Alliances

Neutral Ground and friends present the Alliances (Spoiler list - 
version 2.0 with rarities updated June 4th, 1996)


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 


Artifacts
Aesthir Glider
3
Artifact Creature (2/1)
Flying. Cannot be assigned to block. [2 ver] C1 


Ashnod's Cylix
2
Artifact
3T: Target player looks at the top three cards of his or her library 
and puts one of them on top of that library. Remove the remaining 
two from the game. R2 


Astrolabe
3
Artifact
1, T: Sacrifice Astrolabe to add two mana of any one color to your 
mana pool. Play this ability as an interrupt. Draw a card at the 
beginning of the next turn's upkeep. [2 ver] C1 


Floodwater Dam
3
Artifact
XX1T: Tap X target lands. R2


Gustha's Scepter
0
Artifact
If Gustha's Scepter leaves play or you lose control of it, put all cards 
under Gustha's Scepter into your graveyard. T: Put any card from 
your hand face down under Gustha's Scepter. You may look at that 
card at any time. T: Return any card under Gustha's Scepter to your 
hand. R2 


Helm of Obedience
4
Artifact
XT: Put the top card of target opponent's library into his or her 
graveyard. Continue doing this until you have put X cards or a 
creature card into that graveyard, whichever occurs first. If the last 
card put into the graveyard is a creature card, bury Helm of 
Obedience and put that creature into play under your control as 
though it were just cast. X cannot be equal to 0. R2 


Lodestone Bauble
0
Artifact
1, T: Sacrifice Lodestone Bauble to put up to four target basic lands 
from any player's graveyard on top of his or her library in any order. 
That player draws a card at the beginning of the next turn's upkeep. 
R2 


Mishra's Groundbreaker
4
Artifact
T: Sacrifice Mishra's Groundbreaker. Target land becomes a 3/3 
artifact creature. That creature still counts as a land. U2 


Mystic Compass
2
Artifact
1,T: Target mana-producing land becomes a basic land type of your 
choice until end of turn. U2 


Phyrexian Devourer
6
Artifact Creature (1/1)
If Phyrexian Devourer's power is 7 or greater, bury it. 0: Remove the 
top card of your library from the game to put a +X/+X counter on 
Phyrexian Devourer, where X is equal to that card's casting cost. R2 


Phyrexian Portal
3
Artifact
3: Target opponent looks at the top ten cards of your library and 
separates them into two face-down piles. Choose one of those piles 
and remove it from the game. Search the remaining pile and put one 
of those cards into your hand. Shuffle the remaining cards into your 
library. Ignore this effect if you have fewer than ten cards in your 
library. R2 


Phyrexian War Beast
3
Artifact Creature (3/4)
If Phyrexian War Beast leaves play, sacrifice a land, and Phyrexian 
War Beast deals 1 damage to you. [2 ver] C1 


Scarab of the Unseen
2
Artifact
T: Sacrifice Scarab to the Unseen to return all enchantments on target 
permanent you own to their owners' hand. Draw a card at the 
beginning of the next turn's upkeep. U2 


Shield Sphere
0
Artifact Creature (0/6)
Counts as a wall. If Shield Sphere is assigned as a blocker, put a -0/-
1 counter on it. U2 


Sol Grail
3
Artifact
When Sol Grail Comes into play, choose a color. T: Add one mana of 
the chosen color to your mana pool. Play this ability as an interrupt. 
R6 


Soldevi Digger
2
Artifact
2: Put the top card of your graveyard on the bottom of your library. 
R2 


Soldevi Sentry
1
Artifact Creature (1/1)
1: Regenerate. Target opponent may draw a card.[2 ver] C1 


Soldevi Steam Beast
5
Artifact Creature (4/2)
Whenever Soldevi Steam Beast becomes tapped, target opponent 
gains 2 life. 2: Regenerate [2 ver] C1 


Storm Cauldron
5
Artifact
During each player's turn, that player may put one additional land 
into play. Whenever a land is tapped for mana, return that land to 
owner's hand. R2 


Urza's Engine
5
Artifact Creature (1/5)
Trample. 3: Banding until end of turn. 3: All creatures banded with 
Urza's Engine gain trample until end of turn. R6 


Whirling Catapult
4
Artifact
2: Remove the top two cards of your library from the game to have 
Whirling Catapult deal 1 damage to each creature with flying and 
each player. R6 


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 



Black
Balduvian Dead
3B
Summon Zombies (2/3)
2R: Remove target summon card in your graveyard from the game to 
put a Graveborn token into play. Treat this token as a 3/1 black and 
red creature that can attack the turn it comes into play. Bury 
Graveborn token at end of turn. U2 


Casting of Bones
2B
Enchant Creature
If enchanted creature is put into the graveyard, draw three cards. 
Choose and discard one of those cards. [2 ver] C1 


Contagion
3BB
Instant
You may pay 1 life and remove a black card in your hand from the 
game instead of paying Contagion's casting cost. Effects that prevent 
or redirect damage cannot be used to counter this loss of life. Put two 
-2/-1 counters, distributed any way you choose, on any number of 
target creatures. U2 


Diseased Vermin
2B
Summon Rats (1/1)
During your upkeep, Diseased Vermin deal 1 damage to a single 
target opponent it has previously damaged for each infection counter 
on Diseased Vermin. If Diseased Vermin damages a player in combat, 
put an infection counter on it. U2 


Dystopia
1BB
Enchantment
Cumulative Upkeep: 1 life. During each player's upkeep, if that player 
controls any green or white permanents, he or she sacrifices a green 
or white permanent. R2 


Fatal Lore
2BB
Sorcery
Target opponent chooses one: you draw three cards; or you choose 
and bury up to two target creatures that opponent controls and he or 
she draws up to three cards. R2 


Feast or Famine
3B
Instant
Bury target non-black, non-artifact creature or put a Zombie token 
into play. Treat this token as a 2/2 black creature.[2 ver] U3 


Fevered Strength
2B
Instant
Target creature gets +2/+0 until end of turn. Draw a card at the 
beginning of the next turn's upkeep. [2 ver] C1 and C2 


Insidious Bookworms
B
Summon Worms (1/1)
1B: Target player discards a card at random from his or her hand. 
Use this ability only when Insidious Bookworms is put into the 
graveyard from play. You cannot spend more than 1B in this way 
each turn. [2 ver] C1 


Keeper of Tresserhorn
5B
Summon Keeper (6/6)
If Keeper of Tresserhorn attacks and is not blocked, it deals no 
damage to defending player this turn and that player loses 2 life. 
Effects that prevent or redirect damage cannot be used to counter 
this loss of life. R2 


Krovikan Horror
3B
Summon Horror (2/2)
At the end of any turn, if Krovikan Horror is in your graveyard with 
a summon card directly above it, you may put Krovikan Horror into 
your hand. 1: Sacrifice a creature to have Krovikan Horror dead 1 
damage to target creature or player. R2 


Krovikan Plague
2B
Enchant Creature
Play on a non-wall creature you control. Draw a card at the beginning 
of the upkeep of the turn after Krovikan Plague comes into play. 0: 
Tap enchanted creature to have Krovikan Plague deal 1 damage to 
target creature or player. Put a -0/-1 counter on enchanted 
creature.U2 


Lim-Dul's High Guard
1BB
Summon Skeleton (2/1)
First strike 1B: Regenerate [2 ver] C1


Misinformation
B
Instant
Put up to three target cards from an opponent's graveyard on top of 
his or her library in any order. U2 


Phantasmal Fiend
3B
Summon Phantasm (1/5)
B: +1/-1 until end of turn. 1U: Switch Phantasmal Fiend's power and 
toughness until end of turn. Effects that alter Phantasmal Fiend's 
power alter its toughness instead, and vice versa. [2 ver] C1 


Phyrexian Boon
2B
Enchant Creature
As long as enchanted creature is black , it gets +2/+1; otherwise it 
gets -1/-2. [2 ver] C1 


Ritual of the Machine
2BB
Sorcery
Sacrifice a creature to gain control of target non-black, non-artifact 
creature. R2 


Soldevi Adnate
1B
Summon Cleric (1/2)
T: Sacrifice a black or artifact creature to add an amount of B equal to 
that creature's casting cost to your mana pool. Play this ability as an 
interrupt. [2 ver] C1 


Stench of Decay
1BB
Instant
All non-artifact creatures get -1/-1 until end of turn. [2 ver] C1 


Stromgald Spy
3B
Summon Spy (2/4)
If Stromgald Spy attack and is not blocked, you may choose to have 
it deal no damage to defending player this turn. If you do so, 
defending player must play with his or her hand face up on the table 
until Stromgald Spy leaves play. U2 


Swamp Mosquito
1B
Summon Mosquito (0/1)
Flying, If Swamp Mosquito attacks and is not blocked, defending 
player gets a poison counter. If a player has ten or more poison 
counters, he or she loses the game. [2 ver] C1 and C2 


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 



Blue
Arcane Denial
1U
Interrupt
Counter target spell. That spell's caster may draw up to two cards at 
the beginning of the next turn's upkeep. Draw a card at the beginning 
of the next turn's upkeep. [2 ver] C1 


Awesome Presence
U
Enchant Creature
Enchanted creature cannot be blocked unless defending player pays 
an additional 3 for each creature assigned to block enchanted 
creature. [2 ver] C1 


Benthic Explorers
3U
Summon Merfolk (2/4)
T: Untap target tapped land an opponent controls to add one mana of 
any type that land produces to your mana pool.[2 ver] C1 


Browse
2UU
Enchantment
2UU: Look at the top five cards of your library and put one of them 
into your hand. Remove the remaining four from the game. U2 


Diminishing Returns
2UU

Sorcery
Each player shuffles his or her hand and graveyard into his or her 
library. Remove the top ten cards from your library from the game. 
Each player draws up to seven cards. R2 


False Demise
2U
Enchant Creature
If enchanted creature is put into the graveyard, return that creature 
to play under your control as though it were just cast. [2 ver] U3 


Force of Will
3UU
Interrupt
You may pay 1 life and remove a blue card in your hand from the 
game instead of paying Force of Will's casting cost. Effects that 
prevent or redirect damage cannot be used to counter this loss of life. 
Counter target spell. U2 


Foresight
1U
Sorcery
Search your library for any three cards and remove them from the 
game. Shuffle your library afterwards. Draw a card at the beginning 
of the next turn's upkeep. [2 ver] C1 


Lat-Nam's Legacy
1U
Instant
Choose a card from your hand and shuffle that card into your library 
to draw two cards at the beginning of the next turn's upkeep. [2 ver] 
C1 


Library of Lat-Nam
4U
Sorcery
Target opponent chooses one: you draw three cards at the beginning 
of the next turn's upkeep; or you search your library for a card, put 
it into your hand, and then shuffle your library. R2 


Phantasmal Sphere
1U
Summon Phantasm (0/1)
Flying At the beginning of the upkeep, put a +1/+1 counter on 
Phantasmal Sphere. During your upkeep, pay 1 for each of these 
+1/+1 counters or bury Phantasmal Sphere. If Phantasmal Sphere 
leaves play, put an Orb token into play under your opponent's 
control. Treat this token as a */* blue creature with flying, where * is 
equal to the number of these +1/+1 counters on Phantasmal Sphere. 
R2 


Soldevi Heretic
2U
Summon Heretic (2/2)
WT: Prevent up to 2 damage to any creature. Target opponent may 
draw a card. [2 ver] C1 


Soldevi Sage
1U
Summon Wizard (1/1)
T: Sacrifice two lands to draw three cards. Choose and discard one of 
those cards. [2 ver] C1 and C2 


Spiny Starfish
2U
Summon Starfish (0/1)
U: Regenerate. At the end of any turn in which Spiny Starfish 
regenerated, put a Starfish token into play for each time it 
regenerated that turn. Treat these tokens as 0/1 blue creatures.U2 


Storm Crow
1U
Summon Bird (1/2)
Flying [2 ver] C1 and C2


Storm Elemental
5U
Summon Elemental (3/4)
Flying. U: Remove the top card of your library from the game to tap 
target creature with flying. U: Remove the top card of your library 
from the game. If that card is a snow-covered land, Storm Elemental 
gets +1/+1 until end of turn. U2 


Suffocation
1U
Instant
Play only when a red sorcery or instant deals damage to you. 
Suffocation deals 4 damage to that spell's caster. Draw a card at the 
beginning of the next turn's upkeep. U2 


Thought Lash
2UU
Enchantment
Cumulative Upkeep: Remove the top card of your library from the 
game. If you do not, remove your library from the game and bury 
Thought Lash. 0: Remove the top card of your library from the game 
to prevent 1 damage to you. R2 


Tidal Control
1UU
Enchantment
Cumulative Upkeep: 2. Any player may pay 2 or 2 life to counter 
target red or green spell. Play this ability as an interrupt. Effects that 
prevent or redirect damage cannot be used to counter this loss of life. 
R2 


Viscerid Armor
1U
Enchant Creature
Enchanted creature gets +1/+1. 1U: Return Viscerid Armor to owner's 
hand. [2 ver] C1 


Viscerid Drone
1U
Summon Homarid (1/2)
T: Sacrifice a creature and a swamp to bury target non-artifact 
creature. T: Sacrifice a creature and a snow-covered swamp to bury 
target creature. U2 


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 





Green

Bounty of the Hunt
3GG
Instant
You may remove a green card in your hand from the game instead of 
paying Bounty of the Hunt's casting cost. Put three +1/+1 counters, 
distributed any way you choose, on any number of target creatures. 
Remove these counters at end of turn. U2 


Deadly Insects
4G
Summon Insect (6/1)
Cannot be the target of spells or effects. [2 ver] U3 


Elvish Bard
3GG
Summon Elf (2/4)
All creatures able to block Elvish Bard do so. If this forces a creature 
to block more attackers than allowed, defending player assigns that 
creature to block as many of those attackers as allowed. U2 


Elvish Ranger
2G
Summon Elf (4/1)
[2 ver] C1


Elvish Spirit Guide
2G
Summon Spirit (2/2)
If Elvish Spirit Guide is in your hand, you may remove it from the 
game to add G to your mana pool. Play this ability as an interrupt. U2 


Fyndhorn Druid
2G
Summon Druid (2/2)
If Fyndhorn Druid is put into the graveyard the same turn it was 
blocked, gain 4 life. [2 ver] C1 


Gargantuan Gorilla
4GGG
Summon Gorilla (7/7)
During your upkeep, sacrifice a forest, or bury Gargantuan Gorilla 
and Gargantuan Gorilla deals 7 damage to you. If you sacrifice a 
snow-covered forest in this way, Gargantuan Gorilla gains trample 
until end of turn. T: Gargantuan Gorilla deals an amount of damage 
equal to its power to any other target creature. That creature deals 
an amount of damage equal to its power to Gargantuan Gorilla. R2 


Gift of the Woods
G
Enchant Creature
If enchanted creature blocks or is blocked by any creatures, 
enchanted creature gets +0/+3 until end of turn and you gain 1 life. 
[2 ver] C1 


Gorilla Berserkers
3GG
Summon Gorillas (2/3)
Trample, rampage: 2 Cannot be blocked by fewer than three 
creatures. [2 ver] C1 and C2 


Gorilla Chieftain
2GG
Summon Gorilla (3/3)
1G: Regenerate [2 ver] C1


Hail Storm
1GG
Instant
Hail Storm deals 2 damage to each attacking creature and 1 damage 
to you and each creature you control. U2 


Kaysa
3GG
Summon Legend (2/3)
All green creatures you control get +1/+1. R2 



Nature's Chosen
G
Enchant Creature
Play on a creature you control. 0: Untap enchanted creature. Use this 
ability only during your turn and only once each turn. 0: Tap 
enchanted creature to untap target artifact, creature, or land. Use this 
ability only if enchanted creature is white and only once each turn. 
U2 


Nature's Wrath
4GG
Enchantment
During your upkeep, pay G or bury Nature's Wrath. Whenever a 
player puts a swamp or black permanent into play, he or she 
sacrifices a swamp or black permanent. Whenever a player puts an 
island or a blue permanent into play, he or she sacrifices an island or 
a blue permanent. R2 


Splintering Wind
2GG
Enchantment
2G: Splintering Wind deals 1 damage to target creature. Put a 
Splinter token into play. Treat this token as a 1/1 green creature 
with flying and Cumulative Upkeep: G. If this token leaves play, it 
deals 1 damage to you and to each creature you control. R2 


Taste of Paradise
3G
Sorcery
Gain 3 life. Gain 3 life for each 1G you pay in addition to the casting 
cost. [2 ver] C1 and C2 


Tornado
4G
Enchantment
Cumulative Upkeep: G. 2G: Pay 3 life for each velocity counter on 
Tornado. Destroy target permanent and put a velocity counter on 
Tornado. Use this ability only once each turn. Effects that prevent or 
redirect damage cannot be used to counter this loss of life. R2 


Undergrowth
G
Instant
No creatures deal damage in combat this turn. If you pay 2R in 
addition to the casting cost, Undergrowth does not affect red 
creatures. [2 ver] C1 


Whip Vine
2G
Summon Wall (1/4)
Can block creatures with flying. You may choose not to untap Whip 
Vine during your untap phase. T: Tap target creature with flying 
blocked by Whip Vine. That creature does not untap during its 
controller's untap phase as long as Whip Vine remains tapped.[2 ver] 
C1 


Yavimaya Ancients
3GG
Summon Treefolk (2/7)
G: +1/-2 until end of turn. [2 ver] C1


Yavimaya Ants
2GG
Summon Swarm (5/1)
Trample. Cumulative Upkeep: GG. Yavimaya Ants can attack the turn 
it comes into play on your side. U2 


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 



Red
Agent of Stromgald
R
Summon Knight (1/1)
R: Add B to your mana pool. Play this ability as an interrupt. (2 ver) 
C1 


Balduvian Horde
2RR
Summon Barbarians (5/5)
When Balduvian Horde comes into play, discard a card at random 
from your hand or bury Balduvian Horde. R2 


Balduvian War-Makers
4R
Summon Barbarians (3/3)
Rampage: 1. Balduvian War-Makers can attack the turn it comes into 
play on your side. [2 ver] C1 


Bestial Fury
2R
Enchant Creature
Draw a card at the beginning of the upkeep of the turn after Bestial 
Fury comes into play. If enchanted creature attacks and is blocked, it 
gains trample and gets +4/+0 until end of turn. [2 ver] C1 & C2 


Burnout
1R
Interrupt
Counter target interrupt spell if it is blue. Draw a card at the 
beginning of the next turn's upkeep. U2 


Chaos Harlequin
2RR
Summon Harlequin (2/4)
R: Remove the top card of your library from the game. If that card is 
a land, Chaos Harlequin gets -4/-0 until end of turn; otherwise, Chaos 
Harlequin gets +2/+0 until end of turn. R2 


Death Spark
R
Instant
Death Spark deals 1 damage to target creature or player. At the end 
of your upkeep, if Death Spark is in your graveyard with a creature 
card directly above it, you may pay 1 to put Death Spark into your 
hand. U2 


Enslaved Scout
2R
Summon Goblin (2/2)
2: Mountainwalk until end of turn [2 ver] C1 


Gorilla Shaman
R
Summon Gorilla (1/1)
XX1: Destroy target non-creature artifact with casting cost equal to X. 
[2 ver] U3 


Gorilla War Cry
1R
Instant
Attacking creatures cannot be blocked by only one creature this turn. 
Play only during combat before defense is chosen. [2 ver] C1 


Guerrilla Tactics
1R
Instant
Guerrilla Tactics deals 2 damage to target creature or player. If a 
spell or effect controlled by an opponent causes you to discard 
Guerrilla Tactics from you hand, reveal Guerrilla Tactics to all 
players, and it deals 4 damage to target creature or player. [2 ver] C1 
and C2 


Omen of Fire
3RR
Instant
Return all islands to their owners' hands. Each player sacrifices a 
plains or a white permanent for each white permanent he or she 
controls. R2 


Pillage
1RR
Sorcery
Bury target artifact or land. U2


Primitive Justice
1R
Sorcery
Destroy target artifact. Destroy a target artifact for each 1R you pay 
in addition to the casting cost. Destroy a target artifact and gain 1 life 
for each 1G you pay in addition to the casting cost. U2 


Pyrokinesis
4RR
Instant
You may remove a red card in your hand from the game instead of 
paying Pyrokinesis's casting cost. Pyrokinesis deals 4 damage, 
divided any way you choose among any number of target creatures. 
U2 


Rogue Skycaptain
2R
Summon Mercenary (3/4)
Flying. At the beginning of you upkeep, put a wage counter on Rogue 
Skycaptain. During your upkeep, pay 2 for each wage counter on 
Rogue Skycaptain, or remove all wage counter from Rogue 
Skycaptain and target opponent gains control of Rogue Skycaptain. 
R2 


Soldier of Fortune
R
Summon Mercenary (1/1)
RT: Target player shuffles his or her library. U2 


Storm Shaman
2R
Summon Cleric (0/4)
R: +1/+0 until end of turn. [2 ver] C1


Varchild's Crusader
3R
Summon Knight (3/2)
0: Varchild Crusader cannot be blocked except by walls this turn. 
Bury Varchild's Crusader at the end of turn. [2 ver] C1 


Varchild's War-Riders
1R
Summon War-Riders (3/4)
Trample, rampage: 1. Cumulative Upkeep: Put a survivor token into 
play under target opponent's control. Treat this token as a 1/1 red 
creature. R2 


Veteran's Voice
R
Enchant Creature
Play on a creature you control. 0: Tap enchanted creature to give any 
other target creature +2/+1 until end of turn. [2 ver] C1 


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 


White
Carrier Pigeons
3W
Summon Pigeons (1/1)
Flying. Draw a card at the beginning of the upkeep of the turn after 
Carrier Pigeons comes into play. [2 ver] C1 


Errand of Duty
1W
Instant
Put a Knight token into play. Treat this token as a 1/1 white creature 
with banding. [2 ver] C1 


Exile
2W
Instant
Remove target non-white attacking creature from the game. Gain life 
equal to that creature's toughness. R2 


Inheritance
W
Enchantment
3: Draw a card. Use this ability only when a creature is put into the 
graveyard from play, and only once for each creature put into the 
graveyard. U2 


Ivory Gargoyle
4W
Summon Gargoyle (2/2)
Flying. If Ivory Gargoyle is put into the graveyard from play, put it 
into play under owner's control at end of turn and skip your next 
draw phase. 4W: Remove Ivory Gargoyle from the game. R2 


Juniper Order Advocate
2W
Summon Knight (1/2)
As long as Juniper Order Advocate is untapped, all green creatures 
you control get +1/+1. U2 


Kjeldoran Escort
2WW
Summon Soldier (2/3)
Banding [2 ver] C1 and C2


Kjeldoran Home Guard
3W
Summon Soldier (1/6)
At the end of any combat in which Kjeldoran Home Guard attacked or 
blocked, put a -0/-1 counter on Kjeldoran Home Guard and put a 
Deserter token into play. Treat this token as a 0/1 white creature. U2 


Kjeldoran Pride

1W
Enchant Creature
Enchanted creature gets +1/+2. 2U: Switch Kjeldoran Pride from 
creature it enchants to another creature. Kjeldoran Pride's new target 
must be legal. Treat Kjeldoran Pride as though it were just cast on 
the new target. [2 ver] C1 


Martyrdom
1WW
Instant
Until end of turn, you may redirect to target creature you control any 
amount of damage. [2 ver] C1 


Noble Steeds
2W
Enchantment
1W: Target creature gains first strike until end of turn.[2 ver] C1 


Reinforcements
W
Instant
Put up to three target creature cards from you graveyard on top of 
your library in any order. [2 ver] C1 


Reprisal
1W
Instant
Bury target creature with power 4 or greater. [2 ver] U3 


Royal Decree
2WW
Enchantment
Cumulative Upkeep: W. Whenever a swamp, mountain, black 
permanent, or red permanent becomes tapped, Royal Decree deals 1 
damages to that permanent's controller. R2 


Royal Herbalist
W
Summon Cleric (1/1)
2: Remove the top card of your library from the game to gain 1 life. 
[2 ver] C1 


Scars of the Veteran
4W
Instant
You may remove a white card in your hand from the game instead of 
paying Scars of the Veteran's casting cost. Prevent up to 7 damage to 
target creature or player. For each 1 damage to a creature prevented 
by Scars of the Veteran put a +0/+1 counter on that creature at end 
of turn. U2 


Seasoned Tactician
2W
Summon Tactician (1/3)
3: Remove the top four cards of you library from the game to 
prevent all damage to you from one source. U2 


Sustaining Spirit
1W
Summon Guardian (0/3)
Cumulative Upkeep: 1W. Any damage that would reduce your life 
total to less than 1 instead reduces it to 1. R2 


Sworn Defender
2WW
Summon Knight (1/3)
1: Change Sworn Defender's power to the toughness of target 
creature blocking or being blocked by Sworn Defender, minus 1, until 
end of turn. Change Sworn Defender's toughness to 1 plus the 
powerof that creature, until end of turn. R2 


Unlikely Alliance
1W
Enchantment
1W: Target non-attacking, non-blocking creature gets +0/+2 until end 
of turn. U2 


Wild Aesthir
2W
Summon Aesthir (1/1)
Flying, first strike. WW: +2/+0 until end of turn. You cannot spend 
more than WW in this way each turn. [2 ver] C1 and C2 


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 



Gold
Energy Arc
WU
Instant
Untap any number of target creatures. Those creatures neither deal 
nor receive damage in combat this turn. U2 


Lim-Dul's Paladin
2BR
Summon Paladin (0/3)
Trample. During your upkeep, choose and discard a card from your 
hand, or bury Lim-Dul's Paladin and draw a card. If any creatures 
are assigned to block it, Lim-Dul's Paladin gets +6/+3 until end of 
turn. If Lim-Dul's Paladin attacks and is not blocked, it deals no 
damage to defending player this turn and that player loses 4 life. 
Effects that prevent or redirect damage cannot be used to counter 
this loss of life. U2 


Lim-Dul's Vault
UB
Instant
Look at the top five cards of your library. As many times as you 
choose, you may pay 1 life to put those cards on the bottom of you 
library and look at the top five cards of your library. Shuffle all but 
the top five cards of your library; put those five on top of your 
library in any order. Effects that prevent or redirect damage cannot 
be used to counter this loss of life. U2 


Lord of Tresserhorn
1UBR
Summon Legend (10/4)
When Lord of Tresserhorn comes into play, pay 2 life and sacrifice 
two creatures, and target opponent draws two cards. Effects that 
prevent or redirect damage cannon be used to counter this loss of 
life. B: Regenerate R2 


Misfortune
1BRG

Sorcery
Target opponent chooses one: you put a +1/+1 counter on each 
creature you control and gain 4 life; or you put a -1/-1 counter on 
each creature that opponent controls and Misfortune deals 4 damage 
to him or her. R2 


Nature's Blessing
2WG
Enchantment
WG: Choose and discard a card from your hand to have target 
creature gain banding, first strike, or trample or get a +1/+1 counter. 
U2 


Phelddagrif
1WUG
Summon Legend (4/4)
W: Flying until end of turn. Target opponent gains 2 life. U: Return 
Phelddagrif to owner's hand. Target opponent may draw a card. G: 
Trample until end of turn. Put a Hippo token into play under target 
opponent's control. Treat this token as a 1/1 green creature. R2 


Surge of Strength
RG
Instant
Choose and discard a red or green card from your hand to have 
target creature gain trample and get +X/+0 until end of turn, where X 
is equal to that creature's casting cost. U2 


Wandering Mage
WUB
Summon Cleric (0/3)
W: Pay 1 life to prevent up to 2 damage to any creature. Effects that 
prevent or redirect damage cannot be used to counter this loss of life. 
U: Prevent 1 damage to any Cleric or Wizard. B: Put a -1/-1 counter 
on target creature you control to prevent up to 2 damage to any 
player. R2 


Winter's Night
WRG
Enchant World
Whenever a snow-covered land is tapped for mana, it produces one 
additional mana of the same type and does not untap during its 
controller's next untap phase. R2 


For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 



Land

Balduvian Trading Post
Land
When Balduvian Trading Post comes into play, sacrifice an untapped 
mountain or bury Balduvian Trading Post. T: Add 1R to your mana 
pool. 1T: Balduvian Trading Post deals 1 damage to target attacking 
creature. R2 



Heart of Yavimaya
Land
When Heart of Yavimaya comes into play, sacrifice a forest or bury 
Heart of Yavimaya. T: Add G to your mana pool. T: Target creature 
gets +1/+1 until end of turn. R2 



Kjeldoran Outpost
Land
When Kjeldoran Outpost comes into play, sacrifice a plains or bury 
Kjeldoran Outpost. T: Add W to your mana pool 1W,T: Put a soldier 
token into play. Treat this token as a 1/1 white creature. R2 



Lake of the Dead
Land
When Lake of the Dead comes into play, sacrifice a swamp or bury 
Lake of the dead T: Add B to your mana pool T: Sacrifice a swamp to 
add BBBB to your mana pool. R2 



School of the Unseen
Land
T: Add one colorless mana to your mana pool. 2,T: Add one mana of 
any color to your mana pool. U2 



Sheltered Valley
Land
When Sheltered Valley comes into play, bury any other Sheltered 
Valley you control. During your upkeep, if you control three or fewer 
lands, gain 1 life. T: Add one colorless mana to your mana pool. R2 



Soldevi Excavations
Land
When Soldevi Excavations comes into play, sacrifice an untapped 
island or bury Soldevi Excavations. T: Add 1U to your mana pool. 1,T: 
Look at the top of your library. You may put that card on the bottom 
of your library. R2 



Thawing Glaciers
Land
Comes into play tapped. 1T: Search your library for a basic land and 
put it into play tapped. This does not count twords your one land per 
turn limit. Shuffle your library afterwards. At the end of turn return 
Thawing Glaciers to owner's hand. R2 



For more information, please call Neutral Ground at (800) 344-GAME 
or email glen@nground.com 


Neutral Ground would like to thank Ben Bleiweiss, Hogan Long, and 
everyone who helped us compile the list. We greatly appreciate it.
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Authorised by: William Yuan © 1996