378 Card Core Set
Release Date: Apr 01st 1995
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Showing cards 1 - 48 of 378.

Alabaster Potion

Alabaster Potion
Alabaster Potion
Instant

Choose one —

• Target player gains X life.

• Prevent the next X damage that would be dealt to any target this turn.

"Healing is a matter of time, but it is sometimes also a matter of opportunity."

—D'Avenant proverb

Amrou Kithkin

Amrou Kithkin
Amrou Kithkin
Creature — Kithkin

Amrou Kithkin can't be blocked by creatures with power 3 or greater.

Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.

1/1

Angry Mob

Angry Mob
Angry Mob
Creature — Human

Trample

As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.

2+*/2+*

Animate Wall

Animate Wall
Animate Wall
Enchantment — Aura

Enchant Wall

Enchanted Wall can attack as though it didn't have defender.

Armageddon

Armageddon
Armageddon
Sorcery

Destroy all lands.

Balance

Balance
Balance
Sorcery

Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

Benalish Hero

Benalish Hero
Benalish Hero
Creature — Human Soldier

Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Benalia has a complex caste system that changes with the lunar year. No matter what the season, the only caste that cannot be attained by either heredity or money is that of the Hero.

1/1

Black Ward

Black Ward
Black Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from black. This effect doesn't remove Black Ward.

Blessing

Blessing
Blessing
Enchantment — Aura

Enchant creature

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

Blue Ward

Blue Ward
Blue Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.

Brainwash

Brainwash
Brainwash
Enchantment — Aura

Enchant creature

Enchanted creature can't attack unless its controller pays {3}.

"They're not your friends; they despise you. I'm the only one you can count on. Trust me."

Castle

Castle
Castle
Enchantment

Untapped creatures you control get +0/+2.

Circle of Protection: Artifacts

Circle of Protection: Artifacts
Circle of Protection: Artifacts
Enchantment

{2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Black

Circle of Protection: Black
Circle of Protection: Black
Enchantment

{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Blue

Circle of Protection: Blue
Circle of Protection: Blue
Enchantment

{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Green

Circle of Protection: Green
Circle of Protection: Green
Enchantment

{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Red

Circle of Protection: Red
Circle of Protection: Red
Enchantment

{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: White

Circle of Protection: White
Circle of Protection: White
Enchantment

{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Conversion

Conversion
Conversion
Enchantment

At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}.

All Mountains are Plains.

Crusade

Crusade
Crusade
Enchantment

White creatures get +1/+1.

Death Ward

Death Ward
Death Ward
Instant

Regenerate target creature.

Disenchant

Disenchant
Disenchant
Instant

Destroy target artifact or enchantment.

Divine Transformation

Divine Transformation
Divine Transformation
Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

Glory surged through her and radiance surrounded her. All things were possible with the blessing of the Divine.

Elder Land Wurm

Elder Land Wurm
Elder Land Wurm
Creature — Dragon Wurm

Defender, trample

When Elder Land Wurm blocks, it loses defender.

Sometimes it's best to let sleeping dragons lie.

5/5

Eye for an Eye

Eye for an Eye
Eye for an Eye
Instant

The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and Eye for an Eye deals that much damage to that source's controller.

Fortified Area

Fortified Area
Fortified Area
Enchantment

Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Green Ward

Green Ward
Green Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from green. This effect doesn't remove Green Ward.

Healing Salve

Healing Salve
Healing Salve
Instant

Choose one —

• Target player gains 3 life.

• Prevent the next 3 damage that would be dealt to any target this turn.

Holy Armor

Holy Armor
Holy Armor
Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2.

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

Holy Strength

Holy Strength
Holy Strength
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2.

Island Sanctuary

Island Sanctuary
Island Sanctuary
Enchantment

If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

Karma

Karma
Karma
Enchantment

At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.

Kismet

Kismet
Kismet
Enchantment

Artifacts, creatures, and lands your opponents control enter the battlefield tapped.

Land Tax

Land Tax
Land Tax
Enchantment

At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

Mesa Pegasus

Mesa Pegasus
Mesa Pegasus
Creature — Pegasus

Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Before a woman marries in the village of Sursi, she must visit the land of the Mesa Pegasus. Legend has it that if the woman is pure of heart and her love is true, a Mesa Pegasus will appear, blessing her family with long life and good fortune.

1/1

Morale

Morale
Morale
Instant

Attacking creatures get +1/+1 until end of turn.

"After Lacjsi's speech, the Knights grew determined to crush their ancient enemies clan by clan."

—Tivadar of Thorn, *History of the Goblin Wars*

Northern Paladin

Northern Paladin
Northern Paladin
Creature — Human Knight

{W}{W}, {T}: Destroy target black permanent.

"Look to the north; there you will find aid and comfort."

—*The Book of Tal*

3/3

Osai Vultures

Osai Vultures
Osai Vultures
Creature — Bird

Flying

At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures.

Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.

1/1

Pearled Unicorn

Pearled Unicorn
Pearled Unicorn
Creature — Unicorn

"'Do you know, I always thought Unicorns were fabulous monsters, too? I never saw one alive before!' 'Well, now that we *have* seen each other,' said the Unicorn, 'if you'll believe in me, I'll believe in you.'"

—Lewis Carroll

2/2

Personal Incarnation

Personal Incarnation
Personal Incarnation
Creature — Avatar Incarnation

{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Only Personal Incarnation's owner may activate this ability.

When Personal Incarnation dies, its owner loses half their life, rounded up.

6/6

Piety

Piety
Piety
Instant

Blocking creatures get +0/+3 until end of turn.

"Whoever obeys God and His Prophet, fears God and does his duty to Him, will surely find success."

—*The Qur'an, 24:52*

Pikemen

Pikemen
Pikemen
Creature — Human Soldier

First strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

"As the cavalry bore down, we faced them with swords drawn and pikes hidden in the grass at our feet. 'Don't lift your pikes 'til I give the word,' I said."

—Maeveen O'Donagh, *Memoirs of a Soldier*

1/1

Purelace

Purelace
Purelace
Instant

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

Red Ward

Red Ward
Red Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from red. This effect doesn't remove Red Ward.

Reverse Damage

Reverse Damage
Reverse Damage
Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

Righteousness

Righteousness
Righteousness
Instant

Target blocking creature gets +7/+7 until end of turn.

Samite Healer

Samite Healer
Samite Healer
Creature — Human Cleric

{T}: Prevent the next 1 damage that would be dealt to any target this turn.

Healers ultimately acquire the divine gifts of spiritual and physical wholeness. The most devout are also granted the ability to pass physical wholeness on to others.

1/1

Savannah Lions

Savannah Lions
Savannah Lions
Creature — Cat

The traditional kings of the jungle command a healthy respect in other climates as well. Relying mainly on their stealth and speed, Savannah Lions can take a victim by surprise, even in the endless, flat plains of their homeland.

2/1
Showing cards 1 - 48 of 378.
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