Homelands

Dear Magic fans,

   It is our pleasure to present to you the Complete Homelands list
and ALL card descriptions. It took the work of many of our Neutral
Ground members and we thank them, one and all. If you see any
problems with the list, please email me. And, as always, everything
is copyrighted and trademark Wizards of the Coast 1995. Have fun.
                        Thanks,

                        Glen 
                        Neutral Ground
                        glen@nground.com

P.S. Don't forget about Neutral Ground's Black Lotus sealed-deck
tournament being held on Sunday, October 15th at 3:00 p.m. and the
next NY Magic tournament for $1000.00 on November 18th.


                  *** Homelands Description List ***

   Title    Type    Color    Rarity    Artist    Rarity

1. Abbey Gargoyles Summon Gargoyles White Christopher Rush U3
 2WWW Flying, protection from red 3/4 

2. Abbey Matron (ver 1) Summon Cleric White Mike Kimble C2 2W W T: +0/+3 1/3 

3. Abbey Matron (ver 2) Summon Cleric White Mike Kimble C2

4. AEther Storm Enchantment Blue Mark Tedin U3
 3U No summon spells may be cast. Any player may pay 4 life to bury
 AEther Storm. Effects that prevent or redirect damage cannot be used 
 to counter this loss of life.

5. Aliban's Tower (ver 1) Instant Red Jeff A. Menges C2
 1R Target blocking creature gets +3/+1 until end of turn. 

6. Aliban's Tower (ver 2) Instant Red Jeff A. Menges C2

7. Ambush Instant Red Alan Rabinowitz C1
 3R All blocking creatures gain first strike until end of turn.

8. Ambush Party (ver 1) Summon Ambush Party Red Mark Poole C2
 4R First strike. Ambush party can attack the turn it comes into play on 
 your side. 3/1

9. Ambush Party (ver 2) Summon Ambush Party Red Mark Poole C2

10. An-Havva Constable Summon Constable Green Dan Frazier U3
 1GG An-Havva Constable has toughness equal to 1 plus the total number
 of green creatures in play. 2/1+*

11. An-Havva Inn Sorcery Green Brian Snoddy U3
 1GG Gain 1+* life where * is equal to the total number of green creatures
 in play.

12. An-Havva Township Land Land Liz Danforth U1
 T: Add 1 to your mana pool
 1,T: Add G to your mana pool
 2,T: Add W to your mana pool
 2,T: Add R to your mana pool

13. An-Zerrin Ruins Enchantment Red Dennis Detwiller U1
 2RR Choose a creature type. Creatures of that type do not untap during 
 their controller's untap phase.

14. Anaba Ancestor Summon Ghost Red Anson Maddocks U1
 1R T: Target Minotaur gets +1/+1 until end of turn. 1/1
 
15. Anaba Bodyguard (ver 1) Summon Bodyguard Red Anson Maddocks C2
 3R First strike. 2/3

16. Anaba Bodyguard (ver 2) Summon Bodyguard Red Anson Maddocks C2 

17. Anaba Shaman (ver 1) Summon Minotaur Red Anson Maddocks C2
 3R R, T: Anaba Shaman deals 1 damage to target creature or player.

18. Anaba Shaman (ver 2) Summon Minotaur Red Anson Maddocks C2

19. Anaba Spirit Crafter Summon Minotaur Red Anson Maddocks U1
 2RR All Minotaurs get +1/+0. 1/3 

20. Apocalypse Chime Artifact Artifact Mark Poole U1
 2 2, T: Sacrifice Apocalypse Chime to bury all cards from the 
Homelands expansion.

21. Autumn Willow Summon Legend Green Margaret Organ-Kean U1
 4GG Cannot be the target of spells or effects
 G: Target player may target Autumn Willow with spells or effects 
 until end of turn. 4/4

22. Aysen Abbey Land Land Liz Danforth U3
 T: Add 1 to your mana pool
 1,T: Add W to your mana pool
 2,T: Add U to your mana pool
 2,T: Add G to your mana pool
 
23. Aysen Bureaucrats (ver 1) Summon Bureaucrats White Alan Rabinowitz C2
 1W T: Tap target creature with power no greater than 2. 1/1

24. Aysen Bureaucrats (ver 2) Summon Bureaucrats White Alan Rabinowitz C2

25. Aysen Crusader Summon Crusader White NeNe Thomas U1
 2WW Aysen Crusader has power and toughness each equal to 2 plus the 
 number of Heroes you control. 2+*/2+*

26. Aysen Highway Enchantment White NeNe Thomas U1
 3WWW All white creatures gain plainswalk.

27. Baki's Curse Sorcery Blue Nicola Leonard U1
 2UU Baki's Curse deals 2 damage to each creature for each creature
 enchantment on that creature.

28. Baron Sengir Summon Legend Black Pete Venters U1
 5BBB Flying. Whenever a creature is put into the graveyard the same turn
 Baron Sengir damaged it, put a +2/+2 counter on Baron Sengir. 5/5
 
29. Beast Walkers Summon Heroes White Heather Hudson U1
 1WW G: Banding until end of turn. 2/2

30. Black Carriage Summon Carriage Black David A. Cherry U1
 3BB Trample. Does not untap during your untap phase. 
 0: Sacrifice a creature to untap Black Carriage. Use this ability only
 during your upkeep. 4/4

31. Broken Visage Instant Black Mike Kimble U1
 4B Bury target non-artifact attacking creature and put a shadow token into
 play. Treat this token as a black creature with power and toughness 
 equal to the power and toughness of that attacking creature. Bury
 shadow token at end of turn.

32. Carapace (ver 1) Enchant Creature Green Anson Maddocks C2
 G Target creature gets +0/+2. 
 0: Sacrifice Carapace to regenerate creature Carapace enchants. 

33. Carapace (ver 2) Enchant Creature Green Anson Maddocks C2

34. Castle Sengir Land Land Pete Venters U3
 T: Add 1 to your mana pool
 1,T: Add B to your mana pool
 2,T: Add U to your mana pool
 2,T: Add R to your mana pool

35. Cemetery Gate (ver 1) Summon Wall Black Melissa Benson C2
 2B Protection from black. 0/5

36. Cemetery Gate (ver 2) Summon Wall Black Melissa Benson C2

37. Chain Stasis Instant Blue Pat Morrissey U1
 U Tap or untap target creature. Whenever any player uses Chain Stasis
 to tap or untap a creature, that creature's controller may pay 2B to use
 Chain Stasis to tap or untap any target creature.

38. Chandler Summon Legend Red Douglas Shuler C1
 4R RRR, T: Destroy target artifact creature. 3/3 

39. Clockwork Gnomes Artifact Creature Artifact Douglas Shuler C1
 4 3, T: Regenerate target artifact creature. 2/2

40. Clockwork Steed Artifact Creature Artifact Amy Weber C1
 4 Cannot be blocked by artifact creatures. 
 When Clockwork Steed comes into play, put four +1/+0 counters on it.
 At the end of any combat in which Clockwork Steed attacked or
 blocked, remove one of these counters.
 X, T: Put X +1/+0 counters on Clockwork Steed. You may have no
 more than four of these counters on Clockwork Steed. Use this ability
 only during your upkeep. 0/3

41. Clockwork Swarm Artifact Creature Artifact Amy Weber C1
 4 Cannot be blocked by walls.
 When Clockwork Swarm comes into play, put four +1/+0 counters on
 it. At the end of any combat in which Clockwork Swarm attacked or
 blocked, remove one of these counters.
 X, T: Put X +1/+0 counters on Clockwork Swarm. You may have no
 more than four of these counters on Clockwork Swarm. Use this ability
 only during your upkeep. 0/3

42. Coral Reef Enchantment Blue Amy Weber C1
 UU When Coral Reef comes into play, put 4 polyp counters on it. 
 0: Sacrifice an island to put 2 polyp counters on Coral Reef. 
 U: Tap target blue creature you control and remove a polyp from 
 Coral Reef to put a +0/+1 counter on target creature.
 
43. Dark Maze (ver 1) Summon Wall Blue Rob Alexander C2
 4U 0: Dark Maze can attack this turn. At the end of turn, remove Dark 
 Maze from the game. Dark Maze cannot attack the turn it comes 
 under your control. 4/5 

44. Dark Maze (ver 2) Summon Wall Blue Rob Alexander C2

45. Daughter of Autumn Summon Legend Green Margaret Organ-Kean U1
 2GG W: Redirect to Daughter of Autumn 1 damage dealt to a white
 creature. 2/4
 
46. Death Speakers Summon Speakers White Douglas Shuler U3
 W Protection from black. 1/1

47. Didgeridoo Artifact Artifact Melissa Benson U1
 1 3: Take a Minotaur from your hand and put it into play as though it 
 were just summoned.

48. Drudge Spell Enchantment Black NeNe Thomas U3
 BB B: Remove from the game 2 target creatures from your graveyard to
 put a skeleton token into play. Treat this token as a 1/1 black creature 
 with "B: regenerate." If Drudge Spell leaves play, bury all skeleton 
 tokens.

49. Dry Spell (ver 1) Sorcery Black Brian Snoddy C2
 1B Dry Spell deals 1 damage to each creature and player.

50. Dry Spell (ver 2) Sorcery Black Brian Snoddy C2

51. Dwarven Pony Summon Pony Red Margaret Organ-Kean U1
 R 1R, T: Target dwarf gains mountainwalk until end of turn. 1/1 

52. Dwarven Sea Clan Summon Dwarves Red Amy Weber U1
 2R T: At the end of combat, Dwarven Sea Clan deals 2 damage to target 
 attacking or blocking creature. Use this ability only if that creature's 
 controller controls any islands. 1/1

53. Dwarven Trader (ver 1) Summon Dwarf Red Margaret Organ-Kean C2 R 1/1

54. Dwarven Trader (ver 2) Summon Dwarf Red Margaret Organ-Kean C2

55. Ebony Rhino Artifact Creature Artifact Amy Weber C1
 7 Trample. 4/5

56. Eron the Relentless Summon Legend Red Christopher Rush U3
 3RR Eron the Relentless can attack the turn it comes into play on your 
 side. RRR: regenerate. 5/2 

57. Evaporate Sorcery Red Alan Rabinowitz U3
 2R Evaporate deals 1 damage to each blue creature and white creature.

58. Faerie Noble Summon Noble Green Susan Van Camp U1
 2G Flying. All faeries you control get +0/+1. T: All faeries you control
 get +1/+0 until end of turn. 

59. Feast of the Unicorn (ver 1) Enchant Creature Black Dennis Detwiller C2
 3B Target creature gets +4/+0. 

60. Feast of the Unicorn (ver 2) Enchant Creature Black Dennis Detwiller C2

61. Feroz's Ban Artifact Artifact Heather Hudson U1
 6 Summon spells each cost an additional 2 to cast.

62. Folk of An-Havva (ver 1) Summon Folk of An-Havva Green Julie Baroh C2
 G If assigned as a blocker, Folk of An-Havva gets +2/+0 until end
 of turn. 1/1

63. Folk of An-Havva (ver 2) Summon Folk of An-Havva Green Julie Baroh C2

64. Forget Sorcery Blue Mike Kimble U1

 UU Target player chooses and discards 2 cards from his or her hand. 
 If that player does not have enough cards in that hand, his or her
 entire hand is discarded. The player then draws as many cards as 
 he or she discarded.

65. Funeral March Enchant Creature Black Melissa Benson C1
 1BB When target creature leaves play, that creature's controller sacrifices 
 a creature he or she controls. Ignore this effect if that player controls
 no creatures.

66. Ghost Hounds Summon Hounds Black Jeff A. Menges U3
 1B Attacking does not cause Ghost Hounds to tap. If assigned to block
 any white creatures or any white creatures are assigned to block it, 
 Ghost Hounds gain first strike until end of turn. 1/1 

67. Giant Albatross (ver 1) Summon Albatross Blue David A. Cherry C2
 1U Flying. 1B: Bury all creatures that damaged Giant Albatross this turn.
 The controller of any of those creatures may pay 2 life to prevent that 
 creature from being buried. Effects that prevent or redirect damage 
 cannot be used to counter this loss of life. Use this ability only when
 Giant Albatross is put into the graveyard from play. 1/1

68. Giant Albatross (ver 2) Summon Albatross Blue David A. Cherry C2

69. Giant Oyster Summon Oyster Blue Nicola Leonard U3
 2UU You may choose not to untap Giant Oyster during your untap phase. 
 T: Target tapped creature does not untap during its controller's untap 
 phase as long as Giant Oyster remains tapped. During your upkeep,
 put a -1/-1 counter on that creature. If Giant Oyster becomes
 untapped or leaves play, remove all of these counters from the
 creature. 0/3

70. Grandmother Sengir Summon Legend Black Pete Venters U1
 4B 1B, T: Target creature gets -1/-1 until end of turn. 3/3

71. Greater Werewolf Summon Lycanthrope Black Dennis Detwiller C1
 4B At the end of combat, put a -0/-2 counter on all creatures blocking or
 blocked by Greater Werewolf. 2/4

72. Hazduhr the Abbot Summon Legend White Dan Frazier U1
 3WW X, T: Redirect to Hazduhr the Abbot X damage dealt to any white 
 creature you control. 2/5

73. Headstone Instant Black David A. Cherry C1
 1B Remove from the game target card in any graveyard. Draw a card 
 at the beginning of the next turn's upkeep.

74. Heart Wolf Summon Wolf Red Margaret Organ-Kean U1
 3R First strike. T: Target dwarf gains first strike and +2/+0 until end of 
 turn. If that dwarf leaves play this turn, bury Heart Wolf. Use this 
 ability only when attack or defense is announced. 2/2

75. Hungry Mist (ver 1) Summon Mist Green Heather Hudson C2
 2GG During your upkeep, pay GG or bury Hungry Mist. 6/2
 
76. Hungry Mist (ver 2) Summon Mist Green Heather Hudson C2

77. Ihsan's Shade Summon Legend Black Christopher Rush U1
 3BBB Protection from white. 5/5

78. Irini Sengir Summon Legend Black Pete Venters U3
 2BB White enchantments and green enchantments each cost an 
 additional 2 to cast. 2/2

79. Ironclaw Curse Enchant Creature Red Dennis Detwiller U1
 R Target creature gets -0/-1. That creature cannot be assigned to block
 any creature with power greater than or equal to the toughness of the
 creature Ironclaw Curse enchants.

80. Jinx Instant Blue Mike Kimble C1
 1U Target land becomes a basic land type of your choice until end of 
 turn. Draw a card at the beginning of the next turn's upkeep.

81. Joven Summon Legend Red Douglas Shuler C1
 3RR RRR, T: Destroy target non-creature artifact. 3/3

82. Joven's Ferrets Summon Ferrets Green Amy Weber U1
 G If declared as an attacker, Jovan's Ferrets get +0/+2 until end of turn.
 At the end of combat, tap any creatures that block Jovan's Ferrets. 
 Those creatures do not untap during their controller's next untap
 phase. 1/1

83. Joven's Tools Artifact Artifact Nicola Leonard U1
 6 4, T: Target creature cannot be blocked except by walls until end of 
 turn. 

84. Koskun Falls Enchant World Black Rob Alexander U1
 2BB During your upkeep, tap target untapped creature you control or bury
 Koskun Falls. No creature can attack you unless its controller pays an 
 additional 2 whenever that creature attacks.

85. Koskun Keep Land Land Pat Morrissey U3
 T: Add 1 to your mana pool
 1,T: Add R to your mana pool
 2,T: Add B to your mana pool
 2,T: Add G to your mana pool

86. Labyrinth Minotaur (ver 1) Summon Minotaur Blue Anson Maddocks C2
 3U Creatures Labyrinth Minotaur is assigned to block do not untap during
 their controller's next untap phase. 1/4
 
87. Labyrinth Minotaur (ver 2) Summon Minotaur Blue Anson Maddocks C2

88. Leaping Lizard Summon Lizard Green Amy Weber C1
 1GG 1G: Flying and -0/-1 until end of turn. 2/3

89. Leeches Sorcery White Alan Rabinowitz U1
 1WW Target player loses all poison counters. Leeches deals 1 damage to 
 that player for each poison counter removed in this way. 

90. Mammoth Harness Enchant Creature Green Melissa Benson U1
 3G Target creature loses flying. If any creature is assigned to block
 the creature Mammoth Harness enchants or has the creature Mammoth
 Harness enchants assigned to block it, that creature gains first strike 
 until end of turn.

91. Marjhan Summon Serpent Blue Daniel Gelon U1
 5UU Does not untap during your untap phase. Marjhan cannot attack if 
 defending player controls no islands. If at any time you control no 
 islands, bury Marjhan.
 UU: Sacrifice a creature to untap Marjhan. Use this ability only 
 during your upkeep.
 UU: -1/-0 until end of turn. Marjhan deals 1 damage to target 
 attacking creature without flying. 8/8

92. Memory Lapse (ver 1) Interrupt Blue Mark Tedin C2
 1U Counter target spell. Put that spell on top of its owner's library. 
 
93. Memory Lapse (ver 2) Interrupt Blue Mark Tedin C2

94. Merchant Scroll Sorcery Blue Liz Danforth C1
 1U Search your library for a blue instant or interrupt. Reveal that card to 
 all players and put it into your hand. Reshuffle your library
 afterwards.

95. Mesa Falcon (ver 1) Summon Falcon White Mark Poole C2
 1W Flying. 1W: +0/+1 until end of turn. 1/1

96. Mesa Falcon (ver 2) Summon Falcon White Mark Poole C2

97. Mystic Decree Enchant World Blue Liz Danforth U1
 2UU All creatures lose flying and islandwalk. 

98. Narwhal Summon Narwhal Blue David A. Cherry U1
 2UU First strike, protection from red. 2/2

99. Orcish Mine Enchant Land Red Kaja Folio U3

 1RR When Orcish Mine comes into play, put three ore counters on it.
 During your upkeep and whenever target land becomes tapped, remove an
 ore counter from Orcish Mine. When the last ore counter is removed
 from Orcish Mine, destroy the land Orcish Mine enchants; Orcish Mine
 deal 2 damage to that land's controller.

100. Primal Order Enchantment Green Rob Alexander U1
 2GG During each player's upkeep, Primal Order deals 1 damage to that
 player for each non-basic land he or she controls.

101. Prophecy Sorcery White Christopher Rush C1
 W Reveal the top card of target opponent's library to all players. If it
 is a land, gain 1 life. That opponent then shuffles his or her library. 
 Draw a card at the beginning of the next turn's upkeep.

102. Rashka the Slayer Summon Legend White Christopher Rush U3
 3WW Can block creatures with flying. If assigned to block any black
 creatures, Rashka the Slayer gets +1/+2 until end of turn. 3/3

103. Reef Pirates (ver 1) Summon Ships Blue Tom Wanerstrand C2
 1UU Whenever Reef Pirates damages any opponent, take the top card or his 
 or her library and put it into his or her graveyard. 2/2

104. Reef Pirates (ver 2) Summon Ships Blue Tom Wanerstrand C2

105. Renewal Sorcery Green Kaja Folio C1
 2G Sacrifice a land to search your library for a basic land and put it 
 directly into play. This does not count towards your one land per turn 
 limit. Reshuffle your library afterwards. Draw a card at the
 beginning of the next turn's upkeep.

106. Retribution Sorcery Red Mark Tedin U3
 2RR Choose two creatures controlled by opponent. Bury one of those
 creatures and put a -1/-1 counter on the other. That opponent chooses
 which creature is buried.

107. Reveka, Wizard Savant Summon Legend Blue Susan Van Camp U1
 2UU T: Reveka deals 2 damage to target creature or player and does not 
 untap during your next untap phase. 0/1

108. Root Spider Summon Spider Green Mike Kimble U3
 3G If assigned as a blocker, Root Spider gains first strike and +1/+0 until
 end of turn. 2/2

109. Roots Enchant Creature Green Nicola Leonard U3
 3G Tap target creature without flying. That creature does not untap
 during its controller's untap phase. 

110. Roterothopter Artifact Creature Artifact Amy Weber C1
 1 Flying. 2: +1/+0 until end of turn. You cannot spend more than
 4 in this way each turn. 0/2

111. Rysorian Badger Summon Badger Green Heather Hudson U1
 2G If Rysorian Badger attacks and is not blocked, you may choose to have 
 it deal no damage to defending player this turn. If you do so, remove 
 from the game up to two target creatures from that players graveyard. 
 Gain 1 life for each creature removed in this way. 2/2

112. Samite Alchemist (ver 1) Summon Alchemist White Tom Wanerstrand C2
 3W WW, T: Prevent up to 4 damage to a creature you control. Tap that 
 creature. That creature does not untap during your next untap phase.
 0/2 

113. Samite Alchemist (ver 2) Summon Alchemist White Tom Wanerstrand C2

114. Sea Sprite Summon Faerie Blue Susan Van Camp U3
 1U Flying. Protection from red. 1/1

115. Sea Troll Summon Troll Blue Daniel Gelon U3
 2U U: Regenerate. Use this ability only during a turn in which Sea Troll
 blocked a blue creature or a blue creature blocked Sea Troll. 2/1

116. Sengir Autocrat Summon Autocrat Black David A. Cherry U1
 3B When Sengir Autocrat comes into play, put three Serf tokens into play.
 Treat these tokens as 0/1 black creatures. If Sengir Autocrat leaves 
 play, bury all Serf tokens. 2/2

117. Sengir Bats (ver 1) Summon Bats Black Dan Frazier C2
 1BB Flying. Whenever a creature is put into the graveyard the same turn 
 Sengir Bats damaged it, put a +1/+1 counter on Sengir Bats. 1/2

118. Sengir Bats (ver 2) Summon Bats Black Dan Frazier C2

119. Serra Aviary Enchant World White Nicola Leonard U1
 3W All creatures with flying get +1/+1. 

120. Serra Bestiary Enchant Creature White Anson Maddocks C1
 WW During your upkeep, pay WW or bury Serra Bestiary. Target creature 
 cannot attack, block or use any ability that includes T in the activation 
 cost.

121. Serra Inquisitors Summon Inquisitors White Dennis Detwiller U3
 4W If assigned to block any black creatures or any black creatures are 
 assigned to block it, Serra Inquisitors gets +2/+0 until end of turn.
 3/3

122. Serra Paladin Summon Paladin White Pete Venters C1
 2WW T: Prevent 1 damage to any creature or player. 
 1WW, T: Attacking does not cause target creature to tap this turn.
 2/2

123. Serrated Arrows Artifact Artifact David A. Cherry C1
 4 When Serrated Arrows comes into play, put three arrowhead counters
 on it. During your upkeep, bury Serrated Arrows if there are no
 arrowhead counters on it. T: Remove an arrowhead counter from Serrated
 Arrows to put a -1/-1 counter on target creature.

124. Shrink (ver 1) Instant Green Liz Danforth C2
 G Target creature gets -5/-0 until end of turn.

125. Shrink (ver 2) Instant Green Liz Danforth C2

126. Soraya the Falconer Summon Legend White Dennis Detwiller U1
 1WW All falcons gets +1/+1. 
 1W: Target falcon gains banding until end of turn. 2/2

127. Spectral Bears Summon Bears Green Pat Morrissey U3
 1G If Spectral Bears is declared as an attacker and defending player 
 controls no black cards, it does not untap during its next untap phase.
 3/3

128. Timmerian Fiends Summon Fiends Black Mike Kimble U1
 1BB Remove Timmerian Fiends from your deck before playing if not 
 playing for ante.
 BBB: Sacrifice Timmerian Fiends to bury target artifact that any
 opponent owns in your graveyard. Put Timmerian Fiends into that
 opponent's graveyard. This change in ownership is permanent. The
 opponent may ante an additional card to counter this effect.

129. Torture (ver 1) Enchant Creature Black Mark Tedin C2
 B Choose target creature. 
 1B: Put -1/-1 counter on creature Torture enchants.

130. Torture (ver 2) Enchant Creature Black Mark Tedin C2

131. Trade Caravan (ver 1) Summon Caravan White Kaja Folio C2
 W During your upkeep, put a currency counter on Trade Caravan.
 0: Remove two currency counters from Trade Caravan to untap
 target basic land. Use this ability only during any opponent's upkeep.
 1/1 

132. Trade Caravan (ver 2) Summon Caravan White Kaja Folio C2

133. Truce Instant White Melissa Benson U1
 2W Each player may draw up to two cards. For each card less than two 
 any player draws, that player gains 2 life.

134. Veldrane of Sengir Summon Legend Black Susan Van Camp U1
 5BB 1BB: Forestwalk and -3/-0 until end of turn. 5/5

135. Wall of Kelp Summon Wall Blue Alan Rabinowitz U1
 UU UU, T: Put a kelp token into play. Treat this token as a 0/1 blue wall.
 0/3

136. Willow Faerie (ver 1) Summon Faerie Green Susan Van Camp C2
 1G Flying. 1/2

137. Willow Faerie (ver 2) Summon Faerie Green Susan Van Camp C2

138. Willow Priestess Summon Faerie Green Susan Van Camp U1
 2GG T: Take a faerie from your hand and put it into play as though it
 were just summoned. 
 2G: Target green creature gains protection from black until end of
 turn. 2/2

139. Winter Sky Sorcery Red Mike Kimble U1
 R Flip and coin; target opponent calls heads or tails when coin is in the 
 air. If the flip ends up in your favor, Winter Sky deals 1 damage to 
 each creature and player. Otherwise each player draws a card.

140. Wizards' School Land Land Pat Morrissey U3
 T: Add 1 to your mana pool
 1,T: Add U to your mana pool
 2,T: Add W to your mana pool
 2,T: Add B to your mana pool


Comments: Overall, the set looks solid as there were many positive 
responses from players in the sealed deck Homelands tournament held by WotC 
today. Early predictions for HOT cards include Primal Order (Karma from 
Hell) and Autumn Willow (Yikes). 

If you need information on either upcoming tournaments in the NYC or area, 
please call or email us. As always, we sell single cards. Again, thanks.
Back to William's MTG Page
Back to William's Home Page

Authorised by: William Yuan © 1996