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165 Cards total in set.

Arokh, Zur-Tam Paladin
1, Creature - Human Knight Legend 2/2, Rare
Tactics (Whenever this creature attacks, it gains all keyword abilities other attacking creatures have.)
Vigilance (Attacking doesn't cause this creature to tap.)
[1WW], [T]: Destroy target artifact.
(1/165)

Biologist
2, Creature - Human Townsfolk 1/1, Uncommon
[6W]: Put an invention counter on target permanent.
[W], [T]: Target creature you control gains protection from the color of your choice until end of turn.
[T]: Prevent the next one damage that would be dealt to target creature you control this turn.
(2/165)

Crazed Scientist
, Creature - Human Townsfolk 1/1, Common
Crazed Scientist cannot attack unless you sacrifice an artifact. (This cost is paid as attackers are declared.)
Crazed Scientist cannot block unless you sacrifice an artifact. (This cost is paid as blockers are declared.)
Sacrifice an artifact: Put an invention counter on target permanent.
"Yes! Yes! It is a great idea!" - Crazed Scientist to himself
(3/165)

Elite Cavalary
2, Creature - Human Knight 3/3, Rare
Flanking (Whenever a creature without Flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Elite Cavalary attacks, it gets +2/+0, gains Trample and First strike until end of combat.
Elite Cavalary doesn't untap during your untap step.
[W]: Untap Elite Cavalary. Play this ability only during your upkeep.
(4/165)

Great Laboratory
1, Enchantment, Rare
2, Tap two untapped creatures you control: Put an invention counter on target permanent. Play this ability only any time you could play a sorcery.
Improving technology means many scientists and few soldiers.
(5/165)

Heavy Cavalary
2, Creature - Human Knight 2/2, Uncommon
Whenever Heavy Cavalary attacks, it gets +2/+0, gains Trample and First Strike until end of combat.
Heavy Cavalary doesn't untap during your untap step.
[W]: Untap Heavy Cavalary. Play this ability only during your upkeep.
Charge!
(6/165)

Holy Light
2, Instant, Common
Target creature you control gains protection from the color of your choice until end of turn.
If that creature is a Knight, it gains protection from artifacts until end of turn.
(7/165)

Katharian Laborant
1, Creature - Human Townsfolk 1/1, Uncommon
[X], [T]: Put an artifact with converted mana cost X from your hand into play.
[2W]: Remove an invention counter form target permanent. Put an invention counter on another target permanent.
"Reserach new artifact form? By when it should be done?" - Katharian academy student to Katharian Sciencist
(8/165)

Katharian Sciencist
2, Creature - Human Townsfolk 1/1, Rare
[2W], [T]: Put an invention counter on target permanent.
[2W]: Remove an invention counter form target permanent. Put an invention counter on another target permanent.
"Knowledge is the biggest advantage, you can have." - Katharian academy proffesor to his students
(9/165)

Katharian Scout
, Creature - Human Soldier 1/1, Common
Flanking (Whenever a creature without Flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
Katharian war accademy is famous of its light troops that can beat any enemy.
(10/165)

Katharian Soldier
1, Creature - Human Soldier 2/2, Uncommon
Flanking (Whenever a creature without Flanking is assigned to block this creature, the blocking creature gets -1/-1 until end of turn.)
Vigilance (Attacking doesn't cause this creature to tap.)
(11/165)

Light Cavalary
1, Creature - Human Knight 1/1, Common
Whenever Light Cavalary attacks, it gets +2/+0, gains Trample and First Strike until end of combat.
Light Cavalary doesn't untap during your untap step.
[WW]: Untap Light Cavalary.
A little recon is always acceptable.
(12/165)

Purification
1, Instant, Uncommon
Choose one - Destroy target artifact; or destroy target enchantment.
Entwine [1W] (Choose both if you pay the entwine cost.)
Good scientist can both create good theories and erase bad ones.
(13/165)

Return of the Hero
2, Sorcery, Uncommon
Return target creature card from your graveyard to play.
If that creature is a Knight, it gains Vigilance. (This effect doesn't end at end of turn.)
"And then the sky has splitten, and he has came lighten by angelic flames." - Zur-Tam Evangellion, 3.11.Thieerian
(14/165)

Shield Generator
2, Enchantment, Common
When Shield Generator comes into play, choose a color.
Remove two invention counters from Shield Generator: Creatures you control gain protection from choosen color or from artifacts until end of turn.
Science is oriented on peace, not war.
(15/165)

Surgeon
1, Creature - Human Townsfolk 1/1, Common
Remove an invention counter from Surgeon: Prevent the next five damage that would be dealt to you or to target creature you control.
Medicine is the one of the latest discoveries. It's also the most important one this times.
(16/165)

Wrath of Zur-Tam Gods
1, Sorcery, Rare
Choose one - Destroy all non-Knight creatures; or creatures can't regenerate this turn.
Entwine [1W] (Choose both if you pay the entwine cost.)
No. No more!
(17/165)

Zur-Tam Armory
1, Enchantment, Uncommon
Attacking Knights you control gain First strike and get +1/+1.
There are not many people who has seen so many weapons.
(18/165)

Zur-Tam General
2, Creature - Human Soldier 3/3, Rare
Tactics (Whenever this creature attacks, it gains all keyword abilities other attacking creatures have.)
[T]: Target creature you control gains Tactics until end of turn.
Cavalary in a straight line!
(19/165)

Zur-Tam Soldier
1, Creature - Human Soldier 2/2, Uncommon
Tactics (Whenever this creature attacks, it gains all keyword abilities other attacking creatures have.)
Circle, coulumn, line, spline? It doesn't matter which- we can do it.
(20/165)

Zur-Tam Squire
1, Creature - Human Knight 1/1, Common
Tactics (Whenever this creature attacks, it gains all keyword abilities other attacking creatures have.)
Sacrifice Zur-Tam Squire: Target creature you control gains protection from the color you choice or from artifacts until end of turn.
(21/165)

Zur-Tam War Academy
2, Enchantment, Rare
Knights you control have Tactics.
(22/165)

Chancellor's Apprentice
1, Creature - Human Wizard 0/1, Uncommon
[T]: Add [X] to your mana pool, where X is equal to the number of cards on the stack. Use this mana only to play spells.
(23/165)

Conclave's Machinist
4, Creature - Human Wizard 2/6, Rare
Tap five untapped artifacts you control: Return target artifact from a graveyard to play under your control.
Sacrfice Conclave's Machinist: Put an artifact you own from outside the game to play.
They are the Chancellors hands. And he isn't a person who would care a lot for his limbs.
(24/165)

Conclave's Verdict
, Sorcery, Uncommon
If there's a sorcery card on the stack, you mat play Conclave's Verdict any time you could play an instant.
Counter target spell.
(25/165)

Contemplation of Pain
1, Instant, Uncommon
The next time target source deals damage to you this turn, draw up toX cards, where X is the number of damage dealt by that source to you.
When the first researcher died in an usuccessful experiment, the Conclave stated that such wastings are unaffordable.
(26/165)

Defender
1, Creature - Human Townsfolk 1/4, Uncommon
Defender may block any number of creatures.
Defender can't attack.
The citiziens of Pelag aren't protected by the Guards. But... they never needed their protection anyway.
(27/165)

Elite Conclave Legionist
2, Creature - Human Soldier 2/3, Common
Second strike (This creature deals damage after creatures without Second strike.)
If you have 7 or more cards in your hand, Elite Conclave Legionist gets +1/+1.
The Elite Guards of Pelag know no strategies besides honour and wisdom.
(28/165)

Elite Laboratory Guard
1, Creature - Human Townsfolk 1/3, Common
Sedond strike (This creature deals damage after creatures without Second strike.)
Sacrifice Elite Laboratory Guard: Counter target spell or ability that targets a Wizard you control.
The best way to protect wisdom is to protect it's source.
(29/165)

Elite Patrol
2, Creature - Human Soldier 2/3, Common
Flying (This creature can't be blocked by creatures without flying.)
Second strike (This creature deals damage after creatures without Second strike.)
Since the Guards went to the sky, mews are the only threat left in Pelag.
(30/165)

Extravagant Study
, Sorcery, Uncommon
Draw a card for each counter on target permanent.
Re-studying is yet another way of gathering knowledge.
(31/165)

Goblin Browser
3, Creature - Goblin Wizard 1/1, Rare
Whenever you would draw a card, instead look at the top five cards of your library and put one of them into your hand. Remove the rest from the game.
Skip your next turn: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game. Play this ability only once each turn.
Sacrifice Goblin Browser: Choose a card you own from outside the game and put it into your hand.
(32/165)

Inclined Wall
3, Creature - Wall 0/8, Uncommon
(Walls can't attack.)
Creatures you control can't attack.
Inclined Wall may block any number of creatures.

The first thing every outsider notices about Pelag is that the University has no gates.
(33/165)

Inguiry
2, Sorcery, Common
You may untap three tapped Wizards you control rather that paying Inguiry's mana cost.
Draw 2 cards.
Quetion is the wizards way of rest.
(34/165)

Invinite Rune
, Enchantment, Rare
[UU]: Put an invention counter on Invinite Rune.
At end of your turn remove 3 invention counter from Invinite Rune.
Spells you control cost (1) less to play for each invention counter on Invinite Rune.
A source of Infinite study is a source of infinite knowledge...
...and needs infinite time for it to acomplish.

(35/165)

Lohre, Superme Chancellor
, Creature - Human Wizard Legend 1/4, Rare
You may play artifact and sorcery spells any time you could play an instant.
Head of the Conclave, the guide of Pelag. His every thought is a new research project.
(36/165)

Moonfeatherer
1, Creature - Bird 1/1, Rare
Sacrifice Moonfeatherer: Draw X cards, where X is the number of spells and abilities on the stack.
"Born in the sun's light.
Hunt in the stars flame.
Die in the moon's shadow."

(37/165)

Multiswap
4, Sorcery, Rare
Move all counters from all permanents in play onto target permanent.
You can't play spells this turn.
It's all about finding order in chaos.
(38/165)

Open Reserach
2, Enchantment, Uncommon
[U]: Put an invention counter on target permanent. Each of your opponents may draw a card.
Knowledge is no secret in Pelag as long as the mages are the only ones able to use it fully.
(39/165)

Overvote
1, Instant, Common
Counter target spell if its controoler has less card in his or her hand than you have.
(40/165)

Pesky Apprientice
1, Creature - Human Wizard 1/1, Common
Sacrifice Pesky Apprientice: Draw a card.
Some students just need some help with "dissapearing" on time.
(41/165)

Reset
1, Instant, Common
Remove all counters from target permanent.
"Back to the drawing board."
(42/165)

Sunflyer
, Creature - Bird 1/1, Uncommon
Flying (This creature can't be blocked by creatures without flying.)
Sacrifice Sunflyer: Look at the top three cards from your library and put one of them into your hand. Put the rest back on top of your library in any order.
"Born under the sky.
Fly under the clouds.
Die above the sun."

(43/165)

Test Pilot
, Creature - Human Townsfolk 0/1, Common
If you control an artifact, Test Pilot gets +1/+1 and has flying.
(44/165)

Altar of the Insane
4, Enchantment, Uncommon
Each creature you control has: "Sacrifice this creature: add (B) to your mana pool.".
Each step makes consequences, each victory needs sacrifices.
(45/165)

Blood Guardian
, Creature - Zombie 0/1, Common
Wthen Blood Guardian comes into play, you lose 2 life.
Pay X life: Blood Guardian gets +X/+0 until end of turn.
His hunger rivals the Vampires.
(46/165)

Breathstealer
1, Creature - Minion 1/2, Common
Whenever a Zombie comes into play, you may have target opponent lose 1 life.
(47/165)

Carrion Feast
2, Sorcery, Common
Return target creature card from your graveyard to play.
It is a Wall in adition to its creature types. (This effect doesn't end at end of turn, Walls can't attack.)
Never trust a minions promise.
(48/165)

Carrion Manipulator
1, Creature - Minion 0/1, Common
Remove two creature cards in your graveyard from the game: Carrion Manipulator gets +2/+2 until end of turn.
"Nothing can be wasted..."
(49/165)

Faceless Mask
2, Enchantment, Common
Pay 2 life: Target creature gains Fear until end of turn.
Pay 2 life: Target creature gains Venom 1 until end of turn.
In the Nocturne Guild reputation is a nonsense.
(50/165)

Fiendish Gamble
8, Sorcery, Rare
Return all creature cards from your graveyard to play, they gain Haste and Trample until end of turn. At the end of turn sacrifice all permanents you control.
"I`ll be back" - the writting on the Rotting Towers forehead
(51/165)

Instruments of Pain
3, Instant, Common
Non-zombie creatures get -5/+5 until end of turn.
Stripping the enemy of all hope is the minions most favourite game.
(52/165)

Malevolent Soul
2, Creature - Zombie Spirit 3/3, Uncommon
Flying (This creature can't be blocked by creatures without flying.)
[2B]: Choose a color other than black. Until end of turn, whenever Malevolent Soul deals damage to a creature of the chosen color, destroy that creature. Play this ability only a time you could play a socery.
(53/165)

Morbid Creator
2, Creature - Minion 1/1, Rare
Sacrifice an arfifact, Remove a creature card in your graveyard from the game: Put a */* black Zombie creature token into play with power and toughness equal to the sacrificed artifact converted mana cost.
The minions twisted minds quickly found a way to utilze the new inventions...
(54/165)

N'evar, Shadow Lord
3, Creature - Human Assassin Legend 3/3, Rare
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Whenever N'evar, Shadow Lord deals damage to a player you may put a dementia counter on N'evar, Shadow Lord.
[T], remove N'evar, Shadow Lord from the game: Target player removes X nonland permaments he or she controls from the game, where X is the number of dementia counters on N'evar, Shadow Lord.
(55/165)

Nocturne Guild Executor
, Creature - Human Assassin 2/1, Uncommon
Venom 1 (Whenever this creature deals combat damage to a creature or player, this creature deals 1 damage to that creature or player at the beginning of your next upkeep.)
At the begining of your upkeep, if Nocturne Guild Executor is in your graveyard, you may pay 1 life. If you do, return Nocturne Guild Executor to your hand.
Once the target is set, not even death can take it away from him
(56/165)

Nocturne Guild Member
1, Creature - Human Assassin 1/1, Uncommon
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Venom 1 (Whenever this creature deals combat damage to a creature or player, this creature deals 1 damage to that creature or player at the beginning of your next upkeep.)
"There is always a choice - you can be the hunter, or you can be the hunted" - Nocturne Guild Codex: page 4
(57/165)

Nocturne Guild Raven
2, Creature - Bird 1/1, Common
Flying (This creature can't be blocked by creatures without flying.)
Venom 1 (Whenever this creature deals combat damage to a creature or player, this creature deals 1 damage to that creature or player at the beginning of your next upkeep.)
The feathers fell from the sky like an ink-black rain, granting eternal sleep to the unsespecting below.
(58/165)

Nocturne Guild Stalker
, Creature - Human Assassin 1/1, Rare
Venom 2 (Whenever this creature deals combat damage to a creature or player, this creature deals 2 damage to that creature or player at the beginning of your next upkeep.)
[T], Discard a card from your hand: Nocturne Guild Stalker deals 1 damage to target creature or player. Nocturne Guild Stalker creature deals 2 damage to that creature or player at the beginning of your next upkeep.
"Your opponent's ignorance is your best weapon" - Nocturne Guild Codex: page 5
(59/165)

Rotting Tower
5, Creature - Zombie 6/4, Rare
Trample
If Rotting Tower would be put into a graveyard from play, you may pay (X). If you do, put X 1/1 black Maggot creature tokens into play. You lose X life.
"It's my most wonderful creation" - Carrion Manipulator
(60/165)

Shadewinged Persecutor
4, Creature - Vampire Assassin 4/4, Rare
Flying (This creature can't be blocked by creatures without flying.)
Remove a +1/+1 counter from Shadewinged Persecutor: Shadewinged Persecutor can't be the target of spells and abilities until end of turn.
Whenever a creature dealt damage by Shadewinged Persecutor this turn is put into a graveyard, put two +1/+1 counters on Shadewinged Persecutor.
(61/165)

Soul Torturer
4, Creature - Minion 1/2, Uncommon
[T], Pay X life, Remove X cards in your graveyard from the game: Minions and Zombies get +X/+0 until end of turn.
(62/165)

The Last Journey
1, Instant, Rare
Each player sacrifices a creature.
At the beggining of your upkeep, if The Last Journey is in your graveyard, you may pay [5BB] and lose 3 life. If you do, return The Last Journey to your hand.
"Some nightmares hount you eternaly" - N'evar, Shadow Lord
(63/165)

Torn Riders
1, Creature - Zombie 3/2, Common
Whenever Torn Riders attacks, it deals 2 damage to you.
At end of your turn, if Torn Riders didn't attack this turn, you lose 3 life.
"They are so perfectly stupid - you gotta love them." - Breathstealer
(64/165)

Touch of Oblivion
, Sorcery, Common
Look at target opponents hand and choose a nonland, noncreature card from it. That player discards that card.
"One does not truly die, until the memories fade away as well." - N'evar, Shadow Lord
(65/165)

Venom Rain
1, Instant, Uncommon
Three target creatures gain Venom 1 until end of turn.
The minions did not expect their raid to end as their funeral
(66/165)

Ambush
4, Instant, Rare
Barbarians gain Double strike until end of turn.
(67/165)

Barbarian Warchief
, Creature - Barbarian Warrior 3/1, Uncommon
Barbarians have Fury.
(68/165)

Barbarian Warrior
2, Creature - Barbarian Warrior 3/2, Common
Fury (Whenever this creature attacks and is dealt lethal damage or is destroyed by a "destroy" effect, regenerate it. It doesn't untap during its controler's next untap step.)
(69/165)

Barbarious Dragon
2, Creature - Dragon 4/4, Rare
All Dragons you control have "[R]: This creature gets +1/+0 untill end of turn."
[T], [RR]: Search your library for a Dragon, reveal it, shuffle your library and put that card on the top of it.
(70/165)

Barbarize
1, Enchantment, Common
Remove three invention counters from Barbarize: Target Barbarian gains Fury. (This effect doesn't end at end of turn.)
(71/165)

Burst of Energy
, Instant, Uncommon
Choose one - Target creature gains First strike until end of turn; or target creature gains Second strike until end of turn.
Entwine [R] (Choose both if you pay the entwine cost.)
(72/165)

Citizen
1, Creature - Barbarian Townsfolk 1/1, Common
When Citizen comes into play, it deals 1 damage to target creature or player.
First strike (This creature deals damage before creatures without first strike.)
(73/165)

Courtesan
1, Creature - Barbarian Townsfolk 0/1, Rare
[T]: Regenerate target Barbarian.
[T]: Untap target attacking creature and remove it from combat.
(74/165)

Dragon Youngster
1, Creature - Dragon 2/2, Uncommon
[R]: Dragon Youngster gets +1/+0 until end of turn. Spend no more than [RRRRR] each turn this way.
(75/165)

Dragon's Egg
, Creature - Dragon 0/1, Common
[RRRR], Sacrifice Dragon's Egg: Serach your library for a Dragon card and put it into play. Shuffle your library afterwards.
(76/165)

Echoes of War
2, Sorcery, Common
Untap all creatures. Barbarians get +2/+0 until end of turn.
(77/165)

Echoing Collapse
4, Sorcery, Rare
Destroy target land and all lands with the same name as that land. You lose 1 life for each land destroyed thit way.
Echoing Collapse deals 2 damage to each creature without flying and to each player.
(78/165)

Field Marshall
4, Creature - Barbarian Townsfolk 2/2, Rare
[RR], [T]: Target creature gains Double strike until end of turn.
[RR]: Target creature gains Haste until end of turn.
(79/165)

Goblin Caves
2, Enchantment, Uncommon
[R], [T]: Put a 1/1 red Goblin creature token into play.
Sacrifice a Goblin: Put a 1/1 red Goblin creature token into play. Play this ability only once each turn.
(80/165)

Goblin Fireman
1, Creature - Goblin 1/1, Common
Goblin Rifle costs [1] less to play.
(81/165)

Goblin Grenadier
1, Creature - Goblin 1/1, Rare
Goblin Footgrenade costs [1] less to play.
As long as Goblin Footgrenade is attached to Goblin Grenadier, Goblin Grenadier has: "[R], Sacrifice a Goblin: Regenerate Goblin Grenadier."
(82/165)

Goblin Machinegunner
1, Creature - Goblin 1/1, Uncommon
Goblin Mashingun costs [1] less to play.
(83/165)

Groth, Dragon Rider
3, Creature - Barbarian Legend 3/2, Rare
[RRR]: Target Dragon you control becomes an enchant creature enchanting target creature you control. That creature gets +X/+Y where X is that Dragon's power and Y is that Dragon's toughness and gains all abilities of that Dragon. When that creature leaves play, end this effect. (The Dragon stops being an enchant creature and becomes a creature again.)
(84/165)

Iginite
1, Sorcery, Common
Iginite deals 4 damage divided any way you choose among any number of target creatures and/or players and 4 damage to you.
(85/165)

Mud Path
, Instant, Common
Target creature loses First strike, Double strike and Triple strike until end of turn.
If that creature doesn't have First strike, Double strike or Triple strike, it gains Second strike until end of turn.
(86/165)

Rifleman
2, Creature - Barbarian Townsfolk 2/1, Common
When Rifleman comes into play, it deals 1 damage to target creature or player.
(87/165)

Wicked Genius
4, Creature - Barbarian Townsfolk 1/1, Uncommon
[R], [T]: Put an invention counter on Wicked Genius.
Remove an invention counter from Wicked Genius: Wicked Genius gets +3/+3 and gains Double strike until end of turn.
(88/165)

Ambush Leader
, Creature - Elf Soldier 1/1, Uncommon
Tactics (Whenever this creature attacks, it gains all keyword abilities other attacking creatures have.)
(89/165)

Bourgeoisie
2, Creature - Elf Townsfolk 1/2, Uncommon
Sacrifice a Forest, Tap an untapped Troll you control: Search your library for an artifact card and put it into your hand. Shuffle your library afterwards.
(90/165)

Capitalist
3, Creature - Elf Townsfolk 2/2, Rare
When Capitalist comes into play, you lose 5 life.
Capitalist comes into play with an invention counter on it.
At the beginning of your upkeep you may pay (3G). If you do, put an invention counter on Capitalist.
[T], remove an invention counter from Capitalist: Put an artifact from your hand into play tapped.
(91/165)

Forbidden Ritual
2, Sorcery, Rare
An additional cost to play Forbidden Ritual, sacrifice X Druids and/or Elves.
Search your library for X creatures and put them into play.

(92/165)

Gus'Lar Archer
, Creature - Elf Terrorist 2/1, Rare
Whenever a player plays an artifact, Gus'Lar Archer deals damage equal to its power to that player.
(93/165)

Gus'Lar Beast
2, Creature - Beast 5/5, Common
Trample (If this creature deals lethal damage to all blocking creatures, it deals X damage to defending player where X is its power minus damage dealt.)
[1G]: Regeneration
(94/165)

Gus'Lar Druid
2, Creature - Human Druid 1/2, Common
Gus'Lar Druid can't be target of spells or abilities.
[T]: Add [G] to your mana pool.
(95/165)

Gus'Lar Elf
1, Creature - Elf Terrorist 3/1, Common
[T]: Destroy target artifact.
When Gus'Lar Elf becomes tapped, destroy it at end of turn.
(96/165)

Keeper of Balance
, Creature - Human Druid 1/1, Rare
Symbiosis 1 (Remove this creature and another creature you control from the game: Target creature gets +1/+1 for each creature removed from the game this way and gains all abilities the removed creature had permanently.)
(97/165)

Kir's Anthem
2, Instant, Uncommon
Creatures you control get +1/+1 and gain "[G]: Regenerate this creature." until end of turn.
(98/165)

Laws of Nature
2, Enchantment, Rare
Symbiosis 2 (Remove this creature and 2 creatures you control from the game: Target creature gets +1/+1 for each creature removed from the game this way and gains all abilities removed creatures had permanently.)
(99/165)

Moonwell Worker
, Creature - Troll 0/1, Common
[T], sacrifice Moonwell Worker: Add [GG] to your mana pool.
(100/165)

Paralyzing Spores
, Instant, Common
Target creature gets -1/-0 and loses all keyword abilities until end of turn.
(101/165)

Ritual of Blood
4, Sorcery, Uncommon
An additional cost to play Ritual of Blood, sacrifice X Druids and/or Elves.
Creatures you control gain +X+2/+X+2 until end of turn.
(102/165)

Ritual of Fertility
, Sorcery, Common
An additional cost to play Ritual of Fertility, sacrifice X Druids and/or Elves.
Add X mana of one color to your mana pool.
(103/165)

Ritual of Life
2, Sorcery, Uncommon
An additional cost to play Ritual of Life, sacrifice X Druids and/or Elves.
Put X+3 1/1 green Elf creature token into play.
(104/165)

Silvermoon Troll
1, Creature - Troll 1/1, Uncommon
Sacrifice Silvermoon Troll: Add [GGG] to your mana pool.
Sacrifice Silvermoon Troll: Destroy target artifact.
(105/165)

Worker's Strike
2, Instant, Common
An additional cost to play Worker's Strike, tap X Druids you control.
Tap X+X target creatures.
(106/165)

Zen'Ya's Blessing
, Enchantment, Uncommon
When Zen'Ya's Blessing comes into play, choose a creature type.
At the beginning of your unkeep pay [GG] or sacrifice Zen'Ya's Blessing.
Creatures of the chosen type have: "[T]: Add [G] to your mana pool."

(107/165)

Zen'Ya's Chosen
4, Creature - Elf Terrorist 4/3, Uncommon
Whenever Zen'Ya's Chosen becomes blocked, you may remove Zen'Ya's Chosen from the game. If you do, destroy all creatures blocking Zen'Ya's Chosen.
(108/165)

Zen'Ya's Elite Guard
2, Creature - Elf Soldier 2/3, Common
First strike (This creature deals damage before creatures without first strike.)
Zen'Ya's Elite Guard may block as though it had flying.
(109/165)

Zen'Ya, Moonwalker
2, Creature - Elf Terrorist Legend 2/2, Rare
Protection from artifacts
Whenr Zen'Ya, Moonwalker comes into play, choose a land type.
Terrorists get +1/+1 and have landwalk of the chosen land type.

(110/165)

Steam Reserach
, Sorcery, Rare
Put 10 invention counters on any number of target permanents you control.
Only a group of scientists can reserach something usefull...
(111/165)

Theory of Chaos
2, Sorcery, Uncommon
As an additional cost to play Theory of Chaos, remove 3 invention counters from permanents you control.
Destroy all creatures. They can't be regenerated. Put all creature cards from all graveyeards to play.
(112/165)

Theory of Consciousness
, Sorcery, Uncommon
As an additional cost to play Theory of Consciousness, remove 3 invention counters from permanents you control.
Your opponents play with their hands revealted. (this effect doesn't end at end of turn).
(113/165)

Theory of Conspiracy
4, Sorcery, Uncommon
As an additional cost to play Theory of Conspiracy, remove 3 invention counters from permanents you control.
Destroy all creatures you don't control. You lose 1 life for each creature destroyed that way.
(114/165)

Theory of Evolution
4, Sorcery, Uncommon
As an additional cost to play Theory of Evolution, remove 3 Invention counters from permanents you control and sacrifice any number of creatures.
Serach your library for that number of creatures, reveal them and put them into play.
(115/165)

Theory of Gravity
2, Sorcery, Uncommon
As an additional cost to play Theory of Gravity, remove 3 invention counters from permanents you control.
Creatures you control gain flying until end of turn.
Creatures target player controls lose flying until end of turn.
(116/165)

Archeological Reserach
6, Artifact - Invention, Rare
[2], [T]: Put an invention counter on target permanent.
Remove an invention counter from Archeological Reserach: Draw a card.
(117/165)

Architecture Reserach
5, Artifact - Invention, Rare
[2], [T]: Put an invention counter on target permanent.
Remove an invention counter from Architecture Reserach: Return target land from your graveyard to play or serach your library for a land card, reveal it and put it into play. Shuffle your library afterwards.
(118/165)

Arkoh's Sword of Judgment
7, Legendary Artifact - Equipment, Rare
Arkoh's Sword of Judgment is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
Equiped creature gets +X/+X where X is the number of Knights in play. Equipped creature has Triple Strike and "Whenever this creature deals damage, you gain that much life.".
Equip (5)
(119/165)

Battlearmor of Hope
1, Artifact - Equipment, Common
Equiped creature has "Whenever a source would deal damage to equipped creature, pervent 1 of
that damage.".
Equip (3)
(120/165)

Bloodthirsty Axe
1, Artifact - Equipment, Common
Equiped creature has "(T): This creature deals damage equal to its power to target creature and to you.".
Equip (3)
(121/165)

Chancellor's Wand of Undoing
7, Legendary Artifact, Rare
Chancellor's Wand of Undoing is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
Discard 3 cards from your hand: Creatures you control can't be the target of spells or abilities your opponents control until end of turn.
Return two Wizards you control to their owner's hand: Draw a card.
(122/165)

Coal Plate
0, Artifact, Common
Whenever a player puts an invention counter on a permanent, you may pay [r]. If you do, you gain 1 life.
(123/165)

Defensive Droid
5, Artifact Creature 1/5, Rare
Sacrifice an artifact: All nonarfifact creatures get -2/-0 until end of turn.
(124/165)

Dismantling Drone
2, Artifact Creature - Drone 1/1, Common
W, Sacrifice Dismantling Drone: Destroy target enchantment.
(125/165)

Electryte
3, Artifact Creature 2/2, Uncommon
When Electryte is put into a graveyard from play you may have it deal 3 damage to target creature or player.
(126/165)

Energy Manipulator
4, Artifact Creature 1/1, Rare
Pay 3 life: Put an invention counter on target permanent.
(127/165)

Fertilizer
6, Artifact, Uncommon
Sacrifice a land: Add one mana of any color to your mana pool.
(128/165)

Granite Leaf
0, Artifact, Common
Whenever a player puts an invention counter on a permanent, you may pay [g]. If you do, you gain 1 life.
(129/165)

Groth's Armor of Hellflame
7, Legendary Artifact, Rare
Groth's Armor of Hellflame is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
All Dragons get +1/+1 and have
"(R): This creature gets +1/+0 until end of turn.".
(130/165)

Groundshaterer Drone
2, Artifact Creature - Drone 1/1, Common
R, Sacrifice Groundshaterer Drone: Destroy target land.
(131/165)

Living City
7, Artifact Creature 0/9, Rare
Artifact creatures cost (1) less to play.
5, T: Search your library for an artifact creature card and put it into your hand. Shuffle your library afterwards.
(132/165)

Magnifying Glass
0, Artifact, Common
Whenever a player puts an invention counter on a permanent, you may pay [u]. If you do, you gain 1 life.
(133/165)

Medicine Reserach
6, Artifact - Invention, Rare
[2], [T]: Put an invention counter on target permanent.
Remove an invention counter from Medicine Reserach: Prevent the next 10 damage that would be dealt to any number of creatures and/or players.
(134/165)

Mending Drone
2, Artifact Creature - Drone 1/1, Common
G, Sacrifice Mending Drone: Regenerate target artifact.
(135/165)

Metal Flesh
9, Artifact Creature - Zombie 6/3, Uncommon
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
(136/165)

Mind Scanner
3, Artifact, Uncommon
1: Look at target player's hand.
7: Name a nonland card. Target player reveals his or her hand and discards from it all cards with that name.
(137/165)

Mindless Slayer
4, Artifact Creature - Zombie 3/2, Uncommon
Discard an artifact card from your hand: Regenerate Mindless Slayer.
(138/165)

Mindpurging Drone
2, Artifact Creature - Drone 1/1, Common
B, Sacrifice Mindpurging Drone: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery.
(139/165)

N'evars Coin of Fate
7, Legendary Artifact, Rare
N'evars Coin of Fate is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
(T): Choose one- you gain an additional turn after this one and lose half of your life, rounded up; or target opponent gains an aditional turn after his next turn and loses half of his or her life, rounded up. N'evars Coin does not untap during your next untap step.
"This is all meaningless..."
- N'evar, Shadow Lord

(140/165)

Prohibiting Drone
2, Artifact Creature - Drone 1/1, Common
U, Sacrifice Prohibiting Drone: Tap target creature.
(141/165)

Ring of Gus'Lar
5, Artifact, Common
G, Remove an invention counter from Ring of Gus'Lar: Put two +1/+1 counters on target creature.
(142/165)

Ring of Katharia
2, Artifact, Uncommon
W, Remove an invention counter from Ring of Katharia: You gain 5 life.
(143/165)

Ring of Nocturne
5, Artifact, Common
B, Remove an invention counter from Ring of Nocturne: Return target creature with converted mana cost 3 or less from any graveyard to play under your control.
(144/165)

Ring of Vous
6, Artifact, Common
R, Remove an invention counter from Ring of Vous: Ring of Vousdeals 3 damage to target creature or player.
(145/165)

Ring of the Conclave
2, Artifact, Uncommon
U, Remove an invention counter from Ring of the Conclave: Counter target spell unless its controler pays (3).
(146/165)

Serpentdagger
1, Artifact - Equipment, Common
Equipped creature has Venom 1. (Whenever this creature deals combat damage to a creature or player, this creature deals 1 damage to that creature or player at the beginning of your next upkeep.)
Equip (3)
(147/165)

Smothering Brute
5, Artifact Creature - Zombie 2/2, Uncommon
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)
(148/165)

Soulbow
1, Artifact - Equipment, Common
Equiped creature has "Sacrifice this creature: Destroy target artifact.".
Equip (3)
(149/165)

Steam Colossus
9, Artifact Creature */*, Rare
Steam Colossus' power and toughness are each equal to the number of artifacts in play.
Steam Colossus does not untap during your untap step.
Sacrifice an arfifact: Untap Steam Colossus.
(150/165)

Steam Herald
6, Artifact Creature - Golem 2/2, Rare
Steam Herald is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
All artifacts are 2/2 artifact creatures.
(151/165)

Steam Machine
4, Legendary Artifact - Invention, Rare
At the beginning of your upkeep remove an invention counter from Steam Machine or sacrifice Steam Machine.
Remove an invention counter from Steam Machine: Permanents you control gain protection from artifacts until end of turn.
Remove an invention counter from Steam Machine: Permanents you control gain protection from the color of your choice until end of turn.
(152/165)

Steel Bone
0, Artifact, Common
Whenever a player puts an invention counter on a permanent, you may pay [b]. If you do, you gain 1 life.
(153/165)

Teleportation Machine
5, Artifact, Uncommon
3: Target creature is unblockable until end of turn.
(154/165)

Tesla Cannon
5, Artifact, Uncommon
Remove 2 invention counter from Tesla Cannon: Tesla Cannon deals 3 damage to target creature.
(155/165)

Twisted Devourer
3, Artifact Creature - Zombie 0/2, Uncommon
Sacrifice an artifact: Twisted Devourer gets +3/+0 until end of turn.
(156/165)

Underground Tunnels
4, Artifact, Uncommon
Remove 2 invention counters form Underground Tunnels: Draw a card.
(157/165)

Vanishing Robe
1, Artifact - Equipment, Common
Equipped creature has "Put this creature on top of your library: Return target creature to its owner's hand.".
Equip (3)
(158/165)

War Tactics Reserach
5, Artifact - Invention, Rare
[2], [T]: Put an invention counter on target permanent.
Remove an invention counter from War Tactics Reserach: Target creature gains Double strike or Tactics. (This effect doesn't end at end of turn.)
(159/165)

Wiseman Skull
0, Artifact, Common
Whenever a player puts an invention counter on a permanent, you may pay [w]. If you do, you gain 1 life.
(160/165)

Zen'Ya's Scepter of Wrath
7, Legendary Artifact, Rare
Zen'Ya's Scepter of Wrath is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
Whenever an Elf comes into play, you may put a rage counter on Yagyus' Scepter of Wrath.
(T), Remove all rage counters from Yagyus' Scepter of Wrath: Elves get +X/+X and have trample until end of turn, where X is the number of rage counters you removed from Yagyus' Scepter of Wrath this way.
(161/165)

Coal Mine
Land, Uncommon
When Coal Mine comes into play, sacrifice two lands or two artifacts.
[T]: Add [1] to your mana pool.
[T]: Add [3] to your mana pool. You lose 3 life. Coal Mine doesn't untap during your next untap step.
(162/165)

Railway
Land, Rare
[5], [T]: Put an invention counter on target permanent.
[2]: Remove an invention counter form target permanent. Put an invention counter on another target permanent.
(163/165)

Royal Laboratory
Land, Rare
At the beggining of your unkeep you may put an invention counter on Royal Laboratory.
Remove an invention counter from Royal Laboratory: Add [1] to your mana pool.
(164/165)

Steel Foundry
Land, Uncommon
Steel Foundry comes into play tapped.
[T]: Add 1 to your mana pool.
[1], [T]: Put an artifact with converted mana cost 3 or less from your hand into play tapped.
(165/165)

Generated with Magic Set Editor on 01-21-2004 01:12:04

 

 

(c) Tawerna RPG 2000-2004, GFX by Kazzek, HTML by Darky