Edgecomb's Stand
First Expansion: Edgecomb's Stand.
During the time that the battles btween the Magician's isles and Valepen were occurring war has erupted between the creatures of the forest and those of the mountains, leaving parts of Valepen in the crossfire. On top of that, the nomads have taken advantage of the situation to increase their raids on more areas. Valepen moves into a state of war, Elliot is made a general, and together with the forces of Kardan and the creatures of the wood they manage to stop the invading dragons, goblins and nomads. Elliot, with his crusade members conquer the lands of the nomads, and chase the dragons back into their mountain lairs.

Anthrophite

Creature - Shapeshifter, Morphite

Common

1U

1/2

Island-home. 1U: Replace this creature with a Morphite from your hand. (All spells, abilities and rules that were effecting or targeting this creature now effect or target its replacement. This creature must be in play when this ability resolves and then is returned to its owner's hand.)

Aura Cleansing

Sorcery

Common

W

 

Destroy all enchantments on target permanent.

Aura Displacement

Instant

Common

U

 

Return all enchantments on target permanent to their owner's hands.

Aura of Dragons

Enchant Creature

Rare

2RR

 

Enchanted creature gets +1/+0 for each mountain you control and gains flying.

Awakened Treefolk

Creature - Treefolk

Uncommon

1G

5/5

When Awakened Treefolk comes into play, place four -1/-1 counters on it. 1G: remove a -1/-1 counter form Awakened Treefolk.

Baked Mud Golem

Artifact Creature

Rare

4

2/2

Tap: add 1 to your mana pool. Protection from red.

Battlefield Looter

Creature - Citizen

Uncommon

3B

1/1

Tap: put target card in any graveyard on top of its owner's library.

Beholder

Creature - Beholder

Rare

2U

2/2

Whenever Beholder attacks and is unblocked you may look at the defending player's library. Shuffle that player's library afterwards.

Blinding Anger

Instant

Common

1R

 

Target creature can neither block, nor be blocked until the end of turn. Buyback: 3. (You may pay an additional 3 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

Bog Squad

Creature - Soldiers

Common

B

3/3

Bog Squad gets -1/-1 for each creature it blocks or blocking it until the end of turn.

Bognoth Larva

Creature - Beast

Common

G

1/1

Tap: target creature, other than this one, gets +1/+1.

Broken Artifact

Artifact

Rare

0

 

Tap: tap target artifact. Discard Broken Artifact: untap target artifact.

Capeline Hunter

Creature - Merfolk

Common

1U

1/1

Capeline Hunter may not be the target of spells or abilities. Tap: destroy target Goblin.

Captured Territory

Sorcery

Rare

3W

 

Gain control of target land. Place three counters on it. Each time it becomes tapped remove a counter. When all counters are gone, relinquish control.

Carved Mountains

Land

Uncommon

 

 

Tap: add R to your mana pool. Carved Mountains comes into play tapped. Discard Carved Mountains: untap target mountain.

Choking Swamp Gas

Enchantment

Rare

3B

 

At the end of each player's turn, destroy all creatures that player controls. All creatures gain "1: regenerate this creature."

Chranig's Leach

Creature - Leach

Uncommon

3BB

3/2

When Chranig's Leach comes into play, choose another creature you control. During your upkeep place a -1/-1 counter on the chosen creature, and a +1/+1 counter on Chranig's Leach. If the chosen creature leaves play, choose another creature you control. If you control no more creatures, bury Chranig's Leach.

Claigan Serpent

Creature - Serpent

Common

4U

6/6

Island-home. During your upkeep each of your opponents draw six cards.

Coiled Wurm

Creature - Wurm

Uncommon

5GG

5/5

First strike. Coiled Wurm can block creatures with flying. You may play Coiled Wurm whenever you could play an instant.

Conservation of Resources

Enchantment

Rare

3UU

 

Each player skips his or her untap phase if they have any lands untapped at the beginning of their turn.

Constrictions

Enchantment

Rare

3BB

 

During each of your opponents' upkeeps, that player chooses and discards a card. During your upkeep, draw a card.

Convictions

Enchantment

Rare

2BB

 

During each of your opponents' upkeeps, that player loses 1 life. During your upkeep, gain 1 life.

Convulsions

Enchantment

Rare

4BB

 

During each of your opponents' upkeeps, that player sacrifices a creature. During your upkeep, choose a creature card in your graveyard, and put it into your hand.

Coombultabi, Darkwood Ancient

Creature - Treefolk, Legend

Rare

2GG

9/9

Trample. When Coombultabi, Darkwood Ancient comes into play, tap it and place eight -1/-1 counters on it. Coombultabi, Darkwood Ancient cannot be untapped if there are any -1/-1 counters on it. For each point of damage dealt to you, remove a -1/-1 counter from Coombultabi, Darkwood Ancient.

Coombultabi's Fury

Instant

Common

1G

 

Target creature gets +3/+2 and trample until the end of turn. Buyback: 4. (You may pay an additional 4 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

Creeping Mold

Sorcery

Uncommon

2GG

 

Destroy target artifact, enchantment, or land.

Crossbow Squad

Creature - Soldiers

Uncommon

2W

2/2

Tap: Crossbow Squad deals 2 points of damage to target creature attacking Crossbow Squad's controller.

Darkwood Troopers

Creature - Treefolk

Common

GG

4/5

Protection from black. When Darkwood Troopers comes into play, tap it and place two -1/-1 counters on it. Whenever you would untap Darkwood Troopers, if there are any -1/-1 counters on it, remove a -1/-1 counter instead.

Defense Supporter

Creature - Knight

Common

3W

2/2

3W: Give control of Defense Supporter to target player. All creatures controlled by Defense Supporter's controller get -1/+1. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

Defensive Orders

Enchant Creature

Uncommon

1R

 

At the end of any combat in which the enchanted creature blocked, place a +1/+1 counter on it.

Devious Infiltration

Sorcery

Common

2B

 

Target creature you control permanently gains "This creature deals an amount of damage equal to its power to its controller at the beginning of his or her upkeep." Give control of this creature to target player.

Diabolical Edict

Instant

Common

1B

 

Target player sacrifices a creature.

Discharge

Instant

Common

WW

 

Target creature is shuffled into its owner's library. That creature's controller may draw a card.

Dragon Lord

Creature - Dragon, Legend

Rare

7RR

*/*

Flying. First strike. R: +1/+0 until end of turn. Dragon Lord has power and toughness equal to the number of mountains in play and gets +1/+1 for each dragon in play.

Drake's Breath

Instant

Common

U

 

Target player draws a card or target opponent draws three cards. You may tap one target land.

Dwarven Drilling Machine

Creature - Dwarf

Uncommon

4R

2/4

Tunneling. Banding. Any creature banding with this creature gains tunneling.

Dwarven Mage

Creature - Dwarf

Rare

2RR

2/2

Tunneling. Sacrifice a land: add 1 to your mana pool. Sacrifice a Mountain: add R to your mana pool.

Dwarven Tinder Keeper

Creature - Dwarf

Rare

2RR

2/2

Tunneling. Sacrifice X mountains: Dwarven Tinder Keeper deals X damage to target creature.

Earth Hydra

Creature - Wurm

Rare

3GG

0/3

Tunneling. Trample. When Earth Hydra comes into play place three +1/+0 counters on it. Remove a counter from Earth Hydra: prevent 1 point of damage to Earth Hydra. 3GG: place a +1/+0 counter on Earth Hydra.

Edgecomb Defenders

Creature - Treefolk

Common

1GG

3/2

Trample. Whenever this card is placed into a graveyard from play, place it on top of its owner's library.

Edgecomb Elf

Creature - Elf

Common

1G

2/1

Tap: add G to your mana pool. Haste.

Edgecomb Runner

Creature - Goblin

Common

R

1/1

Edgecomb Runner can neither block nor be blocked.

Edgecomb Sapling

Creature - Treefolk

Common

G

3/3

Trample. When Treefolk Sapling comes into play, tap it and place two -1/-1 counters on it. Whenever you would untap Treefolk Sapling, if there are any -1/-1 counters on it, remove a -1/-1 counter instead.

Edgecomb Treefolk

Creature - Treefolk

Common

2GG

3/4

Trample. Buyback: 1G. (You may pay an additional 1G at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

Elvish Messenger

Creature - Elf

Uncommon

G

1/1

Tap, XGG, sacrifice Elvish Messenger: search you library for a creature card with total converted mana cost less than or equal to X and put that creature into play. Shuffle your library afterwards.

Evasive Orders

Enchant Creature

Uncommon

1R

 

Enchanted creature can neither block nor be blocked.

Extreme Counterspell

Instant

Rare

X4U

 

Counter target spell with total casting cost X and remove that card from the game. In addition, return X target lands that player controls to his or her hand.

Fair Play

Instant

Uncommon

2U

 

Target spell that targets a single player now targets all players.

Farmer's Militia

Creature - Citizens

Uncommon

2W

1/1

Whenever you put a land into play from your hand, put a +1/+1 counter on Farmer's Militia.

Field of Clover

Land

Uncommon

 

 

Tap: add W to your mana pool. Tap, W: Prevent all damage to you from any one white source. Field of Clover comes into play tapped.

Field of Garlic

Land

Uncommon

 

 

Tap: add W to your mana pool. Tap, W: Prevent all damage to you from any one black source. Field of Garlic comes into play tapped.

Field of Melons

Land

Uncommon

 

 

Tap: add W to your mana pool. Tap, W: Prevent all damage to you from any one red source. Field of Melons comes into play tapped.

Field of Mint

Land

Uncommon

 

 

Tap: add W to your mana pool. Tap, W: Prevent all damage to you from any one blue source. Field of Mint comes into play tapped.

Field of Poppies

Land

Uncommon

 

 

Tap: add W to your mana pool. Tap, W: Prevent all damage to you from any one green source. Field of Poppies comes into play tapped.

Flock of Drakes

Creature - Drakes

Uncommon

5U

4/1

Flying. Drakes cannot be the target of spells or effects.

Flowing Earth Wurm

Creature - Wurm

Uncommon

5GG

5/5

Tunneling. Flowing Earth Wurm cannot be the target of spells or abilities.

Furnace Blast

Instant

Common

2R

 

Deal 3 points of damage to target creature or player. Discard Furnace Blast: deal one point of damage to target creature or player.

Gaea's Purge

Sorcery

Common

1GG

 

Destroy target non-basic land, global enchantment or artifact creature.

Goblin Assassin

Creature - Goblin

Common

1R

1/1

Haste. Tap: destroy target Knight.

Goblin Paratrooper

Creature - Goblin

Common

1R

1/1

Discard Goblin Paratrooper: target creature gets -0/-1.

Goblin Shoveler

Creature - Goblin

Common

R

1/1

Tunneling.

Guardian of the Hoard

Creature - Dragon, Legend

Rare

5RR

5/5

Flying. First strike. R: +1/+0 until end of turn. When Guardian of the Hoard comes into play you may sacrifice up to seven lands then search your library for that number of basic lands and put them into play.

Guerrilla Squad

Creature - Citizens

Common

2W

1/1

For a each point of combat damage Guerrilla squad deals to an opponent, place a +1/+1 counter on Guerrilla Squad.

Hammel, Teacher of the Mages

Creature - Legend, Mage

Rare

2UU

1/1

Haste. 2U, Tap: target spell becomes an instant that reads "draw a card" instead.

Hate Furies

Creature - Furies

Rare

2B

2/2

Tap, sacrifice a number of land equal to target spell's total converted mana cost: counter that spell.

Hero's Return

Enchantment

Rare

2W

 

Whenever any permanent is placed into your graveyard from play, shuffle it into your library.

Hit and Run Squad

Creature - Bandits

Common

2R

0/0

When Hit and Run Squad comes into play, place five +1/+1 counters on it. Whenever Hit and Run Squad damages any player or any creature, remove Hit and Run Squad from the game.

Hungry Zombies

Creature - Zombies

Common

2B

3/1

Remove a creature card in your graveyard from the game: return Hungry Zombies to play from your graveyard. Play this ability as a sorcery.

Immediate Resources

Sorcery

Rare

X1W

 

Search your library and set aside all lands, choose X of those lands, reveal them to all players, and put them into your hand. Remove all of the remaining lands from the game. Shuffle your library afterwards.

Kardan Assassin

Creature - Soldier

Uncommon

4B

3/3

3B: give control of Karadn Assassin to target player. Tap, 4B: destroy target tapped creature controlled by Kardan Assassin's controller. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

Kardan Backup

Creature - Soldiers

Uncommon

3B

2/2

All your creatures get +1/+1. If Kardan Backup is in your graveyard, all your creatures get -1/-1.

Kardan Dissidents

Creature - Citizens

Common

2B

2/2

At the beginning of each player's upkeep, that player takes control of Kardan Dissidents. At the end of your turn, Kardan Dissidents deals one point of damage to each creature you control.

Kardan Infantry

Creature - Soldiers

Common

4B

4/4

At the beginning of your upkeep, if any opponent controls five or more creatures, sacrafice Kardan Infantry.

Kardan Infiltrator

Creature - Soldier

Common

2B

2/2

1BB: give control of Karadn Infiltrator to target player. 3BB: Karadn Infiltrator's controller loses 2 life and its owner gains 2 life. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

Kardan Orderlies

Creature - Knights

Uncommon

1B

2/2

First strike. Kardan Orderlies get -1/-1 for each other knight in play.

Kardan Scout

Creature - Soldier

Rare

3B

2/1

2B: give control of Karadn Scout to target player. 3B: Karadn Scout's controller discards a card at random. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

Kardan Warrior

Creature - Knight

Common

BB

2/2

First strike. Protection from green. If Kardan Warrior is put into any graveyard from play the same turn an opponent controlled source damaged it, that opponent gains 4 life.

Land of Rejuvenation

Land

Rare

 

 

Tap: add W to your mana pool. Whenever Land of Rejuvenation is placed in any graveyard from play, you may search your library for a land card and put it into play. Shuffle your library afterwards. You may only put Land of Rejuvenation into play if you control a plains.

Light Drake

Creature - Drake

Common

1U

2/1

As long as any creature you control has flying, Light Drake gains flying.

Lord of the Flame

Creature - Dragon, Legend

Rare

5RR

5/5

Flying. First strike. R: Lord of the Flame deals one point of damage to target creature it blocks, or target creature blocking it, or to the defending player if it is attacking.

Marching Forests

Instant

Rare

3G

 

All lands become 1/1 creatures until end of turn. All forests become 3/3 creatures with trample.

Measly Worm

Creature - Worm

Common

B

2/1

Tunneling. Any player may sacrifice a permanent to destroy Measly Worm. If destroyed in this manner, Measly Worm cannot be regenerated this turn.

Mire Zombie

Creature - Zombie

Common

B

2/1

During your upkeep, if Mire Zombie is in your graveyard it deals 2 damage to you. 2BB: put Mire Zombie into play from your graveyard. Play this ability as a sorcery.

Mirror Shade

Creature - Shade

Rare

1U

0/1

2UU: Shade's power and toughness become that of target opponent controlled creature until the end of this turn.

Misfire

Instant

Uncommon

XU

 

Target opponent controlled instant or sorcery that targets a single creature now also targets X other target creatures of your choice.

Misquoted Verse

Instant

Uncommon

U

 

Tap two target lands and add any mana they would normally produce to your mana pool. Discard Misquoted Verse: Draw a card.

Mist Breathing

Enchant Creature

Common

U

 

U: Prevent 1pt of damage to this creature and all creatures it blocks or blocking it this turn.

Monkey Brigade

Creature - Apes

Common

4G

3/3

Trample. When Monkey Brigade comes into play you may put up to three lands into play from your hand.

Mossrock Wurm

Creature - Wurm

Uncommon

5GG

5/5

Mossrock Wurm cannot be countered. Mossrock Wurm cannot be the target of spells or abilities. Trample.

Mountain Lord

Creature - Dragon

Rare

5RR

4/4

Flying. First strike. R: +1/+0 until end of turn. All mountains you control gain "Tap: this land deals one damage to target creature attacking Mountain Lord's controller."

Mountain Rouge

Creature - Bandit

Common

R

0/0

When Mountain Rouge comes into play, place one +1/+1 counter on it. R: Declare an attack phase. Only Mountain Rouge may attack during this attack phase. Play this ability as a sorcery, and only if Mountain Rouge can attack.

Mountain Squad

Creature - Bandits

Common

2R

0/0

When Mountain Squad comes into play, place two +1/+1 counters on it. R: Declare an attack phase. Mountain Squad must attack during this attack phase. Play this ability as a sorcery, and only if Mountain Squad can attack.

Mounted Recruit

Creature - Knight

Uncommon

2W

2/2

First strike. Banding.

Northern Unit

Creature - Soldiers

Uncommon

2B

5/5

Northern Unit gets -1/-1 for each creature it blocks or blocking it until the end of turn.

Offensive Orders

Enchant Creature

Uncommon

1R

 

At the end of any combat in which the enchanted creature attacked, place a +1/+1 counter on it.

Opalescent Serpent

Creature - Serpent

Uncommon

3U

2/3

Island-home. 1U: Target instant or sorcery that targets a single creature now also targets Opalescent Serpent. (That spell now targets two creatures.)

Out of Grasp

Sorcery

Common

2U

 

Take control of target permanent. Return that permanent to its owner's hand at the end of the turn.

Paraz, Inspirer of Life

Creature - Legend

Rare

2WW

1/1

When any enchantment or creature is put into your graveyard from play, you may search your library for another exact copy of that card, and put it into play.

Plague of the Mind

Sorcery

Rare

2BB

 

All players put their hands into their graveyard. Then each player may choose one creature, one land and one sorcery card in their graveyard and returns them to their hand.

Plasma Blast

Instant

Common

1U

 

Return target creature to its owner's hand. Discard Plasma Blast: counter target enchant creature spell.

Plasma Bonds

Enchant Creature

Common

1U

 

Enchanted creature gains "During your upkeep pay this creature's casting cost or tap it."

Quick Fix

Instant

Common

1W

 

Prevent all damage to target creature until the end of turn. Discard Quick Fix: prevent the next point of damage to target creature.

Raider Captain

Creature - Bandit

Rare

1R

0/0

When Raider Captain comes into play, place one +1/+1 counter on it. Whenever Raider Captain attacks, you may move any number of +1/+1 counters from creatures you control onto it.

Raider Foot Soldiers

Creature - Bandits

Uncommon

2R

0/0

When Raider Foot Soldiers comes into play, place two +1/+1 counters on it. Whenever Raider Foot Soldiers attacks, take a +1/+1 counter from a creature you control and move it here. Whenever Raider Foot Soldiers blocks, take a +1/+1 counter from here and move it to a creature you control.

Raised Forests

Land

Uncommon

 

 

Tap: add G to your mana pool. Raised Forests comes into play tapped. Discard Raised Forests: untap target forest.

Ravaged Islands

Land

Uncommon

 

 

Tap: add U to your mana pool. Ravaged Islands comes into play tapped. Discard Ravaged Islands: untap target island.

Ready Townsfolk

Creature - Citizens

Rare

1W

1/1

Ready Townsfolk does not tap to attack. Whenever you untap Ready Townsfolk, place a +1/+1 counter on it.

Reaping the Benefits

Instant

Rare

3U

 

Choose one: artifacts, creatures, enchantments or lands. All players draw a card for each one of the chosen type of permanent they control.

Recruit

Instant

Uncommon

1R

 

Place a +1/+1 counter on target creature or move a +1/+1 counter from one target creature to another target creature.

Regroup

Sorcery

Rare

5G

 

Each player counts the total number of creatures they control, and then places all creatures they control on top of their owner's libraries. Each player then searches their library and hand for up to that number of creatures and puts them into play. All players shuffle their libraries afterwards.

Relentless Orders

Enchant Creature

Uncommon

1R

 

1R: declare an attack phase. Only enchanted creature may attack during this attack phase. Play this ability as a sorcery, and only if enchanted creature can attack.

Resistance Field

Enchant Creature

Common

1W

 

Enchanted Creature gets -3/+3.

Restructure

Instant

Rare

3U

 

All players count the total number of permanents they control, then return all permanents they own to their owner's hands. All players may now put up to as many permanents as they controlled into play from their hands. (Note: Returning the permanents to play starts with the active player and continues around the players in clockwise order.)

Rock Maggot

Creature - Worm

Common

1R

1/1

Tunneling, banding, first strike.

Rotted Swamps

Land

Uncommon

 

 

Tap: add B to your mana pool. Rotted Swamps comes into play tapped. Discard Rotted Swamps: untap target swamp.

Rotted Vegetation

Sorcery

Common

2B

 

Target player sacrifices a land.

Sandblast

Sorcery

Uncommon

3GG

 

Destroy target creature with flying, or destroy all artifacts target player controls, or destroy target land.

Scilin's Earth Arch

Land

Rare

 

 

1, Tap: add one mana of any color to your mana pool.

Scorched Plains

Land

Uncommon

 

 

Tap: add W to your mana pool. Scorched Plains comes into play tapped. Discard Scorched Plains: untap target plain.

Scuttling Shellfish

Creature - Crab

Common

3U

2/1

Haste. Scuttling Shellfish cannot be the target of spells or effects. When Scuttling Shellfish comes into play you may tap up to four target lands and add any mana they would normally produce to your mana pool.

Soul Drain

Sorcery

Common

2BB

 

Target player loses two life, you gain two life. 2BB: target player loses one life, you gain one life. Use this ability only if Soul Drain in your graveyard.

Southern Infantry

Creature - Soldier

Common

W

1/1

W: target creature gains protection from red until the end of turn.

Spray of Mist

Instant

Common

XG

 

X target creatures neither deal nor receive combat damage this turn. Discard Spray of Mist: target creature neither deals nor receives combat damage this turn.

Standing Army

Creature - Soldiers

Common

1W

1/1

For each point of combat damage prevented to Standing Army, place a +1/+1 counter on Standing Army.

Stationary Field

Enchant Creature

Uncommon

2W

 

Enchanted Creature gets -6/+6.

Sting of Conscience

Enchantment

Uncommon

W

 

Whenever any creature deals damage to you Sting of Conscience deal 1 damage to that creature.

Strata Dragon

Creature - Dragon

Rare

4UU

4/4

Flying. U: Prevent 1pt of damage to Strata Dragon and all creatures it blocks or blocking it this turn. Strata Dragon can only block creatures with flying.

Strong Offense

Instant

Common

W

 

Target creature gets +2/+0 until end of turn. Discard Strong Offense: target creature gets +0/+2 until end of turn.

Sudden Expansion

Instant

Common

G

 

Target creature gets +2/+2 until end of turn. Discard Sudden Expansion: target creature gets +1/+1 until end of turn.

Sudden Fury

Instant

Rare

G

 

Target creature gets +1/+1 for each creature blocking it until the end of turn. Buyback: 2. (You may pay an additional 2 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

Talka Ridgeline Dragon

Creature - Dragon

Uncommon

4RR

4/4

Flying. R: Talka Ridgeline Dragon deals one point of damage to target creature it blocks, or target creature blocking it, or to the defending player if it is attacking and unblocked.

Talka Scouts

Creature - Nomads

Common

2R

0/0

When Talka Scouts comes into play, place two +1/+1 counters on it. Talka Scouts can neither block nor be blocked.

Thirst for Power

Enchantment

Uncommon

2B

 

All creatures you control get +2/+2. Any opponent may sacrifice a permanent to tap target creature you control. Any opponent may sacrifice an enchantment to destroy this enchantment.

Thrill of Victory

Enchantment

Rare

1GG

 

1G: all creatures get +1/+1. 2GG: all creatures target player controls get +1/+1. If at any time you control no creatures, sacrifice Thrill of Victory.

Token Retreat

Sorcery

Rare

3W

 

Shuffle into their owner's libraries all permanents you control. You may draw a number of cards equal to the number of permanents shuffled into your library this way.

Trained Archer

Creature - Soldier

Common

W

1/1

Tap: Trained Archer deals 1 point of damage to target creature attacking Trained Archer's controller.

Translucent Serpent

Creature - Serpent

Uncommon

3U

2/3

Island-home. 1U: Target spell that targets a single creature now targets Translucent Serpent instead.

Transparent Serpent

Creature - Serpent

Uncommon

3U

2/3

Island-home. 1U: Target spell that targets Transparent Serpent now targets another creature of your choice. That target must still be legal.

Uneasy Feeling

Sorcery

Uncommon

W

 

Permanently increase target player's Death Threshold by 1. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero.) Buyback: 1W. (You may pay an additional 1W at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

Unlimited Recruits

Enchantment

Rare

1G

 

All creature spells gain "Buyback: 2G. (You may pay an additional 2G at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)"

Unprepared Charge

Sorcery

Uncommon

BBBB

 

Target player sacrifices all tapped creatures he or she controls. Discard Unprepared Charge: target player sacrifices a tapped creature he or she controls.

Unstable Currents

Sorcery

Common

GG

 

Target creature gains trample, or return target creature with flying or target artifact to its owner's hand.

Unstable Memories

Sorcery

Rare

3B

 

Search your library for a card and put it into your hand. Shuffle your library afterwards. Discard Unstable Memories: return target card in your graveyard toyour hand. If Unstable Memories is in your graveyard at the end of your turn, discard a card at random.

Urgent Orders

Enchant Creature

Common

1R

 

When Urgent Orders comes into play, place a +1/+1 counter on this creature. Enchanted creature gains haste.

Valepen Archers

Creature - Soldiers

Uncommon

4W

3/3

Tap: Valepen Archers deals 3 points of damage to target creature attacking Valepen Archers's controller.

Valepen City

Land

Rare

 

 

When Valepen City comes into play pay WWW or bury it. While Valepen City is in play you may not attack as part of your main phase. Tap: declare an attack phase. Play this ability as a sorcery. Valepen City comes into play tapped. If Valepen City is the target of a spell or ability, sacrifice it.

Valepen Farmlands

Land

Rare

 

 

When Valepen Farmlands comes into play pay W or bury it. While Valepen Farmlands is in play you do not lay down a land as part of your main phase. Tap: put a land from your hand into play. Play this ability as a sorcery. Valepen Farmlands comes into play tapped. If Valepen Farmlands is the target of a spell or ability, sacrifice it.

Valepen Guerrillas

Creature - Soldiers

Common

1W

1/1

For each point of combat damage Valepen Guerrillas deals to a creature any opponent controls, place a +1/+1 counter on Valepen Guerrillas.

Valepen Marketplace

Land

Rare

 

 

When Valpen Marketplace comes into play sacrifice a plain or bury it. While Valpen Marketplace is in play only Valpen Marketplaces untap during your untap phase. Tap: untap all your cards except Valepen Marketplaces as you would during your untap phase. Play this ability as a sorcery. Valpen Marketplace comes into play tapped. If Valepen Marketplace is the target of a spell or ability, sacrifice it.

Valepen Port

Land

Rare

 

 

When Valepen Port comes into play pay WW or bury it. While Valepen Port is in play skip your draw phase. Tap: draw a card. Valepen Port comes into play tapped. If Valepen Port is the target of a spell or ability, sacrifice it.

Valepen Reserves

Creature - Soldiers

Common

3W

1/1

Whenever any other creature you control is dealt combat damage, place a +1/+1 counter on Valepen Reserves.

Valepen Sanctuary

Land

Rare

 

 

Tap: add W to your mana pool. Valepen Sanctuary may not be the target of spells or abilities. You may only put Valepen Sanctuary into play if you control a plains.

Valepen Spy

Creature - Knight

Rare

3W

2/2

First strike. 3W: Give control of Valepen Spy to target player. 1W: Untap and remove from combat target creature controlled by Valepen Spy's controller. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

Vigorite

Creature - Shapeshifter, Morphite

Uncommon

2UU

3/4

Island-home. 1U: Replace this creature with a Morphite from your library. (All spells, abilities and rules that were effecting or targeting this creature now effect or target its replacement. This creature must be in play when this ability resolves and then is shuffled into its owner's library.)

Village Garden

Land

Rare

 

 

Tap, sacrifice Village Garden: add WW, WG or WU to your mana pool. Whenever Village Garden is placed in any graveyard from play, you may search your library for another copy of it and put it into play. Shuffle your library afterwards. Village Garden comes into play tapped.

Wall of Thistles

Creature - Wall

Rare

1WW

1/1

During your upkeep place a +1/+1 counter on Wall of Thistles, then pay W for each counter on it, or sacrifice it. Sacrifice Wall of Thistles: search your library for as many plains as there were +1/+1 counters on Wall of Thistles, reveal them to all players, and then put them into your hand. Shuffle your library afterwards.

Water Divide

Creature - Wall

Common

1U

0/2

Tunneling. All combat damage dealt to Water Divide is reduced to zero. sacrifice Water Divide: return all tunneling creatures Water Divide is blocking to their owners' hands.

Wild Stampede

Instant

Rare

X4G

 

Place a +X/+X counter on each creature you control. These creatures get trample until the end of the turn.

Woundroot Balm

Instant

Uncommon

1W

 

Prevent the next three total points of damage, divided any way you choose among up to three target creatures and players, or target player gains three life. Buyback: 3W. (You may pay an additional 3W at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

Wurmroot Treefolk

Creature - Treefolk

Uncommon

2G

7/6

Trample. When Wurmroot Treefolk comes into play, tap it and place five -1/-1 counters on it. Whenever you would untap Wurmroot Treefolk, if there are any -1/-1 counters on it, remove a -1/-1 counter instead. Whenever Wurmroot Treefolk is the target of a spell or ability, remove a -1/-1 counter from it.

Note:
Please note: for the sake of the space on the page I have ommitted quotes and card numbers. If we decide to go ahead with these cards, I assume we will have to do a bit of adding and subtracting of cards to fit the state of the environment when they would be released, so the numbering will probably have to be totally redone then. For more thoughts on quotes and numbering, please see the section titled "Other Thoughts" off of the main page.
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