first strike permanently. Diamond Kaleidoscope 4, Artifact, Visions Rare 3, T: Put a Prism token into play. Treat this token as a 0/1 artifact creature. Sacrifice a Prism token: Add one mana of any color to your mana pool. Play this ability as a mana source. Dragon Mask 3, Artifact, Visions Uncommon 3, T: Target creature you control gets +2/+2 until end of turn. At end of turn, if that creature is in play, return it to owner’s hand. Helm of Awakening 2, Artifact, Visions Uncommon All spells cost one generic mana less to play. Iron-Heart Chimera 4, Artifact Creature 2/2, Visions Uncommon Attacking does not cause Iron-Heart Chimera to tap. Iron-Heart Chimera counts as a Chimera. Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera and attacking any turn does not cause that Chimera to tap. Juju Bubble 1, Artifact, Visions Uncommon Cumulative upkeep 1 If you play a card, bury Juju Bubble. 2: Gain 1 life. Lead-Belly Chimera 4, Artifact Creature 2/2, Visions Uncommon Trample Lead-Belly Chimera counts as a Chimera. Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains trample permanently. Magma Mine 1, Artifact, Visions Uncommon 4: Put a pressure counter on Magma Mine. tap, Sacrifice Magam Mine: For each pressure counter on it, Magma Mine deals 1 damage to target creature or player. Matopi Golem 5, Artifact Creature 3/3, Visions Uncommon 1: Regenerate and put a -1/-1 counter on Matopi Golem. Phyrexian Marauder X, Artifact Creature 0/0, Visions Rare Phryexian Marauder comes into play with X +1/+1 counters on it. Phyrexian Marauder cannot block. Phyrexian Marauder cannot attack unless you pay 1 for each +1/+1 counter on it. Phyrexian Walker Artifact Creature 0/3, Visions Common Sands of Time 4, Artifact, Visions Rare Each player skips his or her untap phase. At the beginning of each player’s turn, untap each tapped artifact, creature, and land he or she controls and tap each untapped artifact, creature, and land he or she controls. Sisay’s Ring 4, Artifact, Visions Common T: Add two colorless mana to your mana pool. Play this ability as a mana source. Snake Basket 4, Artifact, Visions Rare X, Sacrifice Snake Basket: Put X Cobra tokens into play. Treat these tokens as 1/1 green creatures. Play this ability as a sorcery. Teferi’s Puzzle Box 4, Artifact, Visions Rare During each player’s draw phase, that player counts the cards in his or her hand, puts those cards on the bottom of his or her library, and then draws that number of cards. Tin-Wing Chimera 4, Artifact Creature 2/2, Visions Uncommon Flying Tin-Wing Chimera counts as a Chimera. Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains flying permanently. Triangle of War 1, Artifact, Visions Rare 2, Sacrifice Triangle of War: Choose target creature you control and target creature an opponent controls. Each creature deals an amount of damage equal to its power to the other. Wand of Denial 2, Artifact, Visions Rare T: Look at the top card of target player’s library. If that card is a nonland card, you may pay 2 life to put it into that player’s graveyard. Aku Djinn 3BB, Summon Djinn 5/6, Visions Rare Trample During your upkeep, each opponent puts a +1/+1 counter on each creature he or she controls. Blanket of Night 1BB, Enchantment, Visions Uncommon Each mana-producing land is a swamp in addition to its normal land type. Brood of Cockroaches 1B, Summon Insects 1/1, Visions Uncommon If Brood of Cockroaches is put into your graveyard from play, pay 1 life and return Brood of Cockroaches to your hand at end of turn. Coercion 2B, Sorcery, Visions Common Look at target opponent’s hand. Choose a card from that player’s hand. That player discards that card. Crypt Rats 2B, Summon Rats 1/1, Visions Common X: Crypt Rats deals X damage to each creature and player. Spend only black mana in this way. Dark Privilege 1B, Enchant Creature, Visions Common Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. Death Watch B, Enchant Creature, Visions Common If enchanted creature is put into any graveyard, that creature’s controller loses an amount of life equal to its power and you gain an amount of life equal to its toughness. Desolation 1BB, Enchantment, Visions Uncommon At the end of each turn, each player who tapped a land for mana during that turn sacrifices a land. If a plains is sacrificed in this way, Desolation deals 2 damage to that plains’ controller. Fallen Askari 1B, Summon Knight 2/2, Visions Common Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari cannot block. Forbidden Ritual 2BB, Sorcery, Visions Rare Sacrifice a card in play: Target opponent loses 2 life unless he or she sacrifices a permanent or chooses and discards a card. You may repeat this process as many times as you choose. Funeral Charm B, Instant, Visions Common Choose one — Target player chooses and discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn. (If defending player controls any swamps, that creature is unblockable.) Infernal Harvest 1B, Sorcery, Visions Common Return X swamps you control to owner’s hand: Infernal Harvest deals X damage, divided any way you choose, among any number of target creatures. Kaervek’s Spite BBB, Instant, Visions Rare Sacrifice all permanents, Discard your hand: Target player loses 5 life. Necromancy 2B, Enchantment, Visions Uncommon You may choose to play Necromancy as an instant; if you do, bury it at end of turn. When you play Necromancy, choose target creature card in any graveyard. When Necromancy comes into play, put that creature into play as though it were just played and Necromancy becomes a creature enchantment that targets the creature. If Necromancy leaves play, bury the creature. Necrosavant 3BBB, Summon Necrosavant 5/5, Visions Rare 3BB, Sacrifice a creature: Put Necrosavant into play. Use this ability only during your upkeep and only if Necrosavant is in your graveyard. Nekrataal 2BB, Summon Nekrataal 2/1, Visions Uncommon First strike When Nekrataal comes into play, bury target nonartifact, nonblack creature. Pillar Tombs of Aku 2BB, Enchant World, Visions Rare During each player’s upkeep, that player sacrifices a creature, or that player loses 5 life and you bury Pillar Tombs of Aku. Python 1BB, Summon Python 3/2, Visions Common Suq’Ata Assassin 1BB, Summon Assassin 1/1, Visions Uncommon Suq’Ata Assassin cannot be blocked except by artifact or black creatures. If Suq’Ata Assassin attacks and is not blocked, defending player gets a poison counter. If any player has ten or more poison counters, he or she loses the game. Tar Pit Warrior 2B, Summon Cyclops 3/4, Visions Common If Tar Pit Warrior is the target of a spell or effect, bury Tar Pit Warrior. Urborg Mindsucker 2B, Summon Mindsucker 2/2, Visions Common B, Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Play this ability as a sorcery. Vampiric Tutor B, Instant, Visions Rare Pay 2 life: Search your library for any one card. Shuffle your library, then put that card on top of your library. Vampirism 1B, Enchant Creature, Visions Uncommon Draw a card at the beginning of the upkeep of the turn after Vampirism comes into play. Enchanted creature gets +1/+1 for each other creature you control. All other creatures you control get -1/-1. Wake of Vultures 3B, Summon Vultures 3/1, Visions Common Flying 1B, Sacrifice a creature: Regenerate Wicked Reward 1B, Instant, Visions Common Sacrifice a creature: Target creature gets +4/+2 until end of turn. Bull Elephant 3G, Summon Elephant 4/4, Visions Common When Bull Elephant comes into play, return two forests you control to owner’s hand or bury Bull Elephant. City of Solitude 2G, Enchantment, Visions Rare Each player may play spells and abilities only during his or her turn. Creeping Mold 2GG, Sorcery, Visions Uncommon Destroy target artifact, land, or enchantment. Elephant Grass G, Enchantment, Visions Uncommon Cumulative upkeep 1 Black creatures cannot attack you. Nonblack creatures cannot attack you unless their controller pays an additional 2 for each attacking creature. Elven Cache 2GG, Sorcery, Visions Common Return target card from your graveyard to your hand. Emerald Charm G, Instant, Visions Common Choose one — Untap target permanent; or destroy target global enchantment; or target creature loses flying until end of turn. Feral Instinct 1G, Instant, Visions Common Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn’s upkeep. Giant Caterpillar 3G, Summon Caterpillar 3/3, Visions Common G, Sacrifice Giant Caterpillar: Put a Butterfly token into play at end of turn. Treat this token as a 1/1 green creature with flying. Katabatic Winds 2G, Enchantment, Visions Rare Phasing Creatures with flying cannot attack, block, or use any ability that includes tap in the activation cost. King Cheetah 3G, Summon Cheetah 3/2, Visions Common You may choose to play King Cheetah whenever you could play an instant. Kyscu Drake 3G, Summon Drake 2/2, Visions Uncommon Flying G: +0/+1 until end of turn. You cannot spend more than G in this way each turn. Sacrifice Kyscu Drake and Spitting Drake: Search your library for Viashivan Dragon and put it into play. Shuffle your library afterwards. Lichenthrope 3GG, Summon Lichenthrope 5/5, Visions Rare For each 1 damage dealt to Lichenthrope, put a -1/-1 counter on it instead. During your upkeep, remove one of these -1/-1 counters from Lichenthrope. Mortal Wound G, Enchant Creature, Visions Common If damage is dealt to enchanted creature, destroy it. Natural Order 2GG, Sorcery, Visions Rare Sacrifice a green creature: Search your library for a green creature card and put it into play as though it were just played. Shuffle your library afterwards. Panther Warriors 4G, Summon Cat Warriors 6/3, Visions Common Quirion Druid 2G, Summon Druid 1/2, Visions Rare G, T: Target land becomes a 2/2 green creature permanently. That land still counts as a land. Quirion Ranger G, Summon Elf 1/1, Visions Common Return a forest you control to owner’s hand: Untap target creature. Use this ability only once each turn. River Boa 1G, Summon Snake 2/1, Visions Common Islandwalk (If defending player controls an island, this creature is unblockable.) G: Regenerate Rowen 2GG, Enchantment, Visions Rare During your draw phase, reveal the first card you draw to all players. If that card is a basic land, draw a card. Spider Climb G, Enchant Creature, Visions Common You may choose to play Spider Climb as an instant; if you do, bury it at end of turn. Enchanted creature gets +0/+3 and can block creatures with flying. Stampeding Wildebeests 2GG, Summon Wildebeests 5/4, Visions Uncommon Trample During your upkeep, return a green creature you control to owner’s hand. Summer Bloom 1G, Sorcery, Visions Uncommon You may play up to three additional lands this turn. Uktabi Orangutan 2G, Summon Ape 2/2, Visions Uncommon When Uktabi Orangutan comes into play, destroy target artifact. Warthog 1GG, Summon Warthog 3/2, Visions Common Swampwalk (If defending player controls any swamps, this creature is unblockable.) Wind Shear 2G, Instant, Visions Uncommon All attacking creatures with flying get -2/-2 and lose flying until end of turn. Coral Atoll Land, Visions Uncommon Coral Atoll comes into play tapped. When Coral Atoll comes into play, return an untapped island you control to owner’s hand or bury Coral Atoll. T: Add U and one colorless mana to your mana pool. Dormant Volcano Land, Visions Uncommon Dormant Volcano comes into play tapped. When Dormant Volcano comes into play, return an untapped mountain you control to owner’s hand or bury Dormant Volcano. T: Add R and one colorless mana to your mana pool. Everglades Land, Visions Uncommon Everglades comes into play tapped. When Everglades comes into play, return an untapped swamp you control to owner’s hand or bury Everglades. T: Add B and one colorless mana to your mana pool. Griffin Canyon Land, Visions Rare T: Add one colorless mana to your mana pool. T: Untap target Griffin. That Griffin gets +1/+1 until end of turn. Jungle Basin Land, Visions Uncommon Jungle Basin comes into play tapped. When Jungle Basin comes into play, return an untapped forest you control to owner’s hand or bury Jungle Basin. T: Add G and one colorless mana to your mana pool. Karoo Land, Visions Uncommon Karoo comes into play tapped. When Karoo comes into play, return an untapped plains you control to owner’s hand or bury Karoo. T: Add W and one colorless mana to your mana pool. Quicksand Land, Visions Uncommon T: Add one colorless mana to your mana pool. tap, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn. Undiscovered Paradise Land, Visions Rare T: Add one mana of any color to your mana pool. At the beginning of your next untap phase, return Undiscovered Paradise to owner’s hand. Bogardan Phoenix 2RRR, Summon Phoenix 3/3, Visions Rare Flying If Bogardan Phoenix is put into any graveyard from play and has no death counter on it, return Bogardan Phoenix to play and put a death counter on it. If Bogardan Phoenix is put into any graveyard from play and has a death counter on it, remove it from the game. Dwarven Vigilantes 2R, Summon Dwarves 2/2, Visions Common If Dwarven Vigilantes attacks and is not blocked, you may choose to have it deal no combat damage this turn. If you do, Dwarven Vigilantes deals an amount of damage equal to its power to target creature. Elkin Lair 3R, Enchant World, Visions Rare During each player’s upkeep, that player chooses a card at random from his or her hand and sets it aside face up. The player may play that card as though it were in his or her hand. If the player does not play the card by end of turn, bury that card. Fireblast 4RR, Instant, Visions Common You may sacrifice two mountains instead of paying Fireblast’s casting cost. Fireblast deals 4 damage to target creature or player. Goblin Recruiter 1R, Summon Goblin 1/1, Visions Uncommon When Goblin Recruiter comes into play, search your library for any number of Goblin cards. Reveal those cards to all players. Shuffle your library, then put the cards on top of your library in any order. Goblin Swine-Rider R, Summon Goblin 1/1, Visions Common If Goblin Swine-Rider is blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature. Hearth Charm R, Instant, Visions Common Choose one — Destroy target artifact creature; or all attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn. Heat Wave 2R, Enchantment, Visions Uncommon Cumulative upkeep R Blue creatures cannot block creatures you control. Nonblue creatures cannot block creatures you control unless their controller pays an additional 1 life for each blocking creature. Hulking Cyclops 3RR, Summon Cyclops 5/5, Visions Uncommon Hulking Cyclops cannot block. Keeper of Kookus R, Summon Goblin 1/1, Visions Common R: Protection from red until end of turn. Kookus 3RR, Summon Djinn 3/5, Visions Rare Trample During your upkeep, if you do not control at least one Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able. R: +1/+0 until end of turn. Lightning Cloud 3R, Enchantment, Visions Rare R: Lightning Cloud deals 1 damage to target creature or player. Use this ability only when a red spell is successfully cast and only once for each such spell. Mob Mentality R, Enchant Creature, Visions Uncommon Enchanted creature gains trample. If all non-Wall creatures you control attack, enchanted creature gets +*/+0 until end of turn, where * is equal to the number of attacking creatures. Ogre Enforcer 3RR, Summon Ogre 4/4, Visions Rare Ogre Enforcer cannot be destroyed by lethal damage unless a single source deals enough damage to destroy it. Raging Gorilla 2R, Summon Gorilla 2/3, Visions Common If Raging Gorilla blocks or is blocked, it gets +2/-2 until end of turn. Relentless Assault 2RR, Sorcery, Visions Rare Untap all creatures that attacked this turn. You may declare an additional attack during your main phase this turn, Rock Slide XR, Instant, Visions Common Rock Slide deals X damage, divided any way you choose, among any number of target attacking or blocking creatures without flying. Solfatara 2R, Instant, Visions Common Target player cannot play any land cards this turn. Draw a card at the beginning of the next turn’s upkeep. Song of Blood 1R, Sorcery, Visions Common Put the top four cards from your library into your graveyard. For each creature card put into your graveyard in this way, all creatures that attack this turn get +1/+0 until end of turn. Spitting Drake 3R, Summon Drake 2/2, Visions Uncommon Flying R: +1/+0 until end of turn. You cannot spend more than R in this way each turn. Suq’Ata Lancer 2R, Summon Knight 2/2, Visions Common Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) Suq’Ata Lancer is unaffected by summoning sickness. Talruum Champion 4R, Summon Minotaur 3/3, Visions Common First strike Whenever Talruum Champion blocks or is blocked by any creature, that creature loses first strike until end of turn. Talruum Piper 4R, Summon Minotaur 3/3, Visions Uncommon All creatures with flying able to block Talruum Piper do so. Tremor R, Sorcery, Visions Common Tremor deals 1 damage to each creature without flying. Viashino Sandstalker 1RR, Summon Viashino 4/2, Visions Uncommon Viashino Sandstalker is unaffected by summoning sickness. At the end of any turn, return Viashino Sandstalker to owner’s hand. Betrayal U, Enchant Creature, Visions Common Play only on a creature an opponent controls. If enchanted creature becomes tapped, draw a card. Breezekeeper 3U, Summon Djinn 4/4, Visions Common Flying, phasing Chronatog 1U, Summon Atog 1/2, Visions Rare Skip your next turn: Chronatog gets +3/+3 until end of turn. Use this ability only once each turn. Cloud Elemental 2U, Summon Elemental 2/3, Visions Common Flying Cloud Elemental can block only creatures with flying. Desertion 3UU, Interrupt, Visions Rare Counter target spell. If that spell is an artifact or summon spell, put that card into play under your control as though it were just played. Dream Tides 2UU, Enchantment, Visions Uncommon Creatures do not untap during their controllers’ untap phase. Each nongreen creature’s controller may pay an additional 2 during his or her upkeep to untap that creature. Flooded Shoreline UU, Enchantment, Visions Rare UU, Return two islands you control to owner’s hand: Return target creature to owner’s hand. Foreshadow 1U, Instant, Visions Uncommon Name a card. Put the top card from target opponent’s library into his or her graveyard. If that card is the one named, draw a card. Draw a card at the beginning of the next turn’s upkeep. Impulse 1U, Instant, Visions Common Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library. Shuffle your library afterwards. Inspiration 3U, Instant, Visions Common Target player draws two cards. Knight of the Mists 2U, Summon Knight 2/2, Visions Common Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) When Knight of the Mists comes into play, pay U or bury target Knight. Man-o’-War 2U, Summon Jellyfish 2/2, Visions Common When Man-o’-War comes into play, return target creature to owner’s hand. Mystic Veil 1U, Enchant Creature, Visions Common You may choose to play Mystic Veil as an instant; if you do, bury it at end of turn. Enchanted creature cannot be the target of spells or effects. Ovinomancer 2U, Summon Sorcerer 0/1, Visions Uncommon When Ovinomancer comes into play, return three basic lands you control to owner’s hand or bury Ovinomancer. tap, Return Ovinomancer to owner’s hand: Bury target creature and put a Sheep token into play under the control of the creature’s controller. Treat this token as a 0/1 green creature. Prosperity XU, Sorcery, Visions Uncommon Each player draws X cards. Rainbow Efreet 3U, Summon Efreet 3/1, Visions Rare Flying UU: Phase out Shimmering Efreet 2U, Summon Efreet 2/2, Visions Uncommon Flying, phasing When Shimmering Efreet phases in, target creature phases out. Shrieking Drake U, Summon Drake 1/1, Visions Common Flying When Shrieking Drake comes into play, return a creature you control to owner’s hand. Teferi’s Realm 1UU, Enchant World, Visions Rare At the beginning of each player’s upkeep, that player chooses artifacts, creatures, lands, or global enchantments. All cards of that type phase out. Three Wishes 1UU, Instant, Visions Rare Take the top three cards from your library, look at them, and set them aside face down. You may play those cards as though they were in your hand. At the beginning of your next turn, bury any of those cards not played. Time and Tide UU, Instant, Visions Uncommon All creatures that are phased out phase in and all creatures with phasing phase out. Undo 1UU, Sorcery, Visions Common Return two target creatures to owner’s hand. Vanishing U, Enchant Creature, Visions Common UU: Enchanted creature phases out. Vision Charm U, Instant, Visions Common Choose one — Target artifact phases out; or put the top four cards from target player’s library into his or her graveyard; or all lands of one type are basic lands of your choice until end of turn. Waterspout Djinn 2UU, Summon Djinn 4/4, Visions Uncommon Flying During your upkeep, return an untapped island you control to owner’s hand or bury Waterspout Djinn. Archangel 5WW, Summon Angel 5/5, Visions Rare Flying Attacking does not cause Archangel to tap. Daraja Griffin 3W, Summon Griffin 2/2, Visions Uncommon Flying Sacrifice Daraja Griffin: Destroy target black creature. Equipoise 2W, Enchantment, Visions Rare During your upkeep, for each land target player controls in excess of the number of lands you control, target land he or she controls phases out. Repeat this process for artifacts and then for creatures. Eye of Singularity 3W, Enchant World, Visions Rare When Eye of Singularity comes into play, bury all permanents with the same name except basic lands. Whenever any permanent other than a basic land comes into play, bury any permanent already in play with the same name. Freewind Falcon 1W, Summon Falcon 1/1, Visions Common Flying, protection from red Gossamer Chains WW, Enchantment, Visions Common Return Gossamer Chains to owner’s hand: Target unblocked creature deals no combat damage this turn. Honorable Passage 1W, Instant, Visions Uncommon Prevent all damage to you or target creature from any one source. If that source is red, Honorable Passage deals to the source’s controller an amount of damage equal to the amount of damage prevented. Hope Charm W, Instant, Visions Common Choose one — Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target local enchantment. Infantry Veteran W, Summon Soldier 1/1, Visions Common T: Target attacking creature gets +1/+1 until end of turn. Jamuraan Lion 2W, Summon Lion 3/1, Visions Common W, T: Target creature cannot block this turn. Knight of Valor 2W, Summon Knight 2/2, Visions Common Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) 1W: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Use this ability only once each turn. Longbow Archer WW, Summon Archer 2/2, Visions Uncommon First strike Longbow Archer can block creatures with flying. Miraculous Recovery 4W, Instant, Visions Uncommon Put target creature card from your graveyard into play and put a +1/+1 counter on that creature. Treat the creature as though it were just played. Parapet 1W, Enchantment, Visions Common You may choose to play Parapet as an instant; if you do, bury it at end of turn. All creatures you control get +0/+1. Peace Talks 1W, Sorcery, Visions Uncommon During this turn and the next one, players cannot declare an attack and cannot play spells or abilities that target any permanent or player. Relic Ward 1W, Enchant Artifact, Visions Uncommon You may choose to play Relic Ward as an instant; if you do, bury it at end of turn. Enchanted artifact cannot be the target of spells or effects. Remedy 1W, Instant, Visions Common Prevent up to 5 damage total to any number of creatures and/or players. Resistance Fighter W, Summon Soldier 1/1, Visions Common Sacrifice Resistance Fighter: Target creature deals no combat damage this turn. Retribution of the Meek 2W, Sorcery, Visions Rare Bury all creatures with power 4 or greater. Righteous Aura 1W, Enchantment, Visions Common W, Pay 2 life: Prevent all damage to you from any one source. Sun Clasp 1W, Enchant Creature, Visions Common Enchanted creature gets +1/+3. W: Return enchanted creature to owner’s hand. Teferi’s Honor Guard 2W, Summon Knight 2/2, Visions Uncommon Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) UU: Phase out Tithe W, Instant, Visions Rare Search your library for a plains card. If you control fewer lands than target opponent, you may search your library for an additional plains card. Reveal those cards to all players and put them into your hand. Shuffle your library afterwards. Warrior’s Honor 2W, Instant, Visions Common All creatures you control get +1/+1 until end of turn. Zhalfirin Crusader 1WW, Summon Knight 2/2, Visions Rare Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) 1W: Redirect 1 damage from Zhalfirin Crusader to target creature or player. Army Ants 1BR, Summon Insects 1/1, Visions Uncommon tap, Sacrifice a land: Destroy target land. Breathstealer’s Crypt 2UB, Enchantment, Visions Rare Whenever any player draws a card, he or she reveals that card. If the card is a creature card, that player pays 3 life or discards the card. Corrosion 1BR, Enchantment, Visions Rare Cumulative upkeep 1 During your upkeep, put a rust counter on each artifact target opponent controls. If the number of rust counters on an artifact equals or exceeds that artifact’s casting cost, bury the artifact. If Corrosion leaves play, remove all rust counters from the game. Femeref Enchantress GW, Summon Enchantress 1/2, Visions Rare Whenever an enchantment is put into any graveyard from play, draw a card. Firestorm Hellkite 4UR, Summon Dragon 6/6, Visions Rare Flying, trample Cumulative upkeep U R Guiding Spirit 1WU, Summon Angel 1/2, Visions Rare Flying T: If the top card of target player’s graveyard is a creature card, put that card on the top of that player’s library. Mundungu 1UB, Summon Wizard 1/1, Visions Uncommon T: Counter target spell unless that spell’s caster pays an additional 1 and 1 life. Play this ability as an interrupt. Pygmy Hippo GU, Summon Hippopotamus 2/2, Visions Rare If Pygmy Hippo attacks and is not blocked, you may choose to have it deal no combat damage this turn. If you do, defending player draws all mana from his or her lands and then his or her mana pool is emptied. After combat, add an equal amount of colorless mana to your mana pool. Righteous War 1WB, Enchantment, Visions Rare All white creatures you control gain protection from black. All black creatures you control gain protection from white. Scalebane’s Elite 3WG, Summon Soldiers 4/4, Visions Uncommon Protection from black Simoon RG, Instant, Visions Uncommon Simoon deals 1 damage to each creature target opponent controls. Squandered Resources BG, Enchantment, Visions Rare Sacrifice a land: Add to your mana pool one mana of any type the sacrificed land could produce. Play this ability as a mana source. Suleiman’s Legacy RW, Enchantment, Visions Rare When Suleiman’s Legacy comes into play, bury all Djinns and Efreets. Whenever a Djinn or Efreet comes into play, bury it. Tempest Drake 1WU, Summon Drake 2/2, Visions Uncommon Flying Attacking does not cause Tempest Drake to tap. Viashivan Dragon 2RRGG, Summon Dragon 4/4, Visions Rare Flying R: +1/+0 until end of turn G: +0/+1 until end of turnTremor R, Sorcery, Visions Common Tremor deals 1 damage to each creature without flying. Viashino Sandstalker 1RR, Summon Viashino 4/2, Visions Uncommon Viashino Sandstalker is unaffected by summoning sickness. At the end of any turn, return Viashino Sandstalker to owner’s hand. Betrayal U, Enchant Creature, Visions Common Play only on a creature an opponent controls. If enchanted creature becomes tapped, draw a card. Breezekeeper 3U, Summon Djinn 4/4, Visions Common Flying, phasing Chronatog 1U, Summon Atog 1/2, Visions Rare Skip your next turn: Chronatog gets +3/+3 until end of turn. Use this ability only once each turn. Cloud Elemental 2U, Summon Elemental 2/3, Visions Common Flying Cloud Elemental can block only creatures with flying. Desertion 3UU, Interrupt, Visions Rare Counter target spell. If that spell is an artifact or summon spell, put that card into play under your control as though it were just played. Dream Tides 2UU, Enchantment, Visions Uncommon Creatures do not untap during their controllers’ untap phase. Each nongreen creature’s controller may pay an additional 2 during his or her upkeep to untap that creature. Flooded Shoreline UU, Enchantment, Visions Rare UU, Return two islands you control to owner’s hand: Return target creature to owner’s hand. Foreshadow 1U, Instant, Visions Uncommon Name a card. Put the top card from target opponent’s library into his or her graveyard. If that card is the one named, draw a card. Draw a card at the beginning of the next turn’s upkeep. Impulse 1U, Instant, Visions Common Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library. Shuffle your library afterwards. Inspiration 3U, Instant, Visions Common Target player draws two cards. Knight of the Mists 2U, Summon Knight 2/2, Visions Common Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) When Knight of the Mists comes into play, pay U or bury target Knight. Man-o’-War 2U, Summon Jellyfish 2/2, Visions Common When Man-o’-War comes into play, return target creature to owner’s hand. Mystic Veil 1U, Enchant Creature, Visions Common You may choose to play Mystic Veil as an instant; if you do, bury it at end of turn. Enchanted creature cannot be the target of spells or effects. Ovinomancer 2U, Summon Sorcerer 0/1, Visions Uncommon When Ovinomancer comes into play, return three basic lands you control to owner’s hand or bury Ovinomancer. tap, Return Ovinomancer to owner’s hand: Bury target creature and put a Sheep token into play under the control of the creature’s controller. Treat this token as a 0/1 green creature. Prosperity XU, Sorcery, Visions Uncommon Each player draws X cards. Rainbow Efreet 3U, Summon Efreet 3/1, Visions Rare Flying UU: Phase out Shimmering Efreet 2U, Summon Efreet 2/2, Visions Uncommon Flying, phasing When Shimmering Efreet phases in, target creature phases out. Shrieking Drake U, Summon Drake 1/1, Visions Common Flying When Shrieking Drake comes into play, return a creature you control to owner’s hand. Teferi’s Realm 1UU, Enchant World, Visions Rare At the beginning of each player’s upkeep, that player chooses artifacts, creatures, lands, or global enchantments. All cards of that type phase out. Three Wishes 1UU, Instant, Visions Rare Take the top three cards from your library, look at them, and set them aside face down. You may play those cards as though they were in your hand. At the beginning of your next turn, bury any of those cards not played. Time and Tide UU, Instant, Visions Uncommon All creatures that are phased out phase in and all creatures with phasing phase out. Undo 1UU, Sorcery, Visions Common Return two target creatures to owner’s hand. Vanishing U, Enchant Creature, Visions Common UU: Enchanted creature phases out. Vision Charm U, Instant, Visions Common Choose one — Target artifact phases out; or put the top four cards from target player’s library into his or her graveyard; or all lands of one type are basic lands of your choice until end of turn. Waterspout Djinn 2UU, Summon Djinn 4/4, Visions Uncommon Flying During your upkeep, return an untapped island you control to owner’s hand or bury Waterspout Djinn. Archangel 5WW, Summon Angel 5/5, Visions Rare Flying Attacking does not cause Archangel to tap. Daraja Griffin 3W, Summon Griffin 2/2, Visions Uncommon Flying Sacrifice Daraja Griffin: Destroy target black creature. Equipoise 2W, Enchantment, Visions Rare During your upkeep, for each land target player controls in excess of the number of lands you control, target land he or she controls phases out. Repeat this process for artifacts and then for creatures. Eye of Singularity 3W, Enchant World, Visions Rare When Eye of Singularity comes into play, bury all permanents with the same name except basic lands. Whenever any permanent other than a basic land comes into play, bury any permanent already in play with the same name. Freewind Falcon 1W, Summon Falcon 1/1, Visions Common Flying, protection from red Gossamer Chains WW, Enchantment, Visions Common Return Gossamer Chains to owner’s hand: Target unblocked creature deals no combat damage this turn. Honorable Passage 1W, Instant, Visions Uncommon Prevent all damage to you or target creature from any one source. If that source is red, Honorable Passage deals to the source’s controller an amount of damage equal to the amount of damage prevented. Hope Charm W, Instant, Visions Common Choose one — Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target local enchantment. Infantry Veteran W, Summon Soldier 1/1, Visions Common T: Target attacking creature gets +1/+1 until end of turn. Jamuraan Lion 2W, Summon Lion 3/1, Visions Common W, T: Target creature cannot block this turn. Knight of Valor 2W, Summon Knight 2/2, Visions Common Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) 1W: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Use this ability only once each turn. Longbow Archer WW, Summon Archer 2/2, Visions Uncommon First strike Longbow Archer can block creatures with flying. Miraculous Recovery 4W, Instant, Visions Uncommon Put target creature card from your graveyard into play and put a +1/+1 counter on that creature. Treat the creature as though it were just played. Parapet 1W, Enchantment, Visions Common You may choose to play Parapet as an instant; if you do, bury it at end of turn. All creatures you control get +0/+1. Peace Talks 1W, Sorcery, Visions Uncommon During this turn and the next one, players cannot declare an attack and cannot play spells or abilities that target any permanent or player. Relic Ward 1W, Enchant Artifact, Visions Uncommon You may choose to play Relic Ward as an instant; if you do, bury it at end of turn. Enchanted artifact cannot be the target of spells or effects. Remedy 1W, Instant, Visions Common Prevent up to 5 damage total to any number of creatures and/or players. Resistance Fighter W, Summon Soldier 1/1, Visions Common Sacrifice Resistance Fighter: Target creature deals no combat damage this turn. Retribution of the Meek 2W, Sorcery, Visions Rare Bury all creatures with power 4 or greater. Righteous Aura 1W, Enchantment, Visions Common W, Pay 2 life: Prevent all damage to you from any one source. Sun Clasp 1W, Enchant Creature, Visions Common Enchanted creature gets +1/+3. W: Return enchanted creature to owner’s hand. Teferi’s Honor Guard 2W, Summon Knight 2/2, Visions Uncommon Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) UU: Phase out Tithe W, Instant, Visions Rare Search your library for a plains card. If you control fewer lands than target opponent, you may search your library for an additional plains card. Reveal those cards to all players and put them into your hand. Shuffle your library afterwards. Warrior’s Honor 2W, Instant, Visions Common All creatures you control get +1/+1 until end of turn. Zhalfirin Crusader 1WW, Summon Knight 2/2, Visions Rare Flanking (Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.) 1W: Redirect 1 damage from Zhalfirin Crusader to target creature or player. Army Ants 1BR, Summon Insects 1/1, Visions Uncommon tap, Sacrifice a land: Destroy target land. Breathstealer’s Crypt 2UB, Enchantment, Visions Rare Whenever any player draws a card, he or she reveals that card. If the card is a creature card, that player pays 3 life or discards the card. Corrosion 1BR, Enchantment, Visions Rare Cumulative upkeep 1 During your upkeep, put a rust counter on each artifact target opponent controls. If the number of rust counters on an artifact equals or exceeds that artifact’s casting cost, bury the artifact. If Corrosion leaves play, remove all rust counters from the game. Femeref Enchantress GW, Summon Enchantress 1/2, Visions Rare Whenever an enchantment is put into any graveyard from play, draw a card. Firestorm Hellkite 4UR, Summon Dragon 6/6, Visions Rare Flying, trample Cumulative upkeep U R Guiding Spirit 1WU, Summon Angel 1/2, Visions Rare Flying T: If the top card of target player’s graveyard is a creature card, put that card on the top of that player’s library. Mundungu 1UB, Summon Wizard 1/1, Visions Uncommon T: Counter target spell unless that spell’s caster pays an additional 1 and 1 life. Play this ability as an interrupt. Pygmy Hippo GU, Summon Hippopotamus 2/2, Visions Rare If Pygmy Hippo attacks and is not blocked, you may choose to have it deal no combat damage this turn. If you do, defending player draws all mana from his or her lands and then his or her mana pool is emptied. After combat, add an equal amount of colorless mana to your mana pool. Righteous War 1WB, Enchantment, Visions Rare All white creatures you control gain protection from black. All black creatures you control gain protection from white. Scalebane’s Elite 3WG, Summon Soldiers 4/4, Visions Uncommon Protection from black Simoon RG, Instant, Visions Uncommon Simoon deals 1 damage to each creature target opponent controls. Squandered Resources BG, Enchantment, Visions Rare Sacrifice a land: Add to your mana pool one mana of any type the sacrificed land could produce. Play this ability as a mana source. Suleiman’s Legacy RW, Enchantment, Visions Rare When Suleiman’s Legacy comes into play, bury all Djinns and Efreets. Whenever a Djinn or Efreet comes into play, bury it. Tempest Drake 1WU, Summon Drake 2/2, Visions Uncommon Flying Attacking does not cause Tempest Drake to tap. Viashivan Dragon 2RRGG, Summon Dragon 4/4, Visions Rare Flying R: +1/+0 until end of turn G: +0/+1 until end of turn *** End ***