Manifest Destiny
The dark age of Dominaria is coming to an end.
Vagans, a Keldon Warlord, believes the only way to
achieve peace is to have one ruler -- him. With the help
of his wizard, Draco, he hopes to bring all of
Dominaria under his control. But he must deal with
many rivals, a corrupt church, dissident nations, and
his own mortality. In his legacy he brings magicks of
war and peace, time and space, life and death. Destiny
of Dominaria is in your hands.
Name: Agabaar
Cost: 2RR
Type: Enchant World
Text: All players get two attack phases during their
turn.
/In the land of Agabaar they have two wars every day--
one in the morning, and one in the afternoon, with a
break in between for tea and scones./
Name: Algorean Anthropologist
Cost: 1WW
Type: Summon Anthropologist
Text: 2/2 During your upkeep, Anthropologist may take
on the characteristic of creature type of any non-artifact
creature in play. Treat this as though the 'Summon' line
of the Anthropologist were that of the creature.
/Although originally from the enlightened city of
Algore, Derek "Draskarach" Armadi lived among the
goblins of Flarg for many years./
Name: Angry Spirit
Cost: R
Type: Summon Spirit
Text: 0/1 Flying
T: Target wall may attack this turn.
Name: Angst
Cost: 1BB
Type: Enchant Creature
Text: If target creature is not tapped at the end of turn,
it is destroyed.
Name: Barrier Reef
Cost: 1U
Type: Summon Wall
Text: 0/3 Put a polyp counter on Barrier Reef when
cast. During your upkeep put a polyp counter on
Barrier Reef. For every two polyp counters on Barrier
Reef, it gets a +0/+1. Remove two polyp counters to
give Barrier Reef +1/+0 until the end of turn.
Name: Bathhouse
Type: Land
Text: T: Add (1) to your mana pool.
URT: Prevent up to two points of damage to target
creature.
/Draco ordered that all the Emperor's troops bathe once
a week to prevent disease./
Name: Black Cat
Cost: B
Type: Summon Cat
Text: 1/1 When black cat is played put 9 life counters
on it.
0: Remove a life counter and regenerate black cat.
T: Remove a life counter and add (B) to your mana
pool. This is played as an interrupt.
2T: Replace a life counter on black cat. This ability
may only be used during your upkeep. Black cat
cannot have more than 9 life counters
Name: Black Friar
Cost: 1BB
Type: Summon Cleric
Text: 1/1 T: Sacrifice a creature to destroy a target card
with the words 'swamp' or 'black' in the text box. This
card may not target itself, other Black Friars, or lands.
/"You call me evil? Evil is what is not condoned by the
church. Oh, wait. I am the church." -- Friar Ferdinand
of the Black Friars/
Name: Breach
Cost: 1RR
Type: Instant
Text: Any damage target creature does this turn may
not be prevented or redirected.
/Don't rely too heavily on wards and magic circles, a
single break, and they are useless./
Name: Clockwork Doppelganger
Cost: 6
Type: Artifact Creature
Text: */* When Clockwork Doppelganger is played,
choose a creature in play. Clockwork Doppelganger
copies all characteristics of that creature except color. If
Clockwork Doppelganger attacks or defends, it gets a
-1/-0 counter at the end of combat.
XXT: Remove X -1/-0 counters from Clockwork
Doppelganger. This ability may only be used during
upkeep.
Name: Cold Fire
Cost: G
Type: Summon Fungus
Text: 0/2 During your upkeep put a spore counter of
Cold Fire.
0: Remove three spore counters to add (W) to your
mana pool.
/The Elves of Shanodin showed Draco a fungus that
gave of light, but not heat. They called it cold fire./
Name: Courteous Fiend
Cost: 2BB
Type: Summon Demon
Text: 5/3 Flying
Each time Courteous Fiend is declared as an attacker,
your opponent must decide whether it may attack. If
permission is not granted, Courteous Fiend still
becomes tapped, but does not attack. Opponent loses
one life.
/"What makes you think all demons are evil?" -- Draco
to Emperor Vagans./
Name: Curse of Sodom
Cost: 1WW
Type: Enchantment
Text: Coose a target creature when Curse of Sodom is
played. As long as Curse of Sodom is in play, treat
target creature as if it were a basic mountain. If Curse
of Sodom leaves play, the target creature becomes
tapped.
/And the Lord overthrew [Sodom and Gomorrah], and
all the plains, and all the inhabitants of the cities, and
that which grew upon the ground. But [Lot's] wife
looked back from behind him, and she became a pillar
of salt. Genesis 19:25-26/
Name: Dark Forest
Type: Land
Text: T: Add (1) to your mana pool.
BGT: Do one point of damage to a target creature.
/Emperor Vagans ordered Scarwood burned as a sign
of the new era./
Name: Dark Mist
Cost: 1BB
Type: Sorcery
Text: All white and green creature receive one point of
damage.
/Dark oily smoke came up from the ground, swirling
around the Emperor's forces and draining them of their
life essence./
Name: DaRivera's War Machine
Cost: 6
Type: Artifact Creature
Text: 3/3 Remove a creature from any graveyard to
give War Machine either first strike, trample, flying,
islandwalk, or +1/+1 until the end of turn.
/Geonardi DaRivera's study of the anatomy of animals
allowed him to build many wondrous devices.
Unfortunately, only a few of them actually worked
properly./
Name: Divine Inspiration
Cost: 1WW
Type: Enchantment
Text: If any player has no cards in their hand during
their draw phase they may draw 7 cards.
/"When you have no options, God will show you the
light." -- The Book of Tal/
Name: Doctor Faustus
Cost: 2WW
Type: Summon Wizard
Text: 1/0 When Doctor Faustus is played put seven
+0/+1 counters on Doctor Faustus. Remove a counter
to give Doctor Faustus +1/+0, +0/+2, or Flying until
the end of turn. Each time a counter is removed Doctor
Faustus becomes black.
/"It is Magic! Magic hath kill'd me!"/
Name: Dolphins of Kher Bay
Cost: 2U
Type: Summon Dolphin
Text: 1/1 UUUT: Regenerate target blue creature.
/"Aye, they be friendly, many a sailor been saved by
those dolphins."/
Name: Draco's Sanctum
Type: Land
Text: Comes into play tapped.
T: Add (1) to your mana pool.
T: Put a land from your hand directly into play. This
does not count against your normal limit of one land
per turn.
/"Focus is essential to true power. You must know
what you want if you are to get it." -- Mitaki Sensei to
Draco./
Name: Draco's Staff
Cost: 4
Type: Artifact
Text: 2,T: Target creature loses protection ability until
the end of turn.
/It was Draco who finally persuaded the knightly orders
to join forces with Vagans./
Name: Elementalist
Cost: UR
Type: Summon Wizard
Text: 1/1 You may choose to pay (3) less when
summoning an Air, Earth, Fire, or Water Elemental,
but Elementalist does 2 damage to you.
/Summoning an elemental requires a long ceremony to
coax the spirit into the plane of Dominaria. It can be
rushed, but a trained elementalist is needed./
Name: Elvish Armory
Cost: 1GG
Type: Enchantment
Text: 1: Put a +1/+0 or +0/+1 counter on a target
creature that has just been cast. You may only do this
once per creature.
Name: Elven Nets
Cost: G
Type: Enchant Creature
Text: If target creature has first strike, it loses this
ability. Target creature must tap to attack. If spells or
effects later give target creature first strike or the ability
to attack without tapping, elven nets do not affect this.
/The so-called 'Children of Argoth' were crucial to
Vagans conquest of Argive, Zegon, and Kroog./
Name: Elven Wizard
Cost: 1G
Type: Summon Wizard
Text: 1/2 When a creature is tapped for mana it
produces one additional mana of the same type. This
does not include cards that are creatures due to an
effect.
Name: Energy Surge
Cost: 4U
Type: Instant
Text: All permanents in play untap.
Name: Ethereal Parasite
Cost: 1U
Type: Summon Parasite
Text: 0/1 T: Destroy target enchantment, unless
controller pays (1). Put a +1/+1 counter on ethereal
parasite for each enchantment destroyed in this way.
/These mindless wisps of energy flow through the ether
and absorb magic to further their growth./
Name: Filcher
Cost: 1BB
Type: Summon Thief
Text: 1/1 T: Remove a power/toughness counter from a
target creature and put it on Filcher.
Name: Foo Dog
Cost: 2UU
Type: Summon Foo Creature
Text: */*+1 The * below represent the number of cards
opponent has in his or her hand. The * value changes
immediately when the number of cards held by
opponent changes. If Foo Dog goes to the graveyard,
discard your entire hand.
/The Foo Dog does not track the physical spoor of its
target, but the mental footprints left behind by an active
mind./
Name: Foo Bear
Cost: 4R
Type: Summon Foo Creature
Text: 3/4 Any spell or effect that would cause Foo Bear
to come under the control of your opponent is
countered.
/Once a Foo Bear has bonded with his master, not even
the gods can separate them./
Name: Foo Lion
Cost: 4W
Type: Summon Foo Creature
Text: 2/5 When Foo Lion is brought into play, choose a
color. Foo Lion may not be the target of spells of that
color. Any damage done to Foo Lion by a source of
that color is reduced to zero.
/At the foot of the Emperor's bed stood two Foo Lions:
One to ward off chaos and the other to ward off evil./
Name: Gaea's Justice
Cost: GGG
Type: Enchantment
Text: All players take two damage for each land or
creature they sacrifice.
Name: Gaki
Cost: 1BB
Type: Summon Zombie
Text: 2/2 BB,T: Target creature becomes colorless.
Indicate this with a counter. If Gaki goes to the
graveyard, remove all such counters.
/The evil Gaki sucks the color, the scent, the life, from
everything it comes in contact with. It is in this way
that it feeds./
Name: Galleon
Cost: 3U
Type: Summon Ship
Text: 2/3 Galleon cannot attack unless opponent has
islands in play. If at anytime, you have no islands in
play, galleon is buried. If a creature goes to the
graveyard in the same round in which is has been
damaged by galleon, you gain one life, and the
creature's controller loses one life.
/"Arh, a privateer is just another word fer pirate."/
Name: Gangue Miner
Cost: 2R
Type: Summon Miner
Text: 1/1 RT: Add one mana of any color to your mana
pool.
/Gangue was inconsequential. Vagans wanted the land
underneath it./
Name: Guardian Spirit
Cost: 1WW
Type: Summon Spirit
Text: 1/1 Protection from Black
As long as Guardian Spirit is in play and untapped, no cards may be
removed from any graveyard.
Name: Gladiator
Cost: 2RR
Type: Summon Gladiator
Text: 2/4 Creatures damaged by gladiator become
tapped, if not already, and do not untap as normal
during their controller's next untap phase.
/The gladiators of Sentarus were trained to make a
fight last longer, fueling the crowds bloodlust./
Name: Giant Beaver
Cost: 1GGG
Type: Summon Beaver
Text: 2/4 T: Bury target forest. The controller of that
forest gets a 0/3 green wall token.
/"Aye, some say these strange beasts came from
Argoth, but if that were true, it would have been
destroyed long before the Brothers' War."/
Name: Giant Crab
Cost: 2UU
Type: Summon Crab
Text: 3/3 As long as giant crab is not flying, it cannot
be blocked by flying creatures.
/The giant crab's only weakness is its soft underbelly./
Name: Giant Crow
Cost: 1BB
Type: Summon Crow
Text: 1/1 T: You gain control of target artifact.
Opponent chooses which artifact you control. You lose
control of target artifact if giant crow untaps or leaves
play. You may choose not to untap giant crow during
your untap phase.
/The evil witch, Arianna, tried to train a raven to steal
the mox gems Vagans had accumulated, but, alas, the
bird was invariably distracted by another bright, shiny
object./
Name: Green Knight
Cost: GG
Type: Summon Knight
Text: 2/2 G: Regenerates
/The mythical Green Knight tested the faith and loyalty
of knights throughout Dominaria./
Name: Hedge Maze
Cost: G
Type: Summon Wall
Text: 1/* The * below equals the number of walls you
control, including Hedge Maze.
/The only way to get to the Emperor's harem was a
through a labyrinth constructed of magical walls./
Name: Heretic
Cost: G
Type: Summon Heretic
Text: 1/1 Heretic gains +1/+1 until the end of turn if
blocked by a cleric. If Heretic blocks a cleric it gets
+0/+2 until the end of turn.
/"Your religion is a farce! A manifestation of your own
greed! Down with-- Arrh!" -- Last words of Vistari the
Heretic/
Name: High Ground
Type: Land
Text: T: Add (1) to your mana pool.
RWT: Target creature gains +1/+1 until the end of
turn.
/Vagans wanted Gangue because it was built on the
tallest plateau in the region. From its high tower, one
could see Susri, Talas, and even Algore. But its
strategic position made it harder to conquer./
Name: Hunting Dogs
Cost: 2R
Type: Summon Dogs
Text: 1/1 Banding
If hunting dogs are declared as an attacker, you may
choose an untapped creature controlled by your
opponent at the time blockers are declared. The target
creature must block Hunting Dogs or be destroyed at
the end of turn.
/The Agabaaran Wolfhound is prized for its uncanny
ability to track prey./
Name: Hurloon Hymn
Cost: 2R
Type: Enchantment
Text: Creatures may not regenerate.
/"The hymns of the Hurloon Minotaurs echoed down
from the heights of the mountain. It was such a
beautiful melody. I could swear I saw the spirits of the
fallen rising to the heavens." -- Derek "Mahawa"
Armadi, My Life with the Minotaurs/
Name: Illusionist
Cost: 2U
Type: Summon Wizard
Text: 1/2 All phantasms get +0/+1.
U: Return target phantasm to your hand.
/"You thought you saw a spy!? My God, man, we
could have been killed while you were chasing an
apparition!" -- General Jaraki/
Name: Irregulars
Cost: W
Type: Summon Townsfolk
Text: 1/1 Choose a creature type when irregulars come
into play. Irregulars get +1/+1 and first strike when
blocking, or blocked by a creature of that type.
/The citizens of Larib had only trained to fight off the
goblin invaders, and so were easily conquered by the
Emperor's soldiers./
Name: Jellyfish
Cost: 2U
Type: Summon Jellyfish
Text: 2/1 If Jellyfish attacks and is not blocked, it does
no damage, but instead gives your opponent two poison
counters. If at any time a player has 10 poison
counters, that player loses.
/"How can a creature so delicate cause so much pain?"/
Name: Judoka
Cost: 2UU
Type: Summon Martial Artist
Text: */*+1 When not blocking, or not blocked, *
equals 1. If Judoka blocks or attacks and is blocked, *
equals the total power of creature(s) blocking or
blocked by the Judoka at the time blockers are
declared. This change lasts until the end of turn.
/The secret to Judo, the gentle way, is to use your
opponent's force against him./
Name: Juju
Cost: B
Type: Enchant Creature
Text: Target creature gets -1/-1 and becomes a zombie.
/"You know why there is no peace in Dominaria?
There are too many masters and not enough slaves." --
Arianna, the witch-queen to Draco/
Name: Kamikaze
Cost: 2RR
Type: Summon Kamikaze
Text: 3/1 Flying
If kamikaze goes to the graveyard from play, its
controller may chose to destroy a target permanent.
Name: Karateka
Cost: 1WW
Type: Summon Martial Artist
Text: 1/4 R: Karataka gets a +3/-3 until the end of the
turn.
/Along with the art of self defence, karateka learn the
art of self control. However, in desperate situations they
may use their skills offensively./
(Yes, it 'pumps' with red mana.)
Name: Kiai
Cost: U
Type: Interrupt
Text: Add 3 mana of any color to your mana pool, but
it must be all of the same color. Kiai does 3 damage to
you.
/"The kiai isn't just a yell. It represents the meeting of
the body and the soul. It turns spiritual energy into
physical energy." -- Mitaki Sensei to Draco./
Name: Kraken
Cost: 3UUU
Type: Summon Kraken
Text: 6/6 Pay UUU during your upkeep or Kraken
does 6 damage to you and, if untapped, becomes
tapped. Kraken does not fly, but may block flying
creatures. Kraken may not attack unless opponent has
at least two islands in play. If at any time you do not
control at least two islands, bury Kraken.
/Vagans wanted to conquer the other continents of
Dominaria, but his fleet was destroyed by the
gargantuan Kraken./
Name: Leap of Faith
Cost: 2W
Type: Interrupt
Text: Choose a color. Target creature may not be
targeted by spells of that color until the end of turn.
Any damage to target creature from a source of that
color is reduced to 0. Draw a card next upkeep.
/"Faith in God is the mightiest weapon of all." -- The
Book of Tal/
Name: Lifebind
Cost: GG
Type: Instant
Text: Target untapped creature you control becomes
tapped. You gain an amount of life equal to its casting
cost.
Name: Life Tax
Cost: 2BB
Type: Enchantment
Text: For every life a player gains, that player must pay
(1) or they do not gain that life point.
/Only two things in life are guaranteed: death and
taxes./
Name: Limestone Caves
Cost: U
Type: Enchant Land
Text: This enchantment has no effect if target land is
not a basic mountain. When target mountain becomes
tapped, the controller of that land must choose an
opponent's creature. The target creature gains
mountainwalk until end of turn during its controller's
next upkeep.
Name: Lizardmen Shaman
Cost: G
Type: Summon Lizardmen
Text: 0/1 G: Target lizardmen gain protection from
green.
/The Scryb didn't think the lizardmen were very funny
any more./
Name: Lizardmen Warlord
Cost: 1G
Type: Summon Lizardmen
Text: 1/0 All lizardmen gain +1/+1, but lose any
landwalking ability.
/The tactics of the lizardmen were effective, but not too
subtle./
Name: Lizards of the Coast
Cost: G
Type: Summon Lizardmen
Text: 1/1 Islandwalk
/The lizards of the coast live in spectacular towers of
sand and mud./
Name: Kensai
Cost: 2R
Type: Summon Martial Artist
Text: 2/2 Kensai may not be the target of creature
special abilities.
/A kensai does not think, a kensai does./
Name: Manta Ray
Cost: 5U
Type: Summon Ray
Text: 4/4 T: Manta Ray trades places with any
attacking creature you control. Target creature does not
untap, and is removed from combat, replaced instead
by the Manta Ray. This ability can be used anytime
before damage dealing.
Name: Marble Lions
Cost: 2W
Type: Summon Guardians
Text: 2/2 Treat Marble Lions as non-creature artifacts
when they are in the graveyard.
/God can give life to that which is inanimate./
Name: Marsh Lizardmen
Cost: 1G
Type: Summon Lizardmen
Text: 2/2 Swampwalk
Cannot block creatures with power greater than one.
/Marsh lizardmen avoid combat, unless victory is
assured./
Name: Martyr
Cost: W
Type: Summon Martyr
Text: 1/1 T: Bury this card. This ability is played as an
interrupt.
If Martyr goes to the graveyard for any reason, add
WWW to your mana pool.
Name: Minotaur Warrior
Cost: 3RR
Type: Summon Minotaur
Text: 3/3 If minotaur warrior is blocked, it gets a
+2/+0 until the end of turn. If any creature blocking it
is white or blue, minotaur warrior gains trample until
the end of turn.
/Vagans found conquering the Hurloon Ranges harder
than he had expected./
Name: Murabia
Type: Legendary Land
Text: T: Add (1) to your mana pool
X,T: Counter target interrupt. X is equal to the casting
cost of target spell.
Only one Murabia may be in play at any time. If
another is put into play, the new one is immediately
buried.
/The Anarchy of Murabia can hardly be called a
country. It is a nation of artists, wizards, fools, and
sages. The only thing any of them have in common is
their dislike of authority./
Name: Mystral Dragon
Cost: 2RR
Type: Summon Dragon
Text: 3/3 Flying
Protection from Blue
/"It must've rained for a fortnight. And ev'ry night we
saw the dragon soaring overhead."/
Name: Necromancer
Cost: 3BB
Type: Summon Necromancer
Text: 3/3 Protection from Black
All skeletons and zombies get +1/+1
/A good necromancer learns two things: how to control
mindless undead, and how to ward off anything
nastier./
Name: Nilbog
Cost: 1B
Type: Summon Imp
Text: 1/1 T: Target creature loses banding or bands
with others ability until the end of turn. This ability
may only be used during upkeep.
/The mischievous Nilbog likes playing practical jokes,
and blaming it on others./
Name: Ninja
Cost: 2BB
Type: Summon Martial Artist
Text: 3/2 Cannot be blocked by walls.
B: Return this card to owner's hand.
/Experts at the way of breaking in, Ninja are also well
practiced in the way of breaking out./
Name: Offering Bowl
Cost: 3
Type: Artifact Creature
Text: 0/2 T: Gain control of target enchantment.
Choose a new target player if necessary. You lose
control target enchantment if Offering Bowl leaves play
or becomes untapped. You may choose not to untap
Offering Bowl during your untap phase.
Name: Olesian
Cost: G
Type: Summon Olesian
Text: 1/2
/Olesia lies in the shadow of the Nalanthi Ranges, and
was unknown to the rest of the world, until a Pashalik
Mons decided to extend his territory./
Name: Olesian Arbiter
Cost: G
Type: Summon Olesian
Text: 0/2 T: Target creature gets banding ability until
your next upkeep.
/The Arbiters are the leaders of the Olesian people.
Their presence can make even the most bitter of
enemies work together./
Name: Orcish Archers
Cost: R
Type: Enchant Wall
Text: Target wall gets +2/+2.
/Orcs are much braver behind a wall of stone./
Name: Orcish Birdmen
Cost: RR
Type: Summon Orcs
Text: 2/2 Flying
Cannot block non-flying creatures.
/"I thought you brought the rocks!"/
Name: Orcish Marines
Cost: 2R
Type: Summon Orcs
Text: 2/2 May not block blue creatures with power
greater than 1.
R: Return this card to owner's hand.
/"An orc never fears death as long as he has two feet to
run away on." -- Anonymous/
Name: Orcish Morale Officer
Cost: 1R
Type: Summon Officer
Text: 1/1 All orcs gain +0/+1 and can block creatures
with power one greater than they normally could. The
latter is not cumulative.
/The beatings will continue until morale improves./
Name: Orcish Rocketteers
Cost: 2R
Type: Summon Orc
Text: 2/2 Orcish Rocketteers may not block creatures
with power greater than 1.
RRR: Rocketteers gain flying, trample, and +4/+0 until
the end of turn. No more than RRR may be spent in this
manner. Rocketteers are buried at the end of turn.
/Having heard stories of the infamous goblin grenades,
the Ironclaw Orcs created their own explosive device./
Name: Pacify
Cost: 1W
Type: Enchant Creature
Text: Target creature is now a wall. It gets a -1/+1
counter during its controller's upkeep until its power
equals 0 or less.
/"When you are at peace with yourself, no conqueror
can defeat you." -- D'Avenant Proverb/
Name: Peri
Cost: 2B
Type: Summon Peri
Text: 2/2 Protection from Green
/Peri are the half-mortal offsprings of fallen angels,
unable to rest until they repent the sins of their parent./
Name: Priest of Serra
Cost: 2W
Type: Summon Cleric
Text: 1/1 T: Remove a creature from your graveyard
and put it into play as if it were just summoned. If
Priest of Serra becomes untapped or leaves play for any
reason, target creature is buried. You may choose not
to untap Priest during your untap phase.
/After the battle, the priests prayed over the bodies of
the slain, and miracles occurred./
Name: Purge
Cost: XWW
Type: Sorcery
Text: Remove X poison counters from target player.
Purge does X/2 damage (rounded up) to target player.
/The only 'antidote' to poison is to purge the body of the
toxins. Unfortunately, the process often causes much
discomfort./
Name: Purify
Cost: 1W
Type: Instant
Text: All enchantments on target creature are
destroyed.
/"Come unto me, and I shall cleanse you of all magicks
foul." -- The Book of Tal/
Name: Reflecting Pool
Type: Land
Text: T: Add (1) to your mana pool.
UGT: Look at the top card of any player's library.
/Draco would visit a small pool in the middle of
Shanodin Woods before every battle. There he
pondered the coming events./
Name: Renewal
Cost: 1G
Type: Sorcery
Text: Take three basic lands or one non-basic land
from your graveyard and put them directly into play.
Name: Reversal of Fortune
Cost: 2U
Type: Instant
Text: The base power and toughness of all creatures in
play are reversed until the end of turn.
Name: Ring of Dominion
Cost: 4
Type: Artifact
Text: 3T: Add one mana of any color to another
player's mana pool.
/Vagans gave one of these rings to each of his five
kings as a sign of their amity./
Name: Royal Cossacks
Cost: 2WW
Type: Summon Cavalry
Text: 3/3 Attacking does not cause Royal Cossacks to
tap.
/"Moving, spinning, and jumping? I thought you said
they were on horseback?" -- attributed to General
Jaraki/
Name: Ruby Crown
Cost: 3
Type: Artifact
Text: 3,T: Target creature gains the ability "(2):
Regenerate" as long as Ruby Crown remains tapped.
You may choose not to untap Ruby Crown during your
untap phase.
/The ruby crown Dakkon Blackblade wore at the battle
of Travadar was passed on to each khan of the Keldon.
Some say this is why they never fell in battle./
Name: Sacrificial Lamb
Cost: W
Type: Summon Wall
Text: 0/1 May not be the target of spells or effects
which only target walls. When the sacrifice of any
permanent is called for, you may sacrifice the lamb instead.
Name: Scarab
Cost: GG
Type: Summon Beetle
Text: 0/1 T: Counter target effect, from an artifact or
creature, that has tapping as part of its cost.
/"Aye, among the goblins of Flarg, the scarab is
considered a delicacy. If only they knew its true
power..."/
Name: Sedan
Cost: 6
Type: Artifact
Text: T: Target creature becomes unblockable until the
end of the turn. You must also tap a number of
creatures whose total power equals or exceeds the
toughness of the target creature.
/In his last years, Emperor Vagans demanded to travel
in a sedan carried on the shoulders of six royal slaves./
Name: Segovian Bonsai Whale
Cost: U
Type: Summon Whale
Text: 1/1 Banding
May not attack unless opponent controls an island. If
an any time you do not control an island Segovian
Bonsai Whale is buried.
/"I was under the impression that Segovian Leviathans
were very big. However it is really the case that their
whales are very small." -- attributed to Draco/
Name: Settlers
Cost: 2W
Type: Summon Settlers
Text: 1/1
T: Sacrifice a land to gain control of target land until
the end of game.
/"The natives? Just put them on some small piece of
land we're not using." -- attributed to Emperor Vagans./
Name: Shinto Priest
Cost: 2GG
Type: Summon Cleric
Text: */* The *'s below equal the number of different
types of land by name in play.
/The Shinto priests worship the spirits in all things, both
natural and artificial./
Name: Shire Hobbits
Cost: 1W
Type: Summon Hobbits
Text: 1/1 If Hobbits are chosen as defenders, they get a
+1/+2 until the end of turn.
/"A hobbit's burrow is his castle." --hobbit saying/
Name: Slave Traders
Cost: 2BB
Type: Summon Traders
Text: 2/3 If Slave Traders attack and are not blocked,
you may choose to have them deal no damage. Instead
put two slave tokens into play. Treat these as 1/1
artifact creatures.
/The history books don't tell that most of Vagans' troops
were bondmen./
Name: Spirit Realm
Cost: BBB
Type: Enchant World
Text: Treat all general enchantments (ie not enchant
something) as creatures with power and toughness
equal to their casting cost. They may not be the target
of enchant creature spells. Continuous effects of
enchantments do not work while the enchantment is
tapped.
/As she tapped the ley lines for mana, Xitrina could feel
the spirits coming, too, effecting their will through her
magic./
Name: Spitting Gargoyle
Cost: 1G
Type: Summon Gargoyle
Text: 1/1 Flying
T: Add (U) to your mana pool, and do 1 damage to a
target creature you control.
/These mischievous gargoyles like to hide in high places
and spit on unwary victims./
Name: Stone Wurm
Cost: 2RRRR
Type: Summon Wurm
Text: 4/4 All damage done to Stone Wurm by creatures
is reduced to zero.
/Terak rode into battle on the back of a giant wurm
whose skin was as strong as stone./
Name: Succubus
Cost: 1BB
Type: Summon Demon
Text: 1/1 T: Tap target creature. This ability may only
be used on your turn.
/The song of the succubus could draw even the most
stoic warrior from his post./
Name: Sundial at Berossus
Cost: 4
Type: Artifact
Text: During your untap phase, turn Sundial 90
degrees clockwise. When Sundial is upright, all plains
produce an additional (W). When Sundial is reversed,
all swamps produce an additional (B). Sundial At
Berossus can not be tapped or untapped.
/No man controls time, but many are controlled by it./
Name: Swell
Cost: UU
Type: Instant
Text: This spell targets an unblocked attacking
creature. That creature deals no damage in combat and
is considered blocked for the purposes of spells and
effects. Swell does 3 damage to target creature.
/Out of nowhere a huge wave came and within minutes
the imperial fleet was at the bottom of the ocean./
Name: Sycophant
Cost: 2B
Type: Summon Sycophant
Text: 1/1 All lords in play gain +1/+1.
0: Sacrifice this card to regenerate a lord.
/"You sniveling buffoon! This is all your fault!" --
attributed to Vagans./
Name: Talisman of Antares
Cost: 1WW
Type: Enchantment
Text: When Talisman of Antares is played, choose a
target creature or player. During your upkeep you may
change the target. You may use any Circles of
Protection you control to prevent damage to the target
by paying the normal cost.
/The sorceress-queen of Antares gave a magical
talisman to each of her generals to insure their safety./
Name: Temple of the Artificers
Type: Land
Text: Tap a cleric you control to add either BB or WW
to your mana pool.
/"Visne scire quod credam? Credo Urzum ipsum etiam
vivere."/
Name: Tempter
Cost: 2B
Type: Summon Tempter
Text: 1/2 B,T: Prevent all damage to you from one
source and get one poison counter. If at any time a
player has ten poison counters, that player loses.
/"Is a day in paradise worth a lifetime in torment?"/
Name: Terraformer
Cost: 6
Type: Artifact Creature
Text: 3/3 T: Tap two lands you control and put a terra
token into play. Treat this as a basic land that taps for
one colorless mana. If you control no Terraformers,
bury one terra token during your upkeep.
/These huge behemoths rolled across the barren
landscape turning the dead plane into a source of mana
for the artificer./
Name: The Dark
Cost: 2BBB
Type: Enchant World
Text: All spells are countered unless the caster pays one
life.
/During the dark ages of Dominaria, magic was
forbidden by order of the church, yet some still
practiced the Art./
Name: The New Thran Empire
Cost: W
Type: Enchant World
Text: All players gain one life during his or her upkeep.
/"It is during times of prosperity that you need to watch
your back the most." -- King Algenon of Agabaar to
King Ferdinand of Sentarus./
Name: The Old Thran Empire
Cost: 3UUU
Type: Enchant World
Text: For the purposes of casting only, treat all colored
mana symbols as (2). Thus, a spell with a normal
casting cost of 1BB would instead cost (5).
/At the time of the original Thran Empire, Magic was
in its infancy. They had the raw energy to make many
wonderful artifacts, but lacked the focus necessary for
true Magic./
Name: Topple
Cost: R
Type: Instant
Text: Sacrifice a wall to deal damage equal to its
toughness to a target attacking creature.
/When the citizens of Gangue had nothing left to fight
with, they destroyed the city to stop the attacking
forces./
Name: Trireme
Cost: 2UU
Type: Summon Ship
Text: 3/3 Trireme cannot attack unless opponent has
islands in play. If at any time you have no islands in
play, Trireme is buried. Tap three creatures you control
to give Trireme islandwalk until the end of turn.
/Although his ships could go at a good clip by sail,
Vagans preferred the even faster method of slave
power./
Name: Tsetse Flies
Cost: 1BB
Type: Summon Flies
Text: 1/1 All damage done to tsetse flies by creatures in
combat is reduced to zero. Any creature blocked or
blocking tsetse flies gets a disease counter. Creatures
with disease counters do not untap as normal. Instead,
during the controller's upkeep, he or she may pay X
mana to untap the creature, where X is the number of
disease counters on the creature.
/In his attempt to conquer the lands south of Argive,
Vagans encountered biting bugs which caused a terrible
sleeping disease./
Name: Tyrant's Grasp
Cost: 2RR
Type: Enchantment
Text: Cumulative Upkeep: R
Any spell or effect that would cause a permanent you
control to come under the control of any opponent is
countered.
/"Even an iron fist must rust in time." -- Vistari the
Heretic./
Name: Wall of Time
Cost: 1UU
Type: Summon Wall
Text: 1/5 Creatures blocked by or blocking Wall of
Time are returned to their owner's hand at the end of
combat. Creatures who died during the attack phase are
not returned.
Name: War March
Cost: XR
Type: Sorcery
Text: All your creatures get +X/-X until the end of
turn.
Name: Watery Grave
Cost: U
Type: Sorcery
Text: All players' creatures take damage equal to the
number of lands which can produce (U) that that player
controls. For each creature you control killed in this
way, you gain one life, but you lose one life for each
opponents' creature killed.
/"Argh! When next we meet 'twill be in Davy Jones'
locker."/
Name: Wild Men of the Jungle
Cost: 1GG
Type: Summon Wild Men
Text: 2/4 Trample
If Wild Men of the Jungle attacks or defends, it gets a
+1/-1 counter during its controller's next upkeep. Wild
Men of the Jungle gets a +1/-1 counter during each of
its controller's upkeeps after that.
/When the Wild Men of the Jungle engage in battle,
they work themselves into an intense fury, which is
almost as deadly to them as it is to their foe./
Name: Wishing Well
Type: Land
Text: T: Add (3) to your mana pool. Give Wishing
Well to the next player at the end of turn.
Content: david@schwartz.manawatu.gen.nz
Context: quark@mit.edu
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