White (16) Archon of Justice 3WW 4/4 Creature - Archon Flying When Archon of Justice is put into a graveyard from play, remove target permanent from the game. #1/180 Ballynock Trapper 3W 2/2 Creature - Kithkin Soldier T: Tap target creature. Whenever you play a white spell, you may untap Ballynock Trapper. #2/180 Cenn's Enlistment 3W Sorcery Put two 1/1 white Kithkin Soldier creature tokens into play. Retrace #3/180 Endless Horizons 3W Enchantment When Endless Horizons comes into play, search your library for any number of Plains cards and remove them from the game. Then shuffle your library. At the beginning of your upkeep, you may put a card you own removed from the game with Endless Horizons into your hand. Illus. Joshua Hagler #4/180 Endure 3WW Instant Prevent all damage that would be dealt to you and permanents you control this turn. #5/180 Flickerwisp 1WW 3/1 Creature - Elemental Flying When Flickerwisp comes into play, remove another target permanent from the game. Return that card to play under its owner's control at the end of turn. Its wings disturb more than air. Illus. Jeremy Enecio #6/180 Hallowed Burial 3WW Sorcery Put all creatures on the bottom of their owners' libraries. Kithkin Spellduster 4W 2/3 Creature - Kithkin Wizard Flying 1W, Sacrifice Kithkin Spellduster: Destroy target enchantment. Persist #8/180 Kithkin Zealot 1W 1/3 Creature - Kithkin Cleric When Kithkin Zealot comes into play, you gain 1 life for each black and/or red permanent target opponent controls. #9/180 Light from Within 2WW Enchantment Chroma- Each creature you control gets +1/+1 for each white mana symbol in its mana cost. Illus. Alexsi Briclot #10/180 Loyal Gryfalcon 3W 3/3 Creature - Bird Defender, flying Whenever you play a white spell, Loyal Gyrfalcon loses defender until end of turn. Patrol Signaler 1W 1/1 Creature - Kithkin Soldier 1W ut, : Put a 1/1 white Kithkin Soldier creature token into play. #12/180 Recumbent Bliss 2W Enchantment - Aura Enchant creature Enchanted creature can't attack or block. At the beginning of your upkeep, you may gain 1 life. Spirit of the Hearth 4WW 4/5 Creature - Cat Spirit Flying You can't be the target of spells or abilities your opponents control. Thieves know that a snarl in the night means, "Rob another house". Illus. Jason Chan #14/180 Springjack Shepherd 3W 1/2 Creature - Kithkin Wizard Chroma - When Springjack Shepherd comes into play, put a 0/1 white Goat creature into play for each white mana symbol in the mana costs of permanents you control. "Live together, die alone." #15/180 Suture Spirit 1W 1/1 Creature - Spirit Flying B/W B/W B/W: Regenerate target creature. Illus. Larry McDougal #16/180 Blue (16) Banishing Knack U Instant Until end of turn, target creature gains ": Return target nonland permanent to its owner's hand." Illus. Howard Lyon #17/180 Cache Raiders 3UU 4/4 Creature - Merfolk Rogue At the beginning of your upkeep, return a permanent you control to its owner's hand. What the current doesn't take, they do. Illus. Pete Venters #18/180 Dream Fracture 1UU Instant Counter target spell. Its controller draws a card. Draw a card. Illus. Howard Lyon #19/180 Dream Thief 2U 2/1 Creature - Faerie Rogue Flying When Dream Thief comes into play, draw a card if you've played another blue spell this turn. #20/180 Glamerdye 1U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. Retrace Illus. Ralph Horsley #21/180 Glen Elendra Archmage 3U 2/2 Creature - Faerie Wizard Flying U, Sacrifice Glen Elendra Archmage: Counter target noncreature spell. Persist Illus. Warren Mahy #22/180 Idle Thoughts 3U Enchantment : Draw a card if you have no cards in hand. Inspiration strikes the uncluttered mind. Illus. Stephen Belledin #23/180 Indigo Faerie 1U 1/1 Creature - Faerie Wizard Flying U: Target permanent becomes blue in addition to its other colors until end of turn. Illus. Steve Prescott #24/180 Inundate 3UUU Sorcery Return all nonblue creatures to their owners' hands. "For years, the landfolk have emptied their refuse into the waters. It's time to return the favor" Illus. Mark Zug #25/180 Merrow Levitator 3U 2/3 Creature - Merfolk Wizard T: Target creature gains flying until end of turn. Whenever you play a blue spell, you may untap Merfolk Levitator. Oona's Grace 2U Target player draws a card. Retrace Illus. Rebecca Guay #27/180 Razorfin Abolisher 2U 2/2 Creature - Merfolk Wizard 1U, T : Return target creature with a counter on it to its owner's hand. Illus. William O'Connor #28/180 Sanity Grinding UUU Sorcery Chroma - Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent puts the top card of his or her library into his or her graveyard. Then put the cards you revealed this way on the bottom of your library in any order. Illus. Lars Grant-West #29/180 Talonrend 4U 0/5 Creature - Elemental Flying U/R : Talonrend gets +1/-1 until end of turn. Change is a denizen of Shadowmoor as much as ouphes and noggles are. Illus. Nils Hamm #30/180 Wake Thrasher 2U 1/1 Creature - Merfolk Soldier Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn. Anyone who thinks Merrows have more brains than brawn has never been run over by one. #31/180 Wilderness Hypnotist 2UU 1/3 Creature - Merfolk Wizard T: Target red or green creature gets -2/-0 until end of turn. Illus. Rebecca Guay #32/180 Black (16) Ashling the Extinguisher 2BB 4/4 Legendary Creature - Elemental Shaman Whenever Ashling the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature. The Aurora had transformed her into a relentless force of destruction. Illus. Wayne Reynolds Creakwood Ghoul 4B 3/3 Creature- Plant Zombie B/G B/G:Remove target card in a graveyard from the game.You gain 1 life #34/180 Crumbling Ashes 1B Enchantment At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it. "I was there to watch my brothers' quenching. I drew the slightest warmth from their dying rage." - Illulia of Nighthearth Illus. Chuck Lukacs #35/180 Lingering Tormentor 3B 2/2 Creature -Spirit Fear Persist #36/180 Merrow Bonegnawer B 1/1 Creature - Merfolk Rogue T: Target player removes a card in his or her graveyard from the game. Whenever you play a black spell, you may untap Merrow Bonegnawer. Illus. Jim Nielson #37/180 Necroskitter 1BB 1/4 Creature - Elemental Wither (This creature deals damage in the form of -1/-1 counters.) Whenever a creature an opponent controls with a -1/-1 counter on it is put into a graveyard, you may return that card to play under your control. Illus. Jaime Jones #38/180 Needle Specter 1BB 1/1 Creature - Specter Flying Wither (This deals damage to creatures in the form of -1/-1 counters) Whenever Needle Specter deals combat damage to a player, that player discards that many cards. Illus. Christopher Moeller Nightmare Incursion 5B Sorcery Search target player's library for up to X cards, where X is the number of Swamps you control, and remove them from the game. Then that player shuffles his or her library. Illus. Chuck Lukacs Raven's Crime B Sorcery Target player discards a card. Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.) It plucks away memories like choice bits of carrion Illus. Warren Mahy Smoldering Butcher 3B 4/2 Creature - Elemental Warrior Wither #42/180 Soot Imp 1BB 1/2 Creature - Imp Flying Whenever a player plays a nonblack spell, that player loses 1 life. Illus. Jesper Ejsing #43/180 Soul Reap 1B Sorcery Destroy target nongreen creature. Its controller loses 3 life if you've played another black spell this turn. #44/180 Soul Snuffers 2BB 3/3 Creature - Elemental Shaman When Soul Snuffers comes into play, put a -1/-1 counter on each creature. Illus. Izzy #45/180 Syphon Life 1BB Sorcery Target player loses 2 life and you gain 2 life. Retrace (If this card is in your graveyard, you may play it by discarding a land card in addition to paying its other costs.) Talara's Bane 1B Sorcery Target opponent reveals his or her hand. Choose a green or white creature card from it. You gain life equal to that creature card's toughness, then that player discards that card. Illus. Joshua Hagler #47/180 Umbra Stalker 4BBB */* Creature - Elemental Chroma - Umbra Stalker's power and toughness are each equal to the number of black mana symbols in the mana costs of cards in your graveyard. Don't venture into the darkness, lest it decide not to let you leave. Illus. Daarken #48/180 Red (16) Chaotic Backlash 4R Instant Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls. Illus. Carl Frank #49/180 Cinder Pyromancer 2R 0/1 Creature - Elemental Shaman T: Cinder Pyromancer deals 1 damage to target player. Whenever you play a red spell, you may untap Cinder Pyromancer. "If the whole world burns, I'll never grow old." #50/180 Duergar Cave-Guard 3R 1/3 Creature - Dwarf Warrior Wither R/W: Duergar Cave-Guard gets +1/+0 until end of turn. Illus. Dave Allsop #51/180 Fiery Bombardment 1R Enchantment Chroma- , Sacrifice a creature: Fiery Bombardment deals damage to target creature or player equal to the number of red mana symbols in the sacrificed creature's mana cost. It kills two beasts with one thrown. Flame Jab R Sorcery Flame Jab deals 1 damage to target creature or player. Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.) Illus. R. K. Post #53/180 Hatchet Bully 3R 3/3 Creature - Goblin Warrior 2,R,T, Put a -1/-1 counter on a creature you control: Hatchet Bully deals 2 damage to target creature or player. "It's not much for eating, but I think we can find somethin' to do with it." Illus. Paul Bonner #54/180 Hateflayer 5RR 5/5 Creature - Elemental Wither , : Hateflayer deals damage equal to its power to target creature or player. Illus. Thomas M. Baxa #55/180 Heartlash Cinder 1R 1/1 Creature - Elemental Warrior Haste Chroma - When Heartlash Cinder comes into play, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control. Illus. Steve Prescott #56/180 Hotheaded Giant 3R 4/4 Creature - Giant Warrior Haste Hotheaded Giant comes into play with two -1/-1 counters on it unless you played another red spell this turn. Illus. Fred Harper #57/180 Impelled Giant 4RR 3/3 Creature - Giant Warrior Trample Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way. Illus. Mark Zug #58/180 Outrage Shaman 3RR 2/2 Creature - Goblin Shaman Chroma - When Outrage Shaman comes into play, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control. A boggart's mind is a tinderbox of volatile thoughts, hungry for a spark. Illus. Cole Eastburn Puncture Blast 2R Instant Wither Puncture Blast deals 3 damage to target creature or player. #60/180 Rekindled Flame 2RR Sorcery Rekindled Flame does 4 damage to target creature or player. At the beginning of your upkeep, if an opponent has no cards in hand, you may return Rekindled Flame from your graveyard to your hand. Stigma Lasher RR 2/2 Creature - Elemental Shaman Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever Stigma Lasher deals damage to a player, that player can't gain life for the rest of the game. The extinguisher's curse lasted long after her departure. Illus. Alexsi Briclot Thunderblust 2RRR 7/2 Creature - Elemental Haste Thunderblust has trample as long as it has a -1/-1 counter on it. Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.) Illus. Dan Scott Unwilling Recruit XRRR Sorcery Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn. Illus. Dave Allsop #64/180 Green (16) Aerie Ouphes 4G 3/3 Creature - Ouphe Persist Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying. Bloom Tender 1G 1/1 Creature - Elf Druid T: For each color among permanents you control, add one mana of that color to your mana pool. Beauty is a seed, waiting to blossom under her capable hands. Illus. Chippy Duskdale Wurm 5GG 7/7 Creature - Wurm Trample Illus. Dan Dos Santos #67/180 Helix Pinnacle G Enchantment Shroud X: Put X tower counters on Helix Pinnacle. At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game. Marshdrinker Giant 3GG 4/3 Creature - Giant Warrior When Marshdrinker Giant comes into play, destroy target Island or Swamp an opponent controls. Monstrify 3G Sorcery Target creature gets +4/+4 until the end of turn. Retrace Gackt came to regret keeping his pet toads on his head. Illus. Lars Grant-West #70/180 Nettle Sentinel G 2/2 Creature - Elf Warrior Nettle Sentinel doesn't untap during its controller's untap step. Whenever you play a green spell, you may untap Nettle Sentinel. #71/180 Phosphorescent Feast 2GGG Sorcery Chroma- Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs. Illus. Ron Spencer #72/180 Primalcrux GGGGGG */* Creature - Elemental Trample Chroma- Primalcrux's power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control. Illus. Wayne Reynolds #73/180 Regal Force 4GGG 5/5 Creature - Elemental When Regal Force comes into play, draw a card for each green creature you control. Illus. Brandon Kitouski #74/180 Savage Conception 3GG Sorcery Put a 3/3 green Beast creature token into play. Retrace Illus. William O'Connor #75/180 Swirling Spriggan 2GG 3/3 Creature - Goblin Shaman U/G U/G: Target creature you control becomes the color or colors of your choice until end of turn. After its encounter with the spriggan, the patrol was red with anger, green with envy, white with fear, and painfully black and blue. Illus. Thomas M. Baxa Talara's Battalion 1G 4/3 Creature - Elf Warrior Trample Play Talara's only if you played another green spell this turn. The safewright Talara protects a delicate woodland waterfall. She has vowed to send wave after wave of warriors to slay any who would disturb its beauty. Illus. Todd Lockwood #77/180 Tilling Treefolk 2G 1/3 Creature - Treefolk Druid When Tilling Treefolk comes into play, you may return up to two target land cards from your graveyard to your hand. Illus. R. K. Post #78/180 Twinblade Slasher G 1/1 Creature - Elf Warrior Wither 1G: Twinblade Slasher gets +2/+2 until end of turn. Play this ability only once each turn. Illus. Trevor Hairsine #79/180 Wicker-bough Elder 3G 4/4 Creature - Treefolk Shaman Wicker-Bough Elder comes into play with a -1/-1 counter on it. , Remove a -1/-1 counter from Wicker-bough Elder : Destroy target artifact or enchantment. "Living Scarecrows make a mockery of the living order. Dead ones make fine hats." #80/180 Hybrid (85) Black / White Batwing Brume 1 B/W Instant Prevent all combat damage that would be dealt this turn if W was spent to play Batwing Brume. Each player loses 1 life for each attacking creature he or she controls if B was spent to play this. (Do both if BW was spent) #81/180 Beckon Apparition B/W Instant Remove target card in a graveyard from the game. Put a 1/1 white and black Spirit creature token with flying into play. Illus. Larry McDougal #82/180 Bloodied Ghost 1 B/W B/W 3/3 Creature - Spirit Flying Bloodied Ghost comes into play with a -1/-1 counter on it. Illus. Mike Dringenberg #83/180 Cauldron Haze 1 B/W Instant Choose any number of target creatures. Each of those creatures gains persist until end of turn. #84/180 Deathbringer Liege 2 B/W B/W B/W 3/4 Creature - Horror Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you play a white spell, you may tap target creature. Whenever you play a black spell, you may destroy target creature if it is tapped. #85/180 Divinity of Pride B/W B/W B/W B/W B/W 4/4 Creature - Spirit Avatar Flying, lifelink Divinity of Pride gets +4/+4 as long as you have 25 or more life. Illus. Greg Staples #86/180 Edge of the Divinity B/W Enchantment - Aura Enchant Creature As long as enchanted creature is white, it gets +1/+2. As long as enchanted creature is black, it gets +2/+1. #87/180 Evershrike 3 B/W B/W 2/2 Creature - Elemental Spirit Flying Evershrike gets +2/+2 for each Aura attached to it. X B/W B/W: Return Evershrike from your graveyard to play. You may put an Aura card with converted mana cost X or less from your hand into play attached to it. If you don't, remove Evershrike from the game. Illus. Dan Dos Santos #88/180 Gwyllion Hedge-Mage 2 B/W 2/2 Creature - Hag Wizard When Gwyllion Hedge-Mage comes into play, if you control two or more plains, you may put a 1/1 white Kithkin Soldier creature token into play. When Gwyllion Hedge-Mage comes into play, if you control two or more swamps, you may put a -1/-1 counter on target creature. Illus. Todd Lockwood #89/180 Harvest Gwyllion 2 B/W B/W 2/4 Creature - Hag Wither (This creature deals damage in the form of -1/-1 counters.) #90/180 Nightsky Mimic 1 B/W 2/1 Creature - Shapeshifter Whenever you play a spell that's both black and white, Nightsky Mimic becomes 4/4 and gains flying until end of turn. #91/180 Nip Gwyllion B/W 1/1 Creature - Hag Lifelink #92/180 Pyrrhic Revival 3 B/W B/W B/W Sorcery Each player returns each creature card in his or her graveyard to play with a -1/-1 counter on it. #93/180 Restless Apparition B/W B/W B/W 2/2 Creature - Spirit B/W B/W B/W : Restless Apparition gets +3/+3 until end of turn. Persist Illus. Jeff Easley #94/180 Stillmoon Cavalier 1 B/W B/W 2/1 Creature - Zombie Knight Protection from white and from black : Stillmoon Cavalier gains flying until end of turn. : Stillmoon Cavalier gains first strike until end of turn. : Stillmoon Cavalier gets +1/+0 until end of turn. #95/180 Unmake B/W B/W B/W Instant Remove target creature from the game. A gwyllion's favorite trap is the vanity mirror. A bewitched piece of glass traps the looker's soul and does away with the body. Illus. Stephen Belledin #96/180 Voracious Hatchling 3 B/W 6/6 Creature - Elemental Lifelink Voracious Hatchling comes into play with four -1/-1 counters on it. Whenever you play a white spell, remove a -1/-1 counter from Voracious Hatchling. Whenever you play a black spell, remove a -1/-1 counter from Voracious Hatchling. Illus. Jeremy Enecio #97/180 Blue / Red Call the Skybreaker 5 U/R U/R Sorcery Put a 5/5 red and blue Elemental creature token with flying into play. Retrace (You may play this card from the graveyard by discarding a land card in addition to paying its other costs.) It hears and answers every orison across Shadowmoor Illus. Randy Gallegos #98/180 Clout of the Dominus U/R Enchantment - Aura Enchant Creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. As long as enchanted creature is red, it gets +1/+1 and has haste. #99/180 Crag Puca U/R U/R U/R 2/4 Creature - Shapeshifter : Switch Crag Puca's power and toughness until end of turn. #100/180 Crackleburr 1 U/R U/R 2/2 Creature - Elemental U/R,U/R,T- Tap two untapped red creatures you control: Crackleburr deals 3 damage to target creature or player. ut, Untap two tapped blue creatures you control: Return target creature to its owner's hand. #101/180 Dominus of Fealty U/R U/R U/R U/R U/R 4/4 Creature - Spirit Avatar Flying At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn. #102/180 Inside Out 1 U/R Instant Switch target creature's power and toughness until end of turn. Draw a card. Illus. Zoltan Boros & Gabor Szikszai #103/180 Mindwrack Liege 3 U/R U/R U/R 4/4 Creature - Horror Other blue creatures you control get +1/+1. Other red creatures you control get +1/+1. : You may put a red or blue creature card from your hand into play. #104/180 Mirror Sheen 1 U/R U/R Enchantment : Copy target instant or sorcery spell that targets you. You may choose new targets for the copy. Illus. John Avon #105/180 Noggle Bandit 1 U/R U/R 2/2 Creature - Noggle Rogue Noggle Bandit can't be blocked except by creatures with defender. Illus. Thomas Denmark #106/180 Noggle Bridgebreaker 2 U/R U/R 4/3 Creature - Noggle Rogue When Noggle Bridgebreaker comes into play, return a land you control to its owner's hand. Illus. Thomas M. Baxa #107/180 Noggle Hedge-mage 2 U/R 2/2 Creature - Noggle Wizard When Noggle Hedge-mage comes into play, if you control two or more Islands, you may tap two target permanents. When Noggle Hedge-mage comes into play, if you control two or more Mountains, you may have it deal 2 damage to target player. #108/180 Noggle Ransacker 2 U/R 2/1 Creature - Noggle Rogue When Noggle Ransacker comes into play, each player draws two cards, then discards a card at random. Illus. Alex Horley-Orlandelli #109/180 Nucklavee 4 U/R U/R 4/4 Creature - Beast When Nucklavee comes into play, you may return target red sorcery card from your graveyard to your hand. When Nucklavee comes into play, you may return target blue instant card from your graveyard to your hand. Illus. Trevor Hairsaine #110/180 Riverfall Mimic 1 U/R 2/1 Creature - Shapeshifter Whenever you play a spell that's both blue and red, Riverfall Mimic becomes 3/3 and is unblockable until end of turn. Mimics don't hide their natural form well, but their disguises work well enough on boggarts. Illus. Franz Vohinkel #111/180 Shrewd Hatchling 3 U/R 6/6 Creature - Elemental Shrewd Hatchling comes into play with four -1/-1 counters on it. : Target creature can't block Shrewd Hatchling this turn. Whenever you play a blue spell, remove a -1/-1 counter from Shrewd Hatchling. Whenever you play a red spell, remove a -1/-1 counter from Shrewd Hatchling. Illus. Christopher Moeller #112/180 Stream Hopper U/R 1/1 Creature - Goblin U/R: Stream Hopper gains flying until end of turn. Illus. Dave Allsop #113/180 Unnerving Assault 2 U/R Instant Creatures your opponents control get -1/-0 until end of turn if U was spent to play Unnerving Assault, and creatures you control get +1/+0 until end of turn if R was spent to play it. (Do both if UR was spent) The scales of battle rarely balance. Illus. Ron Spencer #114/180 Black / Green Canker Abomination 2 B/G B/G 6/6 Creature - Treefolk Horror When Canker Abomination comes into play, choose an opponent. Canker Abomination comes into play with a -1/-1 counter it on for each creature that player controls. Once the hideous disease takes hold, it spreads through both bark and mind. #115/180 Cankerous Thirst 3 B/G Instant If B was spent to play Cankerous Thirst, you may have target creature get -3/-3 until end of turn. If G was spent to play Cankerous Thirst, you may have target creature get +3/+3 until end of turn. (Do both if BG was spent) Illus. Carl Frank #116/180 Creakwood Liege 1 B/G B/G B/G 2/2 Creature - Horror Other black creatures you control get +1/+1. ?Other green creatures you control get +1/+1. At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token into play. #117/180 Deity of Scars B/G B/G B/G B/G B/G 7/7 Creature - Spirit Avatar Trample Deity of Scars comes into play with two -1/-1 counters on it. B/G, Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars. "His skin cuts swords." -The Seer's Parables Illus. Steve Prescott #118/180 Desecrator Hag 2 B/G B/G 2/2 Creature - Hag When Desecrator Hag comes into play, return to your hand the creature card in your graveyard with the highest power. If two or more cards are tied for highest power, you chose one of them. Loose earth is not a burial but an appetizer. #119/180 Doomgape 4 B/G B/G B/G 10/10 Creature - Elemental Trample At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness. It eats and eats until the juiciest morsel it can find is itself. Illus. Dave Allsop #120/180 Drain the Well 2 B/G B/G Sorcery Destroy target land. You gain 2 life. Illus. Warren Mahy #121/180 Gift of the Deity 4 B/G Enchantment - Aura Enchant Creature As long as enchanted creature is black ,it gets +1/+1 and has deathtouch. As long as enchanted creature is green , it gets +1/+1 and all creatures able to block it do so. Illus. Steve Prescott #122/180 Hag Hedge-Mage 2 B/G 2/2 Creature - Hag Shaman When Hag Hedge-Mage comes into play, if you control two or more swamps, you may have target player discard a card. When Hag Hedge-Mage comes into play, if you control two or more forests, you may put target card in your graveyard on top of your library. Illus. Scott Altmann #123/180 Noxious Hatchling 3 B/G 6/6 Creature - Elemental Noxious Hatchling comes into play with four -1/-1 counters on it. Wither Whenever you play a black spell, remove a -1/-1 counter from Noxious Hatchling. Whenever you play a green spell, remove a -1/-1 counter from Noxious Hatchling. Illus. Nils Hamm #124/180 Odious Trow B/G 1/1 Creature - Troll 1 B/G: Regenerate Odious Trow. #125/180 Quillspike 2 B/G 1/1 Creature - Beast B/G, Remove a -1/-1 counter from a creature you control: Quillspike gets +3/+3 until end of turn. #126/180 Rendclaw Trow 2 B/G 2/2 Creature - Troll Wither Persist Illus. Warren Mahy #127/180 Sapling of Colfenor 3 B/G B/G 2/5 Legendary Creature - Treefolk Shaman Sapling of Colfenor is indestructible. Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it is a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand. Her plans may yet bear fruit. Illus. John Avon #128/180 Stalker Hag B/G B/G B/G 3/2 Creature - Hag Swampwalk, forestwalk Illus. Dave Kendall #129/180 Woodlurker Mimic 1 B/G 2/1 Creature - Shapeshifter Whenever you play a spell that's both black and green, Woodlurker Mimic becomes 4/5 and gains wither until end of turn. #130/180 Worm Harvest 2 B/G B/G B/G Sorcery Put a 1/1 black and green Worm creature token into play for each land card in your graveyard. Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.) Illus. Chuck Lukacs #131/180 Red / White Balefire Liege 2 R/W R/W R/W 2/4 Creature - Spirit Horror Other red creatures you control get +1/+1. Other white creatures you control get +1/+1. Whenever you play a red spell, Balefire Liege deals 3 damage to target player. Whenever you play a white spell, you gain 3 life. #132/180 Battlegate Mimic 1 R/W 2/1 Creature - Shapeshifter Whenever you play a spell that's both red and white, Battlegate Mimic becomes 4/2 and gains first strike until end of turn. #133/180 Belligerent Hatchling 3 R/W 6/6 Creature - Elemental Belligerent Hatchling comes into play with four -1 / -1 counters on it. First Strike Whenever you play a white spell, remove a -1/-1 counter from Belligerent Hatchling. Whenever you play a red spell, remove a -1/-1 counter from Belligerent Hatchling. #134/180 Double Cleave 1 R/W Instant Target creature gains double strike until end of turn. #135/180 Duergar Assailant R/W 1/1 Creature - Dwarf Soldier Sacrifice Duergar Assailant: Duergar Assailant deals 1 damage to target attacking or blocking creature. Illus. Paul Bonner #136/180 Duergar Hedge-Mage 2 R/W 2/2 Creature - Dwarf Shaman When Duergar Hedge-Mage comes into play, if you control two or more Mountains, you may destroy target artifact. When Duergar Hedge-Mage comes into play, if you control two or more Plains, you may destroy target enchantment. Illus. Dave Allsop #137/180 Duergar Mine-Captain 2 R/W 2/1 Creature - Dwarf Soldier 1 R/W, : Attacking creatures get +1/+0 until end of turn. #138/180 Figure of Destiny R/W 1/1 Creature - Kithkin R/W: Figure of Destiny becomes a 2/2 Kithkin Spirit. R/W R/W R/W : If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin Spirit Warrior. R/W R/W R/W R/W R/W R/W: If Figure of Destiny is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike. #139/180 Fire at Will R/W R/W R/W Instant Fire at Will deals 3 damage divided as you choose among any number of target attacking or blocking creatures. #140/180 Hearthfire Hobgoblin R/W R/W R/W 2/2 Creature - Goblin Soldier Double Strike Hobgoblins are best left alone. They sharpen their farm implements far more than is necessary for their work in the fields. Illus. Stephen Belledin #141/180 Hobgoblin Dragoon 2 R/W 1/2 Creature - Goblin Knight Flying, first strike. #142/180 Moonhold 2 R/W Instant Target player can't play land cards this turn if R was spent to play Moonhold and can't play creature cards this turn if W was spent to play it. (Do both if RW was spent) #143/180 Nobilis of War R/W R/W R/W R/W R/W 3/4 Creature - Spirit Avatar Flying Attacking creatures you control get +2/+0. #144/180 Rise of the Hobgoblins R/W R/W Enchantment When Rise of the Hobgoblins comes into play, you may pay . If you do, put X 1/1 red and white Goblin Soldier tokens into play. : red and/or white creatures you control gain first strike until end of turn. #145/180 Scourge of the Nobilis 2 R/W Enchantment - Aura Enchant creature As long as enchanted creature is red, it gets +1/+1 and has:"R/W: This creature gets +1/+0 until end of turn." As long as enchanted creature is white it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.) Illus. Dan Scott #146/180 Spitemare 2 R/W R/W 3/3 Creature - Elemental Whenever Spitemare is dealt damage, Spitemare deals that much damage to target creature or player. #147/180 Waves of Aggression 3 R/W R/W Sorcery Untap all creatures that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase. Retrace #148/180 Green / Blue Cold-Eyed Selkie 1 G/U G/U 1/1 Creature - Merfolk Rogue Islandwalk Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards. Illus. Jaime Jones #149/180 Fable of Wolf and Owl 3 G/U G/U G/U Enchantment Whenever you play a green spell, you may put a 2/2 green Wolf creature token into play. Whenever you play a blue spell, you may put a 1/1 blue Bird creature token with flying into play. The forest grew fangs. The sky spread its wings. Illus. Heather Hudson #150/180 Favor of the Overbeing 1G/U Enchantment - Aura Enchant Creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and flying. Illus. Chippy #151/180 Gilder Bairn 1 G/U G/U 1/3 Creature - Ouphe 2 G/U ut, : For each counter on target permanent, put another of those counters on that permanent. Illus. Nils Hamm #152/180 Grazing Kelpie 3 G/U 2/3 Creature - Beast G/U, Sacrifice Grazing Kelpie: Put target card in a graveyard on the bottom of its owner's library. Persist Illus. Drew Tucker #153/180 Groundling Pouncer 1 G/U 2/1 Creature - Faerie G/U: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Play this ability only once each turn and only if an opponent controls a creature with flying. Endry was determined to teach his groundlings a few winged-faerie tricks. #154/180 Invert the Skies 3 G/U Instant Creatures your opponents control lose flying until end of turn if G was spent to play Invert the Skies, and creatures you control gain flying until end of turn if U was spent to play it. (Do both if GU was spent) Illus. Randy Gallegos #155/180 Murkfiend Liege 2 G/U G/U G/U 4/4 Creature - Horror Other green creatures you control get +1/+1. Other blue creatures you control get +1/+1. Untap all green and/or blue creatures you control during each other player's untap step. Illus. Carl Critchlow #156/180 Overbeing of Myth G/U G/U G/U G/U G/U */* Creature - Spirit Avatar Overbeing of Myth's power and toughness are each equal to the number of cards in your hand. At the beginning of your draw step, draw a card. Illus. Chippy #157/180 Selkie Hedge-Mage 2 G/U 2/2 Creature - Merfolk Wizard When Selkie Hedge Mage comes into play, if you control two or more Forests, you may gain 3 life. When Selkie Hedge Mage comes into play, if you control two or more Islands, you may return target tapped creature to its owner's hand. Illus. Larry McDougal #158/180 Shorecrasher Mimic 1 G/U 2/1 Creature - Shapeshifter Whenever you play a spell that's both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn. Illus. Franz Vohinkel #159/180 Slippery Bogle G/U 1/1 Creature - Beast Slippery Bogle can't be the target of spells or abilities your opponents control. Illus. Dave Allsop #160/180 Snakeform 2 G/U Instant Target creature loses all abilities and becomes a 1/1 green Snake until end of turn. Draw a card. Illus. Jim Nielson #161/180 Spitting Image 4 G/U G/U Sorcery Put a token into play that's a copy of target creature. Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.) Spitting is the customary greeting between a creature and its magical impostor. Illus. Jim Nelson #162/180 Sturdy Hatchling 3 G/U 6/6 Creature - Elemental Sturdy Hatchling comes into play with four -1/-1 counters on it G/U: Sturdy Hatchling gains shroud until end of turn. Whenever you play a green spell, remove a -1/-1 counter from Sturdy Hatchling. Whenever you play a blue spell, remove a -1/-1 counter from Sturdy Hatchling. Illus. Darrell Riche #163/180 Trapjaw Kelpie 4 G/U G/U 3/3 Creature - Beast Flash Persist #164/180 Wistful Selkie G/U G/U G/U 2/2 Creature - Merfolk Wizard When Wistful Selkie comes into play, draw a card. #165/180 Colorless (9) Altar Golem 7 */* Artifact Creature - Golem Trample Altar Golem's power and toughness are each equal to the number of creatures in play. Altar Golem doesn't untap during its controller's untap step. Tap five untapped creatures you control: Untap Altar Golem. Illus. Rob Alexander #166/180 Antler Skulkin 5 3/3 Artifact Creature - Scarecrow : Target white creature gains persist until end of turn. #167/180 Fang Skulkin 2 2/1 Artifact Creature - Scarecrow : Target black creature gains wither until end of turn. Illus. Ron Brown #168/180 Hoof Skulkin 3 2/2 Artifact Creature - Scarecrow 3: Target green creature gets +1/+1 until end of turn. #169/180 Jawbone Skulkin 1 Artifact Creature - Scarecrow 2: Target red creature gains haste until end of turn. Illus. Jeff Easley #170/180 1/1 Leering Emblem 2 Artifact - Equipment Whenever you play a spell, equipped creatures gets +2/+2 until end of turn. Equip:2 #171/180 Scarecrone 3 1/2 Artifact Creature - Scarecrow 1, Sacrifice a Scarecrow: Draw a card. 4,ut : Return target artifact creature card from your graveyard to play. #172/180 Shell Skulkin 4 3/2 Artifact Creature - Scarecrow 3: Target blue creature gains shroud until end of turn. Illus. Cole Eastburn #173/180 Ward of Bones 6 Artifact Each opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments and lands. Mages dare not attempt magic in its grotesque presence. Illus. David Martin #174/180 Land (6) Cascade Bluffs Land T: Add 1 to your mana pool. U/R,T : Add UU,UR, or RR to your mana pool. Fetid Heath Land T: Add 1 to your mana pool. W/B,T: Add WW, WB, or BB to your mana pool. Flooded Grove Land T: Add 1 to your mana pool. G/B,T : Add UU,UG or GG to your mana pool. Rugged Prairie Land T: Add 1 to your mana pool. R/W,T: Add WW, RR, or RW to your mana pool. #178/180 Springjack Pasture Land T: Add 1 to your mana pool. 4,T: Put a 0/1 white Goat creature token into play. T,Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life. Illus. Terese Nielson #179/180