Magic Invitational Cards |
Index | 1999 1 (Ban) | 1999 2 (Sky) | 2000 Spring 1 (Aet) | 2000 Spring 2 (Ver) | 2000 Autumn 1 (Ala) | 2000 Autumn 2 (Clo) | 2000 Autumn 3 (Fan) | 2000 Autumn 4 (Jux) | 2000 Autumn 5 (Pre) | 2000 Autumn 6 (Taw) | 2001
061 |
062 |
063 |
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Preacher |
4WW |
Psychic Vortex |
1U |
Raven Familiar |
1UU |
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Creature — Preacher | Enchantment | Creature — Bird | |||||||
You may choose not to untap Preacher during your untap step. T: Gain control of target creature of an opponent's choice that he or she controls until Preacher becomes untapped or leaves play. |
Cumulative upkeep — Draw a card At the end of your turn, sacrifice a land and discard your hand. |
Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Raven Familiar comes into play, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. |
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1/1 |
1/2 |
064 |
065 |
066 |
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Revered Unicorn |
4WW |
Rootwater Thief |
1UU |
Rukh Egg |
1UU |
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Creature — Unicorn | Creature — Merfolk | Creature — Bird | |||||||
Cumulative upkeep — 1 When Revered Unicorn leaves play, its controller gains life equal to Revered Unicorn's last paid cumulative upkeep. |
U: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay 2. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library. |
When Rukh Egg is put into a graveyard from play, put a 4/4 red Rukh creature token with flying into play at end of turn. | |||||||
2/3 |
1/2 |
0/3 |
067 |
068 |
069 |
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Scarwood Bandits |
3GG |
Scavenged Weaponry |
3B |
Spidersilk Armor |
3G |
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Creature — Bandits | Enchant Creature | Enchantment | |||||||
Forestwalk (This creature is unblockable as long as defending player controls a forest.) 2G, T: Unless target artifact's controller pays 2, gain control of that artifact as long as Scarwood Bandits is in play. |
When Scavenged Weaponry comes into play, draw a card. Enchanted creature gets +1/+1. |
Creatures you control get +0/+1 and may block as though they had flying. | |||||||
2/2 |
0/3 |
070 |
071 |
072 |
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Stampeding Wildebeests |
3GG |
Stronghold Taskmaster |
4B |
Subterranean Spirit |
5R |
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Creature — Wildebeests | Creature — Minion | Creature — Elemental | |||||||
Trample At the beginning of your upkeep, return a green creature you control to its owner's hand. |
All other black creatures get -1/-1. | Protection from red T: Subterranean Spirit deals 1 damage to each creature without flying. |
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5/4 |
4/3 |
3/3 |
073 |
074 |
075 |
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Survival of the Fittest |
2GG |
Swords to Plowshares |
4W |
Taniwha |
4UU |
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Enchantment | Instant | Creature — Legend | |||||||
G, Discard a creature card from your hand: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. | Remove target creature from the game. Its controller gains life equal to its power. | Phasing, trample At the beginning of your upkeep, all lands you control phase out. |
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7/7 |