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[DGM] Dragon's Maze Spoiler [156/156]

Stand: 22/04/2013 [08:00 Uhr]

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Weiß (10/10)

Boros Mastiff

{1}{w} - Creature - Hound - (Common) - 2/2

Battalion — Whenever Boros Mastiff and at least two other cretaures attack, Boros Mastiff gets lifelink until end of turn.

#1/156


Haazda Snare Guard

{2}{w} - Creature - Human Soldier - (Common) - 1/4

Whenever Haazda Snare Guard attacks you may pay {W}. If you do, tap target creature an opponent controls.

They've been probation officers, army grunts, bouty hunters—anything to make their district safer.

#2/156


Lyev Decree

{1}{w} - Sorcery - (Common)

Detain up to two target creatures your opponent controls.

The Azorius have so many codes and statutes that you're always in violation of one of them.

#3/156


Maze Sentinel

{5}{w} - Creature - Elemental - (Common) - 3/6

Vigilance
Multicolored creatures you control have vigilance.

The route has been known for millennia, but only by those with no means to tell it.

#4/156


Renounce the Guilds

{1}{w} - Instant - (Rare)

Each player sacrifices a multicolored permanent.

„Scores will die in the name of peace. That is what you call compromise?“ - Gideon Jura, to Aurelia

#5/156


Riot Control

{2}{w} - Instant - (Common)

Gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.

„Ravnicans need order. If they don't have it, we shall bring it to them.“ —Isperia

#6/156


Scion of Vitu-Ghazi

{3}{W}{W} - Creature - Elemental - (Rare) - 4/4

If you cast Scion of Vhitu-Ghazi from your hand, put a 1/1 white Bird token with flying onto the battlefield, then populate.

#7/156


Steeple Roc

{4}{w} - Creature - Bird - (Common) - 3/1

Flying, first strike

„Sometimes it forgets to loosen its grip before taking flight. I lost my roof that way.“ —Ecaban, Boros scout

#8/156


Sunspire Gatekeepers

{3}{w} - Creature - Human Soldier - (Common) - 2/4

When Sunspire Gatekeepers enter the battlefield, if you control two or more Gates, put a 2/2 Knight creature token with vigilance onto the battlefield.

„You will pass with respect, or you will not pass at all.“

#9/156


Wake the Reflections

{W} - Sorcery - (Common)

Populate.

„You see a bird, an oak, a packbeast. I see the potential for an army.“ - Lalia, Selesnya dryad

#10/156


Blau (10/10)

Ætherling

{4}{U}{U} - Creature - Shapeshifter - (Rare) - 4/5

{U}: Exile Ætherling. Return it to the battlefield under it's owners control,at the beginning of the next end step.
{U}: Ætherling is unblockable this turn
{1}: Ætherling gets +1/-1 until end of turn.
{1}: Ætherling gets -1/+1 until end of turn.

#11/156


Hidden Strings

{1}{u} - Sorcery - (Common)

You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher

#12/156


Maze Glider

{5}{u} - Creature - Elemental - (Common) - 3/5

Flying
Multicolored creatures you control have flying.

The pattern of the Implicit Maze extends in more than two dimensions.

#13/156


Mindstatic

{3}{u} - Instant - (Common)

Counter target spell unless it's controller pays {6}.

„It's always satisfying to stymie the best efforts of a rival, but the reactions of the Gruul are particularly amusing.“ —Bori Andon, Izzet Blastseeker

#14/156


Murmuring Phantasm

{1}{u} - Creature - Spirit - (Common) - 0/5

Defender

„The most insidious thing in the world is nonsense that sounds just plausible enough to listen to.“ —Lazav

#15/156


Opal Lake Gatekeepers

{3}{U} - Creature - Vedalken Soldier - (Common) - 2/4

When Opal Lake Gatekeepers enters the battlefield, if you control two or more Gates, you may draw a card.

Sentries guard Ravnica's landmarks and outlying districts, unaware of these places' import to the maze.

#16/156


Runner's Bane

{1}{u} - Enchantment - Aura - (Common)

Enchant creature with power 3 or less
When Runner's Bane enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

#17/156


Trait Doctoring

{u} - Sorcery - (Rare)

Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.
Cipher

#18/156


Uncovererd Clues

{2}{u} - Sorcery - (Common)

Look at the top four cards of your library. You may reveal up to two instant and/or sorcery cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.

The Implicit Maze winds through Ravnica, connecting arcane landmarks of all ten guilds.

#19/156


Wind Drake

{2}{u} - Creature - Drake - (Common) - 2/2

Flying

Air currents whip through the city corridors, creating wind tunnels that accelerate urban drakes towards their prey.

#20/156


Schwarz (10/10)

Bane Alley Blackguard

{1}{b} - Creature - Human Rogue - (Common) - 1/3

„I'm in the field of procurement, and business is good. The guilds want all kinds of maps and relics these days, though what they want them for I'm not quite sure.“

#21/156


Blood Scrivener

{1}{b} - Creature - Zombie Wizard - (Rare) - 2/1

If you would draw a card while you have no cards in hand, instead draw two cards and lose 1 life.

Make sure you bleed the fine print.

#22/156


Crypt Incursion

{2}{b} - Instant - (Common)

Exile all creature cards from target player's graveyard. You gain 3 life for each card exiled each way.

The Golgari maze-runner Varolz hungers to prove his fortitude in battle, and his trail of victims feeds other hungers.

#23/156


Fatal Fumes

{3}{b} - Instant - (Common)

Target creature gets -4/-2 until end of turn.

Travelers in the undercity dread the horrors and assassins of the Dimir, but nearly as many die from more mundane hazards.

#24/156


Hired Torturer

{2}{b} - Creature - Human Rogue - (Common) - 2/3

Defender
{3}{B}, {T}: Target opponent loses 2 life and reveals a card at random from his or her hand.

„Follow your passion, I always say. Might as well get paid to do what you love.“

#25/156


Maze Abomination

{5}{b} - Creature - Elemental - (Common) - 4/5

Deathtouch
Multicolored creatures you control have deathtouch.

26/156


Pontiff of Blight

{4}{b}{b} - Creature - Zombie Cleric - (Rare) - 2/7

Extort
Other creatures you control have extort.
(If a creature has multiple instances of extort, each triggers separately.)

#27/156


Rakdos Drake

{2}{b} - Creature - Drake - (Common) - 1/2

Flying
Unleash

Rakdos rioters paint their faces to resemble their drakes' bloodied muzzles.

#28/156


Sinister Possession

{b} - Enchantment - Aura - (Common)

Enchant creature
Whenever enchanted creature attacks or blocks, it's controller loses 2 life.

„You caught something on a cold night's stroll? No, I'd say something caught you.“ —Mezim Magrah, civic healer

#29/156


Ubul Sar Gatekeepers

{3}{B} - Creature - Zombie Soldier - (Common) - 2/4

Whenever Ubul Sar Gatekeepers enters the battlefield, if you control two or more Gates, target creature an opponent controls gets -2/-2 until end of turn.

There are many gates into the undercity, but few ways out.

#30/156


Rot (10/10)

Awe for the Guilds

{2}{r} - Sorcery - (Common)

Monocolored creatures can't block this turn.

When the guilds cooperate, the guildless separate their peaceful society. When the guilds clash, the guildless just try to keep out of the way.

#31/156


Clear a Path

{r} - Sorcery - (Common)

Destroy target creature with defender.

„Why do guards always look surprised when we bash them?“ asked Ruric. „I think they expect a bribe,“ said Thar.

#32/156


Maze Rusher

{5}{r} - Creature - Elemental - (Common) - 6/3

Haste
Multicolored creatures you control have haste.

„The maze seems to fight us at every turn, resisting our efforts to solve it.“ - Niv-Mizzet

#33/156


Possibility Storm

{3}{r}{r} - Enchantment - (Rare)

Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from the top of his or her library until he or she exiles a card that shares a card type with it. That player may cast that card without paying its mana cost. Then he or she puts all cards exiled with Possibility Storm on the bottom of his or her library in a random order.

#34/156


Punish the Enemy

{4}{r} - Instant - (Common)

Punish the Enemy deals 3 damage to target player and 3 damage to target creature.

„When justice descends, the servant will burn with the master.“ —Aurelia

#35/156


Pyrewild Shaman

{2}{R} - Creature - Goblin Shaman - (Rare) - 3/1

Bloodrush{1}{R}, Discard Pyrewild Shaman: Target attacking creature gets +3/+1 until end of turn.
Whenever one or more creatures you control deal combat damage to a player, if Pyrewild Shaman is in your graveyard, you may pay {3}. If you do, return Pyrewild Shaman to your hand.

#36/156


Riot Piker

{1}{r} - Creature - Goblin Berserker - (Common) - 2/1

First strike
Riot Piker attacks each turn if able.

He doesn't care whether he's rioting about trade riots or just having a drunken brawl. He wakes up every morning eager to smash some heads.

#37/156


Rubblebelt Maaka

{3}{r} - Creature - Cat - (Common) - 3/3

Bloodrush {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn.

„The maaka remain loyal to us in this time of strife. We don't even have to feed them - our enemies do.“ —Nedja, Gruul shaman

#38/156


Smelt-Ward Gatekeepers

{3}{R} - Creature - Human Warrior - (Common) - 2/4

When Smelt-Ward Gatekeepers enters the battlefield, if you control two or more Gates, take control of target creature an opponent controls until end of turn. Untap that creature. That creature gains haste until end of turn.

#39/156


Weapon Surge

{r} - Instant - (Common)

Target creature you control gets +1/+0 and gains first strike until end of turn.
Overload {1}{R}

#40/156


Grün (10/10)

Battering Krasis

{2}{g} - Creature - Fish Beast - (Common) - 2/1

Trample
Evolve
(Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

#41/156


Kraul Warrior

{1}{g} - Creature - Insect Warrior - (Common) - 2/2

{5}{G}: Kraul Warrior gets +3/+3 until end of turn.

The insectile kraul lurk in the tunnels below street level. Many are loyal to the Golgari Swarm, but others follow their own esoteric caste system.

#42/156


Maze Behemoth

{5}{g} - Creature - Elemental - (Common) - 5/4

Trample
Multicolored creatures you control have trample.

It returned to the leylines as quickly as it had appeard, leaving only broken bodies to mark its passage.

#43/156


Mending Touch

{g} - Instant - (Common)

Regenerate target creature.

„The gift of life must be freely given. Anything less would diminish us all.“ —Arin, Selesnya healer

#44/156


Mutant's Prey

{g} - Instant - (Common)

Target creature you control with a +1/+1 counter on it fights target creature an opponent controls.

Every street corner is a hunting ground, every citizen potential prey.

#45/156


Phytoburst

{1}{g} - Sorcery - (Common)

Target creature gets +5/+5 until end of turn.

Phytohydras are banned as houseplant in many residential spires. If left unfed, they find their own exit-usually at the cost of extensive property damage.

#46/156


Renegade Krasis

{1}{G}{G} - Creature - Beast Mutant - (Rare) - 3/2

Evolve
Whenever Renegade Krasis evolves, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it.

#47/156


Saruli Gatekeepers

{3}{G} - Creature - Elf Warrior - (Common) - 2/4

When Saruli Gatekeepers enters the battlefield, if you control two or more Gates, gain 7 life.

In Ravnica's wilder districts, nature still stirs, and its protectors still mind their posts.

#48/156


Skylasher

{1}{G} - Creature - Spider - (Rare) - 2/2

Flash
Skylasher can't be countered.
Reach, protection from blue.

„It preys on those who would spy on our lands, so we never prey on it.“ —Kroshkar, Gruul shaman

#49/156


Thrashing Mossdog

{3}{g} - Creature - Plant Hound - (Common) - 3/3

Reach
Scavenge {4}{G}{G}

#50/156


Mehrfarbig (70/70)

Advent of the Wurm

{1}{g}{g}{w} - Instant - (Rare)

Put a 5/5 green Wurm creature token with trample onto the battlefield.

The consciousness of Mat'Selesnya does not always spread in peaceful ways.

#51/156


Armored Wolf-Rider

{3}{g}{w} - Creature - Elf Knight - (Common) - 4/6

Wolf-riders of Selesnya apprentice from a young age. Each rider raises a wolf pup from birth to serve as a mount, hoping that one day the two will share the honor of guarding the Great Conclave.

#52/156


Ascended Lawmage

{2}{w}{u} - Creature - Vedalken Wizard - (Uncommon) - 3/2

Flying, hexproof

A lawmage's runic script is an act of governance given form: legislation written directly onto the air itself.

#53/156

Beetleform Mage

{1}{g}{u} - Creature - Human Insect Wizard - (Common) - 2/2

{G}{U}: Beetleform Mage gets +2/+2 and gains flying until end of turn. Activate this ability only once each turn.

„When the Simic say to take command of your life, we don't mean just your career.“ —Vorel of the Hull Clade

#54/156


Blast of Genius

{4}{U}{R} - Sorcery - (Uncommon)

Choose target creature or player. Draw three cards and discard a card. Blast of Genius deals damage equal to the converted mana cost of the discarded card to that creature or player.

Ral Zarek's brainstorms bring actual thunder and lightning.

#55/156


Blaze Commando

{3}{r}{w} - Creature - Minotaur Soldier - (Uncommon) - 5/3

Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.

A true Boros commando only calls for reinforcements so they can clean up the mess.

#56/156


Blood Baron of Vizkopa

{3}{w}{b} - Creature - Vampire - (Mythic) - 4/4

Lifelink, protection from white and from black
As long as you have 30 or more life and an opponent has 10 or less life, Blood Baron of Vizkopa gets +6/+6 and has flying.

#57/156


Boros Battleshaper

{5}{r}{w} - Creature - Minotaur Soldier - (Rare) - 5/5

At the beginning of each combat, up to one target creature attacks or blocks this combat if able and up to one target creature can't attack or block this combat.

Leaders shape the minds of their allies. It takes a master to shape the minds of enemies.

#58/156


Bred for the Hunt

{1}{g}{u} - Enchantment - (Uncommon)

Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.

Some see the world as a place of infinite wonder and knowledge. Some see it as an infinite dinner plate.

#59/156


Bronzebeak Moa

{2}{g}{w} - Creature - Bird - (Uncommon) - 2/2

Whenever another creature enters the battlefield under your control, Bronzebeak Moa gets +3/+3 until end of turn.

They fight for their home with more loyalty than any conscripts.

#60/156


Carnage Gladiator

{2}{b}{r} - Creature - Skeleton Warrior - (Uncommon)

Whenever a creature blocks, that creature's controller loses 1 life.
{1}{B}{R}: Renegerate Carnage Gladiator.

Not the foulest or bloodiest act at Rix Maadi by a stretch.

#61/156


Council of the Absolute

{2}{W}{U} - Creature - Human Advisor - (Mythic Rare) - 2/4

As Council of the Absolute enters the battlefield, name a card other than a creature or a land card.
Your opponents can't cast cards with the chosen name.
Spells with the chosen name you cast cost {2} less to cast.

#62/156


Deadbridge Chant

{4}{b}{g} - Enchantment - (Rare)

When Deadbridge Chant enters the battlefield, put the top ten cards of your library into your graveyard.
At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, put it into your hand.

#63/156


Debt to the Deathless

{x}{w}{w}{b}{b} - Sorcery - (Uncommon)

Each opponent loses two times X life. You gain life equal to the life lost this way.

Some of Orzhov's cruelest collectors remember their debtors by taste alone.

#64/156


Deputy of Acquittals

{w}{u} - Creature - Human Wizard - (Common) - 2/2

Flash
When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.

„Everyone deserves a day in court.“

#65/156


Dragonshift

{1}{u}{r} - Instant - (Rare)

Target creature you control loses all abilities and becomes a 4/4 Dragon with flying until end of turn.
Overload {3}{u}{U}{R}{r}

#66/156


Drown in Filth

{b}{g} - Sorcery - (Common)

Choose target creature. Put the top 4 cards of your library into your graveyard, then that creature gets -1/-1 until end of turn for each land card in your graveyard.

The rot farmer's first rite of passage is to craft a pair of work stilts.

#67/156


Emmara Tandis

{5}{g}{w} - Legendary Creature - Elf Shaman - (Rare) - 5/7

Prevent all damage that would be dealt to creature tokens you control.

When Selesnya needed a champion, Emmara put the ranks of her guild before herself - making her the perfect choice.

#68/156


Exava, Rakdos Blood Witch

{2}{b}{r} - Legendary Creature - Human Cleric - (Rare) - 3/3

First strike, haste
Unleash
Each other creature you control with a +1/+1 counter on it has haste.

#69/156


Feral Animist

{1}{r}{g} - Creature - Goblin Shaman - (Uncommon) - 2/1

{3}: Feral Animist gets +X/+0 until end of turn, where X is its power.

„Channeling the rage of the beast is the easy part. Explaining why you woke up with no memory in a pile of mangled lawmages—that's trickier.“

#70/156


Fluxcharger

{2}{r}{u} - Creature - Weird - (Uncommon) - 1/5

Flying
Whenever you cast an instant or sorcery spell, you may switch Fluxcharger's power and toughness until end of turn.

One part mizzium, two parts elemental energy, eleven parts danger.

#71/156


Gaze of Granite

{X}{b}{b}{g} - Sorcery - (Rare)

Destroy each nonland permanent with converted mana cost X or less.

Golgari reclaimers resent the gorgons, begrudging the loss of so many fine nutrients locked away in stone.

#72/156


Gleam of Battle

{4}{r}{w} - Enchantment - (Uncommon)

Whenever a creature you control attacks, put a +1/+1 counter on it.

Every soldier returns from battle changed: by hardship, by blood, by a glimpse of glory.

#73/156


Goblin Test Pilot

{1}{u}{r} - Creature - Goblin Wizard - (Uncommon) - 0/2

Flying
{T}: Goblin Test Pilot deals 2 damage to target creature or player chosen at random.

„All pilots and prototypes destroyed. Extensive collateral damage inflicted. Conclusion: flawless design.“ —Manual of Melek

#74/156


Gruul War Chant

{2}{r}{g} - Enchantment - (Uncommon)

Each attacking creature you control gets +1/+0 and can't be blocked except by 2 or more creatures.

„We are the heart of the wild, the fire in its eyes, and the howl in its throat. Come, join the battle to which you were born.“ —Kroshkar, Gruul shaman

#75/156


Haunter of Nightveil

{3}{u}{b} - Creature - Spirit - (Uncommon) - 3/4

Creatures your opponents control get -1/-0.

The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.

#76/156


Jelenn Sphinx

{3}{w}{u} - Creature - Sphinx - (Uncommon) - 1/5

Flying, vigilance
Whenever Jelenn Sphinx attacks, other attacking creatures get +1/+1 until end of turn.

Few among the Azorius have ever spoken with the sphinxes, but all have felt their influence.

#77/156


Korozda Gorgon

{3}{G}{B} - Creature - Gorgon (Uncommon) - 2/5

Deathtouch
{2}, remove a +1/+1 counter from a creature you control: Target creature gets -1/-1 until end of turn.

„Welcome to my collection.“

#78/156


Krasis Incubation

{2}{g}{u} - Enchantment - Aura - (Uncommon)

Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
{1}{G}{U}, Return Krasis Incubation to its owner's hand: Put two +1/+1 counters on enchanted creature.

#79/156


Lavinia of the Tenth

{3}{w}{u} - Legendary Creature - Human Soldier - (Rare) - 4/4

Protection from red
When Lavinia of the Tenth enters the battlefield, detain each nonland permanent your opponents control with converted mana cost 4 or less.

#80/156


Legion's Initiative

{r}{w} - Enchantment - (Mythic Rare)

Red creatures you control get +1/+0.
White creatures you control get +0/+1.
{r}{w}, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.

#81/156


Master of Cruelties

{3}{b}{r} - Creature - Demon - (Mythic) - 1/4

First strike, deathtouch
Master of Cruelties can only attack alone.
Whenever Master of Cruelties attacks a player and isn't blocked, that player's life total becomes 1. Master of Cruelties assigns no combat damage this combat.

#82/156


Maw of the Obzedat

{3}{w}{b} - Creature - Thrull - (Uncommon) - 3/3

Sacrifice a creature: Creatures you control get +1/+1 until end of turn.

The devout sacrifice themselves to it hoping for escape from their debts to the guild, but many end up owing in the afterlife.

#83/156


Melek, Izzet Paragon

{4}{u}{r} - Legendary Creature - Weird Wizard - (Rare) - 2/4

Play with the top card of your library revealed.
You may cast the top card of your library if it's an instant or sorcery card.
Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.

#84/156


Mirko Vosk, Mind Drinker

{3}{u}{b} - Legendary Creature - Vampire - (Rare) - 2/4

Flying
Whenever Mirko Vosk, Mind Drinker deals combat damage to a player, that player reveals cards from the top of his or her library until he or she reveals four land cards, then puts those cards into his or her graveyard.

#85/156


Morgue Burst

{4}{b}{r} - Sorcery - (Common)

Return target creature card from your graveyard to your hand. Morgue Burst deals damage to target creature or player equal to the power of the card returned this way.

„Let him in. He's on the list.“ —Olrich, Rakdos club owner

#86/156


Nivix Cyclops

{1}{u}{r} - Creature - Cyclops - (common)

Defender
Whenever you cast an instant or sorcery spell, Nivix Cyclops gets +3/+0 until end of turn and can attack this turn as though it didn't have defender.

#87/156


Notion Thief

{2}{u}{b} - Creature - Human Rogue - (Rare) - 3/1

Flash
If an opponent would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card.

#88/156


Obzedat's Aid

{3}{w}{b} - Sorcery - (Rare)

Return target permanent card from your graveyard to the battlefield.

„The Obzedat have revived you with purpose. Don't squander their blessing.“ - Teysa Karlov, Grand Envoy of Orzhov

#89/156


Pilfered Plans

{1}{u}{b} - Sorcery - (Common)

Target player puts the top two cards of his or her library into his or her graveyard.
Draw two cards.

Mirko Vosk hunted anyone with knowledge of the maze, draining the chances of the other guilds.

#90/156


Plasm Capture

{u}{u}{g}{g} - Instant - (Rare)

Counter target spell. At the beginning of your next precombat main phase, add X mana in any combination of colors to your mana pool, where X is that spell’s converted mana cost.

„Everything serves a purpose. Even you.“ —Vorel of the Hull Clade

#91/156


Progenitor Mimic

{4}{u}{g} - Creature - Shapeshifter - (Mythic Rare) - 0/0

You may have Progenitor Mimic enter the battlefield as a copy of any creature on the battlefield except it gains “At the beginning of your upkeep, if this creature isn’t a token, put a token onto the battlefield that’s a copy of this creature.”

#92/156


Putrefy

{1}{B}{G} - Instant - (Uncommon)

Destroy target artifact or creature. It can't be regenerated.

„We are all decaying, always in a state of near-death. One moment without breathe and we begin to break down.“ - Cevraya, Golgari shaman

#93/156


Ral Zarek

{2}{u}{r} - Planeswalker - Ral - (Mythic Rare) - 4

+1: Tap target permanent, then untap another target permanent.
-2: Ral Zarek deals 3 damage to target creature or player.
-7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.

#94/156


Reap Intellect

{X}{2}{U}{B} - Sorcery - (Mythic Rare)

Target opponent reveals his or her hand, you choose X nonland cards from among them. Search that player's library, hand and graveyard for cards with the same name of those cards and exile them. Then that player shuffles his or her library.

#95/156


Render Silent

{w}{u}{u} - Instant - (Rare)

Counter target spell. Its controller can't cast spells this turn.

„We have confiscated your spells as evidence. Once we conclude our investigation, you may petition to have them returned.“

#96/156


Restore the Peace

{1}{w}{u} - Instant - (Uncommon)

Return each creature that dealt damage this turn to its owner's hand.

„You can always count on the Azorius to ruin a party.“ —Massacre Girl

#97/156


Rot Farm Skeleton

{2}{b}{g} - Creature - Plant Skeleton - (Uncommon) - 4/1

Rot Farm Skeleton can't block.
{2}{B}{G}, Put the top four cards of your library into your graveyard: Return Rot Farm Skeleton from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.

#98/156


Ruric Thar, the Unbowed

{4}{r}{g} - Legendary Creature - Ogre Warrior - (Rare) - 6/6

Vigilance, Reach
Ruric Thar, the Unbowed attacks each turn if able.
Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.

#99/156


Savageborn Hydra

{X}{R}{G} - Creature - Hydra - (Mythic Rare) - 0/0

Double strike
Savageborn Hydra enters the battlefield with X +1/+1 counters on it.
{1}{r/g}: Put a +1/+1 counter on Savageborn Hydra. Activate this ability only any time you could cast a sorcery.

#100/156


Scab-Clan Giant

{4}{r}{g} - Creature - Giant Warrior - (Uncommon) - 4/5

When Scab-Clan Giant enters the battlefield, it fights target creature an opponent controls chosen at random.

For the Gruul, bone-crushing rage is the first priority. Accuracy comes in a distant ninetieth.

#101/156


Showstopper

{1}{B}{R} - Instant - (Uncommon)

Until end of turn, creatures you control gain „When this creature dies, it deals 2 damage to target creature an opponent controls“.

The audience quickly realized a few things: it wasn't a magic trick, there wasn't candy in there, and they'd need new clothes.

#102/156


Sin Collector

{1}{w}{b} - Creature - Human Cleric - (Uncommon) - 2/1

When Sin Collector enters the battlefield, target opponent reveals his or her hand. You choose an instant or sorcery card from it and exile that card.

„That must weigh heavily on your soul. Let me purge it for you.“

#103/156


Sire of Insanity

{4}{b}{r} - Creature - Demon - (Rare) - 6/4

At the beginning of each end step, each player discards his or her hand.

Its victims become mindless lunatics. Conveniently, that's the first step in joining the Cult of Rakdos.

#104/156


Species Gorger

{3}{u}{g} - Creature - Frog Beast - (Uncommon) - 6/6

At the beginning of your upkeep, return a creature you control to its owners hand.

„We raised eelhawks to control the squidflies, then waspcrabs to prey on the eelhawks. Now what do we do with all these waspcrabs?“ —Gulistan, Simic biomancer

#105/156


Spike Jester

{b}{r} - Creature - Goblin Warrior - (Uncommon) - 3/1

Haste

For the Rakdos, „suicidal charge“ and „good showmanship“ are one and the same.

#106/156


Tajic, Blade of the Legion

{2}{r}{w} - Legendary Creature - Human Soldier - (Rare) - 2/2

Tajic, Blade of the Legion is indestructible.
Battalion — Whenever Tajic and at least two other creatures attack, Tajic gets +5/+5 until end of turn.

„I run the maze alone, but I fight with the full might of the Legion.“

#107/156


Teysa, Envoy of Ghosts

{5}{w}{b} - Legendary Creature - Human Advisor - (Rare) - 4/4

Vigilance, protection from creatures
Whenever a creature deals combat damage to you, destroy that creature. Put a 1/1 white and black Spirit creature token with flying onto the battlefield.

#108/156


Tithe Drinker

{w}{b} - Creature - Vampire - (Common) - 2/1

Lifelink
Extort

#109/156


Trostani's Summoner

{5}{g}{w} - Creature - Elf Shaman - (Uncommon) - 1/1

When Trostani's Summoner enters the battlefield, put a 2/2 white Knight creature token with vigilance, a 3/3 green Centaur creature token, and a 4/4 green Rhino creature token with trample onto the battlefield.

#110/156


Unflinching Courage

{1}{G}{W} - Enchantment - Aura (Uncommon)

Enchant Creature
Enchanted creature gets +2/+2 and has trample and lifelink.

As Trostani's influence grew, vitality spread through the Conclave—much to the other guilds' dismay.

#111/156


Varolz, the Scar-Striped

{1}{b}{g} - Legendary Creature - Troll Warrior - (Rare) - 2/2

Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)
Sacrifice another creature: Regenerate Varolz, the Scar-Striped.

#112/156


Viashino Firstblade

{1}{r}{w} - Creature - Viashino Soldier - (Common) - 2/2

Haste
When Viashino Firstblade enters the battlefield, it gets +2/+2 until end of turn.

„All that steel doesn't make them slower. It makes them bolder.“ - Tajic, Blade of the Legion

#113/156


Voice of Resurgence

{G}{W} - Creature - Elemental - (Mythic Rare) - 2/2

Whenever an opponent casts a spell during your turn, or when Voice of Resurgence dies, put a green and white Elemental creature token onto the battlefield with „This creature's power and toughness are each equal to the number of creatures you control.“

#114/156


Vorel of the Hull Clade

{1}{g}{u} - Legendary Creature - Human Merfolk - (Rare) - 1/4

{g}{u}, {t}: For each counter on target artifact, creature, or land, put another of those counters on that permanent.

„I used to hurl rocks and eat scraps of meat burned over a fire. Look at what I've become and tell me Simic does not hold infinite possibility.“

115/156


Warleader's Helix

{2}{r}{w} - Instant - (Uncommon)

Warleader's Helix deals 4 damage to target creature or player and you gain 4 life.

„There is no time to remedy our enemies' ignorance. Blast it out of them.“ —Aurelia

#116/156


Warped Physigue

{u}{b} - Instant - (Uncommon)

Target creature gets +X/-X until end of turn, where X is the number of cards in your hand.

The Gruul seek unbounded strength. The Dimir deliver cruel irony.

#117/156


Woodlot Crawler

{u}{b} - Creature - Insect - (Uncommon) - 2/1

Forestwalk
Protection from green

„We learned something from the Simic. Unfortunately for them.“ —Nefara, Dimir agent

#118/156


Zhur-Taa Ancient

{3}{r}{g} - Creature - Beast - (Rare) - 7/5

Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

Many Ravnicans think of nature as orderly groves and elf-tended rot farms. They haven't seen the Gruul wilds.

#119/156


Zhur-Taa Druid

{R}{G} - Creature - Human Druid - (Common) - 1/1

{T}: Add {G} to your mana pool.
Whenever you tap Zhur-Taa Druid for mana, it deals 1 damage to each opponent.

„Only the decadent think magic should be pristine and without cost.“

#120/156


Splitkarten (15/15)

Alive // Well

Alive

{3}{G} - Sorcery - (Uncommon)

Put a green 3/3 Centaur Token onto the battlefield.

Well

{W} - Sorcery - (Uncommon)

You gain 2 life for each creature you control.

Fuse (You may cast one or both halves of this card from your hand.)

#121/156


Armed // Dangerous

Armed

{1}{r} - Sorcery - (Uncommon)

Target creature gets +1/+1 and gains double strike until end of turn.

Dangerous

{3}{g} - Sorcery - (Uncommon)

All creatures able to block target creature this turn do so.

Fuse (You may cast one or both halves of this card from your hand.)

#122/156


Beck // Call

Beck

{u}{g} - Sorcery - (Rare)

Whenever a creature enters the battlefield this turn, you may draw a card.

Call

{4}{w}{u} - Sorcery - (Rare)

Put four 1/1 white Bird creature tokens with flying onto the battlefield.

Fuse (You may cast one or both halves of this card from your hand.)

#123/156


Breaking // Entering

Breaking

{u}{b} - Sorcery - (Rare)

Target player puts the top eight cards of his or her library into his or her graveyard.

Entering

{4}{b}{r} - Sorcery - (Rare)

Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

#124/156


Catch // Release

Catch

{1}{u}{r} - Sorcery - (Rare)

Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.

Release

{4}{r}{w} - Sorcery - (Rare)

Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker.

Fuse (You may cast one or both halves of this card from your hand.)

#125/156


Down // Dirty

Down

{3}{B} - Sorcery - (Uncommon)

Target player discards two cards.

Dirty

{2}{G} - Sorcery - (Uncommon)

Return target card from your graveyard to your hand

Fuse (You may cast one or both halves of this card from your hand.)


Far // Away

Far

{1}{u} - Instant - (Uncommon)

Return target creature to its owner's hand.

Away

{2}{b} - Instant - (Uncommon)

Target player sacrifices a creature.

Fuse (You may cast one or both halves of this card from your hand.)

#127/156


Flesh // Blood

Flesh

{3}{b}{g} - Sorcery - (Rare)

Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.

Blood

{r}{g} - Sorcery - (Rare)

Target creature you control deals damage equal to its power to target creature or player.

Fuse (You may cast one or both halves of this card from your hand.)

128/156


Give // Take

Give

{2}{g} - Sorcery - (Uncommon)

Put three +1/+1 counters on target creature.

Take

{2}{u} - Sorcery - (Uncommon)

Remove all +1/+1 counters from target creature you control. Draw that many cards.

Fuse (You may cast one or both halves of this card from your hand.)


Profit // Loss

Profit

{2}{W} - Instant - (Uncommon)

Creatures you control get +1/+1 until end of turn.

Loss

{2}{B} - Instant - (Uncommon)

Creatures your opponents control get -1/-1 until end of turn

Fuse (You may cast one or both halves of this card from your hand.)


Protect // Serve

Protect

{2}{W} - Instant - (Uncommon)

Target creature gets +2/+4 until end of turn.

Serve

{1}{U} - Instant - (Uncommon)

Target creature gets -6/-0 until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)


Ready // Willing

Ready

{1}{W}{G} - Instant - (Rare)

Creatures you control are indestructible this turn. Untap each creature you control.

Willing

{1}{W}{B} - Instant - (Rare)

Creatures you control gain lifelink and deathtouch until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)


Toil // Trouble

Toil

{2}{b} - Sorcery - (Uncommon)

Target player draws two cards and loses 2 life.

Trouble

{2}{r} - Sorcery - (Uncommon)

Trouble deals damage to target player equal to the number of cards in that player's hand.

Fuse (You may cast one or both halves of this card from your hand.)


Turn // Burn

Turn

{2}{u} - Instant - (Uncommon)

Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.

Burn

{1}{r} - Instant - (Uncommon)

Burn deals 2 damage to target creature or player.

Fuse (You may cast one or both halves of this card from your hand.)

#134/156


Wear // Tear

Wear

{1}{r} - Instant - (Uncommon)

Destoy target artifact.

Tear

{w} - Instant - (Uncoomon)

Detroy target enchantment.

Fuse (You may cast one or both halves of this card from your hand.)

#135/156


Artefakt (10/10)

Azorius Cluestone

{3} - Artifact - (Common)

{T}: Add {W} or {U} to your mana pool.
{W}{U}, {T}, Sacrifice Azorius Cluestone: Draw a card.

Its three sides represent the Sova, judges and arbitrators; the Jellen, scribes and elocutors; and the Lyev, lawmages and enforcers.

#136/156


Boros Cluestone

{3} - Artifact - (Common)

{T}: Add {R} or {W} to your mana pool.
{R}{W}, {T}, Sacrifice Boros Cluestone: Draw a card.

„In case of fire, treachery, citywide riot, political upheaval, or worldwide societal collapse, break glass.“ —Cluestone inscription

#137/156


Dimir Cluestone

{3} - Artifact - (Common)

{T}: Add {U} or {B} to your mana pool.
{U}{B}, {T}, Sacrifice Dimir Cluestone: Draw a card.

It waits in the chill of the undercity, holding nameless secrets for those who dare to touch it.

#138/156


Golgari Cluestone

{3} - Artifact - (Common)

{T}: Add {B} or {G} to your mana pool.
{B}{G}, {T}, Sacrifice Golgari Cluestone: Draw a card.

Golgari mold collects whispers, intelligence that is later harvested by Jarad and his high chancellors.

#139/156


Gruul Cluestone

{3} - Artifact - (Common)

{T}: Add {R} or {G} to your mana pool.
{R}{G}, {T}, Sacrifice Gruul Cluestone: Draw a card.

Forgotten under rocks and vines, Gruul symbols mark the sites of primitive rituals where shamans once chanted to the wild.

#140/156


Izzet Cluestone

{3} - Artifact - (Common)

{T}: Add {U} or {R} to your mana pool.
{U}{R}, {T}, Sacrifice Izzet Cluestone: Draw a card.

It holds within it an unsolvable riddle. A creative answer yields an invitation to the guild.

#141/156


Orzhov Cluestone

{3} - Artifact - (Common)

{T}: Add {W} or {B} to your mana pool.
{W}{B}, {T}, Sacrifice Orzhov Cluestone: Draw a card.

A symbol of power and wealth, the only commodities that matter to the Orzhov.

#142/156


Rakdos Cluestone

{3} - Artifact - (Common)

{T}: Add {B} or {R} to your mana pool.
{B}{R}, {T}, Sacrifice Rakdos Cluestone: Draw a card.

„Burn. Bleed. Enjoy.“ —Cluestone inscription

#143/156


Selesnya Cluestone

{3} - Artifact - (Common)

{T}: Add {G} or {W} to your mana pool.
{G}{W}, {T}, Sacrifice Selesnya Cluestone: Draw a card.

„Break it if you must. The loss of one relic is nothing next to the value of enriching us all.“ —Suniel the Woodwise

#144/156


Simic Cluestone

{3} - Artifact - (Common)

{T}: Add {G} or {U} to your mana pool.
{G}{U}, {T}, Sacrifice Simic Cluestone: Draw a card.

Simic symbols are among the most intricate and fragile, yet few vandalize them for fear of the strange lifeforms that might be released.

#145/156


Land (11/11)

Azorius Guildgate

Land - Gate - (Common)

Azorius Guildgate enters the battlefield tapped.
{T}: Add {w} or {u} to your mana pool.

The Azorius symbol stares down like a great eye, reminding visitors of the watchful presence of Isperia and her lawmages.

#146/156


Boros Guildgate

Land - Gate - (Common)

Boros Guildgate enters the battlefield tapped.
{T}: Add {r} or {w} to your mana pool.

It promises protection to tose in need and proclaims a warning to any who would threaten Ravnican law.

#147/156


Dimir Guildgate

Land - Gate - (Common)

Dimir Guildgate enters the battlefield tapped.
{T}: Add {u} or {b} to your mana pool.

In the cold corridors of the undercity, misinformation unfurls from Dusmantle like a spreading stain.

#148/156


Golgari Guildgate

Land - Gate - (Common)

Golgari Guildgate enters the battlefield tapped.
{T}: Add {b} or {g} to your mana pool.

Every part of the gate was reclaimed from forgotten ruins and imbued with new purpose by the Swarm.

#149/156


Gruul Guildgate

Land - Gate - (Common)

Gruul Guildgate enters the battlefield tapped.
{T}: Add {r} or {g} to your mana pool.

The scarred rubble around the gate is testament to past meetings of the Clans, summits that inevitably devolved into brawls.

#150/156


Izzet Guildgate

Land - Gate - (Common)

Izzet Guildgate enters the battlefield tapped.
{T}: Add {u} or {r} to your mana pool.

Beyond lies the culmination of all Izzet projects, a grand experiment led by the dragon Niv-Mizzet himself.

#151/156


Maze's End

Land - (Mythic Rare)

Maze's End enters the battlefield tapped.
{T}: Add {1} to your mana pool.
{3}, {T}, Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.

#152/156


Orzhov Guildgate

Land - Gate - (Common)

Orzhov Guildgate enters the battlefield tapped.
{T}: Add {w} or {b} to your mana pool.

„We do not believe in hiding our wealth in the shadows. This is Orzhov, and this is how we reward greatness.“ —Teysa Karlov, Grand Envoy of Orzhov

#153/156


Rakdos Guildgate

Land - Gate - (Common)

Rakdos Guildgate enters the battlefield tapped.
{T}: Add {b} or {r} to your mana pool.

Maze-runners who pass through the Rakdos gate leave behind their scruples and a significant amount of skin.

#154/156


Selesnya Guildgate

Land - Gate - (Common)

Selesnya Guildgate enters the battlefield tapped.
{T}: Add {g} or {w} to your mana pool.

The Selesnya welcome all the help them heal the city's wounds. The price, however, is devotion to the guild and a selfless belief in Trostani.

#155/156


Simic Guildgate

Land - Gate - (Common)

Simic Guildgate enters the battlefield tapped.
{T}: Add {g} or {u} to your mana pool.

Simic biomancers don't concern themselves with guarding a gate. Their ever-present creations are enough to ward off trespassers.

#156/156


Sonstiges (16/X)

Blood Crypt

Land - Swamp Mountain

{T}: Add {B} or {R} to your mana pool.
As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Breeding Pool

Land - Forest Island

{T}: Add {G} or {U} to your mana pool.
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Godless Shrine

Land - Plains Swamp

{T}: Add {W} or {B} to your mana pool.
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Hallowed Fountain

Land - Plains Island

{T}: Add {W} or {U} to your mana pool.
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Overgrown Tomb

Land - Swamp Forest

{T}: Add {B} or {g} to your mana pool.
As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Sacred Foundry

Land - Mountain Plains

{T}: Add {r} or {w} to your mana pool.
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Steam Vents

Land - Island Mountain

{T}: Add {U} or {R} to your mana pool.
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Stomping Ground

Land - Mountain Forest

{T}: Add {r} or {g} to your mana pool.
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Temple Garden

Land - Forest Plains

{T}: Add {g} or {w} to your mana pool.
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Watery Grave

Land - Island Swamp

{T}: Add {U} or {B} to your mana pool.
As Watery Grave enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.


Bird-Token

Creature - Bird - (Common) - 1/1

Flying


Centaur-Token

Creature - Centaur - (Common) - 3/3


Elemental-Token

Creature - Elemental - (Common) - */*

This creature's power and toughness are each equal to the number of creatures you control.


Knight-Token

Creature - Knight - (Common) - 2/2

Vigilance


Rhino-Token

Creature - Rhino - (Common) - 4/4

Trample


Spirit-Token

Creature - Spirit - (Common) - 1/1

Flying


Wurm-Token

Creature - Wurm - (Common) - 5/5

Trample


rumors/dgm/spoiler.txt · Zuletzt geändert: 22.04.2013 08:52 von Zwiebelkönigin

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