The list below is a complilation of all cards that have had at least one
of the of the following happen:
- The card was reprinted either in the Unlimited printing of the Base
Set, as a Promotional card, or in another Expansion Set and was worded
and/or functions differently than the original version (The newest print
is considered the Current version of the card).
- The Design and/or Rules Team made either a functional change to a
card (Errata) or
a Clarification to how a card works for the Magi-Nation Duel CCG. This
is usually presented as a MRP announcement or in a Rules Digest found on
the MND Yahoogroup (www.groups.yahoo.com/group/MagiNation/).
- The card was printed as a preview card for a future Expansion Set or
Preview Deck and the final version differs from the preview card (In
which case, the final version would be considered the Current version of
the card).
List Updates: 9/29/03
- Adding the Clarification to Dark Furok
- Adding the Clarification to Drought
- Adding the Clarification to Furok
- Adding the Clarification to Mowat
- Adding the Clarification to Orok
General List Information:
- Card changes are indicated in blue.
- Change: indicates what has been changed if there is no
colored wording or further clarification is needed.
- Source: indicates where the current version can be
referenced.
- Affects: indicates what Set(s) the MRP/Errata or
Clarification affects.
References to any Rules Digest can be found on the Regular, Playtest,
or Tournament Director MND Yahoogroups.
References to the old Magi-duel.com Rules Compendium, as well as links
to the Rules Digests located on the Regular MND Yahoogroup, can be found
on the MN Digest Links page at mndigest.shadowdragon.net.
Any card that is of multiple Regions will be listed in each Region's
section.
Every listing, along with the Set id, will have a C (Clarification), E
(Errata), or R
(Reprint) to indicate what kind of ruling was made to the card. If a card
had multiple rulings made, each ruling type will be indicated.
Any Magi listed that has cards in () on the STARTING line are cards
that have STARTING: (Magi's Name) or (Any of that Region's Magi) printed
on that actual card.
Any changes from the demo cards, GenCon 2000, are not
included.
Arderial
Abwyn's Quill - Arderial Relic - Cost: 0 (AW)(E) Effect -
Overwrite: Once per turn, as a player plays a
Spell or uses a Power that specifies one or more regions, before any
choices are made, you may discard two energy from your Magi. If you do,
change one of the specified regions to a region of your choice. Overwrite
only affects this use of the Spell or Power.
Change: Overwrite can only be used once a turn. Clarified
duration. Source: 2i Design Team Affects:
Awakening
Alaban Gloves - Arderial Relic - Cost: 0 (AW)(E) Power -
Undream: (3) Choose a Creature in play. Return the chosen Creature to its
owner's hand. Place that Creature's energy on its current Magi. If this is your Magi, you cannot add energy to your Magi beyond
the Creature's printed starting energy. Change:
Undream's text has been adjusted to proper text templating rules.
Source: 2i Design Team, Rules Digest 08/30/02
Affects: Awakening
Bubble Xyx - Arderial/Orothe Creature - Starting Energy: 3
(ND)(E) Power - Burst: (2) Discard two energy from your Magi to
draw three cards. Burst may not be used the turn Bubble
Xyx is played. STARTING: Stradus Change: A delay of
one turn to use Burst, as well as making Burst unavailable to Sorreah's
Dream. Source: 2i Design Team Affects: Nightmare's
Dawn
Cloud Narth - Arderial Dream Creature - Starting Energy: 2
(BS)(E) Power - Healing Rain: Choose any one Creature or Magi in
play. Move up to two energy from Cloud Narth to
the Chosen Creature or Magi. Discard Cloud Narth from play. Power -
Healing Storm: Choose any one Creature or Magi and one of your Pharans in
play. Move up to the chosen Pharan's printed starting
energy from the Pharan to the chosen Creature or Magi. Move up to two energy from Cloud Narth to the chosen Creature
or Magi. Add three energy to the chosen Creature or Magi. Discard both the chosen Pharan and Cloud Narth from
play. Change: A maximum move limit of two energy from
Cloud Narth has been made for Healing Rain and Healing Storm. A maximum of
the chosen Pharan's printed starting energy has been added for Healing
Storm. Source: 2i Design Team Affects: Unlimited,
Limited
Cloud Sceptre - Arderial Relic - Cost: 0 (BS)(E) Power -
Mindwinds: (1) Discard up to five cards from your hand to
draw the same number of cards. Change: A maximum limit
of 5 cards has been set for Mindwinds. Source: 2i Design Team
Affects: Unlimited, Limited
Eclipse - Arderial Spell - Cost: 5 (BS)(R) Choose any one
Magi in play. The Chosen Magi's Creatures cannot
attack during that Magi's next turn. Change: Eclipse has been
clarified that it's the chosen Magi's Creatures that can not attack.
Source: The Unlimited version is the MRP of Eclipse.
Affects: Limited
Eye of the Storm - Arderial Relic - Cost: 0 (BS)(E) Power -
Storm Seeker: Roll a die. You cannot use other cards to
alter the die roll. 1 = Discard your hand. 2, 3, 4 or 5 =
do nothing. 6 = Draw five cards. Change: Removal of the
discard/lock potential and restriction that the die roll may not be
altered. Source: 2i Design Team Affects: Unlimited,
Limited
Grand Epik - Arderial Dream Creature - Starting Energy: 5
(DE)(E) Effect: Reduce your Magi's Energize by two. Effect -
Dream Binge: Whenever an Arderial Magi energizes, add an equal amount of
energy to Grand Epik. Change: Mind Feast's name has been
removed and is now considered a nameless Effect. Source: 2i
Design Team Affects: Dream's End
Hurricane Orish - Arderial/Orothe Dream Creature - Starting Energy:
5 (ND)(E) Effect - Spell Drain: Once per turn, when an opponent
plays a Relic or Spell, add three energy to your Magi. Only one Spell Drain may be used for each Spell or Relic
played. Change: An addition of only one Spell Drain can
trigger per Spell or Relic played. Source: 2i Design Team
Affects: Nightmare's Dawn
J'lith - Arderial Dream Creature � Starting Energy: 2 (AW, 2001
Demo)(E,R) Effect - Collector: Whenever any player plays a Relic,
once per turn, add two energy to J'lith.
Effect - Coveting: If you ever have no Relics in play, discard J'lith
from play. Change: Collector triggers once a turn.
Source: The 2001 Arderial Demo Pack version is the MRP of
J'lith. Affects: Awakening
Mask of Abwyn - Arderial Relic - Cost: 0 (BS)(R) Power - Windsight: Choose any one opponent. The chosen
opponent shows you his or her hand. Change: Windsight has been
changed from an Effect to a Power and worded appropriately. Source:
The Unlimited version is the MRP of Mask of Abwyn. Affects:
Limited
Pharan - Arderial Dream Creature - Starting Energy: 3 (BS)(E)
Power - Healing Rain: Choose any one Creature or Magi in play. Move
up to three energy from Pharan to the chosen
Creature or Magi. Discard Pharan from play. Change: A maximum
move limit of three energy from Pharan has been made for Healing Rain
Source: 2i Design Team Affects: Unlimited,
Limited
Sandswirl - Arderial/d'Resh Spell - Cost: X (ND)(E) Choose
any one opposing Creature or Magi in play. Attach Sandswirl to the chosen Creature or Magi. For X
turns, beginning with the current turn, as long as
Sandswirl remains attached, the chosen Creature or Magi cannot use
any Powers or Effects and loses one additional energy in attacks. After X turns have passed, discard Sandswirl from play.
Change: Sandswirl only affects opposing Creatures. Sandswirl
also now attaches to the target Creature or Magi. Duration of Sandswril
has also been clarified. Source: 2i Design Team
Affects: Nightmare's Dawn
Spray Narth - Arderial/Orothe Dream Creature - Starting Energy: 3
(ND)(E) Effect - Congregate: As you play Spray Narth, if you have at least two Creatures in play, one of which is
Arderial and another one of which is Orothe, ignore Spray Narth's
cost. You can only play one Spray Narth in this way per
turn. Power - Healing Storm: Choose any one Creature or Magi
and one of your Pharans in play. Move the chosen Pharan's printed starting energy to the chosen Creature or Magi.
Move up to three energy from Spray Narth to the
chosen Creature or Magi. Add three energy to the chosen Creature or Magi.
Discard both the chosen Pharan and Spray Narth from
play. Change: Congregate now requires 2 separate
Creatures (one Arderial, one Orothe) to be in play, as well as only being
able to use Congregate once per turn. A maximum move limit of three energy
from Spray Narth has been made for Healing Storm. A maximum of the chosen
Pharan's printed starting energy has been added for Healing Storm. Discard
both the chosen Pharan and Spray Narth from play. Source: 2i
Design Team Affects: Nightmare's Dawn
Stradus � Arderial Magi � Starting Energy/Energize: 12/5 (BS)(R)
STARTING: Lightning Hyren, Lightning, Shooting Star (Bubble Xyx)
Effect - Backlash: Whenever one of your
Creatures is attacked, you may discard one energy from the attacking
Creature before energy is removed. Change: Stradus' Effect name
has been changed from Defense to Backlash. Source: The
Unlimited version is the MRP of Stradus. Affects: Limited
Tranquility � Arderial Spell � Cost: 2 (AW, 2001 Promo)(R) Until
the beginning of your next turn, all Spells, Powers, and Effects that
discard energy instead discard no energy. Draw one
additional card during your Draw Step this turn. Change:
Tranquility prevents just energy discard, not the playing of Spells or use
of Powers or Effects. Source: The 2001 Arderial Demo pack
version is the MRP of Tranquility. Affects: Awakening
Updraft - Arderial Spell - Cost: 1 (BS)(E) Choose any one of
your Creatures in play. Return the chosen Creature its owner's hand. Add energy to your Magi equal to the Creature's printed
starting energy or current energy, whichever is less.
Change: Updraft's text has been adjusted to proper text
templating rules. Source: 2i Design Team, Rules Digest 08/30/02
Affects: Unlimited, Limited
Voice of the Storm - Arderial/Orothe Magi - Alternate Orthea -
Starting Energy/Energize: 13/5 (ND)(C) STARTING: Hurricane Orish,
one Arderial or Orothe Relic Effect - Diplomacy: When
you play a Creature, if it is Arderial and you have an Orothe Creature in
play, reduce the played Creature's cost by one. Or, if the Creature played
is Orothe and you have an Arderial Creature in play, reduce the played
Creature's cost by one. Diplomacy may not reduce a Creature's cost to less
than one, and may not reduce its cost by more than one.
Change: Diplomacy has been clarified to allow only a cost
reduction of one energy when a Creature is played and fulfills the
requirements for Diplomacy. Source: Rules Digest 11/11/02
Affects: Nightmare's Dawn
Warlum � Arderial Dream Creature � Starting Energy: 3 (AW, 2001
Promo)(R) Power � Materialize: Choose any one player. Discard
Warlum from play. Search the chosen player�s deck for any one Relic that you can normally play and play it without paying any
costs. Shuffle the deck. Arderial and Orothe Shadow Magi may play
Warlum. Change: You can only play Relics of your Magi's
Region or that are Universal with Materialize. Source: The 2001
Arderial Demo pack version is the MRP of Warlum. Affects:
Awakening
Bograth
Blygt - Bograth Magi - Magnificent Remembering Guy - Starting
Energy/Energize: 13/5 (ND)(E) STARTING: Moob, Moss Quido, Swamp
Weebo Power - Waking Dreams: (3) Choose up to three different Bograth
Creatures in your discard pile. An opposing player of your choice chooses
one of the three Creatures. Shuffle the chosen Creature
into your deck. Play each of the other two Creatures with one
energy instead of their normal starting energy. Those Creatures cannot
attack this turn. Change: The Creature chosen by the opposing
player is shuffled into the deck instead of placed back in the discard
pile. Source: 2i Design Team Affects: Nightmare's
Dawn
Bog Stench - Bograth Spell - Cost: 1 (ND)(C) Until the end
of your next turn, whenever one of your Spells, Powers,
or Effects counts the number of Creatures or Bograth Creatures you have in
play, increase the total by two. Change: Bog Stench has
been clarified for intent. Source: Rules Digest 10/23/02
Affects: Nightmare's Dawn
Creeping Chill - Bograth/Kybar's Teeth Spell - Cost: 2 (ND)(E)
Until the end of your next turn, as one of your Kybar's Teeth
Creatures is attacked, it gains three energy if you
control at least one Bograth Creature and as one of your Bograth
Creatures attacks, it gains three energy if you control
at least one Kybar's Teeth Creature. Change: A Kybar's
Teeth Creature only gains three energy, regardless of the number of
Bograth Creatures you have in play, when its attacked. A Bograth Creature
only gains three energy, regardless of the number of Kybar's Teeth
Creatures you have in play, when its attacked. Source: 2i
Design Team, Rules Digest 3/04/03 Affects: Nightmare's Dawn
Emlob - Bograth Magi - Obsessive Detailer - Starting
Energy/Energize: 13/5 (ND)(C) STARTING: Mist Hyren, Quido Swarm,
Tar Hyren Effect - Imaginary Friends: Whenever one of
your Spells, Powers, or Effects counts the number of Creatures or Bograth
Creatures you have in play, increase the total by three.
Change: Imaginary Friends has been clarified for intent.
Source: Rules Digest 10/23/02 Affects: Nightmare's
Dawn
Furlosk - Bograth/Naroom Dream Creature - Starting Energy: 7
(Promo)(E) Effect - Swamp Lore: Once per turn, when you play
another Bograth Creature, draw a card. Effect - Forest Power: Once per
turn, when you play another Naroom Creature, add two energy to your Magi.
Effect - Companionship: If you do not have another Bograth or Naroom Creature in play, discard Furlosk from play.
Change: Companionship now requires either a Bograth or Naroom
Creature to be in play instead of both. Source: 2i Design Team
Affects: Furlosk Limited Card
Moob - Bograth Dream Creature - Starting Energy: 1 (ND)(E)
Power - Retrieve: (3) Discard Moob from play.
Add one energy to your Magi for Each of your Bograth Creatures in play.
Use this Power before your Attack Step.
Change: Retrieve's Cost has been increased to 3 and can only be
used in the first P/R/S Step. Also the copy of Moob found
in the Bograth Starter deck (ND) is printed on a Relic template with the
art for Statement of Core Values. Source: 2i Design Team
Affects: Nightmare's Dawn
Moss Quido - Bograth Dream Creature - Starting Energy: 3 (ND)(E)
Power - Dark Secrets: Discard Moss Quido from play. Draw cards equal
the number of your Bograth or Core Creatures in play, whichever is
greater, to a maximum of four. Use this Power only
before the Attack Step. Change: A maximum limit of four cards
can be drawn through Dark Secrets. Source: 2i Design Team
Affects: Nightmare's Dawn
Mydra Swarm - Bograth/Paradwyn Spell - Cost: 2 (ND)(E)
Choose a Magi. If you have four or more Bograth and/or Paradwyn
Creatures in play, the chosen Magi's player cannot
draw any cards outside of their Draw Step on their next turn. Change: If you have a
combination of four or more Bograth or Paradwyn Creatures, Mydra Swarm's
requirement is met. There must be a Magi face up to be affected by Mydra
Swarm. Mydra Swarm does not prevent that player from drawing cards in the
Draw Step. Source: 2i Design Team Affects:
Nightmare's Dawn
Obgren - Bograth Magi - Mistkeeper - Starting Energy/Energize: 12/6
(ND)(E) STARTING: Swamp Hyren, Bog Stone, Staff of Keepers
Effect - Delusions: Once per turn, as you play
a Spell or uses a Power that specifies Bograth or Core, before any choices
are made, you may change one of the references to Bograth or Core to a
region of your choice. Change: Delusions can only be used once
a turn. Source: 2i Design Team Affects: Nightmare's
Dawn
Cald
Barak � Cald Magi � Starting Energy/Energize: 17/5 (BS)(R) STARTING: Arbolit, Lava Balamant,
Thermal Blast (Barak's Ring) Power � Prophecy: Look at the top four cards of your deck. Replace them in any order you
wish Change: Barak's Energize was increased to five and the
number of cards looked at with Prophecy is four. Source: The
Unlimited version is the MRP of Barak. Affects: Limited
Diobor - Cald Dream Creature - Starting Energy: 6 (BS)(R,E)
Power - Fireball: Choose any one Creature in play. Discard Diobor from
play. Remove two energy from the chosen Creature. Power - Energy
Transfer: Move up to six energy from Diobor to
your Magi. Change: A one energy cost for Fireball was removed
(Unlimited Print). A maximum move limit of six energy from Diobor has been
made for Energy Transfer (Errata).
Source: 2i Design Team Affects: Unlimited,
Limited
Diomant - Cald Dream Creature - Starting Energy: 6 (DE)(E)
Power - Flame Hunt: Choose any one Magi in play. Discard Diomant from
play to discard four energy from the chosen Magi. Power - Energy
Transfer: Move up to six energy from Diomant to
your Magi. Change: A maximum move limit of six energy from
Diomant has been added to Energy Transfer. Source: 2i Design
Team Affects: Dream's End
Fire Chogo - Cald Dream Creature - Starting Energy: 2 (BS)(R)
Power - Heat Storm: Discard Fire Chogo from play to discard one energy
from each non-Cald Creature in play. Change: A one energy cost
for Heat Storm was removed. Source: The Unlimited version is
the MRP of Fire Chogo. Affects: Limited
Giant Arboll - Cald Dream Creature - Starting Energy: 4 (DE)(E)
Effect - Tinder: When one of your Spells or Powers discards energy
from one or more opposing Creatures, add one energy to Giant Arboll.
Power - Healing Flame: Choose any one Creature or Magi in play. Move up to six energy from Giant Arboll to the chosen
Creature or Magi. Change: A maximum move limit of six energy
from Giant Arboll has been added to Healing Flame. Source: 2i
Design Team Affects: Dream's End
Greater Vaal - Clad Dream Creature - Starting Energy: 5 (BS)(R)
Power - Immolate: (5) Roll two dice. Choose any one
Creature or Magi in play. Discard energy equal to the dice total
from the chosen Creature or Magi. Change: The order of how
Immolate is resolved was changed from Limited to Unlimited. Limited had
the Creature or Magi choice first, then the dice roll. Unlimited reversed
that order. Source: The Unlimited version is the MRP of Greater
Vaal. Affects: Limited
Kelthet - Cald Dream Creature - Starting Energy: 4 (BS)(R)
Power - Consume: (1) Choose any one of your Creatures
in play. Move all of the chosen Creature's energy to Kelthet.
Change: The energy given to Kelthet from the chosen Creature is
now from a Move statement. Source: The Unlimited version is the
MRP of Kelthet. Affects: Limited
Scroll of Fire � Cald Relic � Cost: 0 (BS, 2001 Demo)(R)
Effect � Pyromancy: Whenever you play a Spell or use
a Power on one of your Creatures that discards energy from an opposing
Creature, remove one additional energy from each of those Creature.
Change: It has been ruled that if one of your Spells or one of
your Creature's Powers affects multiple Creatures, all Creatures are
affected by Pyromancy. Source: The 2001 Cald Demo version pack
is the MRP of Scroll of Fire. Affects: Unlimited, Limited
Spirit of the Flame - Cald Spell - Cost: 1 (BS)(R) Choose any one Creature in play. Discard X Cald Creatures from
your hand. Add X energy to the chosen Creature. Change:
Spirit of the Flame's text was templated and clarified for intent in the
Unlimited print. Source: The Unlimited version is the MRP for
Spirit of the Flame. Affects:Limited
Syphon Vortex � Cald Spell � Cost: X+4 (BS, 2001 Demo)(R)
Choose any one Creature in play. Move X energy from
the chosen Creature to your Magi. Change: Clarification
as to how Syphon Vortex is played. Source: The 2001 Cald Demo
pack version is the MRP of Syphon Vortex. Affects: Unlimited,
Limited
Core
Corathan - Core Dream Creature - Starting Energy: 5 (ND)(E)
Effect - Betrayal: Once per turn, whenever you
gain control of an opposing card, choose any one Core or Orothe card in
your discard pile and place it into your hand. Only one
Betrayal may be used for each card you gain control of. Orothe
Magi can play Corathan. Change: Only one Betrayal will trigger
per card theft. Source: 2i Design Team Affects:
Nightmare's Dawn
Dark Furok - Core Dream Creature - Alternate Furok - Starting
Energy: 6 (DE Promo, DE)(C) Effect - Revile: As Dark Furok attacks and loses energy, discard half
that amount of energy, rounded down, from any one Creature in play. Naroom
Magi may play Dark Furok. Change: Revile has been reworded to
the "As" trigger. Source: Rules Digest 09/16/03
Affects: Naroom/Core GenCon 2001 Preview Deck, Dream's End
Dryte Fiend - Core Dream Creature � Starting Energy: 5 (AW)(C)
Effect - Condemn: At the beginning of each of your opponent's turns,
you may choose any one Creature in play. Until the end of that opponent's
turn, each time the chosen Creature loses energy as a
result of Powers, Spells, or attacks, discard three energy from
that Creature. Cald Magi may play Dryte Fiend. Change:
Clarification that energy costs to use Powers does not trigger Condemn.
Source: Rules Compendium � MN Digest Links Affects:
Awakening
Empress Gia - Core/Weave Magi - Alternate Nagsis - Starting
Energy/Energize: 15/5 (Promo)(C) STARTING: Drush, Gia Pet, Corrupt
(Gia's Tome, Nagsis' Sigil, Weave Powder) Empress Gia can only play
Core, Weave, and Universal cards. Effect - Act Like Gia: If Empress Gia has no Core cards in play, draw an
additional card at the end of each of your turns and your Weave Creatures
lose one less energy when attacked. Effect - Fight like Nagsis: If
Empress Gia has any Core cards in play, all of
your Creatures may attack, even those that cannot normally attack.
Change: Act like Gia and Fight like Nagsis have been clarified
to indicate that Empress Gia is not to be included when checking to see if
either Effect triggers. Source: Rules Digest 11/04/02
Affects: Empress Gia Limited Card
Entomb - Core Spell - Cost: 3 (AW)(E) Name any one Spell.
For the rest of this game, all cards of that name are Core instead of
their original region. Entomb's text cannot be
altered. Change: style='color:black'> Entomb's text
can not be affected by any other cards. Source: 2i Design Team
Affects: Awakening
Evil Evu � Naroom Shadow Magi (Core) � Starting Energy/Energize:
15/5 (DE Preview, DE)(R) STARTING: Furok, Plith, Dream Rift
You may play Naroom cards, ignoring regional restrictions and
penalties. Effect � Devour: Whenever an opposing Creature is discarded
from play or reduced to zero energy by one of your
cards, draw a card. Change: Clarification as to when you can
draw a card with Devour. Source: The Dream's End version is the
MRP of Evil Evu. Affects: Naroom/Core GenCon 2001 Preview
Deck
Gia Pet - Core Dream Creature - Starting Energy: 9 (Promo)(C)
Effect - Implede: All players draw one less card during their Draw
Step. Only one copy of this Effect may prevent players
from drawing cards. Effect - Power Siphon: Choose any one
opposing Spell in play. Gia Pet gains energy equal to the energy cost of
the chosen Spell. Weave Magi may play Gia Pet. Non-Core, non-Weave
Magi may cannot play Gia Pet Change: A limit as to how many
copies of Implede can affect all players. Source: Rules Digest
08/16/02 Affects: Gia Pet Limited Card
Morag � Core Magi - Starting Energy/Energize: 14/7 (AW)(E,C)
STARTING: Borgor, Shryque, Dream Rift Power - Theft: (X) Choose
any one opposing Relic in play. Gain control of
the chosen Relic for X turns, beginning with the current
turn. At the end of X turns, or if Morag is defeated, return the
chosen Relic to its owner's hand. Change: Theft only works on
opposing Relics. Clarification as too the Relic's theft duration.
Source: 2i Design Team, Rules Digest 12/13/02
Affects: Awakening
Orok - Core Dream Creature - Starting Energy: 5 (AW)(C)
Effect - As Orok loses energy in an attack,
choose any one Magi in play. Discard half as much energy as Orok loses
from the chosen Magi, rounded down. Naroom Magi may play Orok.
Change: Undermine has been reworded to the "As" trigger.
Source: Rules Digest 09/16/03 Affects: Awakening
Secrets of the Book � Core Relic - Cost: 0 (DE Preview, DE)(E)
Power - Secrets: (3) Choose any one opposing player. The chosen player
reveals his or her hand to all players. Draw one card for each Creature
revealed, and one card for each non-Creature Naroom card revealed, to a maximum of four. Change: A maximum limit
of four cards can be drawn through Secrets. Source: 2i Design
Team Affects: Dream's End, Naroom/Core GenCon 2001 Preview
Deck
Shadow Cloak - Core Relic - Cost: 0 (AW)(C) Power -
Protection: (2) Each of your Core Creatures currently in play cannot be
affected by non-Core Spells and Powers until the end of your next turn.
You may not use Protection during your next turn.
Change: The Power Protection, and not the card Shadow Cloak,
can not be used on the following turn. Source: Rules Digest
1/20/03 Affects: Awakening
Shadow Rain - Core Spell - Cost: 2 (AW)(E) Choose one of
your Creatures in play. Move all of the energy
from your Magi to the chosen Creature. At the end of your next Attack
step, move energy from the chosen Creature to your Magi
up to the chosen Creature's printed starting energy, then draw a
card. Naroom Magi may play Shadow Rain. Change: Shadow Rain
has been templated and a maximum limit of the chosen Creature's printed
starting energy has been added. Source: 2i Design Team
Affects: Awakening
Shadow Vinoc - Core Dream Creature - Starting Energy: 4 (AW)(E)
Effect - Dark Strength: When you play Shadow Vinoc, add one energy to
it for each opposing Relic in play.
Change: Dark Strength only works with opposing Relics.
Source: 2i Design Team Affects: Awakening
Togoth - Practitioner of Core Magics (Core Magi) - The General -
Starting Energy/Energize: 15/6 (ND)(C) STARTING: Koil, Shadow
Vinoc, any one Shadow Geyser Effect - Darkest Magics: The first time Togoth energizes after he is revealed,
play one Shadow Geyser from your hand ignoring all costs and requirements.
If Togoth is the first Magi in your stack, you may not choose to play
first. Change: Clarification of Darkest Magics to prevent
Togoth from dropping multiple Shadow Geysers if he manages multiple
energizes on his first revealed turn, as well as preventing opposing
players from hosing Darkest Magics by choosing Togoth to go first.
Source: Rules Digest 02/25/03 Affects: Nightmare's
Dawn
Tomes of the Great Library - Core/Naroom Relic - Cost: 2 (ND)(C)
Power - Research: (1) Search your deck or any opposing discard pile
for any one Spell. Play the chosen Spell, ignoring regional restrictions.
When that Spell leaves play, if that Spell came from your
deck, discard it. If it came from an opposing discard pile, shuffle it
into its owner's deck. Effect: Tomes of the Great Library
cannot be discarded from play by opposing cards specifically discard
Relics from play. Discard Tomes of the Great Library if you Magi is not a
Naroom Magi or Naroom Shadow Magi. STARTING: Warrada
Change: Research has been clarified to deal with Spells that
remain in play. Source: Rules Digest 04/22/02
Affects: Nightmare's Dawn
d'Resh, Sands of
Habob - d'Resh Dream Creature - Recurring - Starting Energy: 5
(VotS)(E) ENERGIZE: 2 Effect - Serve: At the end of your turn,
if your Magi is d'Resh, you may move up to five energy
from Habob to your Magi. When you reveal a d'Resh Magi, if you
have one or more Recurring cards in your discard pile, you may discard one
energy from your Magi to choose one recurring card in your discard pile
and add it to your hand. Change: A maximum move limit of five
energy from Habob has been added to Serve. Source: 2i Design
Team Affects: Voice of the Storms
Lesser Darbok - d'Resh Dream Creature - Starting Energy: 2
(VotS)(C) Effect - Defend: When you play Lesser Darbok, choose one
of your other Creatures in play. While Lesser Darbok has
energy, the chosen Creature cannot be attacked. Effect -
Tangle: If Lesser Darbok is defeated while defending, attach Lesser Darbok
to the attacking Creature. While Lesser Darbok is attached, it cannot be involved in an attack, other cards cannot affect
it and it cannot be discarded from play for having zero energy. The
Creature it is attached to cannot attack. d'Resh Shadow Magi
can play Lesser Darbok. Change: Defend has been clarified that
it works as long as Lesser Darbok has energy. Tangle has been clarified to
allow Lesser Darbok to act like other Creatures that attach themselves to
other cards. Source: Rules Digest 05/13/03(listed as 04/09/03)
Affects:Voice of the Storms
Mowat - d'Resh Dream Creature - Starting Energy: 7 (VotS)(C)
Effect - Prickly: As an opposing Creature
removes energy from Mowat, remove one energy from that Creature.
Effect - Skewer: When Mowat attacks a Creature with three energy or
less, Mowat loses no energy in the attack. Change: Prickly has
been reworded to the "As" trigger. Source: Rules Digest
09/16/03 Affects:Voice of the Storms
Sand Hyren - d'Resh Dream Creature - Starting Energy: 7 (ND,
VotS)(C,E) d'Resh Shadow Magi may play Sand Hyren. Effect -
Light Side: Each of your starting cards cost two less energy to play, to a minimum of one. Only one Light Side may be used for each
starting card played. Effect - Dark Side: Your Magi may play
Core cards as if they were d'Resh cards. d'Resh Shadow Magi may play Sand
Hyren. Change: 'to a minimum of one' in Light Side was left off
when Sand Hyren was reprinted in Voice of the Storms. Light Side has been
clarified to correct that oversight. Light Side has been Errataed so that
multiple Light Sides can't stack. Source: Rules Digest
08/08/03, Rules Digest 12/13/02, Nightmare's Dawn Affects:
Nightmare's Dawn, Voice of the Storms
Sand Strands - d'Resh/Weave Relic - Cost: 0 (ND)(E) Power -
Mirage: Discard Sand Strands from play. Choose any one of your
non-Illusionary Creatures in play. Add energy to your Magi equal to half
of the chosen Creature's current energy , rounded
up. The amount added cannot exceed half of the
chosen Creature's printed starting energy, rounded up. As long as
the chosen Creature remains in play, it is Illusionary; Illusionary
Creatures do not count as being in play when checking to see if your Magi
is defeated. Illusionary Creatures cannot choose to attack Magi.
Change: The energy gain from Mirage can't be more than half of
the chosen Creature's Printed Starting Energy, rounded up. Source:
2i Design Team Affects: Nightmare's Dawn
Sandswirl - Arderial/d'Resh Spell - Cost: X (ND)(E) Choose
any one opposing Creature or Magi in play. Attach Sandswirl to the chosen Creature or Magi. For X
turns, beginning with the current turn, as long as
Sandswirl remains attached, the chosen Creature or Magi cannot use
any Powers or Effects and loses one additional energy in attacks. After X turns have passed, discard Sandswirl from play.
Change: Sandswirl only affects opposing Creatures. Sandswirl
also now attaches to the target Creature or Magi. Duration of Sandswril
has also been clarified. Source: 2i Design Team
Affects: Nightmare's Dawn
Sikra - d'Resh/Underneath Dream Creature - Illusion - Starting Energy: 6 (ND)(C) Effect: As
you play Sikra, reduce its cost by three. Sikra is not considered to be in
play when checking to see if your Magi is defeated, and it cannot attack
Magi directly. Effect - Insubstantial: Sikra loses no energy from
opposing Spells or Powers. Change: Sikra is templated the same
as other Illusion Creatures. Source: Rules Digest 02/25/03
Affects: Nightmare's Dawn
Kybar's Teeth
Cleansing - Kybar's Teeth/Underneath Spell - Cost: 1 (ND)(E)
Name any one non-Magi Core card. For the rest of this game, all cards
of that name are Kybar's Teeth or Underneath, your choice, instead of
Core. Cleansing's text may not be altered.
STARTING: Kazm, Ulk, Grej Change: Cleansing's text can not
be affected by any other cards. Source: 2i Design Team
Affects: Nightmare's Dawn
Climbing Staff - Kybar's Teeth Relic - Cost: 0 (DE)(C)
Effect - Higher Ground: Whenever you play a Kybar's Teeth Creature,
add one energy to your Magi. Effect: You may discard Climbing Staff
from your hand or from play when an opposing
Spell, Power, or Effect would affect only your
Magi or only your hand. The Spell, Power, or Effect does nothing.
Change: Clarification as to when you can use the nameless
Effect on Climbing Staff. Source: Rules Digest 11/20/02
Affects: Dream's End
Creeping Chill - Bograth/Kybar's Teeth Spell - Cost: 2 (ND)(E)
Until the end of your next turn, as one of your Kybar's Teeth
Creatures is attacked, it gains three energy if you
control at least one Bograth Creature and as one of your Bograth
Creatures attacks, it gains three energy if you control
at least one Kybar's Teeth Creature. Change: A Kybar's
Teeth Creature only gains three energy, regardless of the number of
Bograth Creatures you have in play, when its attacked. A Bograth Creature
only gains three energy, regardless of the number of Kybar's Teeth
Creatures you have in play, when its attacked. Source: 2i
Design Team, Rules Digest 3/04/03 Affects: Nightmare's Dawn
Greater Gargagnor - Kybar's Teeth Dream Creature - Starting Energy:
10 (ND)(C) Effect - Expect It: If Greater Gargagnor is discarded
from your hand or deck by an opposing Spell, Power or
Effect, play it instead, ignoring all costs. Effect - Solid:
Greater Gargagnor cannot be specifically discarded from play by opposing
Spells. Power - Unearth: Discard a card from your hand. Search your
discard pile for any one Kybar's Teeth card and place it into your hand.
Effect - Invulnerability: Greater Gargagnor loses one less energy in
attacks. Change: Expect It's text has been adjusted to proper
text templating rules. Source: Rules Digest 08/30/02
Affects: Nightmare's Dawn
Kybar's Echo - Kybar's Teeth Spell - Cost: 1 (DE)(E) Until
the end of your next turn, whenever one of your Kybar's Teeth Creatures is
discarded from play by an opposing card, return it
to your hand instead. Change: Only from an opponent's card will
one of your Kybar's Teeth Creatures return to hand. Source: 2i
Design Team Affects: Dream's End
Ullig - Kybar's Teeth Magi - Starting Energy/Energize: 20/3
(DE)(E) STARTING: Darge, Ullig's Slingshot, Vertigo Effect -
Fearless: When Ullig's last Creature is discarded from play by an opposing card, add four energy to Ullig.
Change: Only an opponent's card will trigger Fearless.
Source: 2i Design Team Affects: Dream's End
Nar
Blizzard Core - Nar Relic - Cost: 5 (VotS)(E) Effect -
Coriolis: At the beginning of your Energize step,
before you energize, choose a Magi. If that Magi has no Creatures in play
and your Magi has more energy than the chosen Magi's starting energy,
discard Blizzard Core and defeat the chosen Magi. Change:
Coriolis' triggering is now at the Energize Step, before you energize,
instead of the beginning of the turn so that Blizzard Core can't be abused
with Gargagnor's Perpetual Motion Effect. Source: 2i Design
Team, Rules Digest 3/04/03 Affects: Voice of the Storms
Naroom
Arboll - Naroom Dream Creature - Starting Energy: 3 (BS)(R)
Power - Life Channel: Choose any one Magi in play. Discard Arboll from
play. Add four energy to the chosen Magi. Change: A one energy
cost for Life Channel was removed. Source: The Unlimited
version is the MRP of Arboll. Affects: Limited
Furlosk - Bograth/Naroom Dream Creature - Starting Energy: 7
(Promo)(E) Effect - Swamp Lore: Once per turn, when you play
another Bograth Creature, draw a card. Effect - Forest Power: Once per
turn, when you play another Naroom Creature, add two energy to your Magi.
Effect - Companionship: If you do not have another Bograth or Naroom Creature in play, discard Furlosk from play.
Change: Companionship now requires either a Bograth or Naroom
Creature to be in play instead of both. Source: 2i Design Team
Affects: Furlosk Limited Card
Furok - Naroom Dream Creature - Starting Energy: 4 (BS)(C)
Effect - Retrieve: As a defending Creature
removes energy from Furok place half that energy, rounded up, back on your
Magi. Change: Retrieve has been reworded to the "As" trigger.
Source: Rules Digest 09/16/03 Affects: Unlimited,
Limited
Hyren�s Call � Naroom Spell - Cost: 6 (BS)(E) Search your
deck for any one hyren of the same region as your
Magi. Play the hyren with full energy, ignoring all costs. The
hyren cannot attack this turn. Shuffle your deck. Change: You
can now only get a Hyren of your Magi's Region with Hyren Call.
Source: 2i Design Team Affects: Unlimited,
Limited
Tomes of the Great Library - Core/Naroom Relic - Cost: 2 (ND)(C)
Power - Research: (1) Search your deck or any opposing discard pile
for any one Spell. Play the chosen Spell, ignoring regional restrictions.
When that Spell leaves play, if that Spell came from your
deck, discard it. If it came from an opposing discard pile, shuffle it
into its owner's deck. Effect: Tomes of the Great Library
cannot be discarded from play by opposing cards specifically discard
Relics from play. Discard Tomes of the Great Library if you Magi is not a
Naroom Magi or Naroom Shadow Magi. STARTING: Warrada
Change: Research has been clarified to deal with Spells that
remain in play. Source: Rules Digest 04/22/02
Affects: Nightmare's Dawn
Twee - Naroom Dream Creature - Starting Energy: 1 (BS)(E)
Effect - Regrow: If Twee is discarded from play,
retrieve the first non-Twee Creature card under Twee from your discard
pile and place it in your hand. Change: If Twee is
discarded, you have to get the first non-Twee Creature in your discard
pile. Source: 2i Design Team, Rules Digest 10/07/02 �
Magi-Nation Yahoogroup Affects: Unlimited, Limited
Vim and Vigor - Naroom Spell - Cost: 4 (DE)(E) Choose an opposing Creature in play. Move all energy above the
chosen Creature's starting energy to your Magi. Naroom Shadow Magi may
play Vim and Vigor. Change: Vim &Vigor only affects
Opposing Creatures. Source: 2i Design Team Affects:
Dream's End
Zannah � Naroom Magi - Starting Energy/Energize: 14/5 (DE)(E)
STARTING: Baby Furok, Eebit, Tree Hinko Effect - Charm: On each
opposing turn, the first opposing card that
removes energy from either only Zannah or only one of your Creatures
removes no energy. Change: Only on opposing turns does Charm
trigger. Source: 2i Design Team Affects: Dream's
End
Orothe
Abaquist � Orothe Dream Creature � Starting Energy: 1 (BS)(R)
Power - Possess: Choose any one Creature in play with less energy than
Abaquist. Discard Abaquist from play. Gain control of the chosen Creature.
That Creature may not attack this turn.
Change: An addition that the Creature stolen can not attack the
turn it's stolen. Source: The Unlimited version is the MRP of
Abaquist. Affects: Limited
Arosa - Orothe Magi - Stormkeeper - Starting Energy/Energize: 12/6
(ND)(E) STARTING: Abaquist, Karak Band, Submerge Effect -
Shell Game: At the end of your turn, you may choose one of your Creatures
in play and an opposing Creature in play. If you do, the two chosen
Creatures switch controllers. At the beginning of your
next turn, return any of the chosen Creatures that are still in
play to their owner's control. Change: When Shell Game is
finished (from end of opponent's turn to beginning of your next turn).
Source: 2i Design Team Affects: Nightmare's Dawn
Blu � Orothe Magi � Starting Energy/Energize: 14/5 (BS)(R,E)
STARTING: Orathan, Orpus, Submerge Effect
� Artifice: The first time each turn Blu plays a relic,
draw one card. Change: Orpus was added as a Starting
card in the Unlimited Print. Artifice has been reworded net him one card
with the first Relic he plays a turn. Source: 2i Design Team
Affects: Unlimited, Limited
Borse � Orothe Magi � Starting Energy/Energize: 12/5 (AW)(E)
STARTING: Orathan, Hubdra�s Cube, Orothan Horn Power � Tinker:
Choose any one of your Relics in play. Discard the chosen Relic from play.
Reveal the top five cards of your deck to all players. Play one of the revealed Relics, regardless of Region.
Place all other revealed cards into your discard pile. Change:
You may only play one Relic revealed with Tinker. Source: 2i
Design Team Affects: Awakening
Bubble Xyx - Arderial/Orothe Creature - Starting Energy: 3
(ND)(E) Power - Burst: (2) Discard two energy from your Magi to
draw three cards. Burst may not be used the turn Bubble
Xyx is played. STARTING: Stradus Change: A delay of
one turn to use Burst, as well as making Burst unavailable to Sorreah's
Dream. Source: 2i Design Team Affects: Nightmare's
Dawn
Cawh - Orothe Dream Creature - Starting Energy: 15 (VotS)(C)
Effect - Fearsome: Cawh looses three less energy in attacks. Other
cards cannot prevent Cawh from loosing energy. Effect: If Cawh is
discarded or returned to your hand by an opposing card while it has
energy, discard six energy from Cawh instead. Opposing
cards cannot make Cawh change controllers. Effect: Cawh can
only be played during the Play Creatures step. You cannot play Creatures
while Cawh is in play, and you cannot play Cawh if you have other
Creatures in play. Change: The first nameless Effect has been
clarified to allow your cards to change Cawh's controller.
Source: Rules Digest 02/25/03 Affects: Voice of the
Storms
Deep Wellisk - Orothe Dream Creature - Starting Energy: 4
(DE)(C) Effect: Deep Wellisk may not be discarded from play by
opposing cards while it has energy. Your cards cannot
increase Deep Wellisk's energy total. Effect - Sunken Treasure:
Whenever another player plays a Relic from his or her hand, you may
discard two energy from Deep Wellisk. If you do, discard the Relic from
play. Orothe Shadow Magi can play Deep Wellisk. Change:
style='color:black'> Deep Wellisk cannot gain energy from your cards.
The Errata to the
unnamed Effect has been clarified so that any kind of Rearrange action
cannot add energy to Deep Wellisk. Source: 2i Design Team,
Rules Digest 3/28/03 Affects: Dream's End
Hurricane Orish - Arderial/Orothe Dream Creature - Starting Energy:
5 (ND)(E) Effect - Spell Drain: Once per turn, when an opponent
plays a Relic or Spell, add three energy to your Magi. Only one Spell Drain may be used for each Spell or Relic
played. Change: An addition of only one Spell Drain can
trigger per Spell or Relic played. Source: 2i Design Team
Affects: Nightmare's Dawn
Husp � Orothe Dream Creature - Starting Energy: 4 (AW)(E)
Power - Ensnare: Discard Husp from play. Search through any player�s
deck and select up to three different cards. That player
may place one of the chosen cards back into the deck. The other chosen cards are discarded. Shuffle the deck
afterward. Change: Two of the Three cards chosen by Ensnare are
discarded, instead of all three. Source: 2i Design Team
Affects: Awakening
Karak � Orothe Dream Creature � Starting Energy: 5 (BS)(C)
Power - Steal: (2) Choose any one opposing Relic in play. Gain control
of the chosen Relic and place it under Karak. You may not
use the stolen Relic, and it is unaffected by Spells, Effects, and
other Powers. Your opponent may not play Relics with the same name. When
Karak leaves play, return any Relics under Karak to their owners' hands.
Change: You can not use the Relic stolen by Karak.
Source: Rules Compendium � MN Digest Links Affects:
Unlimited, Limited
Karak Band - Orothe Relic - Cost: 0 (AW)(E) Effect -
Acquisition: Once per turn, whenever you gain
control of an opposing player's card, add two energy to your Magi.
Change: Acquisition triggers once a turn. Source: 2i
Design Team Affects: Awakening
Karak Necklace - Orothe Relic - Cost: 0 (DE)(E) Effect - Two
for Me: Once per turn, whenever you take control
of another player�s card, draw two cards. Power - None for You: Choose
any one Creature in play that you own. Gain control of the chosen
Creature. Change: Two for Me triggers once per turn.
Source: 2i Design Team Affects: Dream's End
O�Qua � Orothe Magi � Starting Energy/Energize: 11/4 (BS)(R)
STARTING: Orothean Belt, Submerge, Implosion Power - Conjure: (4)
Search your deck for any one Orothe Creature. Play the chosen Creature
with four energy. The chosen Creature may not attack this
turn. Change: You may not attack with the Creature
played that turn with Conjure. Only Orothe Creatures can be played with
Conjure. Source: The Unlimited version is the MRP of O'Qua.
Affects: Limited
Orothean Horn � Orothe Relic - Cost: 0 (AW)(E) Power - Call
of the Sea: Use this Power only after your Play Creatures Step, and only
if you have no Creatures in play. Place the top card of your deck into
your discard pile. If the card is a Creature, discard Orothean Horn from
play. Play the Creature with its starting energy, ignoring all costs.
While it remains in play, the Creature cannot
attack. Change: A Creature played through Call of the Sea
can not attack. Source: 2i Design Team Affects:
Awakening
Owinda's Gift - Orothe Spell - Cost: 3 (Promo)(E) If you
have a Creature in play, draw two cards. Return
any one of your Creatures in play to its owner's hand and discard its
energy. Change: The number of cards drawn with Owinda's Gift
from four to two. Source: 2i Design Team, Rules Digest 11/04/02
Affects: Owinda's Gift Limited Card
Phrup - Orothe Dream Creature - Starting Energy: 1 (AW)(C)
Orothe Shadow Magi may play Phrup. Effect-Time Lapse: As an opponent plays a card, you may discard Phrup from
play. If you do so, return the card being played to its owner's hand. No
energy costs for the card are paid (all other costs still apply).
Cards with the same name as the card affected by Time Lapse cannot be
played again this turn. Change: style='color:black'> Phrup
has been clarified with the 'As' wording. Costs expended for the card that
was affected by Time Lapse are clarified. Source: Rules Digest
12/13/02 Affects: Awakening
River Abaquist - Orothe/Paradwyn Dream Creature - Starting Energy: 3
(ND)(E) Power - Possess: Discard River Abaquist from play. If your
Magi is Orothe or Paradwyn, choose any one opposing Creature in play with
less energy than the number of your Creatures or Relics in play, whichever is less. Gain control of the chosen
Creature. The chosen Creature cannot attack this
turn. Effect - Dreamwarp: As you play River Abaquist, increase
or decrease its starting energy by up to one, to a minimum starting energy
of one, until the end of the turn. Change: The Creature stolen
with Possess can not attack the turn it's stolen. Possess also requires
that the lower number of either your Creatures or Relics is the basis for
the Creature theft. Source: 2i Design Team Affects:
Nightmare's Dawn
Shell - Orothe Spell - Cost: 2 (DE)(E) Choose an opposing Magi. Until the end of your next turn, your
Orothe Creatures in play are unaffected by that Magi's Spells and Powers. You cannot
play Shell on your next turn. If an opponent's Spell, Power, or
Effect discards one or more cards from your hand, you may discard Shell
from your hand instead. If you do, discard all of that player's Relics
from play and cancel all ongoing effects of those cards.
Change: Shell requires an opposing Magi to be in play and that
Magi's Spells and Powers do not affect your Orothe Creatures. Shell can
not be played two of your turns in a row. Source: 2i Design
Team Affects: Dream's End
Spray Narth - Arderial/Orothe Dream Creature - Starting Energy: 3
(ND)(E) Effect - Congregate: As you play Spray Narth, if you have at least two Creatures in play, one of which is
Arderial and another one of which is Orothe, ignore Spray Narth's
cost. You can only play one Spray Narth in this way per
turn. Power - Healing Storm: Choose any one Creature or Magi
and one of your Pharans in play. Move the chosen Pharan's printed starting energy to the chosen Creature or Magi.
Move up to three energy from Spray Narth to the
chosen Creature or Magi. Add three energy to the chosen Creature or Magi.
Discard both the chosen Pharan and Spray Narth from
play. Change: Congregate now requires 2 separate
Creatures (one Arderial, one Orothe) to be in play, as well as only being
able to use Congregate once per turn. A maximum move limit of three energy
from Spray Narth has been made for Healing Storm. A maximum of the chosen
Pharan's printed starting energy has been added for Healing Storm. Discard
both the chosen Pharan and Spray Narth from play. Source: 2i
Design Team Affects: Nightmare's Dawn
Undertow - Orothe Spell - Cost: 5 (BS)(C) Choose an opposing
Creature. Discard the chosen Creature from play, but
shuffle it into its owner's deck instead of placing it in the discard
pile. Change: Undertow has been Clarified that if the
chosen Creature can't be discarded, it doesn't get reshuffled into it's
owner's deck. Source: Rules Digest 1/10/03 Affects:
Unlimited, Limited
Voice of the Storm - Arderial/Orothe Magi - Alternate Orthea -
Starting Energy/Energize: 13/5 (ND)(C) STARTING: Hurricane Orish,
one Arderial or Orothe Relic Effect - Diplomacy: When
you play a Creature, if it is Arderial and you have an Orothe Creature in
play, reduce the played Creature's cost by one. Or, if the Creature played
is Orothe and you have an Arderial Creature in play, reduce the played
Creature's cost by one. Diplomacy may not reduce a Creature's cost to less
than one, and may not reduce its cost by more than one.
Change: Diplomacy has been clarified to allow only a cost
reduction of one energy when a Creature is played and fulfills the
requirements for Diplomacy. Source: Rules Digest 11/11/02
Affects: Nightmare's Dawn
Whall � Orothe Magi � Starting Energy/Energize: 10/5 (BS)(R)
STARTING: Deep Hyren, Karak, Submerge Power � Dream Twist: (5)
Choose any one of your Creatures in play. Discard the chosen Creature.
Play a Creature from your hand without paying its energy cost. Put energy
onto the played Creature equal to its starting energy. That Creature may not attack this turn.
Change: You may not attack with the Creature played that turn
with Dream Twist. Source: The Unlimited version is the MRP of
Whall. Affects: Limited
Will of Orothe - Orothe Spell - Cost: 6 (BS)(E) Attach Will of Orothe to an opposing Magi. While Will of Orothe is attached, that Magi's Creatures
may not use Powers. During that Magi's Attack
step, you choose whether or not that Magi's Creatures attack and what they
attack. A Creature may not attack another Creature or Magi controlled by
the same player. Discard Will of Orothe at the beginning
of your next turn. Change: Will of Orothe now attaches
to the Magi and is reworded to affect the Magi, not the affected Magi's
player. Source: 2i Design Team, Rules Digest 3/04/03
Affects: Unlimited, Limited
Paradwyn
Bloom - Paradwyn Spell - Cost: 1 (ND)(E) You can only play
Bloom during an opponent's turn immediately after that opponent plays a
Spell or Relic or uses a Power, and all actions related
to that card have resolved. After playing this Spell, immediately
use a Power on one of your Paradwyn cards in play.
Only Paradwyn and Paradwyn Shadow Magi can play
Bloom. Change: Clarified Bloom's timing. Removed Spells
from the response options. Restricted use to Paradwyn & Paradwyn
Shadow Magi only. Source: 2i Design Team Affects:
Nightmare's Dawn
Liriel's Cape - Paradwyn Relic - Cost: 2 (ND
-Foil, VotS)(E,R) Effect - Dazzle: Each of your Creatures in play with the Effect "Dreamwarp" has an additional three starting energy. Power -
Mass Heal: Discard Liriel's Cape from play. If
there is at least one opposing Creature, restore all Creatures with less
than their starting energy to their starting energy. Change:
The discarding of Liriel's Cape now happens before the rest of Mass Heal
happens, instead of after. The cost of Liriel's Cape has been increased to
2 and the 2 energy cost for Mass Heal has been removed. Dazzle has also
been templated to how it is worded in VotS. Also, Liriel's Cape is still
considered a Paradwyn Relic, even though the non-foil VotS version is
printed on a Paradwyn Spell template. Source: The VotS Version
is the MRP for Liriel's Cape. Affects: Liriel's Cape Foil Card
- Nightmare's Dawn
Mydra Swarm - Bograth/Paradwyn Spell - Cost: 2 (ND)(E)
Choose a Magi. If you have four or more Bograth and/or Paradwyn
Creatures in play, the chosen Magi's player cannot
draw any cards outside of their Draw Step on their next turn. Change: If you have a
combination of four or more Bograth or Paradwyn Creatures, Mydra Swarm's
requirement is met. There must be a Magi face up to be affected by Mydra
Swarm. Mydra Swarm does not prevent that player from drawing cards in the
Draw Step. Source: 2i Design Team Affects:
Nightmare's Dawn
Rala - Paradwyn Dream Creature - Staring Energy: 4 (ND)(E)
Effect - Wild Blooming: Once per turn, one of your
Paradwyn Creatures in play may use one of its Powers a second time. None
of your other card effects may allow the Creature to use the Power again
this turn, and Wild Blooming cannot be used on Powers that have been used
more than once already this turn. Effect - Dreamwarp: As you
play Rala, increase or decrease its starting energy by one, to a minimum
starting energy of one, until the end of the turn. Change: Only
one of your Paradwyn Creatures can use one of it's Powers only twice a
turn with Wild Blooming. The Creature discard requirement has been
removed. Source: 2i Design Team Affects: Nightmare's
Dawn
Rala Tail - Paradwyn Relic - Cost: 0 (ND)(E) Effect - Wild
Blooming: Once per turn, one of your Paradwyn Creatures
in play may use one of its Powers a second time. None of your other card
effects may allow the Creature to use the Power again this turn, and Wild
Blooming cannot be used on Powers that have been used more than once
already this turn. Change: Only one of your Paradwyn
Creatures can use one of it's Powers only twice a turn with Wild Blooming.
Source: 2i Design Team Affects: Nightmare's Dawn
River Abaquist - Orothe/Paradwyn Dream Creature - Starting Energy: 3
(ND)(E) Power - Possess: Discard River Abaquist from play. If your
Magi is Orothe or Paradwyn, choose any one opposing Creature in play with
less energy than the number of your Creatures or Relics in play, whichever is less. Gain control of the chosen
Creature. The chosen Creature cannot attack this
turn. Effect - Dreamwarp: As you play River Abaquist, increase
or decrease its starting energy by up to one, to a minimum starting energy
of one, until the end of the turn. Change: The Creature stolen
with Possess can not attack the turn it's stolen. Possess also requires
that the lower number of either your Creatures or Relics is lower than the
chosen Creature's energy. Source: 2i Design Team
Affects: Nightmare's Dawn
Underneath
Amulet of Ombor - Underneath Relic - Cost: 0 (BS)(C) Any time that you may play a Relic, as long as Amulet of Ombor
is in play, you may search your hand or deck for a Gate to Ombor and play
it, ignoring all costs. If you search your deck, shuffle it afterwards.
You cannot use this ability if you do not have a Gate to Ombor in your
hand or deck or if you cannot use Effects named Talisman. Power
- Energy Boost: Roll one die. 1, 2, or 3 = Your opponents add one
energy to each of their Creatures in play. 4 or 5 - Choose any one
Creature in play. Add two energy to the chosen Creature. 6 = Chose any
one Creature in play. Add four energy to the chosen Creature.
Change: Adding reminder text on Amulet of Ombor to allow you to
play one Gate to Ombor from your hand or deck (Gate to Ombor's Effect -
Talisman). Source: Rules Digest 10/7/02 Affects:
Unlimited, Limited
Burrow � Underneath Spell � Cost: 1+X (BS)(R) Choose any one
of your Creatures in play. For X turns, the chosen Creature cannot attack
or lose more than two energy per turn from attacks or your opponents�
Spells and Powers. The chosen creature is considered �burrowed.� X
includes your own turns. Change: The line of "X cannot be more
than four." was removed. Source: The Unlimited version is the
MRP of Burrow. Affects: Limited
Cleansing - Kybar's Teeth/Underneath Spell - Cost: 1 (ND)(E)
Name any one non-Magi Core card. For the rest of this game, all cards
of that name are Kybar's Teeth or Underneath, your choice, instead of
Core. Cleansing's text may not be altered.
STARTING: Kazm, Ulk, Grej Change: Cleansing's text can not
be affected by any other cards. Source: 2i Design Team
Affects: Nightmare's Dawn
Crystal Arboll - Underneath Dream Creature - Starting Energy: 2
(BS)(R) Power - Healing Light: Choose any one Creature in play.
Discard Crystal Arboll from play. Add two energy to the chosen Creature.
If the chosen Creature is Underneath, add two additional energy.
Change: A one energy cost for Healing Light was removed.
Source: The Unlimited Version is the MRP of Crystal Arboll.
Affects: Limited
Gruk - Underneath Magi - Starting Energy/Energize: 13/5 (BS)(E)
STARTING: Agovo, Crystal Arboll, Gloves of Crystal (Urhail) Power
- Undream: (1) Choose any one of your Creatures in play. Return the chosen
Creature to its owner's hand. Add energy to Gruk equal to
the Creature's printed starting energy or current energy, whichever is
less. Change: Undream's text has been adjusted to proper
text templating rules. Source: 2i Design Team, Rules Digest
08/30/02 Affects: Unlimited, Limited
Motash's Staff - Underneath Relic - Cost: 0 (BS)(E) Effect -
Dreamcatch: As one of your Creatures is being returned
its owner's hand from play by an opposing card, instead add energy to your Magi equal to the Creature's printed
starting energy or current energy, whichever is less.
Change: Dreamcatch's text has been adjusted to proper text
templating rules. Source: 2i Design Team, Rules Digest 08/30/02
Affects: Unlimited, Limited
Mushroom Hyren - Underneath Creature - Starting Energy: 7
(BS)(E) Power - Sanctuary: (1) Choose any one of your Creatures in
play. Return the chosen Creature its owner's hand. Add
energy to your Magi equal to the Creature's printed starting energy or
current energy, whichever is less. Change: Sanctuary's
text has been adjusted to proper text templating rules. Source:
2i Design Team, Rules Digest 08/30/02 Affects: Unlimited,
Limited
Vulbor � Underneath Dream Creature � Starting Energy: 3 (BS)(R)
Power - Mind Shock: (3) Choose any one player.
The chosen player must discard two cards of his or her choice from his or
her hand. Change: Mind Shock's cost has been increased to 3
energy. Source: The Unlimited version is the MRP of Vulbor.
Affects: Limited
Sikra - d'Resh/Underneath Dream Creature - Illusion - Starting Energy: 6 (ND)(C) Effect: As
you play Sikra, reduce its cost by three. Sikra is not considered to be in
play when checking to see if your Magi is defeated, and it cannot attack
Magi directly. Effect - Insubstantial: Sikra loses no energy from
opposing Spells or Powers. Change: Sikra is templated the same
as other Illusion Creatures. Source: Rules Digest 02/25/03
Affects: Nightmare's Dawn
Universal
Book of Ages � Universal Relic � Cost: 0 (BS)(R) Power �
Lore: (2) Draw 1 card. Change: The
drawing of a card with Lore now occurs in either P/R/S Step rather than at
the end of turn. Source: The Unlimited Version is the MRP of
Book of Ages. Affects: Limited
Colossus � Universal Dream Creature � Starting Energy: 12 (BS,
AW)(R) Effect - Anti-Magic: Colossus may not be affected by opposing Spells, Powers or Effects that specifically
discard Creatures from play. Your Spells, Powers, and
Effects may not alter the amount of energy on Colossus, or prevent
Colossus from losing energy. Change: Only opposing Effects,
Powers, or Spells do not discard Colossus from play. Your cards can not
add or remove energy to Colossus or allow a Rearrange to include Colossus.
Source: The version included in the Warrada/Ogar/Quade Core
Starter deck (AW) is the MRP of Colossus. That version was printed as if
it was a Base Set, Unlimited card. Affects: Unlimited,
Limited
Dream Balm � Universal Relic � Cost: 0 (BS)(R) Power -
Vitalize: (2) Choose any one Creature in play with
less than its starting energy. Discard Dream Balm from play. Restore the
chosen Creature to its starting energy. Change: Vitalize's cost
has been reduced to two energy. Source: The Unlimited version
is the MRP of Dream Balm. Affects: Limited
Dream Channel � Universal Spell - Cost: 2 (AW)(E) Choose any
one Creature in play. Attach Dream Channel to the chosen Creature.
Increase your Magi�s energize rate by two while Dream Channel is in play.
If the chosen Creature leaves play, discard Dream Channel from play. A Magi may only be affected by one Dream Channel at a
time. Change: Only one Dream Channel affects your Magi.
Source: 2i Design Team Affects: Awakening
Elemental Shield - Universal Spell - Cost: 1 (Promo)(E)
Choose an opposing Magi. Until the end of your next turn, your cards
in play are not affected by that Magi's Spells, Powers and Effects. You may not play Elemental Shield more than three times per
game. Change: Elemental Shield had been Errataed so that
it can be only played three times per game. Source: Rules
Digest 08/08/03 Affects: Elemental Shield Limited
Card
Inhibitor Band - Universal Relic - Cost: 0 (ND)(E) Effect -
Reprise: When you play Inhibitor Band, discard all other
Universal Relics in play. Effect - Universal Lock: Players
cannot play Universal Relics. Change: Reprise discards all
Universal cards instead of returning then to hand. Universal Lock has been
altered to not allow any Universal Relics from coming into play while
Inhibitor Band is in play. Source: 2i Design Team
Affects: Nightmare's Dawn
Maelstrom Flask - Universal Relic - Cost: 0 (DE)(C)
Power - Uncork: Discard Maelstrom Flask from play. Reveal the top four
cards of your deck. You may choose any one revealed Spell. If you do,
discard all other revealed cards and play the
chosen Spell for half of its energy cost, rounded up. If the chosen Spell
has an X in its cost, X must equal zero. If you do not
choose a Spell, discard all revealed cards. Change:
Clarification that if you do not choose a spell to play with Uncork, all
revealed cards are discarded. Source: Rules Compendium � MN
Digest Links Affects: Dream's End
Mirror Pendant � Universal Relic � Cost: 0 (BS)(C) Power �
Aurareflection: Choose any one Power on your Magi. You
may discard energy from your Magi equal to the chosen Power's cost,
and discard an additional two energy. If you do, play all actions of the
chosen Power. Change: A clarification allowing you not to
trigger Aurareflection. Source: Rules Compendium � MN Digest
Links Affects: Unlimited, Limited
Monarch Hyren - Universal Dream Creature - Starting Energy: 9 (DE,
Promo)(R) Power - Command: (1) Add one energy to each of your
hyren in play. Power - Demand: (1) Search your deck for any one Hyren,
show it to your opponent, and add the chosen card to your hand. Shuffle
your deck. Change: The word "other" has been removed from
Command. Source: The Promotional, Limited version is the MRP of
Monarch Hyren. Affects: Dream's End
Nightmare Channel � Universal Spell - Cost: 2 (AW)(E) Choose
any one Creature and any one Magi in play. Attach Nightmare Channel to the
chosen Creature. Decrease the chosen Magi�s energize rate by two while
Nightmare Channel is in play. If the chosen Creature leaves play, discard
Nightmare Channel from play. A Magi may only be affected
by one Nightmare Channel at a time. Change: A Magi is
only affected by one Nightmare Channel. Source: 2i Design Team
Affects: Awakening
Nightmare's Dawn - Universal Spell - Cost: 2 (Promo)(C)
Add five energy to each Magi whose cards in play
share all of their regions with their Magi. Change:
Clarification as to only allow Magi with cards in play that match their
Region, or Regions if the Magi is a dual-Region, to gain the five energy
given by Nightmare's Dawn. Source: Rules Digest 10/28/02
Affects: Nightmare's Dawn Limited card
Rayje - Universal Magi - Starting Energy/Energize: 15/5
(ND)(C,E) STARTING: Two different Universal cards (Rayje's
Construct) You can play with more than one copy of Rayje in you deck.
When you reveal Rayje, he gains all Powers and Effects on all of your
defeated Rayjes and any one of the following Powers or Effects until the
end of the game: "Power - Aid: Move one energy from one Creature to
another.", "Effect - Lore: During you draw step, draw an additional
card.", "Effect - Defense: Whenever one of your Creatures is attacked, add
one energy to it before energy is removed.", "Effect - Wily: Once per
turn, instead of drawing a card, place any one Universal Spell from your discard pile into your hand.",
"Effect - Charge: Whenever one of your Creatures attacks, add one energy
to it before energy is removed." Each time Rayje is
revealed, he may not gain more than one copy of any Power or
Effect. Change: Wily can only get Universal Spells. A
clarification stating only one copy of any of Rayje's Powers or Effects
may be gained. Source: 2i Design Team, Rules Digest 05/03/02,
pt.1 Affects: Nightmare's Dawn
Rayje�s Belt � Universal Relic � Cost: 0 (AW, Promo)(E,R)
Power � Lockdown: Name any one Power or Effect on a
card in play. Until the end of your next turn, no player may use
named Power or Effect while Rayje�s Belt is in
play. Change: Lockdown can only work on a named Power or
Effect in play and if Rayje's Belt is discarded, the affected Power or
Effect is useable again. This errata supersedes the
Rayje's Belt Promotional card. Source: 2i Design Team, Rules
Digest 10/7/02 Affects: Awakening, Rayje's Belt Limited
Card
Rayje's Construct - Universal Dream Creature - Starting Energy: 12
(Promo)(E) Effect - Ancestral Favor: All your Spells cost one less
Energy to play, to a minimum of one. Power - Aurareflection: (2) Copy
any one Power on your Magi, paying all costs. Power - Channeling:
Discard two cards from your hand to add two energy to your Magi.
Effect - Invigorate: Increase your Magi's energize rate by one.
Power - Lore: (2) Draw one card. Power - Pound Pound Pound: (2)
Discard one Relic in play. Effect - Tinker: Whenever you play a Relic,
choose any one Creature in play. Add one energy to the chosen Creature.
You cannot chose any creature more than once per turn
with Tinker. STARTING: Rayje Change: Each Creature
can only be affected by Tinker once a turn. Source: 2i Design
Team Affects: Rayje's Construct Limited Card
Relic Mirror - Universal Relic - Cost: 0 (BS)(C) Effect -
Trick Image: As an opposing Spell or Power that discards
Relics from play would affect one of your other Relics in play, choose one
of those Relics and discard Relic Mirror from play. The Spell or Power
does not affect the chosen Relic. Change: Trick Image
has been clarified to act as intended. Source: Rules Digest
08/30/02 Affects: Unlimited, Limited
Ring of Secrets - Universal Relic - Cost: 0 (BS)(E) Effect -
Tinker: Whenever you play a Relic, choose any one Creature in play. Add
one energy to the chosen Creature. You cannot chose a
Creature more than once per turn with Tinker. Change:
Each Creature is affected by Tinker once a turn. Source: 2i
Design Team Affects: Unlimited, Limited
Spirit of Rayje - Universal Spell - Cost: 0 (VotS)(C) You
may only play this card as an opposing card
discards all the energy from your Magi. Add three energy to your Magi.
This card can prevent your Magi from being defeated. You can only play
Spirit of Rayje three times per game. Change: Spirit of Rayje
has been clarified as to when it can be played. Source: Rules
Digest 1/28/03 Affects: Voice of the Storms
Spectral Shield - Universal Spell - Cost: 1 (AW)(C) Until
the beginning of your next Turn, whenever an opposing
Spell, Power or Effect forces you to discard a card from your hand,
draw one card afterwards. At the beginning of your next turn, draw one
card. Change: Spectral Shield's text has been adjusted to
proper text templating rules. Source: Rules Digest 08/30/02
Affects: Awakening
Tomorrow's Jewel - Universal Relic - Cost: 1 (DE)(E) If an
opposing card forces you to discard Tomorrow's Jewel from your hand, you
may play it instead. Opposing cards cannot discard or
take control of Tomorrow's Jewel. Effect: Whenever an opposing
card forces you to discard one or more cards from your hand, you may
discard one energy from your Magi. If you do, the opposing card does
nothing. Effect - Lore: Once during your Draw step, after you draw,
you may discard one card from your hand. If you do, draw one card.
Change: Tomorrow's Jewel may no longer be discarded from play
or stolen. Source: 2i Design Team Affects: Dream's
End
Tony Jones � Universal Magi - Starting Energy/Energize: 10/5
(Promo)(E) STARTING:Any one Creature card, Furok Effect -
Animite Affinity: Non-Universal Creatures Tony plays cost one less energy,
to a minimum of one. Power - Favors: (2) Play any one Relic from your
hand, regardless of region. Change: Any
Relic, regardless of Region, can be played with Favors. Source:
2i Design Team, Rules Compendium/Playing Cards Guide � MN Digest Links
Affects: Tony Jones Limited Card
Tuku - Universal Magi - Starting Energy/Energize: 12/6
(Promo)(E) STARTING: Colossus, Warrior's Boots Power -
Restrain: (2) Until the end of your next turn, no Magi can play any
non-Universal Relics or Spells. You cannot use Restrain
on your next turn. Change: Restrain can not be used two
of your turns in a row. Source: 2i Design Team
Affects: Tuku Limited Card
Ummm�NO! � Universal Spell � Cost: 4 (AW)(C) Play Ummm�NO!
when an opponent plays a Spell that would discard one or
more of your Creatures from play. Choose one of your Creatures that
would be discarded. The chosen Creature is not discarded by the opposing
Spell. You may play Ummm�NO! on your opponent's turn. Change:
Ummm�NO! can be played when many of your Creatures are being discarded
from play by an opposing Spell. Source: Rules Compendium � MN
Digest Links Affects: Awakening
Warrior's Boots - Universal Relic - Cost: 0 (BS, Promo)(R)
Power - Warpath: Discard Warrior's Boots from play. Immediately play a
Creature from you hand. You must still pay all costs for
the Creature. Change: Better clarification on paying all
costs associated with the Creature played through Warpath.
Source: The Promotional, Limited version is the MRP of
Warrior's Boots. Affects: Unlimited, Limited
Weave
Drought - Weave Spell - Cost: 2 (DE)(C) The
next time each player energizes, none of that players cards gains energy
from energizing. Change: Drought has been clarified for
intent. Source: Rules Digest 09/16/03 Affects:
Dream's End
Empress Gia - Core/Weave Magi - Alternate Nagsis - Starting
Energy/Energize: 15/5 (Promo)(C) STARTING: Drush, Gia Pet, Corrupt
(Gia's Tome, Nagsis' Sigil, Weave Powder) Empress Gia can only play
Core, Weave, and Universal cards. Effect - Act Like Gia: If Empress Gia has no Core cards in play, draw an
additional card at the end of each of your turns and your Weave Creatures
lose one less energy when attacked. Effect - Fight like Nagsis: If
Empress Gia has any Core cards in play, all of
your Creatures may attack, even those that cannot normally attack.
Change: Act like Gia and Fight like Nagsis have been clarified
to indicate that Empress Gia is not to be included when checking to see if
either Effect triggers. Source: Rules Digest 11/04/02
Affects: Empress Gia Limited Card
Grass Hyren � Weave Dream Creature � Starting Energy: 6 (DE Preview,
DE)(R) Effect � Evade: Whenever Grass
Hyren is attacked, roll a die. Grass Hyren looses that much less energy in
the attack. Effect � Weave: Whenever Grass Hyren attacks or is
attacked, before energy is removed, you may move one energy between Grass
Hyren and any one of your other Weave Creatures in play.
Change: The first Effect was changed from Wily to Evade.
Source: The Dream's End version is the MRP of Grass Hyren.
Affects: Weave GenCon 2001 Preview Deck
Junjertug Horn � Weave Relic � Cost: 1 (DE Preview, DE)(R)
Power � Summon: Search you deck and/or discard pile
for any one Junjertug. Place the chosen Creature into your hand. Shuffle
your deck. Change: Summon was completely reworked from
the Weave 2001 Preview Deck to Dream's End. Source: The Dream's
End version is the MRP of Junjertug Horn. Affects: The GenCon
2001 Weave Preview Deck
Sand Strands - d'Resh/Weave Relic - Cost: 0 (ND)(E) Power -
Mirage: Discard Sand Strands from play. Choose any one of your
non-Illusionary Creatures in play. Add energy to your Magi equal to half
of the chosen Creature's current energy , rounded
up. The amount added cannot exceed half of the
chosen Creature's printed starting energy, rounded up. As long as
the chosen Creature remains in play, it is Illusionary; Illusionary
Creatures do not count as being in play when checking to see if your Magi
is defeated. Illusionary Creatures cannot choose to attack Magi.
Change: The energy gain from Mirage can't be more than half of
the chosen Creature's Printed Starting Energy, rounded up. Source:
2i Design Team Affects: Nightmare's Dawn
Scyalla - Weave Magi - Weavekeeper - Starting Energy/Energize: 2/6
(ND)(C) STARTING: Two different non-Hyren Creatures of the same
type, i.e., two different Xyxes (Weave Powder) Power - Pet Project: Once
per game, choose any non-Hyren Creature type. Until the end of the game,
you may play Creatures of that type as if they
were Weave, and all Creatures of the chosen type that you play are
Weave Creatures instead of their original region. Change:
Clarification of Pet Project to allow you to play any Creature,
regardless of original region, of the Creature type chosen with Pet
Project. Source: Rules Digest 06/03/03 Affects:
Nightmare's Dawn
Thresh - Weave Dream Creature - Starting Energy: 4 (VotS)(C)
Effect - Rethresh: Whenever a Weave Card is
discarded from play on an opponent's turn, add one energy to Thresh.
Effect - Weave: Whenever Thresh is in an attack, before energy is
removed, you may move one energy between Thresh and one of your other
Weave Creatures. Change: Rethresh is supposed to be an Effect,
not a Power. Thresh was misprinted. Source: Rules Digest
3/04/03 Affects: Voice of the Storms
Weave Winds - Weave Spell - Cost: 6 (DE)(E) Choose a Magi. On the chosen Magi's next turn, if that
Magi has any Creatures in play, they may not play non-Weave
Creatures. Change: Weave Winds only affects a single Magi.
Source: 2i Design Team Affects: Dream's End
Weggit � Weave Dream Creature - Starting Energy: 3 (DE)(E)
Power - Whispering Winds: Discard Weggit from play. Draw a card for
each Weave Relic you have in play. Effect -
Weave: Whenever Weggit attacks or is attacked, before energy is removed,
you may move one energy between Weggit and any one of your other Weave
Creatures in play. Change: Wispering Winds works with only
Weave Relics. Source: 2i Design Team Affects:
Dream's End
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