Friday, September 28, 2007

Spoiler for New Set

This is a snapshot of the set design at 3:15 PM on Sept 28, 2007.
I won't update this page - future versions of the spoiler will be on separate pages.
Enjoy!

PS: This is mostly full of "design names", not actual flavorful concepts and card-names. Those will come later.



Card Name: Resonating Bolt
Card Color: R
Mana Cost: R
Type & Class: Instant
Pow/Tou:
Card Text: Resonate 1 — CARDNAME deals 1 damage to target creature or player. (This applies if there are 1 or more cards with resonate in play.)
Resonate 7 — CARDNAME deals 3 damage to target creature or player.
Flavor Text:
Artist:
Rarity: C
Card #: 135/211

Card Name: Deathmist
Card Color: B
Mana Cost: BBBB
Type & Class: Creature - Demon Spirit
Pow/Tou: 2/2
Card Text: Non-black creatures get -1/-1.
Shroud, fear
Flavor Text:
Artist:
Rarity: R
Card #: 81/211

Card Name: Sealer of the Gates
Card Color: B
Mana Cost: 2BB
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Whenever a non-token creature is put into a graveyard from play, its controller puts a 1/1 black Husk creature token into play and you gain 2 life.
Flavor Text:
Artist:
Rarity: U
Card #: 102/211

Card Name: Soul Eater
Card Color: B
Mana Cost: 3BB
Type & Class: Creature - Vampire
Pow/Tou: 4/4
Card Text: Whenever Soul Eater deals combat damage to a creature, put a +1/+1 counter on Soul Eater.
When Soul Eater is put into a graveyard from play, put a 1/1 black Husk creature token into play for each +1/+1 counter that was on it.
Flavor Text:
Artist:
Rarity: R
Card #: 105/211

Card Name: Fearless Evangelist
Card Color: W
Mana Cost: 4W
Type & Class: Creature
Pow/Tou: 3/4
Card Text: At the end of each turn in which you were attacked, you may put two 1/1 white Townsfolk creature tokens into play.
Flavor Text:
Artist:
Rarity: U
Card #: 9/211

Card Name: Sealed in Stone
Card Color: W
Mana Cost: 1W
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Flash
Enchant creature
Enchanted creature gets +2/+2, gains defender, and becomes a Wall in addition to its other creature types.
Flavor Text: Those who break the laws of the All-Powerful are doomed to share his fate.
Artist:
Rarity: C
Card #: 28/211

Card Name: Frustrated Staller
Card Color: U
Mana Cost: 1U
Type & Class: Creature
Pow/Tou: 2/1
Card Text: 2U: Return target land to its owner’s hand. Play this ability only when Frustrated Staller is blocked.
Flavor Text:
Artist:
Rarity: C
Card #: 57/211

Card Name: Thought Thief
Card Color: U
Mana Cost: 1U
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Whenever Thought Thief is blocked, you may draw a card.
Flavor Text: “Your minions betray the very thing they seek to protect…”
Artist:
Rarity: U
Card #: 74/211

Card Name: Alphalogue
Card Color: U
Mana Cost: 2UU
Type & Class: Creature
Pow/Tou: 2/2
Card Text: When Alphalogue comes into play, you may search target player’s library for a card and remove that card from the game. If you do, that player shuffles his or her library.
Flavor Text:
Artist:
Rarity: U
Card #: 40/211

Card Name: Festering Griffin
Card Color: B
Mana Cost: 1B
Type & Class: Creature - Zombie Griffin
Pow/Tou: 1/1
Card Text: Flying
When Festering Griffin is put into a graveyard from play, target creature gets -1/-1 until end of turn.
Flavor Text:
Artist:
Rarity: C
Card #: 87/211

Card Name: Logic Eater
Card Color: R
Mana Cost: 4R
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Flash
Whenever a player draws a card, Logic Eater deals 1 damage to that player.
Flavor Text:
Artist:
Rarity: R
Card #: 129/211

Card Name: Careless Zapper
Card Color: R
Mana Cost: 2R
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Haste
When Careless Zapper comes into play, it deals 2 damage to target player.
When Careless Zapper leaves play, it deals 2 damage to you.
Flavor Text:
Artist:
Rarity: C
Card #: 114/211

Card Name: Divebomber
Card Color: R
Mana Cost: 4R
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Flying
1R, Sacrifice Divebomber: Destroy target land.
Flavor Text:
Artist:
Rarity: C
Card #: 117/211

Card Name: Careless Avalancher
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 4/3
Card Text: When Careless Avalancher comes into play, destroy target land.
When Careless Avalancher leaves play, sacrifice a land.
Flavor Text:
Artist:
Rarity: R
Card #: 113/211

Card Name: Red Rain
Card Color: R
Mana Cost: 1RR
Type & Class: Sorcery
Pow/Tou:
Card Text: Destroy target land.
Resonate 5 — CARDNAME deals 3 damage to that land’s controller. (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 133/211

Card Name: Fault Lines
Card Color: R
Mana Cost: RR
Type & Class: Sorcery
Pow/Tou:
Card Text: Resonate 0 — Each player sacrifices a land. (This applies if there are 0 or more cards with resonate in play.)
Resonate 5 — Each player who doesn’t control a Mountain sacrifices a land.
Flavor Text:
Artist:
Rarity: U
Card #: 120/211

Card Name: Soul Scry Guy
Card Color: B
Mana Cost: 2B
Type & Class: Creature
Pow/Tou: 2/1
Card Text: B, Sacrifice a creature: Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
1BB, Sacrifice a creature: Target player draws a card.
Flavor Text:
Artist:
Rarity: C
Card #: 106/211

Card Name: Steroid Abuse
Card Color: G
Mana Cost: 2G
Type & Class: Instant
Pow/Tou:
Card Text: Choose an opponent. He or she chooses a creature and puts a +1/+1 counter on it. Then you choose a creature and put a +1/+1 counter on it.
Flavor Text:
Artist:
Rarity: C
Card #: 171/211

Card Name: Steroid Transplant
Card Color: Gld
Mana Cost: 2BG
Type & Class: Sorcery
Pow/Tou:
Card Text: Destroy target creature. You may distribute any +1/+1 counters that were on that creature among any number of target creatures.
Flavor Text:
Artist:
Rarity: U
Card #: 185/211

Card Name: Black Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Black Toy: Add B to your mana pool.
Resonate 3 — When Black Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 187/211

Card Name: Unfaithful Crystal Ball
Card Color: Gld
Mana Cost: 4
Type & Class: Artifact
Pow/Tou:
Card Text: Indestructible
Resonate 1 — At the beginning of each opponent’s upkeep step that player draws a card. (This applies if there are 1 or more cards with resonate in play.)
Resonate 7 — At the beginning of your upkeep step draw a card.
Flavor Text:
Artist:
Rarity: R
Card #: 195/211

Card Name: Land Protector
Card Color: W
Mana Cost: 1WW
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Lands you control have shroud. (They can’t be the target of spells or abilities.)
Flavor Text:
Artist:
Rarity: R
Card #: 14/211

Card Name: Soul Shields
Card Color: G
Mana Cost: 4GG
Type & Class: Instant
Pow/Tou:
Card Text: Until end of turn, each creature’s toughness is equal to its converted mana cost.
Flavor Text:
Artist:
Rarity: U
Card #: 168/211

Card Name: Soul Armorers
Card Color: G
Mana Cost: 3GG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Each blocked and blocking creature gets +X/+X until end of turn, where X is its converted mana cost.
Flavor Text:
Artist:
Rarity: R
Card #: 167/211

Card Name: Mr.Quantity
Card Color: B
Mana Cost: 3BB
Type & Class: Creature
Pow/Tou: 3/3
Card Text: At the beginning of each player’s upkeep, that player sacrifices a creature with converted mana cost 2 or more.
Flavor Text:
Artist:
Rarity: R
Card #: 96/211

Card Name: Mr.I-Eat-Tkns-for-Brkfst
Card Color: G
Mana Cost: 4G
Type & Class: Creature
Pow/Tou: 7/7
Card Text: While Mr.I-Eat-Tkns-for-Brkfst is attacking, it gets -X/-X, where X is the lowest converted mana cost among creatures controlled by defending player.
Flavor Text:
Artist:
Rarity: R
Card #: 163/211

Card Name: Resonating Bears
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Resonate 7 — gets +1/+1. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 165/211

Card Name: Master Gravedigger
Card Color: B
Mana Cost: 2BB
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Resonate 1 — When Master Gravedigger comes into play, return target creature card from your graveyard to your hand. (This applies if there are 1 or more cards with resonate in play.)
Resonate 7 — When Master Gravedigger comes into play, return target creature card from your graveyard to play.
Flavor Text:
Artist:
Rarity: C
Card #: 94/211

Card Name: Land Farm
Card Color: G
Mana Cost: GG
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land controlled by an opponent.
Whenever enchanted land is tapped, you may search your library for a land card and put it into play tapped. Then shuffle your library.
Flavor Text:
Artist:
Rarity: U
Card #: 162/211

Card Name: Husk Farm
Card Color: B
Mana Cost: 1B
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land controlled by an opponent.
Whenever enchanted land is tapped, you may put a 1/1 black Husk creature token into play.
Flavor Text:
Artist:
Rarity: C
Card #: 91/211

Card Name: Recycling Bin
Card Color: Gld
Mana Cost: 3
Type & Class: Artifact
Pow/Tou:
Card Text: 1, Sacrifice a permanent: Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
1, T, Sacrifice an enchanted permanent: Draw a card.
Flavor Text:
Artist:
Rarity: R
Card #: 193/211

Card Name: Noisy City
Card Color: Lnd
Mana Cost:
Type & Class: Land - Power-Plant
Pow/Tou:
Card Text: T: Add 1 to your mana pool.
Resonate 5 — T, Add one mana of any color to your mana pool. (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 206/211

Card Name: Devastating Silence
Card Color: W
Mana Cost: 2WW
Type & Class: Sorcery
Pow/Tou:
Card Text: Reveal the top seven cards of your library. If any of those cards has resonate, remove Devastating Silence and the revealed cards from the game. Otherwise, destroy all permanents with resonate, they can’t be regenerated, and put the revealed cards on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: R
Card #: 7/211

Card Name: Clangor
Card Color: U
Mana Cost: UU
Type & Class: Instant
Pow/Tou:
Card Text: Resonate 0 — Counter target spell unless its controller pays 2. (This applies if there are 0 or more cards with resonate in play.)
Resonate 7 — Counter target spell.
Flavor Text:
Artist:
Rarity: C
Card #: 45/211

Card Name: Reson-hate
Card Color: R
Mana Cost: 1R
Type & Class: Instant
Pow/Tou:
Card Text: Reson-hate deals 2 damage to target creature. If that creature has resonate, Reson-hate deals 4 damage to it instead.
Flavor Text:
Artist:
Rarity: C
Card #: 134/211

Card Name: Sleepy Guard
Card Color: W
Mana Cost: 2W
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Resonate 5 — Vigilance (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 31/211

Card Name: Allure
Card Color: G
Mana Cost: 3G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
All creatures able to block enchanted creature do so.
1W: Remove enchanted creature from the game then return it to play. (Cards stop being attached to a creature that leaves play.)
Flavor Text:
Artist:
Rarity: C
Card #: 145/211

Card Name: Hullabaloon
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Resonate 5 — Flying (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 59/211

Card Name: Combat Focus
Card Color: U
Mana Cost: 3U
Type & Class: Instant
Pow/Tou:
Card Text: Choose one — Draw a card for each creature blocking target creature you control; or, draw a card for each creature blocked by target creature you control.
Flavor Text:
Artist:
Rarity: U
Card #: 46/211

Card Name: Husk Token
Card Color: B
Mana Cost:
Type & Class: Creature - Husk
Pow/Tou: 1/1
Card Text:
Flavor Text:
Artist:
Rarity: C
Card #: 210/211

Card Name: Elemental Thief
Card Color: U
Mana Cost: 3UU
Type & Class: Creature
Pow/Tou: 3/4
Card Text: Flying
Resonate 7 — Whenever Elemental Thief deals combat damage to a player, you may draw a card. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 51/211

Card Name: Noisy Kids!
Card Color: R
Mana Cost: 4R
Type & Class: Instant
Pow/Tou:
Card Text: Put three 2/2 red Howler creature tokens into play with “Resonate 5 — At end of turn sacrifice this token.” (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 131/211

Card Name: Fog Wraith
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 4/4
Card Text: Flying
Resonate 3 — At the end of your turn, sacrifice Fog Wraith. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 54/211

Card Name: Angry Librarian
Card Color: U
Mana Cost: 1UU
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Flash
When Angry Librarian comes into play, return target permanent with resonate to its owner’s hand.
Flavor Text: “Quiet!!!”
Artist:
Rarity: U
Card #: 42/211

Card Name: Tricky Bouncer
Card Color: U
Mana Cost: 3UU
Type & Class: Creature
Pow/Tou: 2/4
Card Text: Flash
When Tricky Bouncer comes into play, return another target creature to its owner’s hand.
Resonate 7 — When Tricky Bouncer comes into play, you may return it to its owner’s hand. If you do, untap up to 2 lands. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 75/211

Card Name: Coin Game
Card Color: R
Mana Cost: XRR
Type & Class: Sorcery
Pow/Tou:
Card Text: Choose an opponent and flip a coin X times. For each flip that you win, put a 2/2 red Howler creature token with resonate into play. For each flip that you lose, the chosen opponent puts a 2/2 red Howler creature token with resonate into play.
Resonate 12 — CARDNAME deals 2 damage to up to X different target creature. (This applies if there are 12 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 115/211

Card Name: Howler Token
Card Color: R
Mana Cost:
Type & Class: Creature - Howler
Pow/Tou: 2/2
Card Text: Resonate 1 (This card has resonate but no associated text.)
Flavor Text:
Artist:
Rarity: C
Card #: 211/211

Card Name: Dept. of Noise Pollution
Card Color: W
Mana Cost: 2WW
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Permanents with resonate don’t untap during their controllers’ untap phase.
Flavor Text:
Artist:
Rarity: R
Card #: 6/211

Card Name: Sharp-eared Sentry
Card Color: W
Mana Cost: W
Type & Class: Creature
Pow/Tou: 1/1
Card Text: 1WW, Sacrifice Sharp-eared Sentry: Target permanent gains protection from cards with resonate until end of turn.
Flavor Text:
Artist:
Rarity: C
Card #: 29/211

Card Name: Stream of Annoyance
Card Color: G
Mana Cost: 5GG
Type & Class: Sorcery
Pow/Tou:
Card Text: Cycling GG (GG, Discard this card: Draw a card.)
Resonate X — Gain X life. (This applies if there are X or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 172/211

Card Name: Soulful Guardian
Card Color: W
Mana Cost: 2WW
Type & Class: Creature
Pow/Tou: 2/*
Card Text: * is equal to the highest converted mana cost among creatures you control.
Flavor Text:
Artist:
Rarity: U
Card #: 33/211

Card Name: Husk Hunter
Card Color: W
Mana Cost: 1W
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Husk Hunter gets +1/+1 for each token creature controlled by an opponent.
Flavor Text:
Artist:
Rarity: C
Card #: 13/211

Card Name: Hunted Sky-Constable
Card Color: W
Mana Cost: 1WW
Type & Class: Creature
Pow/Tou: 5/5
Card Text: Flying
When Hunted Sky-Constable comes into play, choose an opponent. That opponent puts three 2/2 red Howler creature tokens with resonate into play.
Flavor Text:
Artist:
Rarity: R
Card #: 12/211

Card Name: Rip-off Dude
Card Color: W
Mana Cost: 5W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: You may play Rip-off Dude for WW.
Flavor Text:
Artist:
Rarity: C
Card #: 26/211

Card Name: Crusading General
Card Color: W
Mana Cost: 3W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: First strike, vigilance
XWW, T: Attacking creatures get +3/+3 until end of turn. X is equal to the lowest converted mana cost among creatures controlled by defending player. Play this ability only when Crusading General is attacking.
Flavor Text:
Artist:
Rarity: R
Card #: 3/211

Card Name: Elvish Fitness Consultant
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 1/1
Card Text: T: Add G to your mana pool.
3G, T: Put a +1/+1 counter on target creature.
Flavor Text:
Artist:
Rarity: C
Card #: 152/211

Card Name: Filterbeast
Card Color: G
Mana Cost: 1GG
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Resonate 5 — Sacrifice Filterbeast: Add three mana in any combination of colors to your mana pool.
Flavor Text:
Artist:
Rarity: U
Card #: 155/211

Card Name: Brimstone Bears
Card Color: Gld
Mana Cost: RG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: When Brimstone Bears comes into play, it deals 2 damage to target creature or player.
When Brimstone Bears is put into a graveyard from play, you may search your library for a land card and put it into play tapped. If you do, shuffle your library.
Flavor Text:
Artist:
Rarity: U
Card #: 180/211

Card Name: Interconnection
Card Color: U
Mana Cost: 1U
Type & Class: Instant
Pow/Tou:
Card Text: Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Counter target spell unless its controller chooses to let you draw a card and untap one land of your choice.
Flavor Text:
Artist:
Rarity: U
Card #: 61/211

Card Name: No-Husks Club
Card Color: W
Mana Cost: W
Type & Class: Creature - Wall
Pow/Tou: 0/1
Card Text: Defender, protection from creatures
No-Husks Club may block any number of creatures.
No-Husks Club can’t block creatures with converted mana cost 2 or more.
Flavor Text:
Artist:
Rarity: U
Card #: 20/211

Card Name: Howler Salesman
Card Color: R
Mana Cost: 1RR
Type & Class: Creature
Pow/Tou: 2/1
Card Text: First strike
R: Choose an opponent. That player puts a 2/2 red Howler creature token with resonate into play. Howler Salesman gets +2/+2 until end of turn. Play this ability only once per turn.
Flavor Text:
Artist:
Rarity: U
Card #: 125/211

Card Name: Soul Steroids
Card Color: G
Mana Cost: 4G
Type & Class: Sorcery
Pow/Tou:
Card Text: Put a number of +1/+1 counters on target creature equal to its converted mana cost.
Flavor Text:
Artist:
Rarity: U
Card #: 169/211

Card Name: Resonaturalize
Card Color: G
Mana Cost: 2G
Type & Class: Instant
Pow/Tou:
Card Text: Destroy target artifact or enchantment.
Resonate 7 — You may destroy another target artifact or enchantment. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 166/211

Card Name: I-Eat-Tkns-for-Brkfst-The-Spray
Card Color: G
Mana Cost: 2G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains trample and protection from creatures with converted mana cost 2 or less.
Flavor Text:
Artist:
Rarity: C
Card #: 159/211

Card Name: John's Illegal Armor of Wisdom
Card Color: G
Mana Cost: G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature’s converted mana cost is 8.
When John’s Illegal Armor of Wisdom comes into play, draw a card.
Flavor Text:
Artist:
Rarity: U
Card #: 161/211

Card Name: Sensory Overload
Card Color: B
Mana Cost: 2BB
Type & Class: Instant
Pow/Tou:
Card Text: Resonate X — Destroy target non-black, non-artifact creature with converted mana cost X or less. It can’t be regenerated. (This applies if there are X or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 103/211

Card Name: Noise Proofing
Card Color: U
Mana Cost: U
Type & Class: Sorcery
Pow/Tou:
Card Text: Cycling U (U, Discard this card: Draw a card.)
Resonate X — As an additional cost to play Noise Proofing, pay X. Return up to X target non-land permanents to their owners’ hands. (This applies if there are X or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 66/211

Card Name: Flowing Soul
Card Color: G
Mana Cost: GG
Type & Class: Instant
Pow/Tou:
Card Text: Choose a number. Target creature gets +2/+2 and its converted mana cost is the chosen number until end of turn.
Flavor Text:
Artist:
Rarity: U
Card #: 156/211

Card Name: Supersage
Card Color: U
Mana Cost: XUU
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Supersage comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Supersage, T: Put a +1/+1 counter on Supersage. Draw a card.
Flavor Text:
Artist:
Rarity: R
Card #: 73/211

Card Name: Superdruid
Card Color: G
Mana Cost: XG
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Superdruid comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Superdruid, T: Put a +1/+1 counter on Superdruid. Search your library for a land card and put it into play tapped, then shuffle your library.
Flavor Text:
Artist:
Rarity: R
Card #: 175/211

Card Name: Inflator
Card Color: Gld
Mana Cost: 3
Type & Class: Artifact Creature
Pow/Tou: 2/2
Card Text: Resonate 5 — T, Put a +1/+1 counter on Inflator. (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 192/211

Card Name: Emergency Response Mammoth
Card Color: G
Mana Cost: 3G
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Contingency — As long as combat damage is assigned to a creature you control, you may play this spell for 1GG anytime you could play an instant.
When Emergency Response Mammoth comes into play, regenerate target creature.
Flavor Text:
Artist:
Rarity: U
Card #: 153/211

Card Name: Insistent Shaman
Card Color: G
Mana Cost: 1GG
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Contingency — As long as an effect controlled by an opponent targets a spell you control, you may play this spell for G anytime you could play an instant.
When Insistent Shaman comes into play, spells you control can’t be countered until end of turn.
Flavor Text:
Artist:
Rarity: R
Card #: 160/211

Card Name: The Cavalry
Card Color: G
Mana Cost: 3GG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Flash
When The Cavalry comes into play, distribute two +1/+1 counters among any number of target creatures.
Flavor Text:
Artist:
Rarity: U
Card #: 176/211

Card Name: Nice Try
Card Color: R
Mana Cost: 4R
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as damage has been prevented by an effect controlled by an opponent during the current phase, you may play this spell for RR anytime you could play an instant. (The phases are beginning, main, combat, and end.)
Nice Try deals 4 damage to target creature or player.
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Rarity: C
Card #: 130/211

Card Name: Sudden Spring
Card Color: G
Mana Cost: 2GG
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as an effect controlled by an opponent targets a land you control, you may play this spell as an instant for 1G.
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.
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Rarity: C
Card #: 173/211

Card Name: Crookclaw Apprentice
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 4/1
Card Text: Resonate 7 — Flash (This applies if there are 7 or more cards with resonate in play.)
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Rarity: C
Card #: 47/211

Card Name: Protective Knight
Card Color: W
Mana Cost: 2W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: First strike
W, T, Sacrifice Protective Knight: Permanents you control have shroud until end of turn. (They can’t be the target of spells or abilities.)
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Rarity: R
Card #: 23/211

Card Name: Contemplative Golem
Card Color: Gld
Mana Cost: 4
Type & Class: Artifact Creature
Pow/Tou: 3/3
Card Text: Contemplative Golem costs an additional 1 for each permanent with resonate you control.
Spells with resonate cost 2 more to play.
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Rarity: R
Card #: 189/211

Card Name: Noisy Upheaval
Card Color: U
Mana Cost: 1U
Type & Class: Instant
Pow/Tou:
Card Text: Return target permanent with resonate to its owner’s hand.
Resonate 7 — Each player returns 3 permanents they control with resonate to their owners’ hands. (This applies if there are 7 or more cards with resonate in play.)
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Rarity: R
Card #: 67/211

Card Name: Noisy Bartering
Card Color: B
Mana Cost: BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Target player sacrifices a permanent with resonate.
Resonate 7 — Each player sacrifices 3 permanents with resonate. (This applies if there are 7 or more cards with resonate in play.)
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Rarity: U
Card #: 97/211

Card Name: Erratic Exploder
Card Color: R
Mana Cost: 1R
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Haste
1R, T, Sacrifice Erratic Exploder: Reveal cards from the top of your library until you reveal a nonland card. Erratic Exploder deals damage equal to that card’s converted mana cost to target creature or player. Put the revealed cards on the bottom of your library in any order.
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Rarity: C
Card #: 118/211

Card Name: Jukebox Hero
Card Color: R
Mana Cost: 3R
Type & Class: Creature - Barbarian Bard
Pow/Tou: 2/2
Card Text: Discard a card at random: Jukebox Hero gets +1/+0 and gains first strike until end of turn. If the discarded card had resonate, instead Jukebox Hero gets +1/+0 and gains double strike until end of turn.
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Rarity: C
Card #: 127/211

Card Name: Giants Grow
Card Color: G
Mana Cost: 2G
Type & Class: Instant
Pow/Tou:
Card Text: Creatures with converted mana cost 4 or more get +2/+2 until end of turn.
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Rarity: C
Card #: 157/211

Card Name: Wurmherder
Card Color: G
Mana Cost: 2G
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Creatures with converted mana cost 4 or more gain trample.
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Rarity: C
Card #: 179/211

Card Name: Ice Elemental
Card Color: U
Mana Cost: 1U
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Flying
You may play Ice Elemental for 3UU. If you do, it comes into play with two +1/+1 counters.
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Rarity: U
Card #: 60/211

Card Name: Weed Elemental
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Flash, reach
You may play Weed Elemental for 3GG. If you do, it comes into play with two +1/+1 counters.
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Rarity: U
Card #: 178/211

Card Name: Compost Heap
Card Color: G
Mana Cost: 1G
Type & Class: Creature - Wall
Pow/Tou: 1/3
Card Text: Defender
When Compost Heap is put into a graveyard from play, you may search your library for up to three land cards and put them into your graveyard. If you do, shuffle your library.
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Rarity: C
Card #: 148/211

Card Name: Debris Cleanup Crew
Card Color: G
Mana Cost: 4G
Type & Class: Creature
Pow/Tou: 3/3
Card Text: 1G, Remove a land card in your graveyard from the game: Put a +1/+1 counter on target creature.
Flavor Text: The fool sees reasons to disdain.
The wise see reasons to cherish.
Artist:
Rarity: C
Card #: 149/211

Card Name: Screaming Meemies
Card Color: R
Mana Cost: 3R
Type & Class: Sorcery
Pow/Tou:
Card Text: As an additional cost to play Screaming Meemies, you may sacrifice any number of token creatures.
Screaming Meemies deals 2 damage to each player for each token creature he or she controls.
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Rarity: U
Card #: 137/211

Card Name: Digging Graves
Card Color: B
Mana Cost: 1BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Remove any number of land cards in your graveyard from the game. Each creature gets -X/-X until end of turn, where X is equal to the number of land cards removed this way.
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Rarity: U
Card #: 83/211

Card Name: Mr.Crucible
Card Color: Gld
Mana Cost: 2BG
Type & Class: Creature
Pow/Tou: 3/3
Card Text: You may play land cards from your graveyard.
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Rarity: R
Card #: 183/211

Card Name: Brainfly Swarm
Card Color: G
Mana Cost: 4GG
Type & Class: Creature
Pow/Tou: 5/5
Card Text: Whenever Brainfly Swarm deals combat damage to a player, you may draw a card.
G, Remove a land card in your graveyard from the game: Brainfly Swarm gains trample until end of turn.
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Rarity: R
Card #: 146/211

Card Name: Debris Scavenger
Card Color: G
Mana Cost: GG
Type & Class: Creature
Pow/Tou: 2/2
Card Text: 1, Remove a land card in your graveyard from the game: Reveal the top card of your library. If it’s a creature card, put it into your hand. Otherwise, discard it.
Flavor Text: The fool wastes.
The wise adapt.
Artist:
Rarity: U
Card #: 151/211

Card Name: Debris Investigator
Card Color: U
Mana Cost: UU
Type & Class: Creature
Pow/Tou: 2/1
Card Text: 1, Remove a land card in your graveyard from the game: Reveal the top card of your library. If it’s an instant card, put it into your hand. Otherwise, discard it.
Flavor Text: The fool expects perfection.
The wise expect to learn from mistakes.
Artist:
Rarity: U
Card #: 48/211

Card Name: Painfully-loud Memories
Card Color: Gld
Mana Cost: 1BR
Type & Class: Sorcery
Pow/Tou:
Card Text: Target player discards a random card then discards a card. For each discarded card that had resonate, Painfully-loud Memories deals 2 damage to that player.
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Rarity: U
Card #: 184/211

Card Name: Forgotten Cave
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Forgotten Cave comes into play tapped.
T: Add R to your mana pool.
Cycling R (R, Discard this card: Draw a card.)
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Rarity: C
Card #: 202/211

Card Name: Lonely Sandbar
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Lonely Sandbar comes into play tapped.
T: Add U to your mana pool.
Cycling U (U, Discard this card: Draw a card.)
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Rarity: C
Card #: 204/211

Card Name: Secluded Steppe
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Secluded Steppe comes into play tapped.
T: Add W to your mana pool.
Cycling W (W, Discard this card: Draw a card.)
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Rarity: C
Card #: 208/211

Card Name: Tranquil Thicket
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Tranquil Thicket comes into play tapped.
T: Add G to your mana pool.
Cycling G (G, Discard this card: Draw a card.)
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Rarity: C
Card #: 209/211

Card Name: Barren Moor
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: Barren Moor comes into play tapped.
T: Add B to your mana pool.
Cycling B (B, Discard this card: Draw a card.) (B, Discard this card: Draw a card.)
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Rarity: C
Card #: 199/211

Card Name: Frustrated Seer
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 2/3
Card Text: U: Scry 1. Play this ability only when Frustrated Seer is blocked. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
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Rarity: U
Card #: 56/211

Card Name: Frustrated Water Elemental
Card Color: U
Mana Cost: 4UU
Type & Class: Creature
Pow/Tou: 4/5
Card Text: 3UU: Gain control of target permanent controlled by defending player. Play this ability only when Frustrated Water Elemental is blocked. (This effect doesn’t end at end of turn.)
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Rarity: R
Card #: 58/211

Card Name: Shadow Elemental
Card Color: B
Mana Cost: 1B
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Fear
You may play Shadow Elemental for 3BB. If you do, it comes into play with two +1/+1 counters.
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Rarity: C
Card #: 104/211

Card Name: Debris Engineer
Card Color: W
Mana Cost: 1W
Type & Class: Creature
Pow/Tou: 2/1
Card Text: Vigilance
1, Remove a land card in your graveyard from the game: Creatures you control get +0/+1 until end of turn.
Flavor Text: The fool finds cracks on the surface.
The wise find inner strength.
Artist:
Rarity: C
Card #: 4/211

Card Name: Master of Graves
Card Color: B
Mana Cost: 4B
Type & Class: Creature
Pow/Tou: 3/2
Card Text: T, Sacrifice a land, sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only when you could play a sorcery.
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Rarity: U
Card #: 95/211

Card Name: Soul-link Chains
Card Color: B
Mana Cost: 2B
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gets -1/-1.
When enchanted creature is put into a graveyard from play, its controller loses life equal to its converted mana cost and you gain that much life.
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Rarity: C
Card #: 107/211

Card Name: Soul-link Claws
Card Color: G
Mana Cost: 3G
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature leaves play, reveal a number of cards from the top of your library equal to its converted mana cost. Put any creature cards revealed this way into your hand, and put the remainder on the bottom of your library in any order.
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Rarity: C
Card #: 170/211

Card Name: Wallopin' Websnapper
Card Color: G
Mana Cost: 2GG
Type & Class: Creature
Pow/Tou: 2/4
Card Text: Reach
Resonate 7 — CARDNAME gets +2/+0 and gains trample. (This applies if there are 7 or more cards with resonate in play.)
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Rarity: U
Card #: 177/211

Card Name: Soul-link Wings
Card Color: U
Mana Cost: 1U
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains flying.
When enchanted creature leaves play, Scry X, where X is its converted mana cost. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
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Rarity: C
Card #: 70/211

Card Name: Soul-link Charm Bracelet
Card Color: R
Mana Cost: 1R
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gets +2/+0.
When enchanted creature leaves play, discard your hand then draw two cards.
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Rarity: C
Card #: 139/211

Card Name: Soul-link Armor
Card Color: W
Mana Cost: 2W
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains protection from creatures with converted mana cost 3 or more.
When enchanted creature leaves play, gain life equal to its converted mana cost.
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Rarity: C
Card #: 32/211

Card Name: Sudden Blink
Card Color: W
Mana Cost: 2W
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as an effect controlled by an opponent targets a creature you control, you may play this spell for W anytime you could play an instant.
Remove target creature from the game, then return it to play under its owner’s control.
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Rarity: U
Card #: 34/211

Card Name: Supergood
Card Color: W
Mana Cost: X1W
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Supergood comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Supergood, T: Put a +1/+1 counter on Supergood. Prevent the next X damage that would be dealt to each of up to X target creatures or players, where X is the number of +1/+1 counters on Supergood.
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Rarity: R
Card #: 35/211

Card Name: Superbad
Card Color: B
Mana Cost: X1B
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Superbad comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Superbad, T: Put a +1/+1 counter on Superbad. Target creature gets -X/-X until end of turn, where X is the number of +1/+1 counters on Superbad.
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Rarity: R
Card #: 108/211

Card Name: Super-Fortunate
Card Color: R
Mana Cost: XR
Type & Class: Legendary Creature - Elemental
Pow/Tou: 0/0
Card Text: Super-Fortunate comes into play with X +1/+1 counters on it.
Pay 2 for each +1/+1 counter on Super-Fortunate, T: Put a +1/+1 counter on Super-Fortunate. Each player discards X cards then draws X cards, where X is the number of +1/+1 counters on Super-Fortunate.
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Rarity: R
Card #: 142/211

Card Name: Peaceful Vista
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: At the beginning of each player’s upkeep, if Peaceful Vista is untapped, that player may Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
T: Add 1 to your mana pool.
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Rarity: R
Card #: 207/211

Card Name: Peacemakers
Card Color: W
Mana Cost: 3W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Contingency — As long as combat damage is assigned to you, you may play this spell for 1W anytime you could play an instant.
When Peacemakers comes into play, prevent all combat damage that would be dealt this turn.
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Rarity: C
Card #: 22/211

Card Name: Ex-Exalted Angel
Card Color: B
Mana Cost: 4BB
Type & Class: Creature
Pow/Tou: 2/6
Card Text: Contingency — As long as an opponent has more than double your life total, you may play this spell for BB anytime you could play an instant.
Whenever Ex-Exalted Angel deals combat damage to a creature, that creature’s controller loses that much life and you gain that much life.
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Rarity: R
Card #: 86/211

Card Name: Debriswalker
Card Color: R
Mana Cost: 1R
Type & Class: Creature
Pow/Tou: 1/1
Card Text: As long as there is a land card in defending player’s graveyard, Debriswalker is unblockable.
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Rarity: C
Card #: 116/211

Card Name: Wall of Sparks
Card Color: R
Mana Cost: R
Type & Class: Creature - Wall
Pow/Tou: 0/2
Card Text: Defender
Whenever Wall of Sparks blocks or is put into a graveyard from play, flip a coin. If you win the flip, Wall of Sparks deals 2 damage to target creature.
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Rarity: C
Card #: 144/211

Card Name: Sleepy Rager
Card Color: R
Mana Cost: R
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Resonate 5 — Double strike (This applies if there are 5 or more cards with resonate in play.)
Flavor Text:
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Rarity: C
Card #: 138/211

Card Name: Disciple of the Fault
Card Color: B
Mana Cost: B
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Whenever a land is put into a graveyard from play, you may pay B. If you do, that land’s controller loses 1 life and you gain 1 life.
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Rarity: C
Card #: 84/211

Card Name: Debris Mold
Card Color: G
Mana Cost: G
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Trample
B, Remove a land card in an opponent’s graveyard from the game: Debris Mold gets +1/+1 until end of turn.
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Rarity: C
Card #: 150/211

Card Name: Field Biologist
Card Color: U
Mana Cost: U
Type & Class: Creature
Pow/Tou: 1/1
Card Text: Whenever an opponent puts a creature token into play, you may draw a card.
Flavor Text:
Artist:
Rarity: C
Card #: 52/211

Card Name: Rotten Farm
Card Color: B
Mana Cost: 1BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Target player sacrifices a land and discards a card.
Flavor Text:
Artist:
Rarity: C
Card #: 101/211

Card Name: Erratic Whelp
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 1/2
Card Text: Flying
Whenever Erratic Whelp deals combat damage to a player, you may remove the top card of your library from the game. If you do, Erratic Whelp deals X damage to that player, where X is the converted mana cost of the revealed card.
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Rarity: U
Card #: 119/211

Card Name: White Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice White Toy: Add W to your mana pool.
Resonate 3 — When White Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 196/211

Card Name: Green Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Green Toy: Add G to your mana pool.
Resonate 3 — When Green Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 191/211

Card Name: Blue Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Blue Toy: Add U to your mana pool.
Resonate 3 — When Blue Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 188/211

Card Name: Red Toy
Card Color: Gld
Mana Cost: 1
Type & Class: Artifact
Pow/Tou:
Card Text: Sacrifice Red Toy: Add R to your mana pool.
Resonate 3 — When Red Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)
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Artist:
Rarity: C
Card #: 194/211

Card Name: Howler Portal
Card Color: R
Mana Cost: 3R
Type & Class: Sorcery
Pow/Tou:
Card Text: Each player puts a 2/2 Howler creature token with resonate into play, then you put an additional one into play.
Flavor Text:
Artist:
Rarity: U
Card #: 124/211

Card Name: Jealous Pyromancer
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Whenever a creature spell is played at a time when its controller couldn’t have played a sorcery, Jealous Pyromancer deals 3 damage to that spell’s controller.
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Rarity: U
Card #: 126/211

Card Name: Rock Tossers
Card Color: R
Mana Cost: 3R
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Sacrifice a land: Flip a coin. If you win the flip, Rock Tossers deals 2 damage to target creature. Otherwise, Rock Tossers deals 1 damage to target creature.
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Rarity: C
Card #: 136/211

Card Name: Krark, Master Gambler
Card Color: R
Mana Cost: 3RR
Type & Class: Legendary Creature - Goblin
Pow/Tou: 3/3
Card Text: Haste, first strike
If you would flip a coin, instead flip two coins and ignore one.
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Artist:
Rarity: R
Card #: 128/211

Card Name: Wall of Doors
Card Color: U
Mana Cost: 1U
Type & Class: Creature - Wall
Pow/Tou: 0/2
Card Text: Whenever Wall of Doors is dealt combat damage, Scry X, where X is the amount of combat damage dealt to it. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Flavor Text: You can open them all; you can walk through one.
Artist:
Rarity: C
Card #: 76/211

Card Name: Skyshield Squadron
Card Color: W
Mana Cost: 3WW
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Flying
Whenever a spell or ability controlled by an opponent targets a non-creature permanent you control, you may gain 2 life.
Flavor Text:
Artist:
Rarity: U
Card #: 30/211

Card Name: Healing Beer
Card Color: W
Mana Cost: 1W
Type & Class: Instant
Pow/Tou:
Card Text: Prevent the next 3 damage that would be dealt to target creature.
Resonate 5 — Gain 3 life. (This applies if there are 5 or more cards with resonate in play.)
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Rarity: C
Card #: 11/211

Card Name: Dreamrender
Card Color: B
Mana Cost: 4B
Type & Class: Creature
Pow/Tou: 3/3
Card Text: When Dreamrender comes into play, each player with a life total greater than yours sacrifices a creature and each player with a life total less than yours sacrifices a land.
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Artist:
Rarity: U
Card #: 85/211

Card Name: Deadly Judgment
Card Color: B
Mana Cost: 1BB
Type & Class: Sorcery
Pow/Tou:
Card Text: Target creature’s controller chooses one — Sacrifice the creature; or that player loses life equal to the creature’s converted mana cost and you gain that much life.
Flavor Text:
Artist:
Rarity: U
Card #: 80/211

Card Name: Rampaging Hulk
Card Color: R
Mana Cost: 5R
Type & Class: Creature
Pow/Tou: 5/4
Card Text: Whenever Rampaging Hulk is blocked for the first time each turn, untap it. After this phase, you get an additional combat phase.
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Rarity: R
Card #: 132/211

Card Name: Endless Green
Card Color: G
Mana Cost: GG
Type & Class: Sorcery
Pow/Tou:
Card Text: You may play Endless Green by revealing three cards from your hand each with converted mana cost 5 or more.
Search your library for a basic land card and put it into play tapped, then shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 154/211

Card Name: Reflex Cure
Card Color: W
Mana Cost: XW
Type & Class: Instant
Pow/Tou:
Card Text: Prevent all damage that would be dealt this turn by creatures with converted mana cost X.
Flavor Text:
Artist:
Rarity: U
Card #: 25/211

Card Name: Giant Husk
Card Color: Gld
Mana Cost: 2BR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: You may play Giant Husk from your graveyard.
When Giant Husk is put into a graveyard from play, flip a coin. If you lose the flip, remove Giant Husk from the game.
Flavor Text:
Artist:
Rarity: U
Card #: 181/211

Card Name: House of the Dead
Card Color: B
Mana Cost: 1B
Type & Class: Creature - Wall
Pow/Tou: 3/1
Card Text: Defender
When House of the Dead comes into play, you may search your library for up to two creature cards and put them into your graveyard. If you do, shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 90/211

Card Name: Battlefield Scrounger
Card Color: B
Mana Cost: 3B
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Whenever Battlefield Scrounger would deal combat damage to a player, you may choose to prevent that damage. If you do, return target creature card from your graveyard to play.
Flavor Text:
Artist:
Rarity: U
Card #: 77/211

Card Name: Whispering Demon
Card Color: B
Mana Cost: 3BB
Type & Class: Creature - Demon
Pow/Tou: 2/2
Card Text: Fear
When Whispering Demon comes into play, choose an opponent. That opponent chooses one - Whispering Demon comes into play with two +1/+1 counters on it; or, you may search your library for a card and put it into your hand, then shuffle your library.
Flavor Text:
Artist:
Rarity: R
Card #: 111/211

Card Name: Urborg Autocrat
Card Color: B
Mana Cost: 3B
Type & Class: Creature
Pow/Tou: 2/2
Card Text: When Urborg Autocrat comes into play, remove up to three creature cards in your graveyard from the game. For each card removed this way, put a 1/1 black Husk creature token into play.
Flavor Text:
Artist:
Rarity: U
Card #: 109/211

Card Name: Urborg Minion
Card Color: B
Mana Cost: B
Type & Class: Creature
Pow/Tou: 1/1
Card Text: When Urborg Minion comes into play, you may remove a creature card in your graveyard from the game. If you do, put a 1/1 black Husk creature token into play.
Flavor Text:
Artist:
Rarity: C
Card #: 110/211

Card Name: Mask of Horrors
Card Color: B
Mana Cost: BB
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant creature
Enchanted creature gains fear.
Whenever enchanted creature deals combat damage to a player, look at a random card from that player’s hand and the top card of their library. Put one of these cards in their hand and the other on the bottom of their library.
Flavor Text:
Artist:
Rarity: U
Card #: 93/211

Card Name: Stop That!
Card Color: R
Mana Cost: 2R
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as an opponent has used Scry during the current phase, you may play this spell for R anytime you could play an instant. (The phases are beginning, main, combat, and end.)
Stop That! deals 3 damage to target player and they shuffle their library.
Flavor Text:
Artist:
Rarity: U
Card #: 141/211

Card Name: Ritual Adept
Card Color: B
Mana Cost: 1B
Type & Class: Creature - Human Cleric
Pow/Tou: 2/1
Card Text: T, Sacrifice a creature: Add one mana of any color to your mana pool. You lose life equal to the converted mana cost of the sacrificed creature.
Flavor Text:
Artist:
Rarity: U
Card #: 98/211

Card Name: Ancestral Resonance
Card Color: U
Mana Cost: U
Type & Class: Sorcery
Pow/Tou:
Card Text: Resonate 0 — Draw a card. (This applies if there are 0 or more cards with resonate in play.)
Resonate 9 — Draw three cards.
Flavor Text:
Artist:
Rarity: U
Card #: 41/211

Card Name: Interrogate
Card Color: Gld
Mana Cost: UB
Type & Class: Sorcery
Pow/Tou:
Card Text: As an additional cost to play Interrogate, sacrifice a creature.
Draw two cards, then target opponent discards a card.
Resonate 7 — Flash (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 182/211

Card Name: Astralborn Sentry
Card Color: W
Mana Cost: 1WW
Type & Class: Creature
Pow/Tou: 1/3
Card Text: XX, T: Remove target creature with converted mana cost X from the game then return it to play under its owner’s control.
Flavor Text:
Artist:
Rarity: U
Card #: 2/211

Card Name: Greedy Ogre
Card Color: B
Mana Cost: 4B
Type & Class: Creature
Pow/Tou: 3/3
Card Text: When Greedy Ogre comes into play, gain control of target land.
Flavor Text:
Artist:
Rarity: U
Card #: 88/211

Card Name: Horrific Spectre
Card Color: B
Mana Cost: 2BB
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Fear
Whenever Horrific Spectre deals combat damage to a player, look at a random card from that player’s hand and the top card of their library. Put one of these cards in their hand and the other on the bottom of their library.
Flavor Text:
Artist:
Rarity: R
Card #: 89/211

Card Name: Hidden Geysers
Card Color: R
Mana Cost: 1R
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
When Hidden Geysers comes into play, discard a card at random.
Enchanted land gains “T: This land deals 2 damage to target creature.”
Flavor Text:
Artist:
Rarity: U
Card #: 122/211

Card Name: Speedy Giant
Card Color: R
Mana Cost: 2RR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Haste
G: Speedy Giant gets +1/+0 until end of turn.
Flavor Text:
Artist:
Rarity: U
Card #: 140/211

Card Name: Protective Sergeant
Card Color: W
Mana Cost: 2WW
Type & Class: Creature
Pow/Tou: 2/3
Card Text: Protective Sergeant gets +1/+1 for each blocked creature you control.
Flavor Text:
Artist:
Rarity: U
Card #: 24/211

Card Name: Angry Mountain
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add R to your mana pool. Angry Mountain deals 1 damage to you.
As long as Angry Mountain is in your graveyard and you control a Mountain, creatures you control have haste.
Flavor Text:
Artist:
Rarity: U
Card #: 198/211

Card Name: Filthy Swamp
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add B to your mana pool. Filthy Swamp deals 1 damage to you.
As long as Filthy Swamp is in your graveyard and you control a Swamp, creatures you control have fear.
Flavor Text:
Artist:
Rarity: U
Card #: 201/211

Card Name: Blazing Plains
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add W to your mana pool. Blazing Plains deals 1 damage to you.
As long as Blazing Plains is in your graveyard and you control a Plains, creatures you control have vigilance.
Flavor Text:
Artist:
Rarity: U
Card #: 200/211

Card Name: Weenieherder
Card Color: W
Mana Cost: 3W
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Creatures with converted mana cost 2 or less gain first strike.
Flavor Text:
Artist:
Rarity: U
Card #: 37/211

Card Name: Super Cavalry
Card Color: G
Mana Cost: XGG
Type & Class: Creature
Pow/Tou: 0/0
Card Text: When Super Cavalry comes into play, distribute X +1/+1 counters among any number of target creatures.
Flavor Text:
Artist:
Rarity: R
Card #: 174/211

Card Name: Debris Wanderer
Card Color: Gld
Mana Cost: 2
Type & Class: Artifact Creature - Golem
Pow/Tou: 1/2
Card Text: When Debris Wanderer comes into play, you may return target land card in your graveyard to play tapped.
Flavor Text:
Artist:
Rarity: C
Card #: 190/211

Card Name: Withered Automaton
Card Color: Gld
Mana Cost: 4
Type & Class: Artifact Creature - Golem
Pow/Tou: 2/2
Card Text: 1: Remove target card in a graveyard from the game.
Flavor Text:
Artist:
Rarity: U
Card #: 197/211

Card Name: Metamagical Wrecking Crew
Card Color: W
Mana Cost: 4W
Type & Class: Creature
Pow/Tou: 2/3
Card Text: When Metamagical Wrecking Crew comes into play, destroy target enchanted land.
Flavor Text:
Artist:
Rarity: U
Card #: 19/211

Card Name: Land-twiddle
Card Color: U
Mana Cost: 1U
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
When Land-twiddle comes into play, draw a card.
U: Tap or untap enchanted land.
Flavor Text:
Artist:
Rarity: U
Card #: 62/211

Card Name: Husk Nest
Card Color: B
Mana Cost: 1BB
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
Enchanted land gains “T: Put a 1/1 black Husk creature token into play.”
Flavor Text:
Artist:
Rarity: U
Card #: 92/211

Card Name: Ritual Chanter
Card Color: B
Mana Cost: BB
Type & Class: Creature - Human Spellshaper
Pow/Tou: 2/2
Card Text: Resonate 7 — 1BB, T, Discard three cards, Put a 7/7 black Demon creature token with flying into play. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: U
Card #: 99/211

Card Name: Land-a-geddon
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add 1 to your mana pool.
Resonate 7 — When Land-a-geddon comes into play, you may spend 3WW. If you do, destroy all lands. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 203/211

Card Name: Metamagic Slide
Card Color: W
Mana Cost: 1W
Type & Class: Instant
Pow/Tou:
Card Text: Remove target enchantment from the game. At the end of your next turn, you may return it to play. (Local enchantments select a target when they come into play.)
Flavor Text:
Artist:
Rarity: U
Card #: 17/211

Card Name: Non-Stone Rain
Card Color: W
Mana Cost: 2W
Type & Class: Sorcery
Pow/Tou:
Card Text: Destroy target non-basic or enchanted land.
Flavor Text:
Artist:
Rarity: C
Card #: 21/211

Card Name: Dimensional Chasm
Card Color: U
Mana Cost: 2U
Type & Class: Instant
Pow/Tou:
Card Text: Return target land or creature to its owner’s hand. If it was enchanted, draw a card.
Flavor Text:
Artist:
Rarity: C
Card #: 49/211

Card Name: Dance of the Husks
Card Color: B
Mana Cost: 3B
Type & Class: Sorcery
Pow/Tou:
Card Text: Contingency — As long as you control five creatures or more, you may play this spell for 2BB anytime you could play an instant.
Return target creature card from your graveyard to play.
Flavor Text:
Artist:
Rarity: U
Card #: 79/211

Card Name: Careful Planning
Card Color: U
Mana Cost: 2UU
Type & Class: Sorcery
Pow/Tou:
Card Text: Scry 2 (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Resonate 0 — Draw a card. (This applies if there are 0 or more cards with resonate in play.)
Resonate 7 — Draw two cards.
Flavor Text:
Artist:
Rarity: U
Card #: 43/211

Card Name: Evanesce
Card Color: W
Mana Cost: XXWW
Type & Class: Instant
Pow/Tou:
Card Text: Choose one — Remove each attacking creature with converted mana cost X from the game; or, remove X attacking creatures from the game.
Flavor Text:
Artist:
Rarity: R
Card #: 8/211

Card Name: Decayed Courtesan
Card Color: B
Mana Cost: 3B
Type & Class: Creature
Pow/Tou: 3/2
Card Text: When Decayed Courtesan is moved from your graveyard to anywhere, you may put two 1/1 black Husk creature tokens into play.
Flavor Text:
Artist:
Rarity: U
Card #: 82/211

Card Name: Grimguard
Card Color: G
Mana Cost: 1G
Type & Class: Creature
Pow/Tou: 2/2
Card Text: T, Sacrifice a land: Target creature gets +2/+2 until end of turn.
Flavor Text: Only the threat of losing all can justify losing one.
Artist:
Rarity: C
Card #: 158/211

Card Name: Harsh Laws
Card Color: W
Mana Cost: 4W
Type & Class: Instant
Pow/Tou:
Card Text: Target attacking creature’s controller sacrifices that creature and a land.
Flavor Text: Violence is illegal. Retribution is law.
Artist:
Rarity: C
Card #: 10/211

Card Name: Adaptive Strategy
Card Color: W
Mana Cost: 1WW
Type & Class: Instant
Pow/Tou:
Card Text: Creatures you control gain protection from target attacking creature’s color until end of turn.
Flavor Text: A great leader knows the enemy better than the enemy knows itself.
Artist:
Rarity: U
Card #: 1/211

Card Name: Training
Card Color: W
Mana Cost: 3W
Type & Class: Instant
Pow/Tou:
Card Text: Blocking creatures get +X/+X until end of turn, where X is the number of blocking creatures.
Flavor Text:
Artist:
Rarity: C
Card #: 36/211

Card Name: Wrath of the Overseer
Card Color: W
Mana Cost: 2WW
Type & Class: Instant
Pow/Tou:
Card Text: Target attacking creature doesn’t untap during its controller’s next untap step. You may put a creature card with converted mana cost X that’s removed from the game into play, where X is the converted mana cost of the attacking creature.
Flavor Text:
Artist:
Rarity: U
Card #: 38/211

Card Name: Lead by Example
Card Color: W
Mana Cost: WW
Type & Class: Instant
Pow/Tou:
Card Text: Reveal the top three cards of your library. If none of the revealed cards is a creature card, destroy target creature. Put the revealed cards on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: U
Card #: 15/211

Card Name: Dept of Metamagical Compliance
Card Color: W
Mana Cost: 3WW
Type & Class: Creature
Pow/Tou: 2/4
Card Text: When Dept of Metamagical Compliance comes into play, reveal the top three cards of your library. If none of the revealed cards is an enchantment card, destroy target enchanted permanent. Put the revealed cards on the bottom of your library in any order.
Flavor Text:
Artist:
Rarity: U
Card #: 5/211

Card Name: Scouring Blast
Card Color: W
Mana Cost: 3WW
Type & Class: Sorcery
Pow/Tou:
Card Text: Remove target enchanted permanent from the game. Search its controller’s graveyard, hand, and library for all cards with the same name as that permanent and remove them from the game. That player then shuffles his or her library.
Flavor Text:
Artist:
Rarity: U
Card #: 27/211

Card Name: Metamagic Cleansing
Card Color: W
Mana Cost: 2WW
Type & Class: Sorcery
Pow/Tou:
Card Text: Choose one: Destroy all enchanted lands; or, destroy all non-enchanted lands.
Flavor Text:
Artist:
Rarity: R
Card #: 16/211

Card Name: Howler Nest
Card Color: R
Mana Cost: 2R
Type & Class: Enchantment - Aura
Pow/Tou:
Card Text: Enchant land
Enchanted land gains “T: Flip a coin. If you win the flip, put a 2/2 red Howler creature token with resonate into play.”
Flavor Text:
Artist:
Rarity: U
Card #: 123/211

Card Name: Study Time
Card Color: U
Mana Cost: 4U
Type & Class: Instant
Pow/Tou:
Card Text: Put target creature or enchantment on top of its owner’s library.
Flavor Text:
Artist:
Rarity: C
Card #: 72/211

Card Name: Force Pull
Card Color: U
Mana Cost: 1U
Type & Class: Instant
Pow/Tou:
Card Text: Return target permanent you own to your hand.
Flavor Text:
Artist:
Rarity: C
Card #: 55/211

Card Name: Metamagical Researcher
Card Color: W
Mana Cost: 1W
Type & Class: Creature
Pow/Tou: 1/2
Card Text: When Metamagical Researcher comes into play, you may spend W. If you do, search your library for an Aura card that could enchant a land and put it into play. Then shuffle your library.
Flavor Text:
Artist:
Rarity: C
Card #: 18/211

Card Name: Raging Rhinox
Card Color: G
Mana Cost: 1G
Type & Class: Creature - Beast
Pow/Tou: 3/4
Card Text: When Raging Rhinox comes into play, sacrifice it unless you remove two land cards in your graveyard from the game.
Flavor Text: It feeds on the pain of every fallen tree.
Artist:
Rarity: U
Card #: 164/211

Card Name: Brownscale Fertilizer
Card Color: G
Mana Cost: 1GG
Type & Class: Creature
Pow/Tou: 2/3
Card Text: When Brownscale Fertilizer comes into play, you may put target land card in your graveyard on top of your library. If you do, gain 2 life.
Flavor Text:
Artist:
Rarity: C
Card #: 147/211

Card Name: Chaos Theorist
Card Color: U
Mana Cost: 2UU
Type & Class: Creature
Pow/Tou: 2/4
Card Text: Flying
Whenever a player flips a coin, you may Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Flavor Text:
Artist:
Rarity: U
Card #: 44/211

Card Name: Thundershower
Card Color: R
Mana Cost: 2RR
Type & Class: Instant
Pow/Tou:
Card Text: Thundershower deals 1 damage to each player, 2 damage to each creature without resonate, and 3 damage to each creature with resonate.
Flavor Text:
Artist:
Rarity: U
Card #: 143/211

Card Name: Feedback Kavu
Card Color: R
Mana Cost: 3R
Type & Class: Creature
Pow/Tou: 4/2
Card Text: Resonate 7 — When Feedback Kavu comes into play, it deals 4 damage to target creature. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: C
Card #: 121/211

Card Name: Psychosurgeon
Card Color: U
Mana Cost: 2U
Type & Class: Creature
Pow/Tou: 1/3
Card Text: Flash
When Psychosurgeon comes into play, target player puts the top three cards of their library into their graveyard.
Flavor Text:
Artist:
Rarity: C
Card #: 68/211

Card Name: Memory Sculptor
Card Color: U
Mana Cost: 3U
Type & Class: Creature
Pow/Tou: 2/2
Card Text: Flying
When Memory Sculptor comes into play, target player shuffles up to four target cards from his or her graveyard into his or her library.
Flavor Text:
Artist:
Rarity: C
Card #: 64/211

Card Name: Call of the Husks
Card Color: B
Mana Cost: B
Type & Class: Sorcery
Pow/Tou:
Card Text: Resonate 0 — Put a 1/1 black Husk creature token into play. (This applies if there are 0 or more cards with resonate in play.)
Resonate 5 — Put two 1/1 black Husk creature tokens into play.
Flavor Text:
Artist:
Rarity: C
Card #: 78/211

Card Name: Lift the Shroud
Card Color: U
Mana Cost: 3UU
Type & Class: Sorcery
Pow/Tou:
Card Text: Return all permanents with shroud to their owners’ hands. (A permanent with shroud is one that can’t be the target of spells or abilities.)
Cycling UU (UU, Discard this card: Draw a card.)
Flavor Text:
Artist:
Rarity: U
Card #: 63/211

Card Name: Dizzying Thoughts
Card Color: U
Mana Cost: 2U
Type & Class: Instant
Pow/Tou:
Card Text: Target creature gets -X/-0 until end of turn, where X is its converted mana cost. That creature’s controller puts the top X cards of his or her library into their graveyard.
Flavor Text:
Artist:
Rarity: C
Card #: 50/211

Card Name: Aerobatics
Card Color: U
Mana Cost: 2U
Type & Class: Instant
Pow/Tou:
Card Text: Target creature gains flying until end of turn. You may tap target creature without flying.
Flavor Text:
Artist:
Rarity: C
Card #: 39/211

Card Name: Ætherwarp Minotaur
Card Color: R
Mana Cost: 3RR
Type & Class: Creature
Pow/Tou: 3/3
Card Text: Whenever a creature token comes into play, Ætherwarp Minotaur deals 1 damage to itself and 1 damage to target player.
Flavor Text:
Artist:
Rarity: U
Card #: 112/211

Card Name: Flying Angry Men
Card Color: U
Mana Cost: U
Type & Class: Creature
Pow/Tou: 2/1
Card Text: Flying
When Flying Angry Men is put into a graveyard from play, discard a card unless you pay UU.
Flavor Text:
Artist:
Rarity: C
Card #: 53/211

Card Name: Mt. Shatterstorm
Card Color: Lnd
Mana Cost:
Type & Class: Land
Pow/Tou:
Card Text: T: Add 1 to your mana pool.
Resonate 7 — When Mt. Shatterstorm comes into play, you may spend 3RR. If you do, destroy all artifacts. (This applies if there are 7 or more cards with resonate in play.)
Flavor Text:
Artist:
Rarity: R
Card #: 205/211

Card Name: Muddled Historian
Card Color: U
Mana Cost: 2U
Type & Class: Creature
Pow/Tou: 1/2
Card Text: Sacrifice Muddled Historian: Target player shuffles their graveyard into their library.
Flavor Text:
Artist:
Rarity: U
Card #: 65/211

Card Name: Shifting Spirit
Card Color: U
Mana Cost: 4U
Type & Class: Creature
Pow/Tou: 2/3
Card Text: When Shifting Spirit is put into your graveyard from anywhere, you may spend 1U. If you do, put Shifting Spirit on top of your library, then Scry 3, then draw a card. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Flavor Text:
Artist:
Rarity: C
Card #: 69/211

Card Name: Special Forces
Card Color: U
Mana Cost: 4UU
Type & Class: Creature
Pow/Tou: 3/2
Card Text: Special Forces costs 1 less for each land card in a single opponent’s graveyard.
Special Forces is unblockable.
Flavor Text:
Artist:
Rarity: C
Card #: 71/211

Card Name: Sunfire Platoon
Card Color: Gld
Mana Cost: 2RW
Type & Class: Creature - Human Soldier
Pow/Tou: 3/3
Card Text: RW: Sunfire Platoon deals 1 damage to target attacking or blocking creature.
Flavor Text:
Artist:
Rarity: U
Card #: 186/211

Card Name: Ritual Leader
Card Color: B
Mana Cost: 4BB
Type & Class: Creature
Pow/Tou: 4/3
Card Text: T, Sacrifice X creatures: Return target creature with converted mana cost X from any graveyard to play under your control.
Flavor Text:
Artist:
Rarity: R
Card #: 100/211

Spoiler!

Previously, I've tended to ramble about computer game design theory. But one of my favourite hobbies is designing Magic cards (i.e. cards for the collectible card game Magic: The Gathering.)

One thing I've noticed is that whenever I'm working on a set of new cards, Wizards (the company that makes Magic cards) will go and publish a new set of their own that contains several cards that are almost-identical to the ones I'm working on!

Of course there's no way a Wizards designer is stealing ideas etc - what's happened is that we're both in there poking at the same parts of the design space. In fact, when this happens, I'm delighted, because it means that I'm on the right track when it comes to reverse-engineering their design process.

Anyway, the next new set is about to release, and coincidentally I've been working on a set of my own for a little while. So I wanted to post up the spoiler (list of cards) for my own new set so that I can point to it and say, "See? I didn't steal idea X from the new set, it was designed before the official set came out!"

So that's what the next post is: the in-progress spoiler for my next set. I won't edit it after posting - as changes are made, I'll put them in a separate file that I will update throughout the process.

Someday, I hope to come back and ramble a bit about how the Magic card design process, because there are rules to be aware of if you want yours to seem authentic.

PS: There are sites where information about the new official set is already available, but I haven't looked at any of them and you'll just have to take my word for it :)

Long-lost blogger

Hey there, sorry that it's been forever since an update.

Most of my time in the last few months has gone into researching Complex Adaptive Systems, over at my other blog.

Sorry about that - but my next post will have something hopefully of interest to a few game design folks out there.

Thursday, April 26, 2007

And Now For Something Completely Different

...Ok, maybe this won't be very different after all...But I'm going to invoke the British for the first time, so why not drag Monty Python into it somehow?
Check out this research from the British Board of Film Classification into some of the causes and effects of playing video games. The immediate focus seems to be on whether or not video games cause violent behavior, but they actually get to some *interesting* things as well:

gamers appear to forget they are playing games less readily than film goers forget they are watching a film because they have to participate in the game for it to proceed. They appear to non-games players to be engrossed in what they are doing, but, they are concentrating on making progress, and are unlikely to be emotionally involved

My own take on this is that because there are goals and rewards in games, the analytical part of your brain is active - trying to optimize behavior and accomplish tasks. In non-interactive media, you are free to simply experience...Which means 100% of your brain activity can be the artsy, passionate side, meaning you'll have more of an emotional investment in the story & characters. If you are playing a game, you may have some investment in the story & characters, but most of your emotional response will tie directly to your performance as it relates to the goals and rewards in the game...

gamers claim that playing games is mentally stimulating

Despite the fact that it looks like Junior is a vegetable plugged into his Nintendo, due to the presence of goals and rewards in games and the need to optimize behavior (because there is always a cost to sub-optimal play, even if it is simply the wasting of some time), his mind is actively assessing and prioritizing actions while his body performs the same.

non-games playing parents are concerned about the amount of time their children, particularly boys, spend playing games and would prefer that they were outside in the fresh air

While I've spent an awful lot of my own life playing games, I do think it's important to have balance in all things. My little girl is giving me plenty of outdoor exercise these days to complement the time I spend working on games.

female games players tend to prefer ‘strategic life simulation’ games like The Sims and puzzle games and spend less time playing than their male counterparts;
male players favour first ‘person shooter’ and sports games and are much more likely to become deeply absorbed in the play.


Hooooboy, time to open up Pandora's XBox!! (Even though this conclusion shouldn't surprise anybody who has thought about games beyond "I like Monopoly.")
Women are physiologically wired to nurture and raise families, which is an ongoing process, a life-long experience. Men are wired to kill animals and bring them home for supper, which is a goal-oriented, win/lose scenario. Games are models for real-life, so is it any wonder that players are drawn to the games which model their own life? And men play longer because part of their model is winning, and the best way to win is to practice, and that takes more time than simply "experiencing".

Note that as human beings, we are self-aware. This means that any one of us can identify and change our thinking and behavior; doing so then changes the set of games that model your life. So a woman who likes playing Halo has adapted her thinking and worldview such that it is no longer the same if she had been sitting around a cookfire 10000 years ago; a guy that likes the Sims may not have an outlook on life that is quite the same as if he were responsible for bringing meat to that same campfire 10000 years ago...

Going back to the first point, the big win from the BBFC report (which, surprisingly, comes right from the Director of the Board!!!) is:
We were particularly interested to see that this research suggests that, far from having a potentially negative impact on the reaction of the player, the very fact that they have to interact with the game seems to keep them more firmly rooted in reality. People who do not play games raise concerns about their engrossing nature, assuming that players are also emotionally engrossed. This research suggests the opposite; a range of factors seems to make them less emotionally involving than film or television

The only point I want to quibble with here is that gamers can have tremendous emotional investment in their game - but it is tied to their personal investment and performance (and not the fates of characters as it would be in a movie...)

Friday, April 20, 2007

Can games be art?

Can games be art? Yes! But like any other medium, not every game is art.

There are 3 parts to any communication:
the sender’s intended message → the medium → the receiver’s interpretation.

For a mere transfer of information to become art, there is a conditional attached to each link in this chain:
Intent: Does the sender want to generate an emotional response(s) in the receiver?
Medium: Is the message well-delivered (is the finished product indicative of skill, talent, and dedication)?
Interpretation: Does the audience experience the intended emotional response(s) when participating in the art?

If the answer to any of these questions is “No”, then it’s not art.
But the reason art is subjective is because of one extra question: does the audience believe that the work satisfied these 3 conditions?

Poker isn’t art, because nobody put a meaning in it for us to experience. That doesn’t mean you can’t get an emotional response from Poker…but it isn’t art. Same with a beautiful sunset. A piece of tragic news from a neutral third party isn’t art, even though it has meaning and causes an emotional response, because the implementation is mundane. There is nothing to say, “It took skill to craft this product, and to cause you to feel what I wanted you to feel.”

"Schindler’s List" is art, because the creator wanted us to be devastated by the message, skillfully delivered it, and caused the intended emotional response.
“Showgirls” is not art, because nobody believes that the creator's intent was to say “look at how skillfully I can make a movie appear to be unintentionally hilarious!”

Sometimes there is a greater focus on the technical execution of the art than on the information content of the message. The drawback is that the less expertise an audience-member has with an artistic medium, the less he can appreciate the skill involved in its creation. Conversely, an expert experiences more from a piece of art than the layperson; I don't get anything out of Bach, but I love a great game design - my father is the opposite.
(Here comes a tangent, but I'll return to the previous point at the conclusion.)

Can a slam dunk in basketball be art? Yes: when Michael Jordan could very easily put the ball in the net with a lay-up, but instead chooses to perform an acrobatic and difficult dunk, then he is saying, “Look at how skillfully I can do this,” intending to cause awe in the audience, and succeeding. However, when Michael Jordan routinely hits a shot during warm-ups, there's no message, and nobody believes it is art.

I think that people commonly believe that games aren’t art because the sender's message isn't fully formed when it is placed into the medium - that there's nothing without the receiver's participation. Nonsense. Art doesn't exist until the audience experiences the sender's message and believes that it achieved its purpose:
Books: read
Music: listen
Movies: watch
Games: play

From this perspective, the only thing that separates a painting from a performance from a game is the degree to which the final form of the media (which itself is only one-third of the equation) is determined by the artist.


Now, given the above, which is more impressive: a book with an emotional impact (where the sender had total control over the medium), or a game with the same?

Remember when I said I would return to the following point?
the less expertise an audience-member has with an artistic medium, the less he can appreciate the skill involved in its creation.

If you don't think games are art, let me ask you this: how much expertise do you have as a game designer?
Circular logic, perhaps, but if you were able to detect it, than you agreed with me long before now, didn't you? :)

Wednesday, April 18, 2007

Thanks, Coach

Here's two cents more about the development of rookie players:

In traditional games and sports - say Basketball - the concept of a coach has always existed because the games themselves can't educate the players. In the absence of feedback from the system, developing players need outside eyes to shine a light on their shortcomings.

But video games don't need to suffer from this limitation. They can show the player how they messed up; how another player beat them; and even help them shed the "scrub" mindset that David Sirlin talks about. I heard that EA (I think?) is going to start pushing the online presentation of games - the internet version of Starcraft on TV in South Korea (not sure that it will attract the groupies, though...) People who don't own game X will be able to download a free client to watch X being played, and even take the role of commentators using voice-overs and telestrators to talk about the games...

Feedback loops like this are a fantastic development for games. In the same way that today's FPS players would thrash the guys who were good at Wolfenstein, by 2017 the hardcore players are going to be so much more than they are now. Standing on the shoulders of giants, they'll have much stronger skillsets; their society will have had games in the mainstream from childhood; and communication/evaluation among players and analysts will be so streamlined.

So have you spent much time thinking about how your games can facilitate - even coach - the transition from prey to predator?

Nothing beats Rock (aka the obligatory RPS post)

Every game design book out there seems to spend some time talking about using RPS as a foundation for conflict. And this was fascinating the first (and best) time I came across it in Game Design Theory & Architecture. But it's been an awful lot of repetition since then.

Enter some random article on Digg about strategy for RPS. These are usually full of tripe, but this one had an incredibly cool - and obvious, in retrospect - nugget:
Inexperienced (or flustered) players will often subconsciously deliver the throw that beat their last one. Therefore, if your opponent played Paper last time, they will very often play Scissors next.

"That Zergling rush kicked my ass, it's so unfair. I've got to learn how to do it!"
"Constant Hadoukens are so unfair, I've got to learn how to do them like that - I'll be unstoppable!"
"Frickin' AWP, this is why CounterStrike sucks...Guess I better learn how to snipe..."

Having this pointed out shows you the genius of the slo-mo replay they are putting into Halo 3 (according to the dev video that came out recently...) Now rooks can see exactly how they were pwned, and learn to do exactly the same thing to the next poor shmuck. You can make fun of the newbs and their need to do this sort of thing, but it's the core of learning and the only way to improve. Actually, I heard Bill Walton put it best during a basketball game the other day - he said that the 4 pillars of learning are
  1. Demonstration
  2. Imitation
  3. Correction
  4. Repetition
Since the Rook doesn't know what he doesn't know, he doesn't know a tactic until he sees it for himself (#1). Once he sees a better way of doing something, he has to try it for himself (#2). In competitve games, he'll screw up, get killed, and try again until he gets it right (#3). Having mastered the tactic - say, "Rock"- he'll repeat it (#4, aka "Nothing beats Rock") until somebody else comes along with a tactic that beats it ("Paper") or he gets bored.

Recognizing all of this is important as a designer, because a big barrier to entry in competitive games is the steep learning curve as soon as you go from solo play/training to versus/multiplayer. It can take weeks to make the jump from Half-life to Counterstrike, or from solo Gears of War to online multi...How many newbs simply give up out of frustration before they become serious, competitive players - and therefore evangelists - of your game? So it's time to think about what you can put into your game to help the newbs understand what's going on, and how they get beat.

Tuesday, April 10, 2007

Elegance is...

Elegance is...what you've achieved when people look at your design and say, "That's obvious."

It's funny how easy it is to overlook something because of how well-concieved it is. I dabbled in Street Fighter 2 at the shabby convenience store across the street from my high school, and have played it a handful of times in the 10 years (ack!) since then. I've always had a high regard for it, without being a fanatic.

All the while, though, I never really noticed the genius of their command input system. I thought it was cool, just because it was so much deeper than a button-masher, but didn't appreciate the subtleties and complexities of designing such a system.

...Until now. I'm building my own version of that system for the game I'm working on in XNA. I got the first iteration done in about 2.5 hrs one night, such that my little character was running around throwing punches and dragon punches. None of the collision detection or rules logic is there yet, just the ability to change a unit's state via specific sequence of inputs.

But as soon as I tried to expand it to handle things like "while grabbing an enemy in mid-air, press ...", it got really challenging, really fast.

I love the concept - imagine a tech tree like in Civilization or Moo2. Each node in the tree stores a fighting technique that you have learned. You start out with the ability to execute just the first few actions in the tree (ex: "Punch".) Whenever you provide input (ex: Down-Forward-Punch), the input is sent to the tech tree. Starting with the deepest nodes in the tree which you have unlocked (in this case, just "Punch"), each node adds the new input to its own little "input history" and checks to see if its special move should execute. If it executes, the tree quits processing (doesn't send the new input to any remaining nodes) and clears the input history for all nodes. If an input doesn't match the required inputs for the node's technique, that node's history is erased and you have to start over.

Suppose you only have the "Punch" node unlocked, and you press Down-Forward-Punch. The "Down" and "Forward" inputs are mismatches as far as the "Punch" node is concerned, so it clears its history as each of those inputs is received. But when the "Punch" input comes in, why, that matches the node's required input ("Punch"), so the special move is executed.

As your character progresses, you can buy upgrades (ex: "Dragon Punch") which unlock deeper nodes in the tree. When you input commands, they go to the deepest nodes first, so once you've unlocked Dragon Punch, if you press Down-Forward-Punch, what happens is:
  1. "Down" is sent to the "Dragon Punch" node. This matches the node's first required input, so the command is stored in the node's history. Some required inputs still need to be received before the technique is executed, though, so the input filters up the tree to the "Punch" node. "Punch" discovers an input mismatch and clears its history.
  2. "Forward" is sent to the "Dragon Punch" node. This matches the node's next required input, so the command is stored in the node's history. A required input still needs to be received before the technique is executed, though, so the input filters up the tree to the "Punch" node. "Punch" discovers an input mismatch and clears its history.
  3. "Punch" is sent to the "Dragon Punch" node. This matches the node's next required input, and then the node detects that it has matched all of its inputs so the technique executes ("SHORYUKEN!") This means that the "Punch" input won't be sent up the tree to any other nodes (so you don't get a punch action at the same time as your dragon punch!) and all nodes in the tree clear their histories.
And it actually works!

...To a point. When I tried to implement the aforementioned "while grabbing an enemy in mid-air, press ...", the model broke (along with my brain.) I think I've got it sorted now, but I'll need a good couple of hours to implement the change and clean up the details I haven't quite pinned down yet.

Whoa - time to turn down the talk and turn up the work. Cheers.

-Johnny Go-Time

PS: Check out David Sirlin's amazing writing, if you too have underestimated SF2 all this time...

Monday, March 26, 2007

XNA is GOD

If you have ever wanted to program a video game but were too intimidated by things like graphics programming, or reading keyboard input, or creating sound files, etc: get XNA.

http://msdn2.microsoft.com/en-us/xna/bb219593.aspx

You still have to be a programmer to get started, but if you're like me - intimidated by low-level device handling or 3D math etc - it's a godsend.

It's single-handedly brought me back to thinking about video game production instead of board game production - brought me back to where I always wanted to be.

I'll keep you posted - the game I'm working on is one I've wanted to play since NES days!

Contest update

Unfortunately the World Bank decided to go in a different direction for their educational game contest. While this is disappointing, it wasn't unexpected even though I'm very happy with my design. There were simply so many possibilities about how to handle the massive amount of source material, that it was basically random whether my approach would align with their vision.
In any case, I'm now free to continue adapting the engine into a more interesting and marketable product...But it will have to wait since I have a new priority now - see the next post.