Fourth Edition

4ED · 380 cards · Released

Apprentice Wizard
Creature — Human Wizard

, : Add .

0/1
Backfire
Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to you, this Aura deals that much damage to that creature's controller.

Blue Elemental Blast
Instant

Choose one —

• Counter target red spell.

• Destroy target red permanent.

Control Magic
Enchantment — Aura

Enchant creature

You control enchanted creature.

Counterspell
Instant

Counter target spell.

Creature Bond
Enchantment — Aura

Enchant creature

When enchanted creature dies, this Aura deals damage equal to that creature's toughness to the creature's controller.

Drain Power
Sorcery

Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.

Energy Flux
Enchantment

All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."

Energy Tap
Sorcery

Tap target untapped creature you control. If you do, add an amount of equal to that creature's mana value.

Erosion
Enchantment — Aura

Enchant land

At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays or 1 life.

Feedback
Enchantment — Aura

Enchant enchantment

At the beginning of the upkeep of enchanted enchantment's controller, this Aura deals 1 damage to that player.

Flight
Enchantment — Aura

Enchant creature

Enchanted creature has flying.

Flood
Enchantment

: Tap target creature without flying.

"A dash of cool water does wonders to clear a cluttered battlefield."

—Vibekke Ragnild, Witches and War

Gaseous Form
Enchantment — Aura

Enchant creature

Prevent all combat damage that would be dealt to and dealt by enchanted creature.

". . . [A]nd gives to airy nothing A local habitation and a name."

—William Shakespeare, A Midsummer-Night's Dream

Ghost Ship
Creature — Spirit

Flying

: Regenerate this creature.

"That phantom prow split the storm as lightning cast its long shadow on the battlefield below."

—Mireille Gaetane, The Valeriad

2/4
Giant Tortoise
Creature — Turtle

This creature gets +0/+3 as long as it's untapped.

1/1
Hurkyl's Recall
Instant

Return all artifacts target player owns to their hand.

This spell, like many attributed to Drafna, was actually the work of his wife and former student, Hurkyl.

Island Fish Jasconius
Creature — Fish

This creature doesn't untap during your untap step.

At the beginning of your upkeep, you may pay . If you do, untap this creature.

This creature can't attack unless defending player controls an Island.

When you control no Islands, sacrifice this creature.

6/8
Jump
Instant

Target creature gains flying until end of turn.

Leviathan
Creature — Leviathan

Trample

This creature enters tapped and doesn't untap during your untap step.

At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap this creature.

This creature can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.)

10/10
Lifetap
Enchantment

Whenever a Forest an opponent controls becomes tapped, you gain 1 life.

Lord of Atlantis
Creature — Merfolk

Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)

A master of tactics, the Lord of Atlantis makes his people bold in battle merely by arriving to lead them.

2/2
Magical Hack
Instant

Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.)

Mahamoti Djinn
Creature — Djinn

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

Of royal blood among the spirits of the air, the Mahamoti Djinn rides on the wings of the winds. As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.

5/6
Mana Short
Instant

Tap all lands target player controls and that player loses all unspent mana.

Merfolk of the Pearl Trident
Creature — Merfolk

Most human scholars believe that Merfolk are the survivors of sunken Atlantis, humans adapted to the water. Merfolk, however, believe that humans sprang forth from Merfolk who adapted themselves in order to explore their last frontier.

1/1
Mind Bomb
Sorcery

Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.

Phantasmal Forces
Creature — Illusion

Flying

At the beginning of your upkeep, sacrifice this creature unless you pay .

These beings embody the essence of true heroes long dead. Summoned from the dreamrealms, they rise to meet their enemies.

4/1
Phantasmal Terrain
Enchantment — Aura

Enchant land

As this Aura enters, choose a basic land type.

Enchanted land is the chosen type.

Phantom Monster
Creature — Illusion

Flying

"While, like a ghastly rapid river,

Through the pale door,

A hideous throng rush out forever,

And laugh—but smile no more."

—Edgar Allan Poe, "The Haunted Palace"

3/3
Pirate Ship
Creature — Human Pirate

This creature can't attack unless defending player controls an Island.

: This creature deals 1 damage to any target.

When you control no Islands, sacrifice this creature.

4/3
Power Leak
Enchantment — Aura

Enchant enchantment

At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. This Aura deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.

Power Sink
Instant

Counter target spell unless its controller pays . If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.

Prodigal Sorcerer
Creature — Human Wizard Sorcerer

: This creature deals 1 damage to any target.

Occasionally a member of the Institute of Arcane Study acquires a taste for worldly pleasures. Seldom do they have trouble finding employment.

1/1
Psionic Entity
Creature — Illusion

: This creature deals 2 damage to any target and 3 damage to itself.

Creatures of the Æther are notorious for neglecting their own well-being.

2/2
Psychic Venom
Enchantment — Aura

Enchant land

Whenever enchanted land becomes tapped, this Aura deals 2 damage to that land's controller.

Relic Bind
Enchantment — Aura

Enchant artifact an opponent controls

Whenever enchanted artifact becomes tapped, choose one —

• This Aura deals 1 damage to target player or planeswalker.

• Target player gains 1 life.

Sea Serpent
Creature — Serpent

This creature can't attack unless defending player controls an Island.

When you control no Islands, sacrifice this creature.

Legend has it that Serpents used to be bigger, but how could that be?

5/5
Segovian Leviathan
Creature — Leviathan

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

"Leviathan, too! Can you catch him with a fish-hook or run a line round his tongue?"

—Job 40:25

3/3
Sindbad
Creature — Human

: Draw a card and reveal it. If it isn't a land card, discard it.

1/1
Siren's Call
Instant

Cast this spell only during an opponent's turn, before attackers are declared.

Creatures the active player controls attack this turn if able.

At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.

Sleight of Mind
Instant

Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)

Spell Blast
Instant

Counter target spell with mana value X. (For example, if that spell's mana cost is , X is 5.)

Stasis
Enchantment

Players skip their untap steps.

At the beginning of your upkeep, sacrifice this enchantment unless you pay .

Steal Artifact
Enchantment — Aura

Enchant artifact

You control enchanted artifact.

Sunken City
Enchantment

At the beginning of your upkeep, sacrifice this enchantment unless you pay .

Blue creatures get +1/+1.

Thoughtlace
Instant

Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.)

Drudge Skeletons
Creature — Skeleton

: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

Die Knochen um uns herum fügten sich zu missgestalteten Skeletten zusammen, obwohl wir sie immer wieder zerschlugen.

1/1
Time Elemental
Creature — Elemental

When this creature attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.

, : Return target permanent that isn't enchanted to its owner's hand.

0/2
Twiddle
Instant

You may tap or untap target artifact, creature, or land.

Unstable Mutation
Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.

Unsummon
Instant

Return target creature to its owner's hand.

Volcanic Eruption
Sorcery

Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains put into a graveyard this way.

Wall of Air
Creature — Wall

Defender, flying (This creature can't attack, and it can block creatures with flying.)

"This 'standing windstorm' can hold us off indefinitely? Ridiculous!" Saying nothing, she put a pinch of salt on the table. With a bang she clapped her hands, and the salt disappeared, blown away.

1/5
Wall of Water
Creature — Wall

Defender (This creature can't attack.)

: This creature gets +1/+0 until end of turn.

A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path.

0/5
Water Elemental
Creature — Elemental

Unpredictable as the sea itself, Water Elementals shift without warning from tranquility to tempest. Capricious and fickle, they flow restlessly from one shape to another, expressing their moods with their physical forms.

5/4
Zephyr Falcon
Creature — Bird

Flying, vigilance

Although greatly prized among falconers, the Zephyr Falcon is capricious and not easily tamed.

1/1
Abomination
Creature — Horror

Whenever this creature blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.

2/6
Animate Dead
Enchantment — Aura

Enchant creature card in a graveyard

When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.

Enchanted creature gets -1/-0.

Ashes to Ashes
Sorcery

Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.

"All rivers eventually run to the sea. My job is to sort out who goes first."

—Maeveen O'Donagh, Memoirs of a Soldier