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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)
286 |
287 |
288 |
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Wall of Fire |
1RR |
Wall of Ice |
2G |
Wall of Stone |
1RR |
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Summon Wall | Summon Wall | Summon Wall | |||||||
R: +1/+0 | |||||||||
Conjured from the bowels of hell, the fiery wall forms an impassible barrier, searing the soul of any creature attempting to pass through its terrible bursts of flame. | "And through the drifts the snowy cliffs, Did send a dismal sheen: Nor shapes of men nor of beasts we ken — The Ice was all between." — Samuel Coleridge, "The Rime of the Ancient Mariner" |
The Earth herself lends her strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land. | |||||||
Illus. © 1994 Richard Thomas |
0/5 |
Illus. © 1994 Richard Thomas |
0/7 |
Illus. © 1994 Dan Frazier |
0/8 |
289 |
290 |
291 |
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Wall of Swords |
3W |
Wall of Water |
1UU |
Wall of Wood |
G |
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Summon Wall | Summon Wall | Summon Wall | |||||||
Flying | U: +1/+0 | ||||||||
Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: "In the death of your savior will you find salvation." | A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path. | Everybody knows that to ward off trouble, you knock on wood. But usually it's better to make a wall out of wood and let trouble do the knocking. | |||||||
Illus. © 1994 Mark Tedin |
0/5 |
Illus. © 1994 Richard Thomas |
0/5 |
Illus. © 1994 Mark Tedin |
0/3 |
292 |
293 |
294 |
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Wanderlust |
2G |
War Mammoth |
3G |
Warp Artifact |
BB |
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Enchant Creature | Summon Mammoth | Enchant Artifact | |||||||
Wanderlust does 1 damage to target creature's controller during his or her upkeep. | Trample | Warp Artifact does 1 damage to target artifact's controller during his or her upkeep. | |||||||
I didn't think Mammoths could ever hold a candle to a well-trained battle horse. Then one day I turned my back on a drunken soldier. His blow never landed; Mi'cha flung the brute over ten meters. | |||||||||
Illus. © 1994 Cornelius Brudi | Illus. © 1994 Jeff A. Menges |
3/3 |
Illus. © 1994 Amy Weber |
295 |
296 |
297 |
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Water Elemental |
3UU |
Weakness |
B |
Web |
G |
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Summon Elemental | Enchant Creature | Enchant Creature | |||||||
Target creature loses -2/-1. | Target creature gains +0/+2 and can now block flying creatures, though it does not gain flying ability. | ||||||||
Unpredictable as the sea itself, Water Elementals shift without warning from tranquility to tempest. Capricious and fickle, they flow restlessly from one shape to another, expressing their moods with their physical forms. | I didn't think Mammoths could ever hold a candle to a well-trained battle horse. Then one day I turned my back on a drunken soldier. His blow never landed; Mi'cha flung the brute over ten meters. | ||||||||
Illus. © 1994 Jeff A. Menges |
5/4 |
Illus. © 1994 Douglas Shuler | Illus. © 1994 Rob Alexander |
298 |
299 |
300 |
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Wheel of Fortune |
2R |
White Knight |
WW |
White Ward |
W |
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Sorcery | Summon Knight | Enchant Creature | |||||||
All players must discard their hands and draw seven new cards. | Protection from black, first strike | Target creature gains protection from white. | |||||||
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste. | |||||||||
Illus. © 1994 Daniel Gelon | Illus. © 1994 Daniel Gelon |
2/2 |
Illus. © 1994 Dan Frazier |