Friday Night Magic 2006

F06 · 12 cards · Released

Elves of Deep Shadow
Creature — Elf Druid

: Add . This creature deals 1 damage to you.

"They are aberrations who have turned on everything we hold sacred. Let them be cast out."

—Ailheen, Speaker of the Council

1/1
Armadillo Cloak
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has trample.

Whenever enchanted creature deals damage, you gain that much life.

"Don't laugh. It works."

—Yavimaya ranger

Terminate
Instant

Destroy target creature. It can't be regenerated.

Like his mother before him, Darigaaz gave his life defending Dominaria from the tyranny of self-styled "gods."

Lobotomy
Sorcery

Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles.

Goblin Warchief
Creature — Goblin Warrior

Goblin spells you cast cost less to cast.

Goblins you control have haste.

They poured from the Skirk Ridge like lava, burning and devouring everything in their path.

2/2
Wild Mongrel
Creature — Dog

Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.

It teaches you to play dead.

2/2
Chainer's Edict
Sorcery

Target player sacrifices a creature of their choice.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

The pits have their own form of mercy.

Circular Logic
Instant

Counter target spell unless its controller pays for each card in your graveyard.

Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

Astral Slide
Enchantment

Whenever a player cycles a card, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.

"The hum of the universe is never off-key."

—Mystic elder

Arrogant Wurm
Creature — Wurm

Trample

Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

It's hard to be humble when the whole world is bite size.

4/4
Life
Sorcery

All lands you control become 1/1 creatures until end of turn. They're still lands.

Death
Sorcery

Return target creature card from your graveyard to the battlefield. You lose life equal to its mana value.

Fire
Instant

Fire deals 2 damage divided as you choose among one or two targets.

Ice
Instant

Tap target permanent.

Draw a card.