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Old 28-04-2008, 22:12
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SPOILER COMPLETO LANDA TENEBROSA (SHADOWMOOR)

Lo spoiler di Shadowmoor (Landa Tenebrosa) è completo le carte saranno 301, la maggiorparte (101) ibride.
Ecco la lista:


BIANCO (27)


Apothecary Initiate
W
Creature - Kithkin Cleric [C]

Whenever a player plays a white spell, you may pay (1). if you do, you gain 1 life.
1/1
#1/301




Armored Ascension
(3)W
Enchantment - Aura [u]

Enchant creature
Enchanted creatures gets +1/+1 for each plains you control and has flying.
#2/301




Ballynock Cohort
(2)W
Creature - Kithkin Soldier [C]

First strike
Ballynock Cohort gets +1/+1 as long as you control another white creature.

A kithkin's worst enemy is solitude.

Illus. Jesper Ejsing
2/2
#3/301




Barrenton Medic
(4)W
Creature - Kithkin Cleric [C]

(T): Prevent the next 1 damage that would be dealt to target creature or player this turn.
Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.
0/4
#4/301




Boon Reflection
(4)W
Enchantment [R]

If you would gain life, you gain twice that much life instead.
#5/301




Goldenglow Moth
W
Creature - Insect [C]

Flying
Whenever Goldenglow Moth blocks, you may gain 4 life.
0/1
#6/301




Greater Auramancy
(1)W
Enchantment [R]

Other enchantments you control have shroud.
Enchanted creatures you control have shroud.
#7/301




Inquisitor's Snare
(1)W
Instant [C]

Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
#8/301




Kithkin Rabble
(3)W
Creature - Kithkin [u]

Vigilance
Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.

*/*
#9/301




Kithkin Shielddare
(1)W
Creature - Kithkin Soldier [C]

(W), (T): Target blocking creature gets +2/+2 until end of turn.
1/1
#10/301




Last Breath
(1)W
Instant [C]

Remove target creature with power 2 or less from the game. Its controller gains 4 life.
#11/301




Mass Calcify
(5)WW
Sorcery [R]

Destroy all nonwhite creatures.
#12/301




Mine Excavation
(1)W
Sorcery [C]

Return target artifact or enchantment card from a graveyard to its owner's hand.
Conspire

Illus. Chippy
#13/301




Mistmeadow Skulk
(1)W
Creature - Kithkin Rogue [u]

Protection from converted mana cost 3 or greater
Lifelink (Whenever this creature deals damage, you gain that much life.)
1/1
#14/301




Niveous Wisps
W
Instant [C]

Target creature becomes white until end of turn. Tap that creature.
Draw a card.
#15/301




Order of Whiteclay
(1)WW
Creature - Kithkin Cleric [R]

(1)(W)(W), {Q}: Return target creature card with converted mana cost 3 or less from your graveyard to play. ({Q} is the untap symbol)

Made from the clay of burial mounds, the face paint of the priests is a sign of their respect for those whose rest they interrupt.

Illus. Steven Belledin
1/4
#16/301




Pale Wayfarer
(5)WW
Creature - Spirit Giant [u]

(2)(W)(W), (T): Target creature gains protection from the color of its controller's choice until end of turn.
4/4
#17/301




Prison Term
(1)WW
Enchantment - Aura [u]

Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be played.
Whenever a creature comes into play under an opponent's control, you may attach Prison Term to that creature.

Illus. Zoltan Boros & Gabor Szikszai
#18/301




Resplendent Mentor
(4)W
Creature - Kithkin Cleric [u]

White creatures you control have "(T): You gain 1 life."
2/2
#19/301




Rune-Cervin Rider
(3)W
Creature - Elf Knight [C]

Flying

(gw)(gw): Rune-Cervin Rider gets +1/+1 until end of turn.
2/2
#20/301




Runed Halo
WW
Enchantment [R]

As Runed Halo comes into play, name a card.
You have protection from the named card. (You can't be targeted by it, and all damage that would be dealt to you by it is prevented)
#21/301




Safehold Sentry
(1)W
Creature - Elf Warrior [C]

(2)(W),[Q]: Safehold Sentry gets +0/+2 until end of turn.[Q] is the Untap symbol
2/2
#22/301




Spectral Procession
{(2)/W}{(2)/W}{(2)/W}
Sorcery [u] (?)

Put three 1/1 white Spirit creature tokens with flying into play.

Illus. Jeremy Enecio
#23/301




Strip Bare
W
Instant [C]

Destroy all Auras and Equipment attached to target creature.
#24/301




Twilight Shepherd
(3)WWW
Creature - Angel [R]

Flying, vigilance

When Twilight Shepherd comes into play, return to your hand all cards in your graveyard put there from play this turn.

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control and put a -1/-1 counter on it.)
5/5
#25/301




Windbrisk Raptor
(5)WW
Creature - Bird [R]

Flying

Attacking creatures you control have lifelink.

It awakened to gloom-fouled skies and responded with a righteous rage that shook the heavens.
5/7
#26/301




Woeleecher
(5)W
Creature - Elemental [C]

(W), (T): Remove a -1/-1 counter from target creature. If you do, you gain 2 life.
3/5
#27/301




BLU (27)


Advice from the Fae
{(2)/U}{(2)/U}{(2)/U}
Sorcery [u]

Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of those cards into your hand. Put the rest on the bottom your library in any order.

Illus. Chippy
#28/301




Biting Tether
(4)U
Enchantment - Aura [u]

Enchant creature

You control enchanted creature.

At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.

#29/301




Briarberry Cohort
(1)U
Creature - Faerie Soldier [C]

Flying

Briarberry Cohort gets +1/+1 as long as you control another blue creature.

A Clique can cause far more mischief than one faerie on its own.

Illus. Carl Critchlow
1/1
#30/301




Cerulean Wisps
U
Instant [C]

Target creature becomes blue until end of turn. Untap that creature.

Draw a card.
#31/301




Consign to Dream
(2)U
Instant [C]

Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.

"Dreams are fleeting. Reality even more so." - Oona, queen of the fae

Illus. Richard Kane
#32/301




Counterbore
(3)UU
Instant [R]

Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. That player then shuffles his or her library.

Illus. Wayne England
#33/301




Cursecatcher
U
Creature - Merfolk Wizard [u]

Sacrifice Cursecatcher : Counter target instant or sorcery spell unless its controller pays (1).
1/1
#34/301




Deepchannel Mentor
(5)U
Creature - Merfolk Rogue [u]

Blue creatures you control are unblockable.

Illus. Jesper Ejsing
2/2
#35/301




Drowner Initiate
U
Creature - Merfolk Wizard [C]

Whenever a player plays a blue spell, you may pay (1). If you do, target player puts the top two cards of their library into their graveyard.

Illus. E. M. Gist
1/1
#36/301




Faerie Swarm
(3)U
Creature - Faerie [u]

Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
*/*
#37/301




Flow of Ideas
(5)U
Sorcery [u]

Draw a card for each Island you control.
#38/301




Ghastly Discovery
(2)U
Ghastly Discovery [C]

Draw two cards, then discard a card.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Korrigans, spirits bound to sources of water, shriek when they come upon their own drowned corpses.

Illus. Howard Lyon
#39/301




Isleback Spawn
(5)UU
Creature - Kraken [R]

Shroud
Isleback Spawn gets +4/+8 if there are twenty or less cards in the library of any player.

Illus. Mark Tedin
4/8
#40/301




Kinscaer Harpoonist
(3)U
Creature - Kithkin Soldier [C]

Flying
Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.

The suspicious kithkin of Kinscaer patrol the skies, their eyes attuned to the shapes of outsiders.

Illus. Thomas M. Baxa
2/2
#41/301




Knacksaw Clique
(3)U
Creature - Faerie Rogue [R]

Flying
(1)(U),[Q]: Target opponent removes the top card of his or her library from the game. Until end of turn, you may play that card. ([Q] is the untap symbol)

Most of the Knacksaw Clique's skills were hewn from the minds of others.

Illus. Steven Belledin
1/4
#42/301




Leech Bonder
(2)U
Creature - Merfolk Soldier [u]

Leech Bonder comes into play with two -1/-1 counters on it.
(U), {Q}: Move a counter from target creature onto another target creature.({Q} is the untap symbol)

Some don't know his face, but his pets are a dead giveaway.

Illus. E. M. Gist
3/3
#43/301




Merrow Wavebreakers
(4)U
Creature - Merfolk Soldier [C]

(1)(U), {Q}: Merrow Wavebreakers gains flying until end of turn. ({Q} is the untap symbol)

Illus. Alex Horley-Orlandelli
3/3
#44/301




Parapet Watchers
(2)U
Creature - Kithkin Soldier [C]

(wu): Parapet Watchers gets +0/+1 until end of turn.
2/2
#45/301




Prismwake Merrow
(2)U
Creature - Merfolk Wizard [C]

Flash

When Prismwake Merrow comes into play, choose a color or colors. Target permanent becomes that color or colors until end of turn.
2/1
#46/301




Puca's Mischief
(3)U
Enchantment [R]

At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with an equal or lesser converted mana cost.

Illus. Scott Altmann
#47/301




Put Away
(2)UU
Instant [C]

Counter Target Spell. You may shuffle up to one target card from your graveyard into your library.

Illus. Matt Cavotta
#48/301




River Kelpie
(3)UU
Creature - Beast [R]

Whenever River Kelpie or another permanent is returned from a graveyard to play, draw a card.
Whenever a card is played from a graveyard, draw a card.
Persist

Illus. 49/301
3/3
#49/301




Savor the Moment
(1)UU
Sorcery [R]

Sorcery
Take an extra turn after this one.
Skip the untap step of that turn.

The merrow took a moment for herself.
She never gave it back.
#50/301




Sinking Feeling
(2)U
Enchantment - Aura [C]

Enchant creature

Enchanted Creature doesn't untap during its controller's untap step.

Enchanted creature has "(1), Put a -1/-1 counter on this creature: Untap this creature."
#51/301




Spell Syphon
(1)U
Instant [C]

Counter target spell unless its controller pays (1) for each blue permanent you control.
#52/301




Thought Reflection
(4)UUU
Enchantment [R]

If you would draw a card, draw two cards instead.

Knowledge fills the mind of a fool and opens the mind of a sage.

Illus. Terese Nielsen & Ron Spencer
#53/301




Whimwader
(4)U
Creature - Elemental [C]

Whimwader can´t attack if the defending player doesn't control a blue permanent.
6/4
#54/301
__________________


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vincitore del 15° e 17° MASTER DECK CONTEST
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