165 Card Supplemental Pack Set
Release Date: Jun 24th 1998
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Showing cards 1 - 48 of 165.

Alaborn Cavalier

Alaborn Cavalier
Alaborn Cavalier
Creature — Human Knight

Whenever Alaborn Cavalier attacks, you may tap target creature.

"Course he ran! *I* wouldn't want to stare down that barrel, either!"

—Alaborn soldier

2/2

Alaborn Grenadier

Alaborn Grenadier
Alaborn Grenadier
Creature — Human Soldier

Vigilance

"Ever proud, ever vigilant."

—Grenadier motto

2/2

Alaborn Musketeer

Alaborn Musketeer
Alaborn Musketeer
Creature — Human Soldier

Reach (This creature can block creatures with flying.)

Muskets gave the Alaborn army an advantage it had long lacked—air defense.

2/1

Alaborn Trooper

Alaborn Trooper
Alaborn Trooper
Creature — Human Soldier

"I dedicate my body to my country And my life to my King."

—Alaborn Soldier's Oath

2/3

Alaborn Veteran

Alaborn Veteran
Alaborn Veteran
Creature — Human Knight

{T}: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.

2/2

Alaborn Zealot

Alaborn Zealot
Alaborn Zealot
Creature — Human Soldier

When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

1/1

Angel of Fury

Angel of Fury
Angel of Fury
Creature — Angel

Flying

When Angel of Fury dies, you may shuffle it into its owner's library.

3/5

Angel of Mercy

Angel of Mercy
Angel of Mercy
Creature — Angel

Flying

When Angel of Mercy enters the battlefield, you gain 3 life.

3/3

Angelic Blessing

Angelic Blessing
Angelic Blessing
Sorcery

Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

The man who rose up to fight was not the same man knocked down.

Angelic Wall

Angelic Wall
Angelic Wall
Creature — Wall

Defender (This creature can't attack.)

Flying

Be at peace, and observe its beauty. Be at war, and feel its justice.

0/4

Archangel

Archangel
Archangel
Creature — Angel

Flying, vigilance

5/5

Armageddon

Armageddon
Armageddon
Sorcery

Destroy all lands.

War destroys more than just the land. War destroys hope.

Armored Griffin

Armored Griffin
Armored Griffin
Creature — Griffin

Flying, vigilance

2/3

Bargain

Bargain
Bargain
Sorcery

Target opponent draws a card.

You gain 7 life.

Bargaining with a goblin is like trading with a child; both believe they already own everything.

Breath of Life

Breath of Life
Breath of Life
Sorcery

Return target creature card from your graveyard to the battlefield.

Festival of Trokin

Festival of Trokin
Festival of Trokin
Sorcery

You gain 2 life for each creature you control.

Everyone loves a good sale.

Just Fate

Just Fate
Just Fate
Instant

Cast this spell only during the declare attackers step and only if you've been attacked this step.

Destroy target attacking creature.

Path of Peace

Path of Peace
Path of Peace
Sorcery

Destroy target creature. Its owner gains 4 life.

"You could die famous or you could die old. I chose old."

—Former soldier

Rally the Troops

Rally the Troops
Rally the Troops
Instant

Cast this spell only during the declare attackers step and only if you've been attacked this step.

Untap all creatures you control.

Righteous Charge

Righteous Charge
Righteous Charge
Sorcery

Creatures you control get +2/+2 until end of turn.

"Bravery shines brightest in a pure soul."

—Restela, Alaborn marshal

Righteous Fury

Righteous Fury
Righteous Fury
Sorcery

Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.

Steam Catapult

Steam Catapult
Steam Catapult
Creature — Human Soldier

{T}: Destroy target tapped creature. Activate only during your turn, before attackers are declared.

"You idiots! Turn it around! Turn it around!"

2/3

Temple Acolyte

Temple Acolyte
Temple Acolyte
Creature — Human Cleric

When Temple Acolyte enters the battlefield, you gain 3 life.

Young, yes. Inexperienced, yes. Weak? Don't count on it.

1/3

Temple Elder

Temple Elder
Temple Elder
Creature — Human Cleric

{T}: You gain 1 life. Activate only during your turn, before attackers are declared.

"Give us breath. Give us life. Prepare us for the day we make."

—The Alaborn "Rite of Battle"

1/2

Town Sentry

Town Sentry
Town Sentry
Creature — Human Soldier

Whenever Town Sentry blocks, it gets +0/+2 until end of turn.

"So he gots a sword. Big deal."

"Yeah, it's a big deal—it's a big sword!"

—Two goblins outside the gates of Trokin

2/2

Trokin High Guard

Trokin High Guard
Trokin High Guard
Creature — Human Knight

Battle tempers soldiers as fire tempers steel.

3/3

Vengeance

Vengeance
Vengeance
Sorcery

Destroy target tapped creature.

A bullet renders all sizes equal.

Volunteer Militia

Volunteer Militia
Volunteer Militia
Creature — Human Soldier

People fight hardest on their own soil.

1/2

Warrior's Stand

Warrior's Stand
Warrior's Stand
Instant

Cast this spell only during the declare attackers step and only if you've been attacked this step.

Creatures you control get +2/+2 until end of turn.

Wild Griffin

Wild Griffin
Wild Griffin
Creature — Griffin

Flying

Two little goblins, out in the sun. Down came a griffin, and then there was one.

2/2

Air Elemental

Air Elemental
Air Elemental
Creature — Elemental

Flying

As insubstantial, and as powerful, as the wind that carries it.

4/4

Apprentice Sorcerer

Apprentice Sorcerer
Apprentice Sorcerer
Creature — Human Wizard

{T}: Apprentice Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.

1/1

Armored Galleon

Armored Galleon
Armored Galleon
Creature — Human Pirate

Armored Galleon can't attack unless defending player controls an Island.

"Information equals profits. Our merchants sell it, or our pirates use it."

—Jefan, Talas ship captain

5/4

Coastal Wizard

Coastal Wizard
Coastal Wizard
Creature — Human Wizard

{T}: Return Coastal Wizard and another target creature to their owners' hands. Activate only during your turn, before attackers are declared.

1/1

Denizen of the Deep

Denizen of the Deep
Denizen of the Deep
Creature — Serpent

When Denizen of the Deep enters the battlefield, return each other creature you control to its owner's hand.

11/11

Déjà Vu

Déjà Vu
Déjà Vu
Sorcery

Return target sorcery card from your graveyard to your hand.

History is the study of repetition.

Exhaustion

Exhaustion
Exhaustion
Sorcery

Creatures and lands target opponent controls don't untap during their next untap step.

Extinguish

Extinguish
Extinguish
Instant

Counter target sorcery spell.

Eye Spy

Eye Spy
Eye Spy
Sorcery

Look at the top card of target player's library. You may put that card into their graveyard.

False Summoning

False Summoning
False Summoning
Instant

Counter target creature spell.

Mystic Denial

Mystic Denial
Mystic Denial
Instant

Counter target creature or sorcery spell.

Piracy

Piracy
Piracy
Sorcery

Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells.

The sea gives, and the sea takes. Some just help with the taking.

Remove

Remove
Remove
Instant

Cast this spell only during the declare attackers step and only if you've been attacked this step.

Return target attacking creature to its owner's hand.

Screeching Drake

Screeching Drake
Screeching Drake
Creature — Drake

Flying

When Screeching Drake enters the battlefield, draw a card, then discard a card.

2/2

Sea Drake

Sea Drake
Sea Drake
Creature — Drake

Flying

When Sea Drake enters the battlefield, return two target lands you control to their owner's hand.

4/3

Sleight of Hand

Sleight of Hand
Sleight of Hand
Sorcery

Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

Steam Frigate

Steam Frigate
Steam Frigate
Creature — Human Pirate

Steam Frigate can't attack unless defending player controls an Island.

"Is it merchants or is it pirates?"

"It's Talas—there's no difference."

3/3

Talas Air Ship

Talas Air Ship
Talas Air Ship
Creature — Human Pirate

Flying

"Their ships pollute our air as they themselves pollute our forest."

—Arathel, elvish queen

3/2
Showing cards 1 - 48 of 165.
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