302 Card Core Set
Release Date: Oct 04th 1993
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Showing cards 145 - 192 of 302.

Earth Elemental

Earth Elemental
Earth Elemental
Creature — Elemental

Earth Elementals have the eternal strength of stone and the endurance of mountains. Primordially connected to the land they inhabit, they take a long-term view of things, scorning the impetuous haste of short-lived mortal creatures.

4/5

Earthbind

Earthbind
Earthbind
Enchantment — Aura

Enchant creature

When Earthbind enters the battlefield, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying."

Earthquake

Earthquake
Earthquake
Sorcery

Earthquake deals X damage to each creature without flying and each player.

False Orders

False Orders
False Orders
Instant

Cast this spell only during the declare blockers step.

Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.

Fire Elemental

Fire Elemental
Fire Elemental
Creature — Elemental

Fire Elementals are ruthless infernos, annihilating and consuming their foes in a frenzied holocaust. Crackling and blazing, they sear swift, terrible paths, leaving the land charred and scorched in their wake.

5/4

Fireball

Fireball
Fireball
Sorcery

This spell costs {1} more to cast for each target beyond the first.

Fireball deals X damage divided evenly, rounded down, among any number of targets.

Firebreathing

Firebreathing
Firebreathing
Enchantment — Aura

Enchant creature

{R}: Enchanted creature gets +1/+0 until end of turn.

"And topples round the dreary west A looming bastion fringed with fire."

—Alfred, Lord Tennyson, "In Memoriam"

Flashfires

Flashfires
Flashfires
Sorcery

Destroy all Plains.

Fork

Fork
Fork
Instant

Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.

Goblin Balloon Brigade

Goblin Balloon Brigade
Goblin Balloon Brigade
Creature — Goblin Warrior

{R}: Goblin Balloon Brigade gains flying until end of turn.

"From up here we can drop rocks and arrows and more rocks!" "Uh, yeah boss, but how do we get down?"

1/1

Goblin King

Goblin King
Goblin King
Creature — Goblin

Other Goblins get +1/+1 and have mountainwalk.

To become king of the Goblins, one must assassinate the previous king. Thus, only the most foolish seek positions of leadership.

2/2

Granite Gargoyle

Granite Gargoyle
Granite Gargoyle
Creature — Gargoyle

Flying

{R}: Granite Gargoyle gets +0/+1 until end of turn.

"While most overworlders fortunately don't realize this, Gargoyles can be most delicious, providing you have the appropriate tools to carve them."

—The Underworld Cookbook, by Asmoranomardicadaistinaculdacar

2/2

Gray Ogre

Gray Ogre
Gray Ogre
Creature — Ogre

The Ogre philosopher Gnerdel believed the purpose of life was to live as high on the food chain as possible. She refused to eat vegetarians, and preferred to live entirely on creatures that preyed on sentient beings.

2/2

Hill Giant

Hill Giant
Hill Giant
Creature — Giant

Fortunately, Hill Giants have large blind spots in which a human can easily hide. Unfortunately, these blind spots are beneath the bottoms of their feet.

3/3

Hurloon Minotaur

Hurloon Minotaur
Hurloon Minotaur
Creature — Minotaur

The Minotaurs of the Hurloon Mountains are known for their love of battle. They are also known for their hymns to the dead, sung for friend and foe alike. These hymns can last for days, filling the mountain valleys with their low, haunting sounds.

2/3

Ironclaw Orcs

Ironclaw Orcs
Ironclaw Orcs
Creature — Orc

Ironclaw Orcs can't block creatures with power 2 or greater.

Generations of genetic weeding have given rise to the deviously cowardly Ironclaw clan. To say that Orcs in general are vicious, depraved, and ignoble does not do justice to the Ironclaw.

2/2

Keldon Warlord

Keldon Warlord
Keldon Warlord
Creature — Human Barbarian

Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.

*/*

Lightning Bolt

Lightning Bolt
Lightning Bolt
Instant

Lightning Bolt deals 3 damage to any target.

Mana Flare

Mana Flare
Mana Flare
Enchantment

Whenever a player taps a land for mana, that player adds one mana of any type that land produced.

Manabarbs

Manabarbs
Manabarbs
Enchantment

Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.

Mons's Goblin Raiders

Mons's Goblin Raiders
Mons's Goblin Raiders
Creature — Goblin

The intricate dynamics of Rundvelt Goblin affairs are often confused with anarchy. The chaos, however, is the chaos of a thundercloud, and direction will sporadically and violently appear. Pashalik Mons and his raiders are the thunderhead that leads in the storm.

1/1

Orcish Artillery

Orcish Artillery
Orcish Artillery
Creature — Orc Warrior

{T}: Orcish Artillery deals 2 damage to any target and 3 damage to you.

In a rare display of ingenuity, the Orcs invented an incredibly destructive weapon. Most Orcish artillerists are those who dared criticize its effectiveness.

1/3

Orcish Oriflamme

Orcish Oriflamme
Orcish Oriflamme
Enchantment

Attacking creatures you control get +1/+0.

Power Surge

Power Surge
Power Surge
Enchantment

At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands they controlled at the beginning of this turn.

Raging River

Raging River
Raging River
Enchantment

Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label.

Red Elemental Blast

Red Elemental Blast
Red Elemental Blast
Instant

Choose one —

• Counter target blue spell.

• Destroy target blue permanent.

Roc of Kher Ridges

Roc of Kher Ridges
Roc of Kher Ridges
Creature — Bird

Flying

We encountered a valley topped with immense boulders and eerie rock formations. Suddenly one of these boulders toppled from its perch and sprouted gargantuan wings, casting a shadow of darkness and sending us fleeing in terror.

3/3

Rock Hydra

Rock Hydra
Rock Hydra
Creature — Hydra

Rock Hydra enters the battlefield with X +1/+1 counters on it.

For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.

{R}: Prevent the next 1 damage that would be dealt to Rock Hydra this turn.

{R}{R}{R}: Put a +1/+1 counter on Rock Hydra. Activate only during your upkeep.

0/0

Sedge Troll

Sedge Troll
Sedge Troll
Creature — Troll

Sedge Troll gets +1/+1 as long as you control a Swamp.

{B}: Regenerate Sedge Troll.

The stench in the hovel was overpowering; something loathsome was cooking. Occasionally something surfaced in the thick paste, but my host would casually push it down before I could make out what it was.

2/2

Shatter

Shatter
Shatter
Instant

Destroy target artifact.

Shivan Dragon

Shivan Dragon
Shivan Dragon
Creature — Dragon

Flying (This creature can't be blocked except by creatures with flying or reach.)

{R}: Shivan Dragon gets +1/+0 until end of turn.

While it's true most Dragons are cruel, the Shivan Dragon seems to take particular glee in the misery of others, often tormenting its victims much like a cat plays with a mouse before delivering the final blow.

5/5

Smoke

Smoke
Smoke
Enchantment

Players can't untap more than one creature during their untap steps.

Stone Giant

Stone Giant
Stone Giant
Creature — Giant

{T}: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at the beginning of the next end step.

What goes up, must come down.

3/4

Stone Rain

Stone Rain
Stone Rain
Sorcery

Destroy target land.

Tunnel

Tunnel
Tunnel
Instant

Destroy target Wall. It can't be regenerated.

Two-Headed Giant of Foriys

Two-Headed Giant of Foriys
Two-Headed Giant of Foriys
Creature — Giant

Trample

Two-Headed Giant of Foriys can block an additional creature each combat.

None know if this Giant is the result of aberrant magics, Siamese twins, or a mentalist's schizophrenia.

4/4

Uthden Troll

Uthden Troll
Uthden Troll
Creature — Troll

{R}: Regenerate Uthden Troll.

"Oi oi oi, me gotta hurt in 'ere,

Oi oi oi, me smell a ting is near,

Gonna bosh 'n gonna nosh 'n da

hurt'll disappear."

—Traditional

2/2

Wall of Fire

Wall of Fire
Wall of Fire
Creature — Wall

Defender (This creature can't attack.)

{R}: Wall of Fire gets +1/+0 until end of turn.

Conjured from the bowels of hell, the fiery wall forms an impassable barrier, searing the soul of any creature attempting to pass through its terrible bursts of flame.

0/5

Wall of Stone

Wall of Stone
Wall of Stone
Creature — Wall

Defender (This creature can't attack.)

The Earth herself lends her strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land.

0/8

Wheel of Fortune

Wheel of Fortune
Wheel of Fortune
Sorcery

Each player discards their hand, then draws seven cards.

Aspect of Wolf

Aspect of Wolf
Aspect of Wolf
Enchantment — Aura

Enchant creature

Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.

Berserk

Berserk
Berserk
Instant

Cast this spell only before the combat damage step.

Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.

Birds of Paradise

Birds of Paradise
Birds of Paradise
Creature — Bird

Flying

{T}: Add one mana of any color.

0/1

Camouflage

Camouflage
Camouflage
Instant

Cast this spell only during your declare attackers step.

This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)

Channel

Channel
Channel
Sorcery

Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add {C}.

Cockatrice

Cockatrice
Cockatrice
Creature — Cockatrice

Flying

Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

2/4

Craw Wurm

Craw Wurm
Craw Wurm
Creature — Wurm

The most terrifying thing about the Craw Wurm is probably the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.

6/4

Elvish Archers

Elvish Archers
Elvish Archers
Creature — Elf Archer

First strike

I tell you, there was so many arrows flying about you couldn't hardly see the sun. So I says to young Angus, "Well, at least now we're fighting in the shade!"

2/1
Showing cards 145 - 192 of 302.
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