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Summer Magic Cards |
Index | Images 1 (Air) | Images 2 (Bay) | Images 3 (Cel) | Images 4 (Cop) | Images 5 (Dem) | Images 6 (Ear) | Images 7 (Fir) | Images 8 (Gla) | Images 9 (How) | Images 10 (Jad) | Images 11 (Lif) | Images 12 (Man) | Images 13 (Nev) | Images 14 (Pir) | Images 15 (Red) | Images 16 (Sav) | Images 17 (Sim) | Images 18 (Swa) | Images 19 (Tun) | Images 20 (Wal) | Images 21 (Wil)
136 |
137 |
138 |
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Jade Monolith |
4 |
Jandor's Ring |
6 |
Jandor's Saddlebags |
2 |
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Artifact | Artifact | Artifact | |||||||
1: You may take damage done to any creature on yourself instead, but you must take all of it. Source of damage is unchanged. | 2,T: Discard a card you just drew from your library, and draw another card to replace it. | 3,T: Untap a creature. | |||||||
Each day of their journey, Jandor opened the saddlebags and found them full of mutton, quinces, cheese, date rolls, wine, and all manner of delicious and satisfying foods. | |||||||||
Illus. © 1994 Anson Maddocks | Illus. © 1994 Dan Frazier | Illus. © 1994 Dameon Willich |
139 |
140 |
141 |
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Jayemdae Tome |
4 |
Juggernaut |
4 |
Jump |
U |
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Artifact | Artifact Creature | Instant | |||||||
4,T: Draw one extra card. | Must attack each turn if possible. Can't be blocked by walls. |
Target creature is a flying creature until end of turn. | |||||||
We had taken refuge in a small cave, thinking the entrance was too narrow for it to follow. To our horror, its gigantic head smashed into the mountainside, ripping itself a new entrance. | |||||||||
Illus. © 1994 Mark Tedin | Illus. © 1994 Dan Frazier |
5/3 |
Illus. © 1994 Mark Poole |
142 |
143 |
144 |
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Karma |
2WW |
Keldon Warlord |
2RR |
Kird Ape |
R |
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Enchantment | Summon Lord | Summon Ape | |||||||
During a player's upkeep, Karma does 1 point of damage to that player for each swamp he or she has in play. | The *s below are the number of non-wall creatures on your side, including Warlord. Thus is you have two other non-wall creatures, Warlord is 3/3. If one of those creatures is killed during the turn, Warlord immediately becomes 2/2. | While controller has forests in play, Kird Ape gains +1/+2. | |||||||
Illus. © 1994 Richard Thomas | Illus. © 1994 Kev Brockschmidt |
*/* |
Illus. © 1994 Ken Meyer Jr. |
1/1 |
145 |
146 |
147 |
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Kormus Bell |
4 |
Kudzu |
1GG |
Lance |
W |
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Artifact | Enchant Land | Enchant Creature | |||||||
Treat all swamps in play as 1/1 creatures. Now they can be enchanted, killed, and so forth, and they can be tapped either for mana or to attack. | When target land becomes tapped, it is destroyed. Unless that was the last land in play, Kudzu is not discarded; instead, the player whose land it just destroyed may place it on any other land in play. | Target creature gains first strike. | |||||||
Illus. © 1994 Christopher Rush | Illus. © 1994 Mark Poole | Illus. © 1994 Rob Alexander |
148 |
149 |
150 |
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Ley Druid |
2G |
Library of Leng |
1 |
Lifeforce |
GG |
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Summon Cleric | Artifact | Enchantment | |||||||
T: Untap a land of your choice. This ability is played as an interrupt. | You must skip the discard phase of your turn. If a card forces you to discard, you may choose to discard to top of your library rather than to graveyard. If discard is random, you may look at card before deciding where to discard it. | GG: Counter a black spell as it is being cast. This use is played as an interrupt and does not affect black cards already in play. | |||||||
After years of training, the Druid becomes one with nature, drawing power from the land and returning it when needed. | |||||||||
Illus. © 1994 Sandra Everingham |
1/1 |
Illus. © 1994 Daniel Gelon | Illus. © 1994 Dameon Willich |