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Neverbreak
Daniel Kinley
The sinister Brotherhood, a religious c ult formed in the annals of Oerion, plans to usurp the rule of the regents, powerful and (mostly) benevolent aristocrats. Meanwhile a war is erupting between dr uids resting in the Alaean Forest and Oerion poachers, who are backed by the government. Their battles cost many lives on both sides, but the forest has many more. Brotherhood operatives in the Shale Ridges are fomenting a war, driving the native barbarians and their goblin thrall to conflict with Oerion.
201 Cards total in set.

Apotheosis
3, Enchantment, Rare
At the beginning of your upkeep, if you have 200 or more life, you win the game.
"Two hundred men die, two hundred fields burned, and two hundred cities in ruin. Yet we found we were not at our end; we were the end." -Lorebook of Ancient Oeria
(1/201)

Blessed Retainer
4, Summon - Cleric 0/0, Rare
Blessed Retainer's power and toughness are each equal to your life total.
Blessed Retainer may block any number of creatures per combat. Blessed Retainer must block each turn if able.
(2/201)

Block Printing
1, Enchantment, Uncommon
During your upkeep, you may pay (1W). If you do, draw a card. If any player pays (1U), discard a card from your hand.
Œrion monks greatly enjoyed the ability to spread the word faster, but chafed at its limits.
(3/201)

Brightshield Paladin
4, Summon - Knight Soldier 2/4, Common
First Strike.
Never taunt one of the Brightshield.
(4/201)

Cavalry Archers
4, Summon - Soldier 3/3, Uncommon
Cavalry Archers may not be blocked except by creatures with flying or Walls.
T: Cavalry Archers deals 2 damage to target attacking or blocking creature.
(5/201)

Chant of Dawn
, Instant, Common
Choose one- Prevent the next 4 damage that would be dealt to target creature or player, remove target attacking creature from the game, or untap target creature.
(6/201)

Cornered Market
2, Enchantment, Rare
Players can't play spells or nonbasic lands with the same name as another card in play.
"Well... we only have one left... but I'll sell for double!"
(7/201)

Defiant Peasant
2, Summon - Soldier 1/3, Rare
If you are at 3 life or less, Defiant Peasant may block any number of creatures.
"Even a hare will bite when it is cornered." -Ancient proverb
(8/201)

Disenchant
1, Instant, Common
Destroy target artifact or enchantment.
Allia soon learned patience the hard way.
(9/201)

Duirian Archer
1, Summon - Soldier 1/1, Common
T: Duirian Archer deals 1 damage to target creature. That creature may not block this turn.
I will pin your body to the ground, and you will be no more.
(10/201)

Duirian Panther
1, Summon - Beast 2/1, Common
Banding, Protection from Beasts.
Amazingly, here is a creature that can't catch itself." -Duirian biologist
(11/201)

Duirian Savior
3, Summon - Cleric Soldier 2/5, Common
Whenever Duirian Savior is dealt damage, you gain that much life.
"One cannot refuse to eat just because there is a chance of being choked." -Ancient proverb
(12/201)

Eavesdropper
1, Summon - Soldier 1/1, Common
Opponents play with their hands revealed.
W: Return Eavesdropper to its owner's hand.
"There are always ears on the other side of the wall." -Ancient proverb
(13/201)

Flank Patrol
1, Summon - Soldier 1/1, Common
Banding. Whenever Flank Patrol is blocked, draw a card.
Nothing is as failproof as knowledge.
(14/201)

Massive Retreat
, Instant, Rare
Play only during your combat phase.
Remove all attacking creatures you control from combat. Skip your next combat phase.
(15/201)

Page of Light
2, Summon - Soldier 2/2, Uncommon
Banding. Creatures banded to Page of Light get +2/+2.
An ounce of protection is worth a pound of cure.
(16/201)

Peasantry
, Summon - Townsfolk 0/2, Common
During your upkeep, gain 1 life. Then gain 1 life for each Peasantry card in your graveyard.
Darkest hour, brightest hope.
(17/201)

Proselytize
3, Sorcery, Common
You gain control of target creature until end of turn.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
"Uh... he never mentioned anything about crusades..."
(18/201)

Reconnaissance
, Enchantment, Uncommon
0: Remove target attacking creature you control from combat and untap it.
"Knowledge is better than the sharpest sword; you do have to know where your enemy is in order to kill him." -Duirian Tactics, log 43
(19/201)

Reformant Cleric
1, Summon - Cleric 1/2, Common
Protection from White.
Cycling [2]
"Never blindly take even your allies' words as true."
(20/201)

Resurgent Faithful
4, Summon - Cleric 2/4, Uncommon
You may play Resurgent Faithful any time you may play an instant. Resurgent Faithful may block any number of creatures per combat.
(21/201)

Revival
1, Instant, Common
Return target creature card that was dealt lethal damage this turn to its owner's hand. You gain 3 life.
"Shed no tears until seeing the coffin." -Ancient proverb
(22/201)

Sun Warden
2, Summon - Cleric 2/2, Uncommon
2, Sacrifice Sun Warden, T: Search your library for three enchantment cards. Target opponent chooses one of them. Put the chosen card into play and the rest in your graveyard. Then shuffle your library.
(23/201)

Vaunted Defender
2, Summon - Soldier Cleric 1/4, Rare
Banding. Whenever you would take damage that would reduce your life total to zero or less, instead it reduces you to 1.
"Focus on the ideal. The only thing the idol is good for is as a barricade."
(24/201)

Vengeant Healer
3, Summon - Cleric 2/4, Rare
T: Prevent the next 2 damage that would be dealt to target creature or player.
When a white creature you control is put into a graveyard from play, Vengeant Healer is black, gets +2/+0, and has " (T): Destroy target creature."
"Rest in peace dear friend, for I shall carry your sword."
(25/201)

Annulling Gaze
, Instant, Uncommon
Counter target instant or sorcery.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
Summoning mana within city grounds without a permit is unlawful. -Oerion city doctrine, issue 282, section A5
(26/201)

Bureaucratic Execu tioner
3, Summon - Wizard 1/3, Rare
T: Flip a coin. If you win, destroy target creature. Otherwise, sacrifice a creature.
"Oh, so that man wasn't to be executed. How unfortunate."
(27/201)

Chant of Annulling
, Instant, Common
Choose one- Counter target spell, target creature cannot be the target of spells or abilities until end of turn, or return target creature to its owner's hand.
(28/201)

Cloudling Windcatcher
1, Summon - Illusion 1/2, Common
Flying.
Cycling (U)
The luminous Windcatchers commonly seen flying around Lake Pallion at night are often seen mysteriously disappearing into the lake at morning. Although there is no known reason for this, many good guesses are accepted as truth.
(29/201)

Disillusion
1, Instant, Common
Destroy target artifact or enchantment.
"Paper can't wrap up a fire." -Ancient proverb
(30/201)

Epitomize
XX2, Sorcery, Rare
As an additional cost to play Epitomize, skip your next turn.
Target opponent chooses X cards at random from your hand and reveals them. Until end of turn, you may play those cards without paying their casting cost and any time you could play an instant.
(31/201)

Ethereal Canon
3, Enchantment, Uncommon
3: Target creature gains Ethereal (This creature may block and be blocked by only creatures with Ethereal. During your upkeep, pay (2) or remove this creature from the game. At any time, you may pay (4) to return it to play) until end of turn. Its controller gains control of Ethereal Canon permanently.
(32/201)

Ethereal Licid
1, Summon - Licid, Uncommon
U, T: Ethereal Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature gains Ethereal (This creature may block and be blocked by only creatures with Ethereal. During your upkeep, pay (2) or remove this creature from the game. At any time, you may pay (4) to return it to play)." and "[U]: End the effect that created this ability."
(33/201)

Ethereal Master
3, Summon - Illusion Legend 5/6, Rare
Ethereal (This creature may block and be blocked by only creatures with Ethereal. During your upkeep, pay (2) or remove this creature from the game. At any time, you may pay (4) to return it to play)
2UU: Target creature gains or loses Ethereal until end of turn.
(34/201)

Ethereal Scavenger
3, Summon - Illusion 2/2, Common
Flying, Ethereal (This creature may block and be blocked by only creatures with Ethereal. During your upkeep, pay (2) or remove this creature from the game. At any time, you may pay (4) to return it to play)
UU: Ethereal Scavenger loses Ethereal until end of turn.
(35/201)

Fate or Fortune
1, Sorcery, Uncommon
Reveal the top card of your library. If it's converted mana cost is odd, return target permanent you control to its owner's hand of target opponent's choice. Otherwise, you may play the revealed card as though it were in your hand without paying its casting cost.
(36/201)

Gust of Wind
XX, Instant, Common
Spend only blue mana this way.
Return X target creatures to their owners' hands.
(37/201)

Keeper of Tides
2, Summon - Merfolk 1/3, Uncommon
2, Sacrifice Keeper of Tides, T: Search your library for three instant or creature cards. Target opponent chooses one of them. Put the chosen card into your hand and the rest in your graveyard. Then shuffle your library. You may play the chosen card without paying its mana cost until end of turn.
(38/201)

Lancet
2, Sorcery, Common
Target creature gets -1/-1 until end of turn. Another target creature gets +1/+1 until end of turn. If the first creature targeted this way had one or more +1/+1 counters on it, move one of those counters to the second targeted creature.
(39/201)

Memory Eater
3, Summon - Spirit 2/2, Uncommon
Whenever Memory Eater deals damage to a player, remove three target cards in that player's graveyard from the game.
Forget something?
(40/201)

Mistbreak Windcatcher
2, Summon - Illusion 2/3, Common
Flying. Mistbreak Windcatcher may block as though it had Ethereal.
Preying on the many ethereal inhabitants of the lake's northern border, few Mistbreaks worry about empty stomachs.
(41/201)

Mistress of Illusions
, Summon - Wizard 1/2, Rare
At the beginning of your upkeep, put all permanents with converted mana costs equal to or less than the number of Illusion counters on it at the bottom of their owner's libraries.
T: Put an Illusion counter on target artifact, creature, or land.
(42/201)

Oerion Scholar
1, Summon - Wizard 1/1, Common
T: Draw a card. Target player may pay (2). If he or she does, discard a card from your hand.
Knowledge is expensive; ignorance is cheap.
(43/201)

Planar Operative
, Summon - Wizard 1/3, Common
Ethereal (This creature may block and be blocked by only creatures with Ethereal. During your upkeep, pay (2) or remove this creature from the game. At any time, you may pay (4) to return it to play)

(44/201)

Psychic Licid
1, Summon - Licid 1/1, Uncommon
Psychic Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has '[T]: This creature deals 1 damage to target creature or player.'" and "[U]: End the effect that created this ability."
(45/201)

Shield of Thought
1, Enchantment, Uncommon
Discard a card from your hand: Prevent X damage that would be dealt to you from any one source, where X is the number of cards in your hand.
"I think I thought."
(46/201)

Slip Up
1, Instant, Common
Counter target spell with casting cost four or more.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
"Lift a stone only to drop on your own feet." -Ancient proverb
(47/201)

Surf Tender
1, Summon - Merfolk 1/1, Common
Islandhome (If you control no islands, sacrifice this creature. This creature may not attack unless the defending player controls an island.)
U, T: Target land becomes an Island until Surf Tender leaves play.
She is as much water as the ocean itself.
(48/201)

Temporal Dash
3, Sorcery, Rare
You may play Temporal Dash as an instant if you pay [2] more to cast it.
Choose a phase other than Combat. You may take another one after the current phase.
"An inch of time is an inch of gold, but you can't buy that inch of time with an inch of gold." -Ancient proverb
(49/201)

Thoughtrender
4, Summon - Wizard 1/1, Rare
2U, T: Target player chooses a card in his or her hand and removes it from the game. Until end of turn you may play that card as if it were in your hand.
"It is always good to have an open mind."
(50/201)

Tide of Fortunes
6, Sorcery, Rare
Return all nonland permanents target player controls to their owners' hands. Skip your next two turns.
"May the tides ebb in your stead!" -Œrion curse
(51/201)

Time Dilation
1, Enchant Permanent, Common
At the beginning of the upkeep of enchanted permanent's controller, that player sacrifices enchanted permanent unless he or she pays (3).
When Time Dilation is put into a graveyard from play, return it to play enchanting a permanent you control of target opponent's choice.
(52/201)

Trick
2, Instant, Uncommon
Target attacking unblocked creature deals no combat damage this turn.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
"Once bitten by a snake, he is scared all his life at the mere sight of a rope." -Ancient proverb
(53/201)

Twiddling Sprite
1, Summon - Sprite 1/1, Common
You may play Twiddling Sprite any time you could play an instant.
When Twiddling Sprite comes into play, tap or untap target artifact, creature, or land.
Tricky, aren't they?
(54/201)

Venarian Gold
X, Enchant Creature, Common
When Venarian Gold comes into play, tap enchanted creature and put X gold counters on it. Enchanted creature gains "At the beginning of your upkeep, remove a gold counter from this creature."
(55/201)

Windcatcher Flock
4, Summon - Illusion 2/3, Common
Flying, Banding.
Windcatcher Flock gets +1/+0 for each Illusion banded to it.
Windcatcher flocks are truly the rarest, but most beautiful of sights.
(56/201)

Windsurfer Drake
1, Summon - Drake 2/2, Uncommon
Protection from Green, High Flying (This creature may block only creatures with flying. High flying counts as flying)
(57/201)

Backstabbing Celebrant
1, Summon - Cleric 1/2, Common
Protection from Black.
Cycling [2]
"Guards!"
(58/201)

Battered Wretch
1, Summon - Townsfolk 2/2, Common
Whenever Battered Wretch would be dealt damage, instead you lose 2 life.
I will no longer submit to you.
(59/201)

Betrayal
, Instant, Uncommon
Play only during an opponent's combat phase.
Target creature an opponent controls blocks target attacking creature he or she controls if able.
"We dream different dreams while on the same bed." -Ancient proverb
(60/201)

Blood Maiden
4, Summon - Vampire Legend 3/2, Rare
Protection from White and Green.
Whenever Maiden deals lethal damage to a creature, put a +1/+1 counter on it.
Sacrifice two creatures: Maiden gets +3/+3 until end of turn. At end of turn, put a +1/+1 counter on Maiden.
(61/201)

Blood Zombie
2, Summon - Zombie 2/2, Common
Sacrifice a creature: Zombie gains +2/+2 until end of turn. At end of turn, put a +1/+1 counter on it.
Those who attempt to sail the Sea often wish, like those who now live there, to have taken another path.
(62/201)

Cannibal Licid
1, Summon - Licid, Common
BB, T: Cannibal Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature gains "During your upkeep, sacrifice a creature or sacrifice this creature." and "[B]: End the effect that created this ability."
(63/201)

Cease Life
4, Instant, Uncommon
Destroy target nonblack creature. It can't be regenerated. It's controller loses life equal to its toughness.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
(64/201)

Chant of Horror
, Instant, Common
Choose one- Target player discards a card from his or her hand, destroy target nonblack creature; it can't be regenerated, or target player loses 3 life.
(65/201)

Dark Ritual
, Instant, Common
Add (BBB) to your mana pool.
Eye of Twilight, give us sight Take our offering, give us might Make our power tears of night
(66/201)

Darkbat Windcatcher
1, Summon - Illusion Horror 2/1, Uncommon
Flying, Fear.
A disproportionate number of goblins disappear daily in the Footbane swamps. None are missed that much.
(67/201)

Darkhilt Assassin
1, Summon - Minion 1/1, Rare
When Darkhilt Assassin comes into play, search your hand, graveyard, and library for all copies of Darkhilt Assassin and remove them from the game. Then shuffle your library.
T: Destroy target tapped creature.
Œrions are well known for their honor and sense of justice. Well, most of them anyways.
(68/201)

Darkshield Paladin
4, Summon - Knight 4/2, Common
First Strike.
Warriors under the Darkshield emblem never return without a prize.
(69/201)

Deathbed
2, Sorcery, Uncommon
Destroy all creatures dealt damage this turn. They cannot be regenerated.
This potent disease kills selectively, dining on those already weakened by war.
(70/201)

Deep Licid
1, Summon - Licid 1/1, Uncommon
B, T: Deep Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature gains 'During your upkeep, put a -1/-1 counter on this creature.'" and "[B]: End the effect that created this ability."
(71/201)

Flesh s
, Summon - Rats 1/1, Common
Whenever Flesh s becomes blocked, prevent all combat damage that would be dealt to it this turn.
The rats' saliva makes use of a potent anticoagulant, so its victims are often before noticing the rats.
(72/201)

Medusa's Gaze
2, Enchant Creature, Uncommon
2: Destoy target creature blocking enchanted creature. It can't be regenerated.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
(73/201)

Mirewalker
2, Summon - Horror 5/4, Uncommon
Swamphome (If you control no swamps, sacrifice this creature. This creature may not attack unless the defending player controls an swamp.)
Lives melt like butter from his touch.
(74/201)

No Mercy
2, Enchantment, Rare
Whenever a creature deals damage to you, destroy that creature. It can't be regenerated.
"Kill one to warn a hundred." -Ancient proverb
(75/201)

Palespeaker
1, Summon - Zombie 2/2, Uncommon
2, Sacrifice Palespeaker, T: Search your library for three cards. Target opponent chooses one of them. Put the chosen card into your hand and the rest in your graveyard. Then shuffle your library.
(76/201)

Plague Elemental
4, Summon - Elemental 5/5, Rare
Flying. If there are no other creatures in play, sacrifice Plague Elemental.
During your upkeep, put a disease counter on Plague Elemental.
All other creatures get -X/-X, where X is the number of disease counters on Plague Elemental.
(77/201)

Rain of Tears
1, Sorcery, Uncommon
Destroy target land.
"...And heaven scorned us, spat its foulest at their men." -Text of Light
(78/201)

Revelling Cadaver
3, Summon - Zombie 2/2, Rare
Revelling Cadaver gets +1/+1 for every creature card in all opponents' graveyards.
Cycling [1B]
Cacaphonies of evil laughter echo into the nights in Œria, waking children from their sleep. Sometimes even the awaken.
(79/201)

Shroud of Frailty
, Enchant Creature, Common
Enchanted creature gets -1/-2.
Cycling (B)
When you cycle Shroud of Frailty, you may have target creature get -1/-2 until end of turn.
(80/201)

Skullbound Catapult
1, Summon - Mercenary Wall 0/2, Uncommon
Banding.
3, T: Skullbound Catapault deals X damage to target attacking or blocking creature or target player, where X is the number of creatures banded to Skullbound Catapult.
(81/201)

Skullbound Drifter
1, Summon - Mercenary 1/1, Common
Protection from White.
1, T: Search your library for a Mercenary with casting cost 1 or less and put it into play. Then shuffle your library.
Of course, officer...
(82/201)

Skullbound Enforcer
2, Summon - Mercenary 1/3, Common
3, T: Search your library for a Mercenary with casting cost 3 or less and put it into play. Then shuffle your library.
You don't have a choice.
(83/201)

Skullbound Pathcleaver
2, Summon - Mercenary 2/1, Uncommon
Swampwalk.
B, T: Target basic land becomes a Swamp until Skullbound Pathcleaver leaves play.
3, T: Search your library for a Mercenary with casting cost 3 or less and put it into play. Then shuffle your library.
He chooses his own path.
(84/201)

Skullbound Phobimancer
1, Summon - Wizard Mercenary 1/1, Common
B, T: Target creature gains fear until end of turn.
1, T: Search your library for a Mercenary with casting cost 1 or less and put it into play. Then shuffle your library.
"Don't worry. I won't feel a thing."
(85/201)

Skullbound Rogue
2, Summon - Mercenary 1/1, Uncommon
2, T: Search your library for three instant and/or sorcery cards and reveal them to target player. He or she chooses one. Put the chosen card into your hand and remove the rest from the game.
2, T: Search your library for a Mercenary with casting cost 2 or less and put it into play. Then shuffle your library.
(86/201)

Skullbound Skirge
, Summon - Mercenary Horror 3/2, Rare
Flying.
During your upkeep, pay 2 life or sacrifice Skullbound Skirge.

(87/201)

Skullbound Slaver
4, Summon - Mercenary 5/5, Rare
Swampwalk.
5, T: Search your library for a Mercenary card with casting cost 5 or less and put that card into play. Then shuffle your library.
(88/201)

Skullbound Transitor
2, Summon - Mercenary 2/2, Uncommon
2, T: Search your library for a Mercenary with casting cost 2 or less and put it into play. Then shuffle your library.
U, T: Search your library for a Mercenary with casting cost 2 or less and put it into play. Then shuffle your library.
(89/201)

Unholy Hymn
1, Sorcery, Common
Target player discards two cards at random from his or her hand.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
Their rending voices literally tear the wings from angels.
(90/201)

Armory Warden
2, Summon - Barbarian 2/2, Uncommon
When Armory Warden blocks, it gains Double Strike until end of turn.
No one steals from him. But if they try, it's more of a trade- an axe for their head.
(91/201)

Chant of Severing
, Instant, Common
Choose one- Destroy target land, Ray of Severing deals 2 damage to target creature or player, or Ray of Severing deals 1 damage to each creature and player.
(92/201)

City of Il-Mussarak
3, Legendary Enchantment, Rare
All red creatures you control gain Double Strike (This creature deals both first strike and normal damage).
The city was the centerpoint of the barbarian civilization. If you could call it civilization.
(93/201)

Fire Brand
, Enchant Creature, Common
R: Enchanted creature gains +1/+0 until end of turn.
Cycling [R]
(94/201)

Giant Rukh
4, Summon - Beast 4/4, Common
Flying.
Rukhs, also known as skysharks, are amazingly adept at finding goblin warrens to have dinner at. Of course, they are never truly invited...
(95/201)

Goblin Raider
, Summon - Goblin 1/1, Uncommon
Haste, Banding.
Goblin Raider gets +1/+0 for each Goblin banded to it.
"An I says 'Chuk, you got a spider on yer neck!'; he jumps so high ye think he wus 'n fire" -Pal Gommun, goblin irregular
(96/201)

Goblin Recruiter
2, Summon - Goblin 1/2, Common
Goblin Recruiter gets +1/+1 for every Goblin in your graveyard.
"If'n ya show them the bodies of th' draft evaders, they perfer takin' the sword" -Pal Gommun, goblin irregular
(97/201)

Lava Runner
1, Summon - Lizard 2/1, Rare
Haste
Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land.
Western goblins rarely get the joy of a well-cooked lizard.
(98/201)

Lord Daemon
4, Summon - Barbarian Legend 3/4, Rare
RRR: Regenerate Lord Daemon.
XXR, T: Lord Daemon deals X damage to target creature or player.
The new lord of the barbarians wasn't going to lose to a conclave of wizards.
(99/201)

Mob Justice
1, Sorcery, Common
Mob Justice deals 1 damage to target player for each creature you control.
A single stone can start an avalanche.
(100/201)

Mon-D'il Hound
2, Summon - Beast 4/4, Rare
Mon-D'il Hound cannot attack unless you control more lands than defending player. Mon-D'il Hound cannot block unless you control more lands than attacking player.
(101/201)

Orcshell Catapault
2, Enchantment, Rare
Sacrifice a creature: Orcshell Catapault deals X damage divided as you choose among any number of target creatures and/or players and X damage to you, where X is the sacrificed creature's toughness.
That gives 'concussion' a whole new meaning.
(102/201)

Piecemeal
2, Enchant Creature, Uncommon
Whenever enchanted creature would be dealt damage, instead put that many -1/-1 counters on it.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
"Like ants eating a bone." -Ancient proverb meaning 'completing a task bit by bit'
(103/201)

Playing with Fire
, Enchantment, Common
Whenever an opponent plays a red spell, Playing with Fire deals X damage to each creature and player, where X is half the spell's converted mana cost.
You're gonna get burned.
(104/201)

Rabid Swarm
X, Instant, Uncommon
All Goblins you control get +X/+X until end of turn. Rabid Swarm deals X damage to you.
"Wha was that word again...? Uh... CHARGE!" -Pal Gommun, goblin irregular
(105/201)

Reign of Chaos
2, Sorcery, Uncommon
Choose one - Destroy target plains and target white creature; or destroy target island and target blue creature.
Shale barbarians have little tolerance for Duirians and merfolk. And anyone else, of course.
(106/201)

Revolt Coordinator
2, Summon - Wizard 3/1, Uncommon
2, Sacrifice Revolt Coordinator, T: Search your library for three sorcery or instant cards. Target opponent chooses one of them. Put the chosen card into your hand and the rest in your graveyard. Then shuffle your library. You may play the chosen card without paying its mana cost until end of turn.
(107/201)

Rolling Thunder
X, Sorcery, Common
Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players.
Storms tearing through the Duirian plains are quite common. No one seemed to notice the barbarian s in the distance.
(108/201)

Shale er
1, Summon - Goblin 2/2, Common
T: Destroy target creature you control.
1R, T: Put target creature card in target graveyard at the bottom of its controller's library.
They rarely miss, but rarely is it the intended victim.
(109/201)

Shale Matriarch
2, Summon - Goblin 0/3, Rare
During your upkeep, you may put a 1/1 red Goblin creature token into play. Any player may pay (3) to ignore this ability unless you pay (4).
"An I says 'Honey, uh think its time to talk'. She sez 'When did you start thinkin?' " -Pal Gommun, goblin irregular

(110/201)

Shale Retreat Guard
2, Summon - Goblin 1/1, Common
Whenever a Goblin you control would take lethal damage from any source, you may sacrifice Shale Retreat Guard. If you do, return that creature to its owner's hand.
"C'mon! I know a shortcut!"
(111/201)

Skull Giant
3, Summon - Giant 4/4, Common
B: Remove target creature card in any graveyard from the game.
Rattle me bones as I cross the floor, and the bones in your grave will rattle no more.
(112/201)

Spikebomber
1, Summon - Goblin 1/1, Common
Whenever Spikebomber deals damage to a player, you may sacrifice it. If you do, destroy target land. It can't be regenerated.
It is unfortunate that goblins are prone to tripping when carrying heavy es.
(113/201)

Alaean
3, Summon - 1/2, Rare
Whenever a creature comes into play, you may draw a card. Whenever you play a creature card, you may gain 2 life.
"I encourage life because it encourages me."
(114/201)

Chant of Life
, Instant, Common
Choose one- Target creature gains +3/+3 until end of turn, or target player gains 4 life, or destroy target artifact.
(115/201)

Earth Tethers
1, Enchant Creature, Uncommon
Enchanted creature loses flying and cannot attack.
(116/201)

Earthtiller
2, Summon - Elf 1/3, Uncommon
2, Sacrifice Earthtiller, T: Search your library for three creature or basic land cards. Target opponent chooses one of them. Put the chosen card into play and the rest in your graveyard. Then shuffle your library.
(117/201)

Natural Selection
, Instant, Rare
Look at the top three cards of any player's library and put them back on top in any order.
"Time is the best filter of the weak."
(118/201)

Shink
, Instant, Common
Traget creature gets -5/-0 until end of turn.
"Well, now you REALLY need something to make up for that." -Rizolda Marr, enchantress
(119/201)

Snowball Elemental
3, Summon - Elemental 1/2, Uncommon
During your upkeep, put a +1/+1 counter on Snowball Elemental.
Whenever Snowball Elemental blocks or becomes blocked, remove a +1/+1 counter from it.
(120/201)

Soporific Licid
1, Summon - Licid 1/1, Uncommon
G, T: Soporific Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature does not untap during its controller's untap step." and "[G]: End the effect that created this ability."
(121/201)

Spike Licid
2, Summon - Spike Licid 0/0, Common
Spike Licid comes into play with a +1/+1 counter on it.
Spike Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature gains '[2], Remove a +1/+1 counter from Spike Licid: Put a +1/+1 counter on target creature.'" and "[1G]: End the effect that created this ability."
(122/201)

Thick Skinned
, Enchant Creature, Common
Whenever a source deals damage to enchanted creature, that damage is reduced by 1.
(123/201)

Warded Grounds
, Enchant Land, Common
Enchanted land cannot be the target of spells or abilities you do not control.
Warded Grounds cannot be the target of spells or abilities you do not control.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
(124/201)

Witchwood Highpriestess
2, Summon - Townsfolk 1/2, Rare
3G: Untap wood Highpriestess.
G, T: Regenerate target creature.
5G, T: Regenerate all creatures you control.
(125/201)

Wood Elemental
, Summon - Elemental 2/1, Common
Forestwalk (This creature cannot be blocked if defending player controls a forest)
(126/201)

Ancestral Beckoning
1, Sorcery, Rare
Each player removes the top cards of his or her library until he or she reaches a nonland, nonartifact card. For each card with one or more colors as another revealed this way, you gain 8 life. Each player puts the revealed cards on the bottom of their library in any order.
(128/201)

Angel of Light
4, Summon - Angel Legend 5/3, Uncommon
Flying, Banding. When Angel of Light comes into play, choose one- it deals 4 damage to target creature, or gain 4 life.
"Want a light?"
(129/201)

Arms of Faith
, Enchantment, Uncommon
If you control a creature with power greater than double its converted mana cost, sacrifice Arms of Faith and remove all +1/+1 counters from all creatures you control.
1: Put a +1/+1 counter on target creature.
(130/201)

Belial, Titan Lord
6, Summon - Titan Legend 8/7, Rare
Trample. Belial may not be blocked except by three or more creatures.
Sacrifice a permanent: Regenerate Belial.
Weightlifting mountains is only a simple feat of his awesome ability.
(131/201)

Benevolent Windcatcher
1, Summon - Illusion 2/3, Uncommon
Flying. Whenever Benevolent Windcatcher deals damage to a player, that player may choose to have you gain that much life plus one instead.
(132/201)

Bonedweller
, Summon - Troll 4/6, Uncommon
B: Regenerate Bonedweller. You lose 1 life.
G: Regenerate Bonedweller. Target opponent gains 3 life.
W: Regenerate Bonedweller. Untap target creature of target opponent's choice.
(133/201)

Charming Seductress
, Summon - Wizard 1/2, Uncommon
When Charming Seductress comes into play, draw a card.
Whenever a creature you control is dealt damage, you may have your opponent gain 3 life instead.
"Of course you can go through. Just let me borrow your sword..."
(134/201)

Crystal Windcatcher
, Summon - Illusion 1/2, Common
Flying. Crystal Windcatcher cannot be the target of spells or abilities.
"This is the first of this species that I can only find examples of." -Duirian Biologist
(135/201)

Cursed Bodyguard
1, Summon - Minion Soldier 1/5, Common
During your upkeep, you lose 1 life.
Redirect all damage that would be dealt to you from any one source to Cursed Bodyguard.
(136/201)

Deepwater
3, Summon - Wurm 3/3, Uncommon
Islandwalk, Fear.
Cycling (3)
Sometimes a fisherman's shiny lure manages to catch one's attention. It doesn't bother with biting; it just swallows.
(137/201)

Eclipsing Radiance
, Enchant Creature, Uncommon
Enchanted creature gains +3/+3 and first strike until end of turn.
Pay 2 life, Sacrifice Eclipsing Radiance: Enchanted creature gains fear until end of turn.
(138/201)

Finality, Sword of Ęther
5, Legendary Enchant Creature, Rare
Enchanted creature gets +6/+3. Whenever enchanted creature or Finality, Sword of Ęther would be put into a graveyard from play, instead shuffle it and enchanted creature into your library.
Draw me not without reason. Sheathe me not without honor. -Blade Inscription.
(139/201)

Ice
, Summon - 2/1, Common
When Ice comes into play, destroy target nonblack creature. It can't be regenerated.
When ice walks, stalks.
(140/201)

Karmic Backlash
1, Instant, Uncommon
Change the targets of target spell with one or more targets that deals damage to you or a creature you control.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
Little did he realize.
(141/201)

Lakeside
1, Summon - Illusion 2/2, Rare
Lakeside cannot be the target of spells or abilities.
T: Add [G] or [U] to your mana pool.
Some say he was born from the very Windcatchers themselves.
(142/201)

Nega Charm
, Instant, Common
Choose one- All creatures get -1/-1, or target creature gets -2/-2, or target player loses 3 life.
"Feel the pain."
(143/201)

Night Watch
3, Enchantment, Rare
At the beginning of your opponent's turn, you may take an additional upkeep phase.
"Who cares if they enter. I care not to see them leave."
(144/201)

Oerion Emissaries
1, Summon - Clerics 2/3, Uncommon
Banding. Oerion Emissaries and creatures banded to it cannot be blocked except by black or red creatures.
(145/201)

Orb of Resurrection
2, Enchantment, Uncommon
At the beginning of each player's upkeep, he or she chooses a creature card in his or her graveyard and puts it into play. Any player may pay (4) to ignore this ability until end of turn.
(146/201)

Planar Champion
4, Summon - Soldier 3/2, Rare
First Strike, Ethereal (This creature may block and be blocked by only creatures with Ethereal. During your upkeep, pay (2) or remove this creature from the game. At any time, you may pay (4) to return it to play)
Few have seen as much as she, and fewer return from those sights.
(147/201)

Posiv Charm
, Instant, Common
Choose one- All creatures get +2/+2, or target creature gains +3/+3, or target player gains 5 life.
"Feel the heal."
(148/201)

Ray of Confusion
, Instant, Common
Tap target creature. Its controller discards a card at random from his or her hand.
"You will allow me passage, now won't you?" the mage said.
"I don't think..." answered the soldier.

(149/201)

Recoil
1, Instant, Uncommon
Return target creature to its owner's hand. Target player discards a card from his or her hand.
(150/201)

Regimentation
2, Enchantment, Rare
Whenever a creature you control is dealt damage, put a +1/+1 counter on it.
"The beatings will continue until morale improves."
(151/201)

Shieldbane Cleric
1, Summon - Barbarian Cleric 2/2, Uncommon
First Strike. Whenever Shieldbane Cleric is blocked by an artifact creature, it gains Double Strike until end of turn.
Œrions with barbarian invariably become Shieldbanes.
(152/201)

Sinstrike
, Instant, Common
As an additional cost to play Sinstrike, pay 2 life.
Destroy target creature. It can't be regenerated.
"May you enjoy your last breath!"
(153/201)

Skullbound Dragon
4, Summon - Dragon Mercenary 5/4, Rare
5, T: Search your library for a Mercenary with casting cost 5 or less and put it into play. Then shuffle your library.
The Skullbound are generally pretty good about loyalty.
(154/201)

Skybeam
2, Instant, Uncommon
Destroy target enchantment. Then, you may sacrifice any number of lands. If you do, destroy that many target enchantments.
(155/201)

Stupefy
1, Instant, Common
Counter target activated ability.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
"Umm...."
(156/201)

Sulfuric Licid
1, Summon - Licid 1/1, Rare
Sulfuric Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has haste and gets +1/+0." and "[BR]: End the effect that created this ability."
(157/201)

Terrain Shift
1, Sorcery, Uncommon
All basic lands become the basic land type of your choice until end of turn.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
"Valleys open beneath our feet. Have our prayers been heard?" -Arkheld Nostof, sentry
(158/201)

Vitalizing Cascade
X, Instant, Uncommon
Gain X+3 life.
May the waters of life nourish your soul. -Duiran prayer
(159/201)

Ęther Broodling
, Summon - Sliver 2/1, Common
Banding.
It took forty years to create one. It took a month to create forty-hundred.
(160/201)

Pain/Pleasure
1/1, Split - Instant/Instant, Uncommon
Pain deals 1 damage to target creature or player. This damage can't be prevented./Prevent the next 2 damage that would be dealt to target creature or player this turn.
(127/201)

Aberrant Windcatcher
5, Summon - Illusion 2/3, Uncommon
Flying, Colorless (This card is treated as colorless for the purpose of spells and abilities)
We never saw it, cloaked in the swirling sands, until it was upon us.
(161/201)

Ancestral Daisho
4, Artifact, Uncommon
You may choose not to untap Ancestral Daisho during your untap step.
T: Target creature gains +3/+0 and has first strike as long as Ancestral Daisho remains tapped. If that creature is put into a graveyard from play, sacrifice Ancestral Daisho.
(162/201)

Bank of Oerion
4, Artifact, Uncommon
When Bank of Oerion comes into play, you lose 3 life. Put three credit counters on Bank of Oerion.
At the beginning of your upkeep, put a credit counter on Bank of Oerion.
Sacrifice Bank of Oerion: You gain life for each credit counter on Bank of Oerion.
(163/201)

Blank Guardinal
7, Summon - Angel 3/5, Rare
Flying, Colorless (This card is treated as colorless for the purpose of spells and abilities) When Blank Guardinal comes into play, choose a color. Blank Guardinal gains protection from that color.
"You face tells all."
(164/201)

Capped Ram
4, Artifact Creature - Ram 1/2, Uncommon
Banding. Capped Ram gains +1/+1 for each creature banded to it.
More than one Shale barbarian king had wished these caravels of destruction had not crossed their borders.
(165/201)

Garden Gnome
2, Artifact Creature - Gnome 1/2, Common
Protection from Green.
Dwarves don't tend gardens, but were happy enough with their creations to attempt.
(166/201)

Grimoire of Many Things
5, Artifact, Rare
X: Reveal the top card of your library. If its casting cost is equal to or less than X, you may play it as if it were in your hand without paying its casting cost.
(167/201)

Idol of Awareness
6, Artifact, Rare
3: Idol of Awareness becomes a 3/3 artifact creature until end of turn.
3: Idol of Awareness gains one of the following abilities: trample, banding, +1/+1, first strike, or flying until end of turn.
"I swear. Sometimes it's watching me..." -Oerion worker
(168/201)

Memory Caves
6, Artifact, Rare
During your upkeep, if Memory Caves is untapped, put all cards in your graveyard on the bottom of your library in any order. You may tap Memory Caves to ignore this ability until end of turn.
(169/201)

Oscillating Sphere
4, Artifact, Rare
3: Put or remove a spin counter on or from Oscillating Sphere.
During your turn, creatures you control get +X/+0. Otherwise, creatures you control get -X/-0. X is equal to the number of spin counters on Oscillating Sphere.
(170/201)

Perian Cavalry
4, Summon - Soldiers 2/1, Common
First Strike, Colorless (This card is treated as colorless for the purpose of spells and abilities)

(171/201)

Perian
2, Summon - Soldiers 1/2, Common
Banding, Colorless (This card is treated as colorless for the purpose of spells and abilities)
The odd philosophy abundant in the Perian ure is one of total neutrality- in all affairs.
(172/201)

Runic Guardinal
4, Artifact Creature - Angel 2/3, Uncommon
Flying.
Sacrifice an enchantment: Put two +1/+1 counters on Runic Guardinal.
(173/201)

Sands of Time
4, Artifact, Rare
Each player skips his or her untap step. At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land he or she controls and taps each untapped artifact, creature, and land he or she controls.
(174/201)

Scrap Heap
3, Artifact Creature - Wall 0/3, Common
(Walls can't attack)
Discard a card from your hand: put a +1/+1 counter on Scrap Heap.
Remove two cards in your graveyard from the game: Scrap Heap gets +1/+1 until end of turn.
(175/201)

Sentinel of Hope
7, Artifact Creature - Golem 0/1, Rare
Sentinel of Hope may block any number of creatures per combat.
1: Sentinel of Hope's toughness becomes equal to the combined power of all creatures it blocks this turn plus one.
(176/201)

Shale Deserter
1, Summon - Barbarian 1/1, Common
Colorless (This card is treated as colorless for the purpose of spells and abilities)
Only they could dare survive in the endless Hollowlands, and only they would try.
(177/201)

Shifting Sands
4, Instant, Common
Colorless (This card is treated as colorless for the purpose of spells and abilities)
Counter target spell.
Cantrip (At the beginning of your next turn's upkeep, you may draw a card.)
"The dust sees differently" -Perian saying.
(178/201)

Siege Ram
7, Artifact Creature - Ram 2/2, Rare
Trample, Banding.
3: Siege Ram gains +2/+2 for each creature banded to it until end of turn.
Never turn your back on a ram.
(179/201)

Sustainer
2, Artifact, Uncommon
All creatures with toughness 1 or less gain +0/+2.
Ony its power allowed the beings life.
(180/201)

Tetravus
6, Artifact Creature - Golem 1/1, Rare
Flying. Tetravus comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may remove any number of Tetravites created with Tetravus from the game. For each Tetravite removed this way, put a +1/+1 counters on Tetravus. Then you may remove any number of +1/+1 counters from this. For each +1/+1 counter removed this way, put into play a 1/1 Tetravite artifact creature token with flying and "Tetravite can't be enchanted."
(181/201)

Tome of Chaos
6, Legendary Artifact, Rare
Tome of Chaos comes into play tapped and doesn't untap during your next untap step.
At the beginning of each of your turns, you may shuffle your hand into your library. If you do not, Tome of Chaos does not untap during your next untap step.
2, T: Draw seven cards.
(182/201)

Ęther Construct
6, Artifact Creature - Golem 3/3, Rare
When Ęther Construct comes into play, target opponent chooses two of the following abilities: Trample, Haste, First Strike, Fear, Banding, Protection from the color of its owner's choice, or Flying. It gains the chosen abilities until it leaves play.
(183/201)

Alaean Retreat
Land, Uncommon
T: Add [G] to your mana pool.
Threshold--- T: Add [GG] to your mana pool. (Play this ability only if you have seven or more cards in your graveyard.)
(184/201)

Cathedral of Œrion
Legendary Land - Plains, Rare
T: Add (W) to your mana pool.
White creatures you control gain banding.
(185/201)

Central Realm
Legendary Land, Rare
Remove all bands from creatures attacking you.
T: Add one mana of any color to your mana pool. Eastern Realm does not untap during your next untap step.
Where Pallion, Duire, the Footbane Swamps, Alaea, and Shale meet is truly a place of power.
(186/201)

Citadel of the Brotherhood
Legendary Land - Swamp, Rare
T: Add (B) to your mana pool.
Black creatures you control gain banding.
(187/201)

Dells of Aeleska
Legendary Land - Mountain, Rare
T: Add (R) to your mana pool.
Red creatures you control gain banding.
(188/201)

Druid Groves of Alaea
Legendary Land - Forest, Rare
T: Add (G) to your mana pool.
Green creatures you control gain banding.
(189/201)

Emerald Woods
Land - Forest, Uncommon
T: Add G to your mana pool.
1: Add G to your mana pool.
(190/201)

Fetid Mires
Land - Swamp, Uncommon
T: Add B to your mana pool.
1: Add B to your mana pool.
(191/201)

Grand Lake Pallion
Legendary Land - Island, Rare
T: Add (U) to your mana pool.
Blue creatures you control gain banding.
(192/201)

Halls of Hammergrim
Legendary Land, Rare
T: Add three colorless mana to your mana pool.
Artifact creatures you control gain banding.
(193/201)

Hollowlands
Legendary Land - Desert, Common
T: Add (2) to your mana pool. Hollowlands deals 1 damage to you.
Colorless creatures you control gain banding.
Nothing can survive here for long. Not even air.
(194/201)

Kudzu Farm
Land - Forest, Rare
Kudzu Farm cannot be the target of spells or abilities. Kudzu Farm comes into play tapped.
T: Add [G] to your mana pool.
T: Destroy target land. Its controller gains control of Kudzu Farm permanently.
(195/201)

Scoria Faults
Land - Mountain, Uncommon
T: Add R to your mana pool.
1: Add R to your mana pool.
(196/201)

Seaspray Shelves
Land - Island, Uncommon
T: Add U to your mana pool.
1: Add U to your mana pool.
(197/201)

Verdant Fields
Land - Plains, Uncommon
T: Add W to your mana pool.
1: Add W to your mana pool.
(198/201)


Generated with Magic Set Editor on 08-01-2003 17:05:39