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[SHM]Partial Spoiler (274/301) Em andamento....so falta os hibridos
 [SHM]Partial Spoiler (274/301) Em andamento....so falta os hibridos
eu_marcot

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Posts: 3031
Registro: 21/12/05

Postado em: 07/03/08 09:32





Branco:(26)

--
Apothecary Initiate W
Creature - Kithkin Cleric (Commom)
Whenever a player plays a white spell, you may pay {1}. if you do, you gain 1 life.
1/1
#1/301


Armored Ascension 3W
Enchantment - Aura (Uncommom)
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
#2/301


Ballynock Cohort 2W
Creature - Kithkin Soldier (Commom)
First strike
Ballynock Cohort gets +1/+1 as long as you control another white creature.
A kithkin's worst enemy is solitude.
2/2
#3/301


Barrenton Medic 4W
Creature - Kithkin Cleric (Commom)
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.
2/2
#4/301


Boon Reflection 4W
Enchantment (Rare)
If you would gain life, you gain twice that much life instead.
#5/301


--
Calcify 5WW
Sorcery (Rare)
Destroy all nonwhite creatures.


Goldenglow Moth W
Creature - Insect (Commom)
Flying
Whenever Goldenglow Moth blocks, you may gain 4 life.
0/1
#6/301


Greater Auramancy 1W
Enchantment (Rare)
Other enchantments you control have shroud.
Enchanted creatures you control have shroud.
#7/301


Inquisitor's Snare 1W
Instant
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
#8/301


Kithkin Rabble 3W
Creature - Kithkin (Uncommom)
Vigilance
Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.
*/*


--
Kithkin Shielddare 1W
Creature - Kithkin Soldier (Commom)
{W}, {T}: Target blocking creature gets +2/+2 until end of turn.
1/1
#10/301


--
Last Breath 1W
Instant (Commom)
Remove target creature with power 2 or less from the game. Its controller gains 4 life.


Mine Excavation* 1W
Sorcery (Commom)
Return target artifact or enchantment card in a graveyard to its owner's hand.
Conspire
#13/301


Mistmeadow Skulk 1W
Creature - Kithkin Rogue (Uncommom)
Protection from converted mana cost 3 or greater
Lifelink (Whenever this creature deals damage, you gain that much life.)
1/1


--
Niveous Wisps W
Instant (Commom)
Target creature becomes white until end of turn. Tap that creature.
Draw a card.


Order of Whiteclay 1WW
Creature - Kithkin Cleric (Rare)
1{W}{W}{W}, {Q}: Return target creature card with converted mana cost 3 or less from your graveyard to play. ({Q} is the untap symbol)
1/4


--
Prison Term 1WW
Enchantment - Aura (Uncommom)
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be played.
Whenever a creature comes into play under an opponent's control, you may attach Prison Term to that creature.
#18/301


--
Resplendent Mentor 4W
Creature - Kithkin Cleric (Uncommom)
White creatures you control have "{T}: You gain 1 life."
2/2
#19/301


--
Rune-Cervin Rider 3W
Creature - Elf Knight (Commom)
Flying
{G/W}: Rune-Cervin Rider gets +1/+1 until end of turn.
2/2


Runed Halo WW
Enchantment (Rare)
As Runed Halo comes into play, name a card.
You have protection from the named card. (You can't be targeted by it, and all damage that would be dealt to you by it is prevented)
#21/301


Safehold Sentry 1W
Creature - Elf Warrior (Commom)
{2W}, {Q}: Safehold Sentry gets +0/+2 until end of turn.
2/2
#22/301


Spectral Procession {2/W}{2/W}{2/W}
Sorcery (Uncommom)
Put three 1/1 white Spirit creature tokens with flying into play.
#23/301


--
Strip Bare W
Instant (Commom)
Destroy all auras and equipment attached to target creature.
#24/301


Twilight Shepherd 3WWW
Creature - Angel (Rare)
Flying, vigilance, persist
When Twilight Shepherd comes into play, return all cards put into your graveyard from play this turn to your hand.
5/5


--
Windbrisk Raptor 5WW
Creature - Bird (Rare)
Flying
Attacking creatures you control have lifelink.
It awakened to gloom-fouled skies and responded with a righteous rage that shook the heavens.
5/7
#26/301


--
Woeleecher 5W
Creature - Elemental (Commom)
{W}, {T}: Remove a -1/-1 counter from target creature. If you do, you gain 2 life.
3/5
#27/301


Azul:(19)

Counsel of the Fae {2/U}{2/U}{2/U}
Sorcery (Uncommom)
Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of those cards into your hand. Put the rest on the bottom your library in any order.
#28/301


--
Briarberry Cohort 1U
Creature - Faerie Soldier (Commom)
Flying
Briarberry Cohort gets +1/+1 as long as you control another blue creature.
A Clique can cause far more mischief than one faerie on its own.
1/1
#30/301


Cerebral Bore* 3UU
Instant (Rare)
Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. That player then shuffles his or her library.
#33/301


Cerulean Wisps U
Instant (Commom)
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.


--
Consign to Dream 2U
Instant (Commom)
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
"Dreams are fleeting. Reality even more so." - Oona, queen of the fae
#32/301


Deepwater Mentor* 5U
Creature - Merfolk Rogue (Uncommom)
Blue creatures you control are unblockable.
2/2
#35/301


Drowner Initiate* U
Creature - Merfolk Wizard (Uncommom)
Whenever a player plays a blue spell, you may pay {1}. If you do, target player puts the top two cards of his or her library into his or her graveyard.
1/1
#36/301


Faerie Swarm* 3U
Creature - Faerie (Uncommom)
Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
*/*


Flow of Ideas 5U
Sorcery (Uncommom)
Draw a card for each Island you control.


Ghastly Discovery 2U
Sorcery
Draw two cards, then discard a card.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
Korrigans, spirits bound to sources of water, shriek when they come upon their own drowned corpses.
#39/301


Isleback Spawn 5UU
Creature - Kraken (Rare)
Shroud
Isleback Spawn gets +4/+8 if there are there are twenty or fewer cards in the library of any player.
4/8
#40/301


Kinscaer Harpoonist 3U
Creature - Kithkin Soldier (Commom)
Flying
Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.
The suspicious kithkin of Kinscaer patrol the skies, their eyes attuned to the shapes of outsiders.
#41/301
2/2


Knacksaw Clique 3U
Creature - Faerie Rogue (Rare)
Flying
{1U}, {Q}: Target opponent removes the top card of his or her library from the game. Until end of turn, you may play that card. ({Q} is the untap symbol)
Most of the Knacksaw Clique's skills were hewn from the minds of others.
1/4
#42/301


Leech Bonder 2U
Creature - Merfolk Soldier (Uncommom)
Leech Bonder comes into play with two -1/-1 counters on it.
{U}, {Q}: Move a counter from target creature onto another target creature. ( is the untap symbol)
Some don't know his face, but his pets are a dead giveaway.
3/3
#43/301


Merrow Wavebreakers 4U
Creature - Merfolk Soldier (Commom)
{1U}, {Q}: Merrow Wavebreakers gains flying until end of turn. ({Q} is the untap symbol)
#44/301
3/3


Prismwake Merrow* 2U
Creature - Merfolk Wizard (Commom)
Flash
When Prismwake Merrow comes into play, target creature becomes the color or colors of your choice until end of turn.
2/1


--
Puca's Mischief 3U
Enchantment (Rare)
At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with an equal or lesser converted mana cost.
#47/301


River Kelpie 3UU
Creature - Beast (Rare)
Whenever River Kelpie or another permanent is put into play from a graveyard, draw a card.
Whenever a card is played from a graveyard, draw a card.
Persist
3/3
#49/301


Savor the Moment 1UU
Sorcery (Rare)
Take an extra turn after this one.
Skip the untap step of that turn.
The merrow took a moment for herself.
She never gave it back.


Spell Syphon 1U
Instant (Commom)
Counter target spell unless its controller pays {1} for each blue permanent you control.


Thought Reflection 4UUU
Enchantment (Rare)
If you would draw a card, draw two cards instead.
Knowledge fills the mind of a fool and opens the mind of a sage.


Whimwader 4U
Creature - Elemental (Commom)
Whimwader can't attack unless defending player controls a blue permanent.
6/4
#54/301


Preto:(24)


Aphotic Wisps B
Instant (Commom)
Target creature becomes black and gains fear until end of turn.
Draw a card.
#55/301


Ashenmoor Cohort 5B
Creature - Elemental Warrior (Commom)
Ashenmoor Cohort gets +1/+1 as long as you control another black creature.
"Bad card is baaaaaaaaad"
4/3


Beseech the Queen {2/B}{2/B}{2/B}
Sorcery (Uncommom)
({2/B} can be paid with any two mana or with . This card's converted mana cost is 6.)
Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.
Those who hear her go mad with inspiration.
#57/301


CinderBones 2B
Creature - Elemental Skeleton (Commom)
Wither
{1B}: Regenerate Cinder Bones.
"Not only coal lies in a bed of ash."
1/1
#59/301


--
Corrosive Mentor 2B
Creature - Elemental Rogue (Uncommom)
Black creatures you control have wither.
Guttering cinders stoke their dying flames by snuffing out the lights of others.
1/3
#61/301


Corrupt 5B
Sorcery (Uncommom)
Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way.


Crowd of Cinders 3B
Creature - Elemental (Uncommom)
Fear
The power and toughness of Company of Cinder are equal to the number of black permanents you control.
*/*


Dusk Urchins 2B
Creature - Ouphe (Rare)
Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it.
When Dusk Urchins is put into a graveyard from play, draw a card for each -1/-1 counter on it.
They spawn from shadow, wrecking chaos until shadow claims them again.
4/3


--
Gloomlance 3BB
Sorcery (Commom)
Destroy target creature. If that creature is green or white, it's controller discards a card.
#67/301


Hollow Barghest* 5BB
Creature - Demon Hound (Rare)
At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life.
At the beginning of each opponent's upkeep, if that player has no cards in hand, he or she loses 2 life.
7/6
#68/301


Hollowsage 3B
Creature - Merfolk Wizard (Uncommom)
Whenever Hollowsage becomes untapped, You may have target player discard a card.
#69/301
2/2


Incremental Blight* 3BB
Sorcery (Uncommom)
Put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.


Loch Korrigan 3B
Creature - Spirit (Commom)
{U/B}: Loch Korrigan gets +1/+1 until end of turn.
1/1
#71/301


Midnight Banshee 3BBB
Creature - Spirit (Rare)
Wither
At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.
5/5


--
Plague of Vermin 6B
Sorcery (Rare)
Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player puts a 1/1 black Rat creature token into play for each 1 life he or she paid this way.


Puppeteer Clique 3BB
Creature - Faerie Wizard (Rare)
Flying
When Puppeteer Clique comes into play, put target creature card in an opponent's graveyard into play under your control. That creature gains haste. At end of turn, remove that creature from the game.
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)
3/2
#75/301


Rite of Consumption 1B
Sorcery (Commom)
As additional cost to play Rite of Consumption, sacrifice a creature.
Rite of Consumption deals damage equal to the sacrificed creature's power to target player. You gain life equal to the damage dealt this way.
#76/301


Sickle Ripper 1B
Creature - Elemental Warrior (Commom)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
His sickle was forged in the heat of another cinder's funeral pyre.
2/1


Smolderer Initiate B
Creature - Elemental Shaman (Commom)
Whenever a player plays a black spell, you may pay {1}. If you do, target player loses 1 life.
1/1
#78/301


Soot-Veiled Rogue* 4B
Creature - Elemental Shaman (Commom)
{T}: Target player discards a card. Play this ability only any time you could play a sorcery.
Put a -1/-1 counter on Soot-veiled Rogue: Untap Soot-veiled Rogue.
3/2


Splitting Headache 3B
Sorcery (Commom)
Choose one - Target player discards two cards; or target player reveals his or her hand. You choose a card from it. That player discards that card.


--
Tainted Bond* 3BB
Enchantment (Rare)
Whenever a land comes into play under an opponent's control, that player loses 2 life and you gain 2 life.
#74/301


Torture B
Enchantment - Aura
Enchant creature.
{B}: Put a -1/-1 counter on enchanted creature.


Wound Reflection* 5B
Enchantment (Rare)
At the end of each turn, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.)


Vermelho:(17)


Blistering Dieflyn 3R
Creature - Imp (Commom)
Flying
{B/R}: Blistering Dieflyn gets +1/+0 until end of turn.
0/1


Bloodmark Mentor 1R
Creature - Goblin Warrior (Uncommom)
Red creatures you control have first strike.
1/1


--
Bloodshed Fever R
Enchantment - Aura (Commom)
Enchant creature
Enchanted creature attacks each turn if able.
#84/301


Boggart Arsonists 2R
Creature - Goblin Rogue (Commom)
Plainswalk
{2R}, Sacrifice Goblin Arsonists: Destroy target Scarecrow or Plains.
The Aurora transformed Nibb and Gyik from mischief-makers into feral marauders. They still don't know much about tool safety.
2/1


Burn Trail 3R
Sorcery (Commom)
Burn Trail deals 3 damage to target creature or player.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)


Cragganwick Cremator 2RR
Creature - Giant Shaman (Rare)
When Cragganwick Cremator comes into play, discard a card at random. If you discard a creature card this way, Cragganwick Cremator deals damage to target player equal to the discarded creature card's power.
Each night that his bowl fills, a village mourns.
5/4


Deep-Slumber Titan 2RR
Creature - Giant Warrior (Rare)
Deep-Slumber Titan comes into play tapped.
Deep-Slumber Titan doesn't untap during your untap step.
Whenever Deep-Slumber Titan is dealt damage, untap it.
Do not disturb.
7/7


Elemental Blessing 3R
Enchantment - Aura (Rare)
Enchant creature
Enchanted creature has "{T}: Put X 1/1 red Elemental creature tokens with haste into play, where X is this creature's power. Remove them from the game at end of turn."
#90/301


Flame Javelin {2/R}{2/R}{2/R}
Instant (Uncommom)
Flame Javelin deals 4 damage to target creature or player.
#92/301


--
Furystoke Giant 3RR
Creature - Giant Warrior (Rare)
When Furystoke Giant comes into play, each other creature you control gains "{T}: This creature deals 2 damage to target creature or player" until end of turn.
Persist
3/3
#93/301


--
Horde of Boggarts 3R
Creature - Goblin (Uncommom)
Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.
Horde of Boggarts can't be blocked except by two or more creatures.
*/*


Inescapable Brute 5R
Creature - Giant Warrior (Commom)
Wither
All creatures able to block Inescapable Brute do so.
3/3


--
Intimidator Initiate R
Creature - Goblin Shaman (Commom)
Whenever you play a red spell, you may pay {1}. If you do, target creature can't block this turn.
1/1


Jaws of Stone 5R
Sorcery (Uncommom)
Jaws of Stone deals X damage divided as you choose among any number of target creatures and/or players, where X is the number of Mountains you control as you play Jaws of Stone.
When giants find their mountain homes infested, they have a whole range of solutions.


--
Knollspine Dragon 5RR
Creature - Dragon (Rare)
Flying
When Knollspine Dragon comes into play, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.
7/5


Knollspine Invocation 1RR
Enchantment (Rare)
{X}, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to target creature or player.
Witches tempted by the power of flame gathered to study in the ruins of Spinerock Knoll.


Power of Fire 1R
Enchantment - Aura (Commom)
Enchant creature
Enchanted creature has "{T}: This creature deals 1 damage to target creature or player."
The cinders believe their flame was stolen by the one they call the Extinguisher. All who now wield fire draw their desperate wrath.


Puncture Bolt 1R
Instant (Commom)
Puncture Bolt deals 1 damage to target creature. Put a -1-/1 counter on that creature.
Cinder pyromancers count their success by counting their enemies' smoking holes.


Pyre Charger RR
Creature - Elemental Warrior
Haste
{R}: Pyre Charger gets +1/+0 until end of turn.
1/1


Rage Reflection* 4RR
Enchantment (Rare)
Creatures you control have double strike.
#104/301


Slinking Giant 2RR
Creature - Giant Rogue (Uncommom)
Wither
Whenever Slinking Giant blocks or becomes blocked, it get -3/-0 until end of turn.
4/4
#106/301


Smash to Smithereens 1R
Instant (Commom)
Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller.
#107/301


Verde:(26)


--
Crabapple Cohort 4G
Creature - Treefolk Warrior (Commom)
Crabapple Cohort gets +1/+1 as long as you control another green creature.
4/4


Devoted Druid 1G
Creature - Elf Druid (Commom)
{T}: Add {G} to your mana pool.
Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.
0/2


Dramatic Entrance 3GG
Instant (Rare)
You may put a green creature card into play from your hand.


Drove of Elves 3G
Creature - Elf (Uncommom)
Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Drove of Elves can't be the target of spells or abilities your opponents control.
"The light of beauty protects our journeys through darkness."
*/*
#112/301


--
Farhaven Elf 2G
Creature - Elf Druid (Commom)
When Farhaven Elf comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
1/1


Flourishing Defenses 4G
Enchantment (Uncommom)
Whenever a -1/-1 counter is placed on a creature, you may put a 1/1 green Elf Warrior creature token into play.
#114/301


--
Foxfire Oak 5G
Creature - Treefolk Shaman (Rare)
{R/G}{R/G}{R/G}: Foxfire Oak gets +3/+0 until end of turn.
3/6


Gloomwidow 2G
Creature - Spider (Commom)
Reach
Gloomwidow can block only creatures with flying.
3/3


--
Gloomwidow's Feast 3G
Instant (Commom)
Destroy target creature with flying. If that creature was blue or black, put a 1/2 green Spider creature token with reach into play.
Each night, gloomwidows cull fresh prey for their ravenous hatchlings.
#118/301


Howl of the Night Pack 6G
Sorcery (Uncommom)
Put a 2/2 green Wolf creature token into play for each Forest you control.
#119/301


--
Hungry Spriggan 2G
Creature - Goblin Warrior (Commom)
Trample
Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn.
If a spriggan's eyes are larger than its stomach, it has ways to remedy the situation.
1/1
#120/301


Juvenile Gloomwidow GG
Creature - Spider (Commom)
Reach
1/3


Mana Reflection 4GG
Enchantment (Rare)
If you tap a permanent for mana, it produces twice as much of that mana instead.
#122/301


Mossbridge Troll 5GG
Creature - Troll (Rare)
If Mossbridge Troll would be destroyed, regenerate it.
Tap any number of untapped creatures you control other than Mossbridge Troll with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of turn.
5/5


Nurturer Initiate G
Creature - Elf Shaman (Commom)
Whenever a player plays a green spell, you may pay {1}. If you do, target creature gets +1/+1 until end of turn.
1/1
#124/301


--
Presence of Gond 2G
Enchantment - Aura (Commom)
Enchant creature
Enchanted creature has "{T}: Put a 1/1 green Elf Warrior creature token into play."



Prismatic Omen 1G
Enchantment (Rare)
Lands you control are every basic land type in addition to their other type.


--
Raking Canopy 1GG
Enchantment (Rare)
Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it.
"Raven's Run has awoken, and ravens will no longer cry in it's branches."
-Roon Ghastbark
#127/301


Roughshod Mentor 5G
Creature - Giant Warrior (Uncommom)
Green creatures you control have trample.
He didn't hear the cries of the treefolk whose branches he snapped or of the elves caught underfoot. He had eyes only for the path ahead.
5/4


Spawnwrithe 2G
Creature - Elemental (Rare)
Trample
Whenever Spawnwrithe deals combat damage to a player, put a token into play that's a copy of Spawnwrithe.
Its victims feel only an itchy, wriggling feeling just under their skin. By then, it's far too late.
2/2
#129/301


--
Toil to Renown 1G
Sorcery (Commom)
You gain 1 life for each artifact, creature, and land you control that's tapped.
#130/301


Tower Above {2/B}{2/B}{2/B}
Sorcery (Rare)
({2/B} can be paid with any two mana or with {G}. This card's converted mana cost is 6.)
Until end of turn, target creature gets +4/+4 and gains trample, wither and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.)


Viridescent Wisps G
Instant (Commom)
Target creature becomes green and gets +1/+0 until end of turn.
Draw a card.


--
Wildslayer Elves 3G
Creature - Elf Warrior (Commom)
Wither
3/3
#133/301


Witherscale Wurm 4GG
Creature - Wurm (Rare)
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn.
When Witherscale Wurm deals damage to a player, remove all -1/-1 counters from it.
9/9
#134/301


Woodfall Primus 5GGG
Creature - Treefolk Shaman (Rare)
Trample
When Woodfall Primus comes into play, destroy target noncreature permanent.
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)
6/6

Em construção, a Salvation fez uma salada aqui, vou esperar pra ver como eles vão consertar pra terminar aqui....



Multicolorida & Hibridas:(93)


Æthertow 3{U/W}
Instant (Commom)
Put target attacking or blocking creature on top of its owner's library.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
#136/301


Augury Adept 1{U/W}{U/W}
Creature - Kithkin Wizard (Rare)
Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.
Moonstones grant limited foresight but unlimited advantages.
2/2
#137/301


Barrenton Cragheads 2{U/W}{U/W}
Creature - Kithkin Scout (Commom)
Barrenton Cragheads can't be blocked by red creatures.
3/3
#138/301


Curse of Chains 1{U/W}
Enchantment - Aura (Uncommom)
Enchant creature
At the beginning of each upkeep, tap enchanted creature.


Enchanted Evening 3{U/W}{U/W}
Enchantment (Rare)
All permanents are enchantments in addition to their other types.
#140/301


Glamer Weaver* 4{U/W}
Creature - Faerie Wizard (Uncommom)
Flash
Flying
When Glamer Weaver comes into play, attach all Auras enchanting target permanent to another permanent with the same controller.
2/4
#141/301


Godhead of Awe {U/W}{U/W}{U/W}{U/W}{U/W}
Creature - Spirit Avatar (Rare)
Flying
Other creatures are 1/1.
"What she saw crawling upon this world repulsed her. Yet she could not tear her gaze away."
-The Seer's Parables
4/4
#142/301



Mirrorweave 2{U/W}{U/W}
Instant (Rare)
Each other creature becomes a copy of target nonlegendary creature until end of turn.
"Those who are different are untrustworthy, unpredictable. Put your safety in the hands of your own kind."
-Bowen, Barrenton guardcaptain
#143/301


Mistmeadow Witch 1{U/W}
Creature - Kithkin Wizard (Uncommom)
2{U}{W}: Remove target creature from the game. Return that card to play under its owner's control at end of turn.
1/1
#144/301


Plumeveil {U/W}{U/W}{U/W}
Creature - Elemental (Uncommon)
Flash
Flying, defender
"It was vast, a great sheet of soaring wings, and equally silent. It caught us unawares and blocked our view of the kithkin stronghold."
-Grensch, merrow cutthroat
4/4
#145/301


Puresight Merrow* {W/U}{W/U}
Creature - Merfolk Wizard (Uncommom)
{W/U}, {Q}: Look at the top card of your library. You may remove that card from the game.
2/2
#146/301


--
Repel Intruders 3{W/U}
Instant (Uncommom)
Put two 1/1 white Kithkin Soldier creature tokens into play if {W} was spent to play Repel Intruders.
Counter up to one target creature spell if {U} was spent to play Repel Intruders. (If {W}{U} is spent, do both)
#147/301



Silkbind Faerie 2{U/W}
Creature - Faerie Rogue (Commom)
Flying
1{U/W}, {Q}: Tap target creature. ({Q} is the untap symbol.)
"The bigger they are, the more fun it is to watch them fall flat on their faces."
1/3
#148/301


--
Somnomancer 1{W/U}
Creature - Kithkin Wizard (Commom)
When Somnomancer comes into play, you may tap target creature.
"Are you tired? You look tired."
2/1
#149/301


Steel of the Godhead 2{U/W}
Enchantment - Aura (Commom)
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
As long as enchanted creature is blue, it gets +1/+1 is unblockable.
#153/301


Swans of Bryn Argoll 2{U/W}{U/W}
Creature - Bird Spirit (Rare)
Flying
If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller then draws cards equal to the damage prevented this way.
Any being that harms them quickly learns its lesson.
4/3
#154/301


--
Thistledown Duo 2{W/U}
Creature - Kithkin Soldier (Commom)
Whenever you play a white spell, Thistledown Duo gets +1/+1 until end of turn.
Whenever you play a blue spell, Thistledown Duo gains flying until end of turn.
2/2
#152/301


--
Thistledown Liege 1{W/U}{W/U}{W/U}
Creature - Kithkin Knight (Rare)
Flash
Other white creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
1/3
#153/301


Turn to Mist 1{U/W}
Instant (Commom)
Remove target creature from the game. Return it to play under its owner's control at end of turn.
#155/301


Zealous Guardian {U/W}
Creature - Kithkin Soldier (Commom)
Flash
Parapet watchers patrol the outer edges of the doun, signaling to others who wait patiently in the shadow.
Illus. Steven Belledin #157/301 1/1


Dire Undercurrents 3{U/B}{U/B}
Enchantment (Rare)
Whenever a blue creature comes into play under your control, you may have target player draw a card.
Whenever a black creature comes into play under your control, you may have target player discard a card.
#160/301


Fate Transfer 1{U/B}
Instant (Commom)
Move all counters from target creature onto another target creature.
#161/301


Ghastlord of Fugue {U/B}{U/B}{U/B}{U/B}{U/B}
Creature - Spirit Avatar (Rare)
Ghastlord of Fugue is unblockable.
Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.
"He is a ghost that has never known life."
-The Seer's Parables
#162/301
4/4


Gravelgill Duo 2{U/B}
Creature - Merfolk Rogue Warrior
Whenever you play a blue spell, Gravelgill Duo gets +1/+1 until end of turn.
Whenever you play a black spell, Gravelgill Duo gains fear until end of turn.
2/1
#165/301


Inkfathom Infiltrator {U/B}{U/B}
Creature - Merfolk Rogue (Uncommom)
Inkfathom Infiltrator can't block and is unblockable.
No one can navigate the dank maze of Shadowmoor's rivers better than the cruel and covetous merrows. They use the currents to steal - and to steal away.
2/1
#167/301


Oona, Queen of the Fae 3{U/B}{U/B}{U/B}
Legendary Creature - Faerie Wizard (Rare)
Flying
{X}{U/B}: Choose a color. Target opponent removes the top X cards of his or her library from the game. For each card of the chosen color removed this way, put a 1/1 blue and black Faerie Rogue creature token with flying into play.
5/5
#172/301


Scarscale Ritual 1{U/B}
Sorcery (Commom)
As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a creature you control.
Draw two cards.
#175/301


Sygg, River Cutthroat {U/B}{U/B}
Legendary Creature - Merfolk Rogue (Rare)
At end of turn, if an opponent has lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
1/3
#176/301


Wasp Lancer {U/B}{U/B}{U/B}
Creature - Faerie Soldier (Uncommom)
Flying
"I doubt that faeries understand how short their lives are, compared to the rest of us. If they did, would they so readily charge into battle, heedless of the danger before them?"
-Awylla, elvish safewright
3/2
#179/301


Ashenmoor Gouger {B/R}{B/R}{B/R}
Creature - Elemental Warrior (Uncommom)
Ashenmoor Gouger can't block.
4/4
#180/301


Demigod of Revenge {B/R}{B/R}{B/R}{B/R}{B/R}
Creature - Spirit Avatar (Rare)
Flying, Haste
When you play Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to play.
5/4


Din of the Fireherd 5{B/R}{B/R}{B/R}
Sorcery (Rare)
Put a 5/5 black and red Elemental creature token into play. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.
Vengeance in stampede form.
#184/301


Fulminator Mage 1{B/R}{B/R}
Creature - Elemental Shaman (Rare)
Sacrifice Fulminator Mage: Destroy target nonbasic land.
"Unsafe Terrain Ahead - Turn Back"
-Sign near the former location of Pyrtagh Cairn
#188/301
2/2


Grief Tyrant 5{B/R}
Creature - Horror (Uncommom)
Grief Tyrant comes into play with four -1/-1 counters on it.
When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant.
#189/301
8/8


Scar {B/R}
Instant (Commom)
Put a -1/-1 counter on target creature.
#198/301


Traitor's Roar 4{B/R}
Sorcery (Commom)
Tap target untapped creature. That creature deals damage equal to its power to its controller.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
#200/301


Deus of Calamity {R/G}{R/G}{R/G}{R/G}{R/G}
Creature - Spirit Avatar (Rare)
Trample
Whenever Deus of Calamity deals 6 or
more damage to an opponent, destroy
target land that player controls.
"He bears the marks of ages upon his skin,
memories of dreams long dead and best left
buried."
-The Seer’s Parables
6/6
#204/301


Firespout 2{R/G}
Sorcery
Firespout deals 3 damage to each creature without flying if was spent to play Firespout and 3 damage to each creature with flying if was spent to play Firespout. (If & is spent, do both.)
#207/301


Guttural Response {R/G}
Instant (Uncommom)
Counter target blue instant spell
The mage's fancy spell was no match for the noise the boggarts made attempting to hawk a huge loogie.
#208/301


Manamorphose 1{R/G}
Instant
Add two mana in any combination of colors to your mana pool.
Draw a card.
#211/301


Morselhoarder 4{R/G}{R/G}
Creature - Elemental
Morselhoarder comes into play with two -1/-1 counters on it.
Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.
6/4
#212/301


Mudbrawler Raiders 2{R/G}{R/G}
Creature - Goblin Warrior (Commom)
Mudbrawler Raiders can't be blocked by blue creatures.
To reach the ravine of the Wanderbrine River, they were told to take the shortcut "through the mountains." They took the directions literally.
3/3
#213/301


Rosheen Meanderer 3{R/G}
Legendary Creature - Giant Shaman (Rare)
{T}: add {4} to your mana pool. Spend this mana only on costs that contain {X}.
Night after night, Rosheen babbled about a bygone sunlit world, her every word dismissed as a madwoman's ravings.
4/4
#214/301


Scuzzback Marauders 4{R/G}
Creature - Goblin Warrior (Commom)
Trample
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.)
5/2
#216/301


--
Tattermunge Maniac {R/G}
Creature - Goblin Warrior (Uncommom)
Tattermunge Maniac attacks each turn if able.
It shows up at one meal wearing the carcass of the last.
2/1
#219/301


Tattermunge Witch 1{R/G}
Creature - Goblin Shaman (Uncommom)
{RG}: Each blocked creature gets +1/+0 and gains trample until end of turn.
The Tattermunge gang has no words for the spell that whips their instinctual rage into a frenzy. They only know they like it.
2/1
#222/301


Vexing Shusher {R/G}{R/G}
Creature - Goblin Shaman (Rare)
Vexing Shusher can't be countered by spells or abilities.
{R/G}: Target spell can't be countered by spells or abilities.
2/2
#223/301


Mercy Killing 2{G/W}
Instant (Uncommom)
Target creature's controller sacrifices it, then puts X 1/1 green and white Elf tokens into play, where X is that creature's power.
#231/301


--
Oversoul of Dusk {G/W}{G/W}{G/W}{G/W}{G/W}
Creature - Spirit Avatar (Rare)
Protection from Blue, Black, and Red
5/5


Rhys the Redeemed {G/W}
Legendary Creature - Elf Warrior (Rare)
2{G/W}, {T}: Put a 1/1 green and white Elf Warrior creature token into play.
4{G/W}{G/W}, {T}: For each creature token you control, put a token into play thats a copy of that creature.
Whole again in honor and horn.
1/1
#237/301


Safewright Quest {G/W}
Sorcery (Commom)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
Elves searched for sources of beauty in a nighted world. Meanwhile, the nighted world searches for the blood of elves.
#241/301


Shield of the Oversoul 2{G/W}
Enchantment - Aura (Commom)
Enchant Creature
As long as enchanted creature is green, it gets +1/+1 and is indestructable. [/url](Lethal damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put it into its owner's graveyard.)
As long as enchanted creature is white, it gets +1/+1 and has flying.[/url]
#242/301


Wilt-Leaf Cavaliers {G/W}{G/W}{G/W}
Creature - Elf Knight (Uncommom)
Vigilance
Every elf in Shadowmoor is charged from birth with a terrible duty: to strike back against the ugliness and darkness, even though they are all around and seemingly without end.
3/4
#244/301


Wilt-Leaf Liege 1{G/W}{G/W}{G/W}
Creature - Elf Knight (Rare)
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it into play instead of putting it into your graveyard.
4/4
#245/301


Artefatos:(20)


--
Sickle of Decay* 2
Artifact - Equipment (Commom)
Equipped creature gets +1/+0 and gains wither.
Equip {2}
#247/301


--
Cauldron of Souls 5
Artifact (Rare)
{5}: Choose any number of target creatures. Those creatures gain persist until end of turn.
#248/301


--
Chainbreaker 2
Artifact Creature - Scarecrow (Commom)
Chainbreaker comes into play with two -1/-1 counters on it.
{3}, {T}:Remove a -1/-1 counter from target creature.
3/3
#249/301


Elsewhere Flask 2
Artifact (Commom)
When Elsewhere Flask comes into play, draw a card.
Sacrifice Elsewhere Flask: Lands you control become the basic land type of your choice in addition to their other types until end of turn.


--
Gnarled Effigy 4
Artifact (Uncommom)
{4}, {T}: Put a -1/-1 counter on target creature.
#251/301



Grim Poppet 7
Artifact Creature - Scarecrow (Rare)
Grim Poppet comes into play with three -1/-1 counters on it.
Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature.
Beware a scarecrow bearing gifts - especially sloshing vessels of acid.
4/4


--
Heap Doll 1
Artifact Creature - Scarecrow (Uncommom)
Sacrifice Heap Doll: Remove target card in a graveyard from the game.
"I know one night it won't come back. Then I'll know it's truly done its job." - Breanna, cobblesmith
1/1
#253/301


--
Lurebound Scarecrow 3
Artifact Creature - Scarecrow (Uncommom)
As Lurebound Scarecrow comes into play, choose a color.
When you control no permanents of the chosen color, sacrifice Lurebound Scarecrow.
4/4
#256/301


--
Happy Horn* 2
Artifact (Uncommom)
{1}, {T}, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.
#261/301


Painter's Servant* 2
Artifact Creature - Scarecrow (Rare)
When Painter's Servant comes into play, choose a color. Each other nonland permanent is the chosen color in addition to its other colors.
1/2


Pili-Pala 2
Artifact Creature - Scarecrow (Commom)
Flying
{2}, {Q}: Add one mana of any color to your mana pool.
1/1
#256/301


Rattleblaze Scarecrow 6
Artifact Creature - Scarecrow (Commom)
Rattleblaze Scarecrow has persist as long as you control a black creature. (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 and put a -1/-1 counter on it.)
Rattleblaze Scarecrow has haste as long as you control a red creature.
5/3


Reaper King {2/W}{2/U}{2/B}{2/R}{2/G}
Legendary Artifact Creature - Scarecrow (Rare)
({2/W} can be paid with any two mana or with W. This card's converted mana cost is 10.)
Other Scarecrow creatures you control get +1/+1.
Whenever another Scarecrow comes into play under your control, destroy target permanent.
It's harvest time.
6/6
#260/301


--
Scrapbasket 4
Artifact Creature - Scarecrow (Commom)
{1}: Scrapbasket becomes all colors until end of turn.
3/2


--
Scuttlemutt 3
Artifact Creature - Scarecrow (Commom)
{T}: Add one mana of any color to your mana pool.
{T}: Target creature becomes the color or the colors of your choice until end of turn.
2/2
#263/301


Tatterkite 3
Artifact Creature - Scarecrow (Uncommom)
Flying
Counters can't be put on Tatterkite.
2/1


Thornwatch Scarecrow 6
Artifact Creature - Scarecrow (Commom)
Thornwatch Scarecrow has wither as long as you control a green creature.
Thornwatch Scarecrow has vigilance as long as you control a white creature.
4/4


--
Trip Noose 2
Artifact (Uncommom)
{2}, {T}: Tap target creature


Umbral Mantle 3
Artifact - Equipment (Uncommom)
Equipped creature has: "{3}, {Q}: This creature gets +2/+2 until end of turn."
Equip {0}
#267/301


Wingrattle Scarecrow 3
Artifact Creature - Scarecrow (Commom)
Wingrattle Scarecrow has flying as long as you control a blue creature.
Wingrattle Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, you may return it to play under its owner's control with a -1/-1 counter on it.)
2/2

Terrenos:(11)


Fire-Lit Thicket
Land (Rare)
{T}: Add {1} to your mana pool.
{R/G},{T}: Add {RR},{RG} ,{GG} or to your mana pool.


Graven Cairns
Land (Rare)
{T}: Add {1} to your mana pool.
{B/R}, {T}: Add {BB}, {BR}, {RR}or to your mana pool.


--
Leechridden Swamp
Land - Swamp (Uncommom)
({T}: Add {B} to your mana pool.)
Leechridden Swamp comes into play tapped.
{B}, {T}: Each opponent loses 1 life. Play this ability only if you control two or more black permanents.
#273/301


Mountain of Madness*
Land - Mountain (Uncommom)
({T}: Add {R} to your mana pool)
Mountain of Madness comes into play tapped.
{T}, {R}: Shuffle your library. Play this ability only if you control two or more red permanents.
#274/301


Mistveil Plains
Land - Plains (Uncommom)
({T}: Add {W} to your mana pool.)
Mistveil Plains comes into play tapped.
{W}, {T}: Put target card from your graveyard on the bottom of your library. Play this ability if you control two or more white permanents.
#275/301


Moonring Island
Land - Island (Uncommom)
({T}: Add {U} to your mana pool)
Moonring Island comes into play tapped.
{U}, {T}: Look at the top card of target player's library. Play this ability only if you control two or more blue permanents.
#276/301


Mystic Gate
Land (Rare)
{T}: Add {1} to your mana pool.
{W/U}, {T}: Add {WW}, {WU}, or {UU} to your mana pool.


Reflecting Pool
Land (Rare)
{T}: Add to your mana pool one mana of any type that a land you control could produce.


Sapseep Forest
Land - Forest (Uncommom)
({T}: Add {G} to your mana pool.)
Sapseep Forest comes into play tapped.
{G}, {T}: You gain 1 life. Play this ability only if you control two or more green permanents.


Sunken Ruins
Land (Rare)
{T}: Add {1} to your mana pool.
{U/B}, {T}: Add {UU}, {UB}, or {BB} to your mana p


Wooded Bastion
Land (Rare)
{T}: Add {1}to your mana pool.
{W/G}, {T}: Add {WW}, {WG}, or {GG} to your mana pool.


Terrenos Básicos:(20)

TOTAL:274/301/

Upado menos os hibridos, graças a uma salada da Salvation, vou esperar pra ver como eles vao organizar.....^^
Grato!!!


Editada em: 16-04-08 18:22:49 por eu_marcot.
 
eu_marcot

Lenda
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Posts: 3031
Registro: 21/12/05

Postado em: 07/03/08 09:33
Sim porque sou apressado mesmo!
;D
 
hamiltonmj

Esquilo
4 Referências (100.00% positivas)
Posts: 1435
Registro: 23/04/07

Postado em: 12/03/08 13:44
1° POST.... HUAHAUHAUA..

Boa carta, isso cheira combo com certeza.
 
Jhun

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Posts: 235
Registro: 15/10/07

Postado em: 12/03/08 13:58
Já coloca as lands básicas para aumentar o numero de cartas... rsrsrs
 
blueisonfire

Esquilo
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Posts: 59
Registro: 10/01/08

Postado em: 12/03/08 14:08
é, coloca as fotinho das land que eu não consegui abrir na salvation!

ps: e não é partial?!?!
heauiahe

Editada em: 12-03-08 14:09:25 por blueisonfire.
 
Duley

Lenda
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Posts: 6965
Registro: 02/08/03

Postado em: 12/03/08 14:26
Esse bloco vão ter 3 edições, normalmente?

Quantas cartas +- lançadas?
 
Tohwso_SJC

Lenda
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Posts: 1072
Registro: 15/04/05

Postado em: 12/03/08 15:39
serão duas e no mesmo esquema de LOR.

Parece que essa edição vai ser sobre MANA HIBRIDA. A tal mecanica que foi usada em edições passadas que ficaram de revelar...
 
Blackanof

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Registro: 14/10/07

Postado em: 12/03/08 16:11
Parital FTW
 
Blackanof

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Registro: 14/10/07

Postado em: 12/03/08 16:14
Parital FTW
 
KotheNG

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Registro: 28/02/04

Postado em: 12/03/08 17:15
Legal o bicho.
Interessante que a habilidade desencadeia quando voce joga ele... contra um deck de counters é como dar uma dedada no cara jogar o 2o bicho desse.

É bem mana-intensive, mas em decks monored ou black-red pode vir a jogar.
 
pyrow_moc11

Esquilo
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Posts: 355
Registro: 09/10/06

Postado em: 12/03/08 17:23

lol
otima observação
com minha noobice n tinha notado isso
só d jogar a spell do bixo eel já faz a putari* lá
mto bom =]

 
Kami

Fênix
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Posts: 5927
Registro: 17/03/06

Postado em: 12/03/08 17:29
nossa, nem começaram direito os releases de morgntide e já tem topico sobre a proxima expansão. o que? o release foi há uns dois meses no mundo inteiro, exceto no brasil? ah, sorry...

Aproveite e dê uma passada no GODMODE PODCAST, um podcast fodástico sobre o mundo dos games, a vida, o universo e tudo mais
 
pacbto

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Registro: 16/07/06

Postado em: 12/03/08 17:34
Um presentinho pro seu tópico oficial /ok... ^^
 
7ropz

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Posts: 634
Registro: 01/09/06

Postado em: 12/03/08 17:47

2 edições.


Esse bloco parece ser bem mais sombrio do que Lorwyn. Será que vem planinauta ?

 
Terapeuta

Demônio
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Posts: 2905
Registro: 12/09/05

Postado em: 13/03/08 09:29
Enterrado vivo ainda joga t4?

da combo ai...isos me faz lembrar dragon storm..

 
rivi

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Registro: 02/01/07

Postado em: 13/03/08 10:00

Acredito que venha a versão sombria de cada um dos 5 planinautas que sairam em Lorwyn. Será que dá pra pensar numa Liliana mais sinistra?

 
cecatto

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Registro: 10/06/07

Postado em: 13/03/08 15:59


Eu acho q eles n vão ficar mais sinistros, mas q vão mudar d personalidade... Ex:
Jace teve um trauma e acabou ficando hiper violento... Sua cor agora eh vermelha...
Garruk, por alguma razão (ou pq eu imaginei ele assim) foi apra o lado das sombras, e agora a sua cor eh preto.

São apenas exemplos... eu acho q vai acaba sendo algo assim...

T+!

 
DarkTide

Rebelde
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Posts: 1458
Registro: 19/11/05

Postado em: 13/03/08 16:19
OMG!!! ainda nem teve pre-release de Morningtide e o pessoal ja ta criando spoiler da prox edicao!! hahahah mandou bem cara.

Abs!
 
rivi

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Posts: 1176
Registro: 02/01/07

Postado em: 13/03/08 16:43

Já reparou na semelhança do Garruk com o Venser? A armadura é muito parecida. Será que ele vai ficar azul?

 
GiOD1IorioJR

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Posts: 5796
Registro: 28/12/07

Postado em: 13/03/08 16:51
esse avatar ai comba com living muito bom