Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
1 /
2
{1}{U}
Aphetto Alchemist
Creature - Human Wizard
{T}: Untap target artifact or creature.
Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
1 /
2
{1}{U}
Aphetto Alchemist
Creature - Human Wizard
{T}: Untap target artifact or creature.
Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
1 /
2
{1}{G}{W}
Aura Shards
Enchantment
Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment.
--
City of Brass
Land
Whenever City of Brass becomes tapped, it deals 1 damage to you.
{T}: Add one mana of any color.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
--
Elfhame Palace
Land
Elfhame Palace enters the battlefield tapped.
{T}: Add {G} or {W}.
--
Elfhame Palace
Land
Elfhame Palace enters the battlefield tapped.
{T}: Add {G} or {W}.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.
{T}: Add {C}.
{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.
{T}: Add {C}.
{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.
{T}: Add {C}.
{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.
{T}: Add {C}.
{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{W}{U}
Meddling Mage
Creature - Human Wizard
As Meddling Mage enters the battlefield, choose a nonland card name.
Spells with the chosen name can't be cast.
2 /
2
{W}{U}
Meddling Mage
Creature - Human Wizard
As Meddling Mage enters the battlefield, choose a nonland card name.
Spells with the chosen name can't be cast.
2 /
2
{W}
Mother of Runes
Creature - Human Cleric
{T}: Target creature you control gains protection from the color of your choice until end of turn.
1 /
1
{W}
Mother of Runes
Creature - Human Cleric
{T}: Target creature you control gains protection from the color of your choice until end of turn.
1 /
1
{W}
Mother of Runes
Creature - Human Cleric
{T}: Target creature you control gains protection from the color of your choice until end of turn.
1 /
1
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{W}{W}
Northern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
3 /
3
{2}{W}{W}
Northern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
3 /
3
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{G}
Rancor
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
{G}
Rancor
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
{G}
Rancor
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
{2}{W}
Samite Elder
Creature - Human Cleric
{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.
1 /
2
{2}{W}
Samite Elder
Creature - Human Cleric
{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.
1 /
2
{2}{W}{W}
Southern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target red permanent.
3 /
3
{2}{W}{W}
Southern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target red permanent.
3 /
3
{2}{W}
Spirit of Resistance
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
{G}{W}
Sterling Grove
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
{1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
{G}{W}
Sterling Grove
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
{1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{W}
Tethered Griffin
Creature - Griffin
Flying
When you control no enchantments, sacrifice Tethered Griffin.
2 /
3
{W}
Tethered Griffin
Creature - Griffin
Flying
When you control no enchantments, sacrifice Tethered Griffin.
2 /
3
{W}
Tethered Griffin
Creature - Griffin
Flying
When you control no enchantments, sacrifice Tethered Griffin.
2 /
3
{W}
Tethered Griffin
Creature - Griffin
Flying
When you control no enchantments, sacrifice Tethered Griffin.
2 /
3
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 /
1
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 /
1
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 /
1
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 /
1
{W}
Black Scarab
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by black creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
{W}
Black Scarab
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by black creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
{W}
Black Scarab
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by black creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
{2}{W}
Crackdown
Enchantment
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.
{B}
Darkest Hour
Enchantment
All creatures are black.
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{1}{W}{W}
Glorious Anthem
Enchantment
Creatures you control get +1/+1.
{1}{W}{W}
Glorious Anthem
Enchantment
Creatures you control get +1/+1.
{2}{W}
Hanna's Custody
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
{0}
Lotus Petal
Artifact
{T}, Sacrifice Lotus Petal: Add one mana of any color.
{1}{U}
Mana Maze
Enchantment
Players can't cast spells that share a color with the spell most recently cast this turn.
{U}
Prismatic Lace
Instant
Target permanent becomes the color or colors of your choice. (This effect lasts indefinitely.)
{2}{W}
Spirit of Resistance
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
{4}{B}
Spreading Plague
Enchantment
Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can't be regenerated.
{1}{W}{W}
Story Circle
Enchantment
As Story Circle enters the battlefield, choose a color.
{W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
{1}{W}{W}
Story Circle
Enchantment
As Story Circle enters the battlefield, choose a color.
{W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.