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Posted: Wed Sep 28, 2005 9:46 pm
Card Listshttp://www.dukenostalgia.com/mnd/OfficialCards_index.htmTraitor's Reach Cardlist shortcutMagi-Nation Eratta List
Since the changes of Magi Nation official Web Site, we've lost our Errata list and I've been stupid enough, (I mean smart enough), to save a copy. So here it is, since a lot of us still play the game: Quick linksArderial- scroll down BograthCaldCoreD'reshKyber TeethNarNaroomOrotheParadwynUnderneathUniversalWeaveArderial
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
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Posted: Wed Sep 28, 2005 9:48 pm
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
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Posted: Wed Sep 28, 2005 9:49 pm
[ Message temporarily off-line ]
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Posted: Wed Sep 28, 2005 9:50 pm
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
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Posted: Wed Sep 28, 2005 9:51 pm
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
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Posted: Wed Sep 28, 2005 9:58 pm
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
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Posted: Wed Sep 28, 2005 10:00 pm
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
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Posted: Wed Sep 28, 2005 10:01 pm
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
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Posted: Wed Sep 28, 2005 10:02 pm
[ Message temporarily off-line ]
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Posted: Wed Sep 28, 2005 10:03 pm
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
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Posted: Wed Sep 28, 2005 10:04 pm
[ Message temporarily off-line ]
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Posted: Wed Sep 28, 2005 10:05 pm
[ Message temporarily off-line ]
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Posted: Wed Sep 28, 2005 10:06 pm
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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