Beatdown Box Set Cards

Index | Standard 1 (Air) | Standard 2 (Dea) | Standard 3 (Gas) | Standard 4 (Lig) | Standard 5 (Seg) | Standard 6 (Tar) | Alternate Art


001

002

003

Ball Lightning

RRR

Clockwork Beast

6

Erhnam Djinn

3G

Creature — Ball-Lightning Artifact Creature Creature — Djinn

Trample; haste (This creature may attack and T the turn it comes under your control.)
At end of turn, sacrifice Ball Lightning.

Clockwork Beast comes into play with seven +1/+0 counters on it.
Clockwork Beast can't have more than seven +1/+0 counters on it.
At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it.
X,T: Put X +1/+0 counters on Clockwork Beast. Play this ability only during your upkeep.

At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (The creature is unblockable as long as defending player controls a forest.)

Illus. Dave Dorman

6/1

Illus. Carl Critchlow

0/4

Illus. Dave Dorman

© 1993-2000 Wizards of the Coast, Inc. 35/90

© 1993-2000 Wizards of the Coast, Inc. 69/90

© 1993-2000 Wizards of the Coast, Inc. 54/90


004

Sengir Vampire

3BB

Creature — Vampire

Flying
Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire.

Illus. Jeff Easley

4/4

© 1993-2000 Wizards of the Coast, Inc. 29/90