Intl. Collectors' Edition
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
Destroy all lands.
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Enchant creature Enchanted creature has protection from black. This effect doesn't remove this Aura.
Cast this spell only during combat before blockers are declared. Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able.
Enchant creature {W}: Enchanted creature gets +1/+1 until end of turn.
Enchant creature Enchanted creature has protection from blue. This effect doesn't remove this Aura.
Untapped creatures you control get +0/+2.
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Enchant land Enchanted land has indestructible and can't be enchanted by other Auras.
At the beginning of your upkeep, sacrifice this enchantment unless you pay {W}{W}. All Mountains are Plains.
White creatures get +1/+1.
Regenerate target creature.
Destroy target artifact or enchantment.
Enchant land Enchanted land has "At the beginning of your upkeep, you may pay {W}{W}. If you do, you gain 1 life."
Enchant creature Enchanted creature has protection from green. This effect doesn't remove this Aura.
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay {1} any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
Enchant creature Enchanted creature gets +0/+2. {W}: Enchanted creature gets +0/+1 until end of turn.
Enchant creature Enchanted creature gets +1/+2.
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of Swamps they control.
Enchant creature Enchanted creature has first strike.
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
{W}{W}, {T}: Destroy target black permanent.
{0}: The next 1 damage that would be dealt to this creature this turn is dealt to its owner instead. Only this creature's owner may activate this ability. When this creature dies, its owner loses half their life, rounded up.
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
Enchant creature Enchanted creature has protection from red. This effect doesn't remove this Aura.
Return target creature card from your graveyard to the battlefield.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
Target blocking creature gets +7/+7 until end of turn.
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Flying Vigilance (Attacking doesn't cause this creature to tap.)
Exile target creature. Its controller gains life equal to its power.
As long as this creature is untapped, all damage that would be dealt to you by unblocked creatures is dealt to this creature instead.
Defender (This creature can't attack.) Flying
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Enchant creature Enchanted creature has protection from white. This effect doesn't remove this Aura.
Destroy all creatures. They can't be regenerated.
Flying
Target player draws three cards.
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
Choose one — • Counter target red spell. • Destroy target red permanent.
Target player draws X cards.
You may have this creature enter as a copy of any creature on the battlefield.
Enchant creature You control enchanted creature.
You may have this enchantment enter as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.
Counter target spell.
Enchant creature When enchanted creature dies, this Aura deals damage equal to that creature's toughness to the creature's controller.
Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.
Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, this Aura deals 1 damage to that player.
Enchant creature Enchanted creature has flying.
Enchant creature Enchanted creature can't be blocked except by Walls.
Target creature gains flying until end of turn.
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Tap all lands target player controls and that player loses all unspent mana.
Flying At the beginning of your upkeep, sacrifice this creature unless you pay {U}.
Enchant land As this Aura enters, choose a basic land type. Enchanted land is the chosen type.
Flying
This creature can't attack unless defending player controls an Island. {T}: This creature deals 1 damage to any target. When you control no Islands, sacrifice this creature.
Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. This Aura deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.
Counter target spell unless its controller pays {X}. If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
{T}: This creature deals 1 damage to any target.
Psionic Blast deals 4 damage to any target and 2 damage to you.
Enchant land Whenever enchanted land becomes tapped, this Aura deals 2 damage to that land's controller.
This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature.
Cast this spell only during an opponent's turn, before attackers are declared. Creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)
Counter target spell with mana value X. (For example, if that spell's mana cost is {3}{U}{U}, X is 5.)
Players skip their untap steps. At the beginning of your upkeep, sacrifice this enchantment unless you pay {U}.
Enchant artifact You control enchanted artifact.
Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.)
Take an extra turn after this one.
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
You may tap or untap target artifact, creature, or land.
Return target creature to its owner's hand.
You may have this creature enter as a copy of any creature on the battlefield, except it doesn't copy that creature's color and it has "At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn't copy that creature's color and it has this ability."
Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains put into a graveyard this way.
Defender, flying (This creature can't attack, and it can block creatures with flying.)
Defender (This creature can't attack.) {U}: This creature gets +1/+0 until end of turn.
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
Black creatures get +1/+1.
First strike (This creature deals combat damage before creatures without first strike.) Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.
Enchant land At the beginning of the upkeep of enchanted land's controller, this Aura deals 1 damage to that player.
Add {B}{B}{B}.
Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.
{B}{B}: Counter target green spell.
Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)
Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of their library.
{T}: Destroy target land. At the beginning of your upkeep, unless you pay {B}{B}{B}, tap this creature and sacrifice a land of an opponent's choice.
Search your library for a card, put that card into your hand, then shuffle.
Spend only black mana on X. Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
{B}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Enchant land Enchanted land is a Swamp.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
{B}: This creature gets +1/+1 until end of turn.
White spells cost {3} more to cast. Activated abilities of white enchantments cost {3} more to activate.
Target creature gets +X/+0 until end of turn.
Flying Whenever this creature deals damage to an opponent, that player discards a card at random.
As this enchantment enters, you lose life equal to your life total. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game. When this enchantment is put into a graveyard from the battlefield, you lose the game.
Flying, trample At the beginning of your upkeep, sacrifice a creature other than this creature. If you can't, this creature deals 7 damage to you.
Target player discards X cards at random.
Haste At the beginning of your upkeep, if this card is in your graveyard with three or more creature cards above it, you may put this card onto the battlefield.
{T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.
Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control.
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay {4}. If the player does, untap the creature.
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment. {B}: This enchantment deals 1 damage to each creature and each player.
Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats on the battlefield.
Return target creature card from your graveyard to your hand.
{T}: Destroy target tapped creature.
As an additional cost to cast this spell, sacrifice a creature. Add an amount of {B} equal to the sacrificed creature's mana value.
At the beginning of each end step, put a corpse counter on this creature for each creature that died this turn. Remove a corpse counter from this creature: Regenerate this creature.
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.
Destroy target land.
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Enchant creature Enchanted creature gets +2/+1.
Defender (This creature can't attack.) {B}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, this Aura deals 1 damage to that player.
Enchant creature Enchanted creature gets -2/-1.
Flying (This creature can't be blocked except by creatures with flying or reach.) {B}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.) Other Zombies have "{B}: Regenerate this permanent."
Enchant creature Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
Target spell or permanent becomes red. (Its mana symbols remain unchanged.)
Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
Flying {R}: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
{T}: Destroy target Wall.
{T}: Target creature with power 2 or less can't be blocked this turn.
Enchant creature When Earthbind enters, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying."
Earthquake deals X damage to each creature without flying and each player.
Cast this spell only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
This spell costs {1} more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.
Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn.
Destroy all Plains.
Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.
{R}: This creature gains flying until end of turn.
Other Goblins get +1/+1 and have mountainwalk.
Flying {R}: This creature gets +0/+1 until end of turn.
This creature can't block creatures with power 2 or greater.
Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.
Lightning Bolt deals 3 damage to any target.
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.
{T}: This creature deals 2 damage to any target and 3 damage to you.
Attacking creatures you control get +1/+0.
At the beginning of each player's upkeep, this enchantment deals X damage to that player, where X is the number of untapped lands they controlled at the beginning of this turn.
Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label.
Choose one — • Counter target blue spell. • Destroy target blue permanent.
Flying
This creature enters with X +1/+1 counters on it. For each 1 damage that would be dealt to this creature, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. {R}: Prevent the next 1 damage that would be dealt to this creature this turn. {R}{R}{R}: Put a +1/+1 counter on this creature. Activate only during your upkeep.
This creature gets +1/+1 as long as you control a Swamp. {B}: Regenerate this creature.
Destroy target artifact.
Flying {R}: This creature gets +1/+0 until end of turn.
Players can't untap more than one creature during their untap steps.
{T}: Target creature you control with toughness less than this creature's power gains flying until end of turn. Destroy that creature at the beginning of the next end step.
Destroy target land.
Destroy target Wall. It can't be regenerated.
Trample This creature can block an additional creature each combat.
{R}: Regenerate this creature.
Defender (This creature can't attack.) {R}: This creature gets +1/+0 until end of turn.
Defender (This creature can't attack.)
Each player discards their hand, then draws seven cards.
Enchant creature Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.
Cast this spell only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Flying {T}: Add one mana of any color.
Cast this spell only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add {C}.
Flying Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
First strike
You may play any number of lands on each of your turns. Whenever you play a land, if it wasn't the first land you played this turn, this enchantment deals 1 damage to you.
Prevent all combat damage that would be dealt this turn.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of your upkeep, this creature deals 8 damage to you unless you pay {G}{G}{G}{G}.
Whenever this creature is dealt damage, put a +1/+1 counter on it.
As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. {T}: Target land becomes a Forest until this creature leaves the battlefield.
Target creature gets +3/+3 until end of turn.
Reach (This creature can block creatures with flying.)
Hurricane deals X damage to each creature with flying and each player.
Destroy target land.
Enchant creature Enchanted creature can attack as though it had haste. {0}: Untap enchanted creature. Activate only during your turn and only once each turn.
Enchant land When enchanted land becomes tapped, destroy it. That land's controller may attach this Aura to a land of their choice.
{T}: Untap target land.
{G}{G}: Counter target black spell.
Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.)
Enchant artifact Whenever you're dealt damage, put that many vitality counters on this Aura. At the beginning of your upkeep, you may remove a vitality counter from this Aura. If you do, you gain 1 life.
All Forests are 1/1 creatures that are still lands.
{T}: Add {G}.
Enchant creature All creatures able to block enchanted creature do so.
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) {G}: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Return target card from your graveyard to your hand.
Flying
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Target player gains X life.
Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Destroy all enchantments.
Destroy all Islands.
Whenever you cast an enchantment spell, you may draw a card.
Defender (This creature can't attack.) {G}: Regenerate this creature.
Defender (This creature can't attack.)
Defender (This creature can't attack.)
Enchant creature At the beginning of the upkeep of enchanted creature's controller, this Aura deals 1 damage to that player.
Trample
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.)
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Whenever a land enters, this artifact deals 2 damage to that land's controller.
This artifact doesn't untap during your untap step. {T}: Add {C}{C}{C}. {3}: Untap this artifact.
{T}, Sacrifice this artifact: Add three mana of any one color.
As this artifact enters, choose an opponent. At the beginning of the chosen player's upkeep, this artifact deals X damage to that player, where X is the number of cards in their hand minus 4.
{2}, {T}: Add one mana of any color.
{1}, {T}: If this artifact is on the battlefield, flip it onto the battlefield from a height of at least one foot. If this artifact turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy this artifact.
This creature enters with seven +1/+0 counters on it. At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than seven. Activate only during your upkeep.
{3}, {T}: Prevent the next 2 damage that would be dealt to you this turn.
At the beginning of each player's upkeep, this artifact deals 1 damage to that player.
Whenever a player casts a blue spell, you may pay {1}. If you do, you gain 1 life.
{2}, {T}: Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep. When this artifact is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with this artifact but that a mire counter has not been removed from with this artifact.
Whenever a land is put into a graveyard from the battlefield, this artifact deals 2 damage to that land's controller.
{3}, {T}: Target player discards a card. Activate only during your turn.
{1}: The next time an unblocked creature of your choice would deal combat damage to you this turn, prevent all but 1 of that damage.
Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional {R}.
{T}: Look at target player's hand.
{1}, {T}: Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
{1}, {T}: Tap target artifact, creature, or land.
{X}: You may choose a creature card in your hand whose mana cost could be paid by some amount of, or all of, the mana you spent on {X}. If you do, you may cast that card face down as a 2/2 creature spell without paying its mana cost. If the creature that spell becomes as it resolves has not been turned face up and would assign or deal damage, be dealt damage, or become tapped, instead it's turned face up and assigns or deals damage, is dealt damage, or becomes tapped. Activate only as a sorcery.
| Card | Number | Rarity | Price |
|---|---|---|---|
Animate Wall | 1 | Rare | $10.22 |
Armageddon | 2 | Rare | $28.03 |
Balance | 3 | Rare | $26.00 |
Benalish Hero | 4 | Common | $3.51 |
Black Ward | 5 | Uncommon | N/A |
Blaze of Glory | 6 | Rare | $13.84 |
Blessing | 7 | Rare | $1.10 |
Blue Ward | 8 | Uncommon | $1.18 |
Castle | 9 | Uncommon | $0.98 |
Circle of Protection: Black | 10 | Common | N/A |
Circle of Protection: Blue | 11 | Common | N/A |
Circle of Protection: Green | 12 | Common | $3.01 |
Circle of Protection: Red | 13 | Common | $2.65 |
Circle of Protection: White | 14 | Common | N/A |
Consecrate Land | 15 | Uncommon | $1.33 |
Conversion | 16 | Uncommon | $4.50 |
Crusade | 17 | Rare | N/A |
Death Ward | 18 | Common | $3.28 |
Disenchant | 19 | Common | $12.93 |
Farmstead | 20 | Rare | $4.96 |
Green Ward | 21 | Uncommon | N/A |
Guardian Angel | 22 | Common | N/A |
Healing Salve | 23 | Common | $2.50 |
Holy Armor | 24 | Common | $2.19 |
Holy Strength | 25 | Common | N/A |
Island Sanctuary | 26 | Rare | N/A |
Karma | 27 | Uncommon | $2.20 |
Lance | 28 | Uncommon | $2.26 |
Mesa Pegasus | 29 | Common | N/A |
Northern Paladin | 30 | Rare | $1.92 |
Pearled Unicorn | 31 | Common | $4.72 |
Personal Incarnation | 32 | Rare | $1.85 |
Purelace | 33 | Rare | N/A |
Red Ward | 34 | Uncommon | N/A |
Resurrection | 35 | Uncommon | N/A |
Reverse Damage | 36 | Rare | N/A |
Righteousness | 37 | Rare | $0.99 |
Samite Healer | 38 | Common | $2.45 |
Savannah Lions | 39 | Rare | $56.74 |
Serra Angel | 40 | Uncommon | N/A |
Swords to Plowshares | 41 | Uncommon | $69.99 |
Veteran Bodyguard | 42 | Rare | $5.00 |
Wall of Swords | 43 | Uncommon | $1.65 |
White Knight | 44 | Uncommon | $10.12 |
White Ward | 45 | Uncommon | $1.82 |
Wrath of God | 46 | Rare | $35.00 |
Air Elemental | 47 | Uncommon | $3.19 |
Ancestral Recall | 48 | Rare | $649.46 |
Animate Artifact | 49 | Uncommon | $2.40 |
Blue Elemental Blast | 50 | Common | $9.93 |
Braingeyser | 51 | Rare | $40.00 |
Clone | 52 | Uncommon | N/A |
Control Magic | 53 | Uncommon | N/A |
Copy Artifact | 54 | Rare | N/A |
Counterspell | 55 | Uncommon | $64.98 |
Creature Bond | 56 | Common | $9.79 |
Drain Power | 57 | Rare | $3.35 |
Feedback | 58 | Uncommon | $2.61 |
Flight | 59 | Common | N/A |
Invisibility | 60 | Common | N/A |
Jump | 61 | Common | $2.68 |
Lifetap | 62 | Uncommon | $5.06 |
Lord of Atlantis | 63 | Rare | $19.29 |
Magical Hack | 64 | Rare | $10.68 |
Mahamoti Djinn | 65 | Rare | $14.41 |
Mana Short | 66 | Rare | $14.99 |
Merfolk of the Pearl Trident | 67 | Common | N/A |
Phantasmal Forces | 68 | Uncommon | $4.40 |
Phantasmal Terrain | 69 | Common | N/A |
Phantom Monster | 70 | Uncommon | $2.37 |
Pirate Ship | 71 | Rare | N/A |
Power Leak | 72 | Common | $1.00 |
Power Sink | 73 | Common | $0.80 |
Prodigal Sorcerer | 74 | Common | $1.64 |
Psionic Blast | 75 | Uncommon | N/A |
Psychic Venom | 76 | Common | N/A |
Sea Serpent | 77 | Common | $2.40 |
Siren's Call | 78 | Uncommon | N/A |
Sleight of Mind | 79 | Rare | $8.42 |
Spell Blast | 80 | Common | $0.47 |
Stasis | 81 | Rare | $28.69 |
Steal Artifact | 82 | Uncommon | $2.61 |
Thoughtlace | 83 | Rare | $2.44 |
Time Walk | 84 | Rare | $699.99 |
Timetwister | 85 | Rare | $747.99 |
Twiddle | 86 | Common | $3.31 |
Unsummon | 87 | Common | N/A |
Vesuvan Doppelganger | 88 | Rare | $35.19 |
Volcanic Eruption | 89 | Rare | N/A |
Wall of Air | 90 | Uncommon | $1.15 |
Wall of Water | 91 | Uncommon | $8.90 |
Water Elemental | 92 | Uncommon | $3.34 |
Animate Dead | 93 | Uncommon | $49.95 |
Bad Moon | 94 | Rare | N/A |
Black Knight | 95 | Uncommon | $19.00 |
Bog Wraith | 96 | Uncommon | $4.17 |
Contract from Below | 97 | Rare | $12.81 |
Cursed Land | 98 | Uncommon | N/A |
Dark Ritual | 99 | Common | $50.69 |
Darkpact | 100 | Rare | N/A |
Deathgrip | 101 | Uncommon | $2.88 |
Deathlace | 102 | Rare | N/A |
Demonic Attorney | 103 | Rare | $17.86 |
Demonic Hordes | 104 | Rare | $11.84 |
Demonic Tutor | 105 | Uncommon | $84.00 |
Drain Life | 106 | Common | N/A |
Drudge Skeletons | 107 | Common | N/A |
Evil Presence | 108 | Uncommon | $1.44 |
Fear | 109 | Common | $4.73 |
Frozen Shade | 110 | Common | $1.73 |
Gloom | 111 | Uncommon | $4.08 |
Howl from Beyond | 112 | Common | $3.04 |
Hypnotic Specter | 113 | Uncommon | $41.68 |
Lich | 114 | Rare | N/A |
Lord of the Pit | 115 | Rare | $13.14 |
Mind Twist | 116 | Rare | $34.99 |
Nether Shadow | 117 | Rare | N/A |
Nettling Imp | 118 | Uncommon | $2.46 |
Nightmare | 119 | Rare | N/A |
Paralyze | 120 | Common | $4.89 |
Pestilence | 121 | Common | N/A |
Plague Rats | 122 | Common | N/A |
Raise Dead | 123 | Common | N/A |
Royal Assassin | 124 | Rare | $32.68 |
Sacrifice | 125 | Uncommon | $6.05 |
Scathe Zombies | 126 | Common | $1.61 |
Scavenging Ghoul | 127 | Uncommon | N/A |
Sengir Vampire | 128 | Uncommon | $29.07 |
Simulacrum | 129 | Uncommon | N/A |
Sinkhole | 130 | Common | N/A |
Terror | 131 | Common | $6.97 |
Unholy Strength | 132 | Common | $13.42 |
Wall of Bone | 133 | Uncommon | N/A |
Warp Artifact | 134 | Rare | $1.00 |
Weakness | 135 | Common | N/A |
Will-o'-the-Wisp | 136 | Rare | $13.05 |
Word of Command | 137 | Rare | N/A |
Zombie Master | 138 | Rare | $15.21 |
Burrowing | 139 | Uncommon | $2.97 |
Chaoslace | 140 | Rare | $0.79 |
Disintegrate | 141 | Common | $1.96 |
Dragon Whelp | 142 | Uncommon | $11.55 |
Dwarven Demolition Team | 143 | Uncommon | $5.24 |
Dwarven Warriors | 144 | Common | $5.00 |
Earth Elemental | 145 | Uncommon | $2.09 |
Earthbind | 146 | Common | $27.99 |
Earthquake | 147 | Rare | N/A |
False Orders | 148 | Common | N/A |
Fire Elemental | 149 | Uncommon | $2.08 |
Fireball | 150 | Common | $9.99 |
Firebreathing | 151 | Common | $1.66 |
Flashfires | 152 | Uncommon | $2.42 |
Fork | 153 | Rare | $31.43 |
Goblin Balloon Brigade | 154 | Uncommon | $11.02 |
Goblin King | 155 | Rare | $15.94 |
Granite Gargoyle | 156 | Rare | $11.99 |
Gray Ogre | 157 | Common | $1.52 |
Hill Giant | 158 | Common | $2.87 |
Hurloon Minotaur | 159 | Common | $15.75 |
Ironclaw Orcs | 160 | Common | $1.23 |
Keldon Warlord | 161 | Uncommon | $8.21 |
Lightning Bolt | 162 | Common | $45.00 |
Mana Flare | 163 | Rare | $35.56 |
Manabarbs | 164 | Rare | $3.66 |
Mons's Goblin Raiders | 165 | Common | $4.78 |
Orcish Artillery | 166 | Uncommon | $1.43 |
Orcish Oriflamme | 167 | Uncommon | N/A |
Power Surge | 168 | Rare | N/A |
Raging River | 169 | Rare | $31.24 |
Red Elemental Blast | 170 | Common | $15.00 |
Roc of Kher Ridges | 171 | Rare | N/A |
Rock Hydra | 172 | Rare | $16.22 |
Sedge Troll | 173 | Rare | $29.62 |
Shatter | 174 | Common | $2.97 |
Shivan Dragon | 175 | Rare | N/A |
Smoke | 176 | Rare | N/A |
Stone Giant | 177 | Uncommon | N/A |
Stone Rain | 178 | Common | $9.24 |
Tunnel | 179 | Uncommon | N/A |
Two-Headed Giant of Foriys | 180 | Rare | N/A |
Uthden Troll | 181 | Uncommon | $2.55 |
Wall of Fire | 182 | Uncommon | $1.47 |
Wall of Stone | 183 | Uncommon | N/A |
Wheel of Fortune | 184 | Rare | N/A |
Aspect of Wolf | 185 | Rare | $3.61 |
Berserk | 186 | Uncommon | $72.95 |
Birds of Paradise | 187 | Rare | $134.34 |
Camouflage | 188 | Uncommon | $3.37 |
Channel | 189 | Uncommon | N/A |
Cockatrice | 190 | Rare | $3.86 |
Craw Wurm | 191 | Common | $14.00 |
Elvish Archers | 192 | Rare | $7.58 |
Fastbond | 193 | Rare | $26.01 |
Fog | 194 | Common | N/A |
Force of Nature | 195 | Rare | $21.27 |
Fungusaur | 196 | Rare | N/A |
Gaea's Liege | 197 | Rare | N/A |
Giant Growth | 198 | Common | $7.43 |
Giant Spider | 199 | Common | $3.77 |
Grizzly Bears | 200 | Common | $2.99 |
Hurricane | 201 | Uncommon | $3.30 |
Ice Storm | 202 | Uncommon | $29.46 |
Instill Energy | 203 | Uncommon | $5.69 |
Ironroot Treefolk | 204 | Common | $1.76 |
Kudzu | 205 | Rare | $8.51 |
Ley Druid | 206 | Uncommon | $0.79 |
Lifeforce | 207 | Uncommon | N/A |
Lifelace | 208 | Rare | $1.87 |
Living Artifact | 209 | Rare | $0.99 |
Living Lands | 210 | Rare | N/A |
Llanowar Elves | 211 | Common | $19.95 |
Lure | 212 | Uncommon | $0.31 |
Natural Selection | 213 | Rare | N/A |
Regeneration | 214 | Common | $8.18 |
Regrowth | 215 | Uncommon | $13.59 |
Scryb Sprites | 216 | Common | $4.17 |
Shanodin Dryads | 217 | Common | $2.40 |
Stream of Life | 218 | Common | $3.75 |
Thicket Basilisk | 219 | Uncommon | $2.11 |
Timber Wolves | 220 | Rare | $3.93 |
Tranquility | 221 | Common | N/A |
Tsunami | 222 | Uncommon | $4.30 |
Verduran Enchantress | 223 | Rare | $14.57 |
Wall of Brambles | 224 | Uncommon | $1.59 |
Wall of Ice | 225 | Uncommon | $1.38 |
Wall of Wood | 226 | Common | $2.40 |
Wanderlust | 227 | Uncommon | $2.47 |
War Mammoth | 228 | Common | $0.68 |
Web | 229 | Rare | $2.09 |
Wild Growth | 230 | Common | $3.71 |
Ankh of Mishra | 231 | Rare | $23.14 |
Basalt Monolith | 232 | Uncommon | N/A |
Black Lotus | 233 | Rare | N/A |
Black Vise | 234 | Uncommon | $22.95 |
Celestial Prism | 235 | Uncommon | $2.03 |
Chaos Orb | 236 | Rare | N/A |
Clockwork Beast | 237 | Rare | $5.20 |
Conservator | 238 | Uncommon | $2.20 |
Copper Tablet | 239 | Uncommon | $61.16 |
Crystal Rod | 240 | Uncommon | $1.28 |
Cyclopean Tomb | 241 | Rare | $18.99 |
Dingus Egg | 242 | Rare | N/A |
Disrupting Scepter | 243 | Rare | $16.99 |
Forcefield | 244 | Rare | N/A |
Gauntlet of Might | 245 | Rare | $147.81 |
Glasses of Urza | 246 | Uncommon | $2.96 |
Helm of Chatzuk | 247 | Rare | $6.51 |
Howling Mine | 248 | Rare | $50.94 |
Icy Manipulator | 249 | Uncommon | N/A |
Illusionary Mask | 250 | Rare | $27.95 |