Casual Magic the Gathering
 
Casual Magic the Gathering is dedicated to the casual play of Magic the Gathering.


Magic the Gathering Cards
Magic the Gathering
Cards Store

Home
Articles
Magic Library
Magic Shop
Custom Cards
Contact Us
Links
Submissions
Newsletter
   

Invasion - a Complete Review (multicolor)

226. Absorb WUU Instant Counter target spell. You gain 3 life.

==> TOUR: 3 - FUN: 4
Lifegain is a bit too passive to be strong, but the Counterspell effect is strong enough that this will probably get used as additional Counterspells in heavy permission decks. The relatively large number of uncounterable cards in Invasion might be an indication that R&D is afraid heavy permission is going to make a comeback. If there are enough cheap counterspells like this, they could be right.

227. AEther Rift 1RG Enchantment At the beginning of your upkeep, discard a card at random from your hand. If you discard a creature card this way, put that creature into play unless any player pays 5 life.

==> TOUR: 4 - FUN: 4
This card reminds me a bit of a more balanced version of Sneak Attack. AEther Rift requires more thought to build a deck around, but it has the potential to be solid. First you need a way to discard your non-creature cards for a good effect. Note that using spellshapers would work, except that you want a lot of strong creatures in the deck to put out with AEther Rift and most spellshapers are puny.

228. Angelic Shield WU Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand.

==> TOUR: 2 - FUN: 4
Parapet and Seal of Removal in one card. I like both of the cards, so I like the combination as well. It's a great way to fizzle Rancors and other irritating creature enchantments in fun play.

229. Armadillo Cloak 1GW Enchant Creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.

==> TOUR: 4 - FUN: 5
I think this is a creature enchantment that could actually see play. It's risky, of course, but +2/+2 and trample can turn a weenie into a force to be reckoned with. The Spirit Link effect could allow you to win the damage race.

230. Armored Guardian 3WU Creature - Guardian 2/5 1WW: Target creature you control gains protection from the color of your choice until end of turn. 1UU: Armored Guardian can't be the target of spells or abilities this turn.

==> TOUR: 2 - FUN: 4
It's expensive to use, but you can protect your creatures against most forms of removal with the first ability, while the second ability keeps this creature from getting killed by... er... a Masticore and 10 open lands. Or a Fodder Cannon and a Rod of Ruin. Or even a spell turned colorless by Ersatz Gnomes.

231. Artifact Mutation RG Instant Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

==> TOUR: 4 - FUN: 5
Now that's an interesting version of Shatter. A very useful card against Masticore as well, even if it won't be in T2 anymore.

232. Aura Mutation GW Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

==> TOUR: 3 - FUN: 5
Artifact Mutation is more useful, because red doesn't have a useful card like Disenchant. Green does, but Creeping Mold isn't always cheap enough for a deck. Aura Mutation is still a nice card, but it can't hold a candle to Disenchant and its clones.

233 Aura Shards 1GW Enchantment Whenever a creature comes into play under your control, you may destroy target artifact or enchantment.

==> TOUR: 4 - FUN: 4
This turns every creature in your deck into a Monk Realist and an Uktabi Orangutan. It's a bit vulnerable to Disenchants, against heavy artifact or enchantment decks this is a great card. If you cast an Aura Mutation on your opponent's biggest enchantments with Aura Shards out, you can do a lot of damage.

234. Backlash 1BR Instant Tap target untapped creature. That creature deals damage equal to its power to its controller.

==> TOUR: 2 - FUN: 3
This is a lot like Delirium, which wasn't that good either. The effect isn't unlike Volcanic Hammer, you just do damage to your opponent and possibly stall his attack for a turn. Almost anything this is worth casting on is better off destroyed with a removal spell. The exception would be Serra Avatar, of course.

235. Barrin's Spite 2UB Sorcery Choose two target creatures controlled by one player. That player sacrifices one of them, then returns the other to its owner's hand.

==> TOUR: 1 - FUN: 4
Note that this card doesn't get rid of whatever creature you want to get rid of most, it gets rid of the other one. As long as you're playing against a smart opponent, that is.

236. Blazing Specter 2BR Creature - Specter 2/2 Flying, haste (This creature may attack and T the turn it comes under your control.) Whenever Blazing Specter deals combat damage to a player, that player discards a card from his or her hand.

==> TOUR: 2 - FUN: 4
Just another card that tries to be Hypnotic Specter. It's not a bad try, because the haste makes it more likely to get at least one card before your opponent finds a way to deal with it.

237. Captain Sisay 2GW Creature - Legend 2/2 T: Search your library for a Legend or legendary card and put that card into your hand. Then shuffle your library.

==> TOUR: 2 - FUN: 5
Legends tend to be powerful with strange abilities. Fetching the one you want is a very nice ability. Still, I don't think it'll prove to be all that useful. It depends on the legends you have access to. T2 doesn't have a lot of useful ones, most of them are just strong, but in fun decks it's worth making a list to see if a legend deck could work. It's a very fitting ability for Sisay, I think. She seems to have a knack for getting heroes to work for her.

238. Cauldron Dance 4BR Instant Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. (It may attack and T the turn it comes under your control.) Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.

==> TOUR: 1 - FUN: 4
That's certainly one of the most convoluted instants I've ever seen. At 6 mana it's quite an expensive one as well. Basically, it gets you two extra creatures for a turn and you get the opportunity of switching a creature from your hand for one from your graveyard. It's a fun card, but not very strong.

239. Charging Troll 2GW Creature - Troll 3/3 Attacking doesn't cause Charging Troll to tap. G: Regenerate Charging Troll.

==> TOUR: 4 - FUN: 4
A very nice card. Compared to Skyshroud Troll, it regenerates for one less mana and it has the extra non-tap ability. Skyshroud Troll didn't see much play, but it was a different environment back in Tempest, with shadow everywhere. In a slower environment, this is quite useful. It's more expensive than Albino Troll, but this one can attack and still be around as an almost unkillable blocker.

240. Cinder Shade 1BR Creature - Shade 1/1 B: Cinder Shade gets +1/+1 until end of turn. R, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature.

==> TOUR: 2 - FUN: 2
It's a nice idea, but a creature which is pumpable for black mana doesn't really fit in a red-black deck. On top of that, shades have never been popular, they cost too much mana to keep up and stunt your development because of it.

241. Coalition Victory 3WUBRG Sorcery You win the game if you control a land of each basic land type and a creature of each color.

==> TOUR: 1 - FUN: 5
Alternate victory conditions are a nice challenge and it's good to have a second 5 color card. This could have been playable if it wasn't for the creature requirement. As it is, I'd only play it if you want to see the look on your friends' faces when they see you cast this and realize you've managed to win out of the blue. I'd like to try this card out in a multiplayer game with Cloud of Faeries, Crimson Kobolds, Priest of Gix, all creatures that are as easy as possible to cast just before you cast this. Don't expect to win with this deck twice, if your opponents are on to you, it's easy enough to stop.

242. Crosis, the Purger 3UBR Creature - Dragon Legend 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay 2B. If you do, choose a color. That player reveals his or her hand and discards all cards of that color from it.

==> TOUR: 5 - FUN: 5
Obviously Nicol Bolas' little brother is going to be a chase card, but I think it's also going to see a lot of play. The Elder Dragon Legends had the problem of double mana costs to cast and that pesky upkeep to take care of, but these aren't that hard to get out. Three color decks are quite possible. With the new dual lands, City of Brass and maybe even a few of the sacrifice lands just in case, getting the mana should be no problem. Crosis' special ability is very strong, making him a good candidate to build a deck around.

243. Darigaaz, the Igniter 3BRG Creature - Dragon Legend 6/6 Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay 2R. If you do, choose a color. That player reveals his or her hand and Darigaaz deals 1 damage to him or her for each card revealed of that color.

==> TOUR: 5 - FUN: 5
See Crosis. This one is a little bit less fun, because the ability isn't as devastating. On the other hand, the ability stays strong turn after turn. It's hard to say which one is a better candidate to build a deck around. On one hand, Crosis has a more powerful ability, on the other hand, this one has green in the casting cost, which gives access to cards like Harrow to get the right mana out fast.

244. Dromar, the Banisher 3WUB Creature - Dragon Legend 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay 2U. If you do, choose a color. Return all creatures of that color to their owners' hands.

==> TOUR: 5 - FUN: 5
Dromar and Crosis obviously make for a very good tag team. Too bad the game isn't likely to last very long if you have both out and attacking. Actually, I overlooked the fact that Dromar is likely to return himself to your hand as well if you use the ability. I guess you could say this card doesn't have a lot of synergy with itself.

245. Dueling Grounds 1GW Enchantment No more than one creature may attack each turn. No more than one creature may block each turn.

==> TOUR: 5 - FUN: 5
A comparison with Propaganda can be made here. A single propaganda usually limits the number of attacking creatures to 1 or 2 for a while. This is guaranteed to limit them to 1. The downside is that Dueling Grounds isn't blue and that multiples are useless. Still, if you add a reusable way to stop a single attacker, you have your opponent in a soft lock. Charging Troll is a good candidate and fits the colors. Even with no good blocker for the single attacker, it's a great way to win some time against a weenie swarm.

246. Fires of Yavimaya 1RG Enchantment Creatures you control have haste. (They may attack and T the turn they come under your control.) Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.

==> TOUR: 2 - FUN: 4
Haste enchantments are useful in strange combo decks. I had an elf deck once in the short period that Memory Jar was legal. It had Priests of Titania as big mana producers, Seekers of Skybreak and Quirion Rangers to untap the priests and Memory Jars to refill my hand. The one thing that tended to stop it from killing in one turn was the summoning sickness of additional priests and seekers. This enchantment would have fit well in it. I didn't use any of the other haste enchantments, because they're useless in multiples. At least this one can save one of your priests from a Shock.

247. Frenzied Tilling 3RG Sorcery Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

==> TOUR: 2 - FUN: 4
A Rampant Growth and Stone Rain in the same card. Maybe it'll be useful in a land destruction deck, but I doubt it somehow. It's a bit of disruption and a bit of mana acceleration, but to be maximally useful, both of them have to be available early in the game.

248. Galina's Knight WU Creature - Merfolk Knight 2/2 Protection from red

==> TOUR: 4 - FUN: 4
This is a good card for a merfolk and just about on par for a knight. Both colors have better red hosers, but I can see someone play this in a merfolk deck.

249. Hanna, Ship's Navigator 1WU Creature - Legend 1/2 1WU, T: Return target artifact or enchantment card from your graveyard to your hand.

==> TOUR: 4 - FUN: 5
Second Chance would be a fun enchantment to reuse with this. Your opponent won't have another turn if he can't stop you. Hanna goes well with the seals too. I can't really think of any other good 1 use artifacts or enchantments in T2 at the moment, but there are bound to be a few.

250. Heroes' Reunion GW Instant Target player gains 7 life.

==> TOUR: 3 - FUN: 2
That's half of the maximum you'd expect to get out of Gerrard's Wisdom. For half the price. I'm not sure if that makes it good though, it depends on the decks in the environment. Against decks that can do 7 or more damage in one turn, a Fog might be better.

251. Horned Cheetah 2GW Creature - Cat 2/2 Whenever Horned Cheetah deals damage, you gain that much life.

==> TOUR: 2 - FUN: 4
A reprint of Zebra Unicorn if I'm not mistaking. Fun but not great.

252. Hunting Kavu 1RG 2/3 1RG, T: Remove from the game Hunting Kavu and target creature without flying that's attacking you.

==> TOUR: 5 - FUN: 4
It's a reprint of Giant Trap Door Spider, but it's better in T2 than the spider used to be, if only because the sixth edition rules allow it to use the ability after damage dealing making it a nasty blocker and at 2/3 a decent attacker as well.

253. Kangee, Aerie Keeper 2WU Creature - Legend 2/2 Kicker 2X (You may pay an additional 2X as you play this spell.) Flying When Kangee, Aerie Keeper comes into play, if you paid the kicker cost, put X feather counters on it. All Birds get +1/+1 for each feather counter on Kangee, Aerie Keeper.

==> TOUR: 2 - FUN: 5
I can't remember a lot of good birds in T2, but this is going to be a bomb in bird theme decks. Soraya, eat your heart out!

254. Llanowar Knight GW Creature - Elf Knight 2/2 Protection from black

==> TOUR: 4 - FUN: 3
A replacement of sorts for White Knight. Without the first strike, it's a whole lot less frightening, though. And Perish still kills it.

255. Lobotomy 2UB Sorcery Look at target player's hand and 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 remove them from the game. Then that player shuffles his or her library.

==> TOUR: 5 - FUN: 5
This card has already proven itself back in Tempest block.

256. Meteor Storm 1RG Enchantment 2RG, Discard two cards at random from your hand: Meteor Storm deals 4 damage to target creature or player.

==> TOUR: 2 - FUN: 2
Only a deck with a good card drawing engine could afford to use this. Groundskeeper would work, but is it worth it? Hymning yourself to do 4 damage doesn't seem very strong to me, but who knows.

257. Noble Panther 1GW Creature - Cat 3/3 1: Noble Panther gains first strike until end of turn.

==> TOUR: 5 - FUN: 4
Three mana for a very dangerous to block 3/3. Most of the time, this guy won't get blocked, so you won't even have to spend the mana. A solid beatdown creature, not to mention a pretty good blocker as well.

258. Ordered Migration 3WU Sorcery Put a 1/1 blue Bird creature token with flying into play for each basic land type among lands you control.

==> TOUR: 2 - FUN: 5
A maximum of 5 1/1 flyers isn't all that great for 5 mana. It's not bad either, but getting the five different land types into play won't be easy. Five 1/1s are equivalent to one 5/5 in theory, but in practice they die to a 1 point Hurricane and quite a few other things.

259. Overabundance 1RG Enchantment Whenever a player taps a land for mana, that player adds one additional mana to his or her mana pool of the same type, and Overabundance deals 1 damage to him or her.

==> TOUR: 5 - FUN: 4
Mana Flare and Mana Barbs in one card for a very reasonable price. Add a few big green creatures, preferably with an even number for converted mana cost and a few red X spells and you have the makings of a nasty deck already. The only thing it lacks is a way to tutor for Overabundance in case you don't have one in your opening hand. Too bad Mana Flare isn't in Sixth. Overlaid Terrain is, but that won't work very well in this deck. I guess you can always splash white for Enlightened Tutor or blue for a bit of deck manipulation.

260. Plague Spores 4BR Sorcery Destroy target nonblack creature and target land. They can't be regenerated.

==> TOUR: 2 - FUN: 4
Overcosted.

261. Pyre Zombie 2BR Creature - Zombie 2/1 At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay 1BB. If you do, return Pyre Zombie from your graveyard to your hand. 1RR, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player.

==> TOUR: 4 - FUN: 5
It's expensive to use and it isn't as good as Shard Phoenix used to be, but it has potential nevertheless. Permission decks won't like him. Add some fast discard and land destruction and you should have plenty of time to start getting some use out of this fellow.

262. Raging Kavu 1RG Creature - Kavu 3/1 Haste (This creature may attack and T the turn it comes under your control.) You may play Raging Kavu any time you could play an instant.

==> TOUR: 3 - FUN: 3
A mini Ball Lightning and removal a la Simian Grunts, except that the grunts had a bigger backside and could actually survive some things, unlike Raging Kavu. A useful card, but not useful enough, I think.

263. Reckless Assault 2BR Enchantment 1, Pay 2 life: Reckless Assault deals 1 damage to target creature or player.

==> TOUR: 3 - FUN: 3
You can only do 10 damage with this thing before you're dead. I guess it works ok against weenies, but Pestilence seems like a better choice in that case. That only costs a few life and can get rid of untargetables.

264. Recoil UB Instant Return target nonland permanent to its owner's hand. Then that player discards a card from his or her hand.

==> TOUR: 4 - FUN: 5
It would have been great if it worked on lands as well, because I often find myself going for a land with my Boomerang, just to slow my opponent down for a turn. Still, this gets rid of a lot of annoying little things on the board and if your opponent has an empty hand (likely if you're playing discard), you just paid two for a Desert Twister.

265. Reviving Vapors 2WU Instant Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the other cards revealed this way into your graveyard.

==> TOUR: 2 - FUN: 4
Compared to Impulse, it's not very good and the lifegain doesn't really make up for that. The maximum you could get is probably 9 or something, but realistically, it'll be lower, because you only get 3 cards to choose from. They could all be lands or only copies of your cheapest spells.

266. Riptide Crab 1WU Creature - Crab 1/3 Attacking doesn't cause Riptide Crab to tap. When Riptide Crab is put into a graveyard from play, draw a card.

==> TOUR: 5 - FUN: 4
If you need a good blocker against weenie decks, a 1/3 is usually the best thing to have. It does damage so there's the threat of killing an attacker, which keeps all the X/1s back and it can block a 2 power creature without dying. If this one does die, you get a card to boot. Not to mention that you can beat down with it if your opponent has no good blockers left.

267. Rith, the Awakener 3RGW Creature - Dragon Legend 6/6 Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay 2G. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color.

==> TOUR: 5 - FUN: 5
It counts your own permanents as well, so in the right deck, you'll get plenty of little dudes if you use the ability. These 1/1s are fun, but not necessarily all that useful, because a single Tremor wipes them all out. Crosis is still my favorite so far.

268. Sabertooth Nishoba 4GW Creature - Beast 5/5 Trample, protection from blue, protection from red

==> TOUR: 4 - FUN: 4
Too bad Sabertooth Nishoba isn't black. That would have given it some resistance to black removal. As it is, it's a nasty piece of work against blue and red, but most decks will be able to splash black for a way to get rid of him. Perish always works wonders. We know from Paladin en-Vec that double protection on a creature can be very strong, so I expect this one to make a showing.

269. Samite Archer 1WU Creature - Cleric 1/1 T: Prevent the next 1 damage that would be dealt to target creature or player this turn. T: Samite Archer deals 1 damage to target creature or player.

==> TOUR: 3 - FUN: 5
It's Al and Tim in the same body, on the next very special episode of Home Improvement! Tim and his clones aren't usually seen in tournaments, because they're vulnerable and there are usually better options. This one doesn't really change that. The damage prevention will make it a bit more resilient to destruction, but Shock does two damage.

270. Seer's Vision 2UB Enchantment All opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

==> TOUR: 3 - FUN: 5
I just love cards that let me see what my opponent is up to. This one is even good in multiples and while on the board, it forces your opponent to play out anything good immediately or risk losing it.

271. Shivan Zombie BR Creature - Barbarian Zombie 2/2 Protection from white

==> TOUR: 4 - FUN: 3
Black doesn't have a lot of weenies with protection from white in T2, so this could see some play. Black and red both really hate white, which means there's all the more reason to play four of these main deck.

272. Simoon RG Instant Simoon deals 1 damage to each creature target opponent controls.

==> TOUR: 4 - FUN: 4
Another reprint. Depending on what kind of creatures are being played in the environment, 1 damage may or may not be enough. Simoon could be a killing blow or do absolutely nothing.

273. Sleeper's Robe UB Enchant Creature Enchanted creature can't be blocked except by artifact creatures and/or black creatures. Whenever enchanted creature deals combat damage to an opponent, you may draw a card.

==> TOUR: 5 - FUN: 5
Useful version of Fear are few and far between, but this one definitely fits the bill. Granted, that's mostly for the Curiosity effect, but the two effects obviously go very well together. Most weenie decks can make good use of this card.

274. Slinking Serpent 2UB Creature - Serpent 2/3 Forestwalk (This creature is unblockable as long as defending player controls a forest.)

==> TOUR: 1 - FUN: 2
Overcosted. Forestwalk isn't that useful and a 2/3 not that threatening.

275. Smoldering Tar 2BR Enchantment At the beginning of your upkeep, target player loses 1 life. Sacrifice Smoldering Tar: Smoldering Tar deals 4 damage to target creature. Play this ability only any time you could play a sorcery.

==> TOUR: 4 - FUN: 4
Creature control making itself useful until it's needed. Nice.

276. Spinal Embrace 3UUB Instant Play Spinal Embrace only during combat. Untap target creature you don't control and gain control of it. That creature gains haste until end of turn. At end of turn, sacrifice the creature. If you do, you gain life equal to its toughness. (The creature may attack and T the turn it comes under your control.)

==> TOUR: 1 - FUN: 4
This card tries to do too many things at once. Control, destruction and lifegain. The price is about right I guess, but I still wouldn't play with it, because I'd rarely need all three things at once.

277. Stalking Assassin 1UB Creature - Assassin 1/1 3U, T: Tap target creature. 3B, T: Destroy target tapped creature.

==> TOUR: 3 - FUN: 4
Cute, a Royal Assassin who can make his own targets. You don't need two copies in play for it either. Tap at the end of your opponent's turn, kill during your own turn.

278. Sterling Grove GW Enchantment All other enchantments you control can't be the targets of spells or abilities. 1, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.

==> TOUR: 4 - FUN: 5
Two of these in play make all your enchantments untargettable. I doubt a lot of decks will be desperate enough to protect their enchantments to try this, but if a deck wants more tutors than just the four Enlightened ones, I'm sure this will see some play.

279. Teferi's Moat 3WU Enchantment As Teferi's Moat comes into play, choose a color. Creatures of the chosen color without flying can't attack you.

==> TOUR: 5 - FUN: 4
A good choice for a white-blue control deck. As long as the opponent only has one or two different creature colors, this will be good. The idea is obviously to let your opponent play any creatures that are stopped by the Moat and counter enchantment destruction. Later on, a Wrath will mop up the creatures that were just standing there.

280. Treva, the Renewer 3GWU Creature - Dragon Legend 6/6 Flying Whenever Treva, the Renewer deals combat damage to a player, you may pay 2W. If you do, choose a color. You gain 1 life for each permanent of that color.

==> TOUR: 5 - FUN: 5
The ability isn't the greatest, but it's still worth using if you have mana to spare and Treva is a good creature even without the ability.

281. Tsabo Tavoc 5BR Creature - Legend 7/4 First strike, protection from Legends BB, T: Destroy target Legend. It can't be regenerated.

==> TOUR: 3 - FUN: 4
A nice hoser against the dragon legends, but as it's more expensive than those, it could come out too late.

282. Undermine UUB Instant Counter target spell. That spell's controller loses 3 life.

==> TOUR: 5 - FUN: 3
Counter a spell and get your opponent closer to death. What's not to love? The whole set seems to be pushing towards a black-blue counter-discard deck and this would fit pretty well in it.

283. Urborg Drake 1UB Creature - Drake 2/3 Flying Urborg Drake attacks each turn if able.

==> TOUR: 4 - FUN: 3
A solid creature, reminiscent of Erg Raiders. On a flying creature, the drawback isn't that bad, though.

284. Vicious Kavu 1BR Creature - Kavu 2/2 Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn.

==> TOUR: 3 - FUN: 3
A good candidate for a Kavu deck. If only the Kavu had a lord that gave them all +1/+1. That would make a lot of the vanilla Kavu creatures a bit more interesting. Perhaps in the next set.

285. Vile Consumption 1UB Enchantment All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."

==> TOUR: 5 - FUN: 5
What a mean thing to do to a creature deck. Any black-blue deck with few or no creatures can put this to good use. Don't make the mistake of thinking this is enough creature control against a weenie deck, though, because anything with power above 1 will hurt you faster than you can hurt its controller. It'd be ideal with a card like Cessation, but any kind of reusable Fog would be good, like Dawnstrider. A bit of lifegain works as well.

286. Vodalian Zombie UB Creature - Merfolk Zombie 2/2 Protection from green

==> TOUR: 5 - FUN: 3
Better than it looks, because it can stop the dreaded Blastoderm cold.

287. Void 3BR Sorcery Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards from it all nonland cards with converted mana cost equal to the number.

==> TOUR: 3 - FUN: 4
A bit too expensive to be the next Powder Keg, but it probably works rather well against certain decks.

288. Voracious Cobra 2RG Creature - Snake 2/2 First strike Whenever Voracious Cobra deals combat damage to a creature, destroy that creature.

==> TOUR: 2 - FUN: 3
With the first strike, you should be able to kill any weenies outright. It's a good attempt at the offspring of a Thicket Basilisk and some Land Leeches, but it's too vulnerable to Shock.

289. Wings of Hope WU Enchant Creature Enchanted creature gets +1/+3 and has flying.

==> TOUR: 2 - FUN: 3
Better version of the standard Flight enchantment, but still no useful enough to warrant playing with a creature enchantment.

290. Yavimaya Barbarian RG Creature - Barbarian Elf 2/2 Protection from blue

==> TOUR: 2 - FUN: 2
Protection from blue is probably the weakest protection out there. Red and black protect against their removal. Green can safely block big creatures. Protection from white creates good blockers against weenie rushes and also protects against white's removal. But blue doesn't usually play with a lot of targetted spells. Sure, it works against Control Magic and variants, but a 2/2 is barely worth stealing anyway.

291. Yavimaya Kavu 2RG Creature - Kavu */* Yavimaya Kavu's power is equal to the number of red creatures in play. Yavimaya Kavu's toughness is equal to the number of green creatures in play.

==> TOUR: 1 - FUN: 3
A challenge to play with as many red-green creatures as possible.

 
Shop see all items...

The Complete Encyclopedia of Magic the Gathering

For the first time ever, all the existing Magic the Gathering cards are recorded in a single 720 page book. With over 7,200 card pictures, The Complete Encyclopedia of Magic the Gathering is a must for any collector, trader and art-admirer.

Onslaught

Onslaught continues the story of Kamahl, who struggles to cope with what it means to be a druid. At the same time, he has to help his sister, Jeska, who has been transformed into Phage, a being that can kill with a mere touch. At the same time Ixidor, an illusionist with the ability to shape reality is out to kill Phage for killing his one true love. Who will find her first?



Other Links
 
Casual Magic the Gathering