Magi-Nation ARDERIAL Alaban, Arderial Dream Creature, Energy: 6 Power - Undream: 5: Return any one Creature to its owner's hand. Discard that creature's energy. Rarity: UC Ayebaw, Arderial Dream Creature, Energy: 5 Effect - Double Strike: Ayebaw can attack twice during your turn. Rarity: R Cloud Narth, Arderial Dream Creature, Energy: 2 Power - Healing Rain: Discard Cloud Narth from play. Add its energy to any one Creature or Magi. Power - Healing Storm: Discard both a Pharan and this Cloud Narth from play to add their combined energies plus three to any Creature or Magi. Rarity: C Cyclone Vashp, Arderial Dream Creature, Energy: 4 Power - Cyclone: 1: Discard any one of your Creatures from play. Remove as much energy as that Creature had from any one other Creature in play. Rarity: R Epik, Arderial Dream Creature, Energy: 4 Power - Dream Feast: 1: Discard Epik from play to look at an opponent's hand. Discard up to two Creature cards from that hand. Rarity: UC Lightning Hyren, Arderial Dream Creature, Energy: 5 Power - Shockstorm: 4: Remove one energy from every non-Arderial Creature. Rarity: C Lovian, Arderial Dream Creature, Energy: 4 Effect - Resistance: Non-Arderial spells do not affect Lovian. Rarity: R Orathan Flyer, Arderial Dream Creature, Energy: 5 Energize: 2 Power - Summoning: Orathan Flyer can bring Creatures into play for your Magi. Remove the energy from Orathan Flyer to play the Creature. Effect - Caution: Orathan Flyer may not attack. Rarity: R Orish, Arderial Dream Creature, Energy: 3 Power - Hypnotize: 1: Choose any one player. That player must discard one card at random from his or her hand. Rarity: R Pharan, Arderial Dream Creature, Energy: 3 Power - Healing Rain: Discard Pharan from play to add its energy to any one Creature or Magi in play. Power - Healing Storm: Discard this Pharan and a Cloud Narth from play to add their combined energies, plus three, to any Creature or Magi. Rarity: C Thunder Hyren, Arderial Dream Creature, Energy: 7 Power - Shockstorm: 6: Remove two energy from all non-Arderial Creatures. Power - Replenish: 2: Discard Thunder Hyren from play. Add two energy to each of your Hyren. Rarity: R Thunder Vashp, Arderial Dream Creature, Energy: 2 Power - Thunderclap: Discard Thunder Vashp and any one opposing Creature, with three or less energy, from play. Rarity: C Vellup, Arderial Dream Creature, Energy: 2 Effect - Flock: When you play Vellup, you may search through your deck for another Vellup. Show it to your opponent and put it into your hand. Shuffle your deck. Rarity: R Xyx, Arderial Dream Creature, Energy: 3 Power - Shock: 3: Remove four energy from any Magi in play. Rarity: C Xyx Elder, Arderial Dream Creature, Energy: 6 Power - Shockstorm: 6: Roll one die. Remove that much energy from every non-Xyx Creature. Rarity: UC Xyx Minor, Arderial Dream Creature, Energy: 2 Power - Gathering Clouds: 2: Add four energy to any Xyx. Rarity: C Adis, Arderial Magi, Energy: 15 Energize: 5 Starting: Epik, Orish, Shooting Star Effect - Haunt: If Adis is defeated, each of your opponents must discard three cards. Rarity: UC Jaela, Arderial Magi, Energy: 15 Energize: 5 Starting: Xyx Elder, Lightning, Shooting Star Effect - Spite: If Jaela is defeated, remove one energy from every Creature in play. Rarity: R Lasada, Arderial Magi, Energy: 11 Energize: 6 Starting: Thunder Vashp, Xyx, Shooting Star Effect - Warning: If Lasada is defeated, draw three cards. Rarity: UC Nimbulo, Arderial Magi, Energy: 14 Energize: 5 Starting: Lovian, Fog Bank, Shooting Star Power - Energy Drain: 1: Move one energy from any one Creature in play to any other Creature in play. Rarity: R Ora, Arderial Magi, Energy: 12 Energize: 5 Starting: Xyx Elder, Xyx Minor, Shooting Star Effect - Strengthen: Whenever Ora plays an Arderial Creature, add one additional energy to that Creature. Rarity: R Shimmer, Arderial Magi, Energy: 12 Energize: 5 Starting: Cloud Narth, Pharan, Shooting Star Effect - Creature Bond: If Shimmer has zero energy at the end of your turn, remove one energy from each of your opponent's Creatures in play. Rarity: UC Stradus, Arderial Magi, Energy: 12 Energize: 5 Starting: Lightning Hyren, Lightning, Shooting Star Effect - Defense: Whenever one of your Creatures is attacked, you may remove one energy from the attacking Creature before energy is removed. e." Rarity: UC Arderial's Crown, Arderial Relic Cost: 0 Effect - Strengthen: At the start of your turn, add one energy to any one Creature in play. Rarity: R Cloud Sceptre, Arderial Relic Cost: 0 Power - Mindwinds: 1: Discard any number of cards from your hand. For each card you discard, draw a card. Rarity: UC Eye of the Storm, Arderial Relic Cost: 0 Power - Storm Seeker: Roll one die. 1 = Discard your hand 2,3,4,5 = Nothing happens 6 = Draw five cards, or make any opponent discard their hand. Rarity: UC Mask of Abwyn, Arderial Relic Cost: 0 Effect - Windsight: Your opponent must show you his or her hand. Rarity: UC Storm Ring, Arderial Relic Cost: 0 Effect - Thunder Charge: Whenever one of your Creatures attacks, add one energy to that Creature before energy is removed. If that Creature is a Hyren, instead, add two energy to that Hyren before energy is removed. Rarity: R Eclipse, Arderial Spell Cost: 5 Choose any Magi. That Magi cannot attack during his or her next turn. Rarity: R Fogbank, Arderial Spell Cost: 3 Choose any one Creature in play. That Creature cannot be attacked during your opponent's next two turns. Place this card on the Creature while the spell is in effect. Rarity: UC Lightning, Arderial Spell Cost: 2 Add or remove two energy from any one Creature. Rarity: C Shockwave, Arderial Spell Cost: 5 Discard any one Creature of your choice from play. Rarity: UC Shooting Star, Arderial Spell Cost: 1 Add two energy to any one Arderial Creature in play. Rarity: C Storm Cloud , Arderial Spell Cost: 5 Remove all but one energy from any one Creature in play. Rarity: R Updraft, Arderial Spell Cost: 1 Take any one of your Creatures in play and put it back into your hand. Place its energy back on your Magi. Rarity: C CALD Arbolit, Cald Creature, Energy: 1 Power - Healing Flame: Discard Arbolit from play to add two energy to any Creature in play. Rarity: C Diobor, Cald Creature, Energy: 6 Power - Fireball: 1: Discard Diobor from play. Remove two energy from any one Creature in play. Power - Energy Transfer: X: Add X Energy to your Magi. Rarity: C Drakan, Cald Creature, Energy: 6 Power - Thermal Blast: 3: Roll one die. Remove that much energy from any one Creature in play. Rarity: UC Fire Chogo, Cald Creature, Energy: 2 Power - Heat Storm: 1: Discard Fire Chogo from play to remove one energy from every non-Cald Creature in play. Rarity: C Fire Grag, Cald Creature, Energy: 6 Power - Metabolize: 3: Discard any one of your Creature's from play. Remove twice that Creature's current energy from any other Creature. Rarity: UC Flame Hyren, Cald Creature, Energy: 9 Power - Energy Transfer: Discard Flame Hyren from play to divide its energy among any number of Creatures. Rarity: R Greater Vaal, Cald Creature, Energy: 5 Power - Immolate: 5: Choose any Creature or Magi. Roll two dice. Remove that much energy from the chosen Creature or Magi. Rarity: R Kelthet, Cald Creature, Energy: 4 Power - Consume: 1: Discard any one of your Creatures in play to add its energy to Kelthet. Rarity: C Lava Aq, Cald Creature, Energy: 4 Power - Firestorm: 2: Discard any one of your Creatures from play to remove one energy from all non-Cald Creatures and Magi in play. Rarity: UC Lava Arboll, Cald Creature, Energy: 2 Power - Healing Flame: 2: Discard Lava Arboll from play to add three energy to any one Creature or Magi in play. Rarity: UC Lava Balamant, Cald Creature, Energy: 5 Effect - Charge: If Lava Balamant attacks, add one energy to it before energy is removed. Rarity: UC Magma Hyren, Cald Creature, Energy: 3 Power - Fireball: 1: Remove one energy from any Creature in play. Power - Healing Flame: 1: Add two energy to any one other Creature in play. Rarity: R Quor, Cald Creature, Energy: 4 Effect - Battering Ram: When Quor attacks an opposing Creature, that Creature's Magi loses two energy. Rarity: C Quor Pup, Cald Creature, Energy: 2 Effect - Charge: When Quor Pup attacks, add up to two energy to it from your Magi. te. Rarity: UC Raxis, Cald Creature, Energy: 4 Power - Shatterfire: 1: Discard any one Relic from play, unless the Ralic's Magi pays four energy. Rarity: R Vaal, Cald Creature, Energy: 3 Power - Shield: 1: Vaal is prevented from losing any energy from attacks until the end of your turn. Rarity: R Ashgar, Cald Magi, Energy: 10 Energize: 6 Starting: Arbolit, Quor, Flame Geyser Effect - Nerve: If a Creature directly attacks Ashgar, draw a card. Rarity: R Barak, Cald Magi, Energy: 17 Energize: 4 Starting: Arbolit, Lava Balamant, Thermal Blast Power - Prophecy: Look at the top five cards of your deck. You may put them back in any order you wish. Rarity: R Gar, Cald Magi, Energy: 14 Energize: 5 Starting: Lava Balamant, Fireball, Magma Armor Effect - Strengthen: Before you draw your cards at the end of your turn, add two energy to your Creature with the least energy. If there is a tie, you choose which Creature the energy gets put on. Rarity: UC Grega, Cald Magi, Energy: 10 Energize: 5 Starting: Arbolit, Quor Pup, Fire Flow Power - Thermal Blast: 2: Roll one die. Remove that much energy from any one Creature or Magi in play. Rarity: UC Magam, Cald Magi, Energy: 13 Energize: 5 Starting: Arbolit, Lava Balamant, Flame Control Power - Vitalize: 4: Restore any Creature with less than its starting energy back to its starting energy. Rarity: R Sinder, Cald Magi, Energy: 12 Energize: 5 Starting: Arbolit, Fire Grag, Flame Control Power - Refresh: 1: Add two energy to any one Creature in play. Rarity: UC Valkan, Cald Magi, Energy: 12 Energize: 4 Starting: Arbolit, Quor, Spirit of the Flame Effect - Pyromancy: Any spell that Valkan plays which removes energy from a Creature, removes two additional energy from that Creature. Rarity: UC Gorgle's Ring, Cald Relic, Cost: 0 Power - Wild Fire: Roll one die 1,2,3 = Remove one energy from each of your Creatures in play 4,5 = Remove two energy from any one Creature in play 6 = Remove four energy from any one Magi in play. Rarity: R Heat Lens, Cald Relic Cost: 0 Power - Mind Burn: 2: Look at an opposing Magi's hand. You may choose to discard any one card in that Magi's hand. Rarity: R Magma Armor, Cald Relic Cost: 0 Effect - Defense: Add two energy to your energy each time he or she is attacked. Rarity: C Rod of Coals, Cald Relic Cost: 0 Power - Snuff Out: Discard any one Creature from play that has only one energy on it. Rarity: R Scroll of Fire, Cald Relic Cost: 0 Effect - Pyromancy: Whenever a Spell of yours, or a Power of one of your Creatures removes energy from an opposing Creature, remove one additional energy from that Creature. Rarity: R Fire Flow, Cald Spell Cost: 1 Remove up to four energy from your Magi and add it to any one Creature in play. Rarity: C Fire Ball, Cald Spell Cost: 2 Remove two energy from and Creature or Magi in play. Rarity: C Flame Control, Cald Spell Cost: 1 Rearrange the energy on your Creatures in any way that you want. Rarity: R Flame Geyser, Cald Spell Cost: 7 Remove three energy from every Creature and Magi in play. Rarity: UC Spirit of the Flame, Cald Spell Cost: 1 Discard from your hand any number of Cald Creatures. For each Creature that you discard, add one energy to any one Creature. Rarity: R Syphon Vortex, Cald Spell Cost: X+4 Choose any one opposing Creature in play, and remove X energy from it. Add that energy to your Magi. Rarity: UC Thermal Blast, Cald Spell Cost: 3 Roll one die. Remove that much energy from any Creature or Magi in play. Rarity: C NAROOM Arboll, Naroom Dream Creature, Energy: 3 Power - Life Channel: 1: Discard Arboll from play to add four energy to any Magi. Rarity: C Balamant, Naroom Dream Creature, Energy: 6 Power - Hunt: 2: Remove four energy from any Magi. Rarity: R Balamant Pup, Naroom Dream Creature, Energy: 4 Power - Support: 2: Add two energy to any other Creature. Add one additional energy if it is a Balamant. Rarity: UC Bhatar, Naroom Dream Creature, Energy: 5 Effect - Tunneling Charge: If Bhatar attacks an Underneath Creature, add three energy to Bhatar before energy is removed. Effect - Charge: If Bhatar attacks a non-Underneath Creature, add one energy to Bhatar before energy is removed. Rarity: R Carillion, Naroom Dream Creature, Energy: 4 Effect - Resilience: If Carillion attacks a Creature that starts the attack with less than three energy, carillion loses no energy in the attack. Rarity: C Eebit, Naroom Dream Creature, Energy: 2 Effect - Escape: If Eebit is defeated in an attack, instead of discarding it, put it back into your hand. Rarity: UC Furok, Naroom Dream Creature, Energy: 4 EFFECT - Retrieve: If Furok attacks and loses energy, place half of that energy, rounded up, back on your Magi. Rarity: C Giant Carillion, Naroom Dream Creature, Energy: 8 Power - Stomp: 6: Discard any one Creature from play. Rarity: UC Leaf Hyren, Naroom Dream Creature, Energy: 4 Power - Energy Transfer: X: Add X energy to any other Creature. Rarity: C Plith, Naroom Dream Creature, Energy: 3 Effect - Warning: If Plith is attacked, draw a card. If Evu is your Magi when Plith is attacked, then draw two cards instead. Rarity: C Rudwot, Naroom Dream Creature, Energy: 3 Effect - Trample: If Rudwot attacks a Creature that starts the attack with less than three energy, add two energy to Rudwot before energy is removed.. Rarity: UC Stagadan, Naroom Dream Creature, Energy: 3 Effect - Agility: Stagadan can attack any opposing Magi directly, even if that Magi has Creatures in play. Rarity: R Timber Hyren, Naroom Dream Creature, Energy: 7 Power - Tribute: Take up to five energy from your Magi and place it one Timber Hyren. Rarity: R Twee, Naroom Dream Creature, Energy: 1 Effect - Regrow: If Twee is discarded from play, put the top Creature card in your discard pile into your hand. Rarity: R Vinoc, Naroom Dream Creature, Energy: 3 Power - Generate: Discard any number of cards from your hand. For each card discarded, add one energy to Vinoc. Rarity: C Weebo, Naroom Dream Creature, Energy: 2 Power - Vitalize: 2: restore any one Creature with less than its starting energy to its starting energy. Rarity: C Evu, Naroom Magi, Energy: 15 Energize: 4 Starting: Plith, Furok, Vortex of Knowledge Effect - Lore: Draw one additional card at the end of your turn. Rarity: R Orwin, Naroom Magi, Energy: 16 Energize: 5 Starting: Eebit, Leaf Hyren, Grow Power - recall: 2: Take one card from your discard pile and place it into your hand. Do not draw your two cards at the end of this turn. Each card may only be Recalled once per game. Rarity: R Poad, Naroom Magi, Energy: 13 Energize: 5 Starting: Leaf Hyren, Balamant Pup, Vortex of Knowledge Power - Heroes' Feast: 2: Add one energy to each of your Creatures. Rarity: UC Pruitt, Naroom Magi, Energy: 15 Energize: 5 Starting: Vinoc, Carillion, Grow Power - Refresh: 2: Add three energy to any one Creature. Rarity: UC Tryn, Naroom Magi, Energy: 14 Energize: 5 Starting: Rudwot, Hood of Hiding, Grow Power - Refresh: Add two energy to any Creature. Rarity: UC Wence, Naroom Magi, Energy: 10 Energize: 6 Starting: Arboll, Robe of Vines, Grow Power - Wayfarer's Lore: 2: Draw one card. If you draw a Creature, show it to your opponent and you may draw one additional card at the end of your turn. Rarity: R Yaki, Naroom Magi, Energy: 14 Energize: 5 Starting: Arboll, Weebo, Furok, Grow Effect - Double Strike: All of your Creatures can attack twice each turn. Rarity: UC Book of Life, Naroom Relic Cost: 0 Power - Relearn: 3: Place a Spell from your discard pile onto the top of your deck. Rarity: R Energy Band, Naroom Relic Cost: 0 Power - Charge: 1: Use this Power only before you attack. Add two energy to any one of your Creatures. That Creature must attack this turn, if able. Rarity: R Hood of Hiding, Naroom Relic Cost: 0 Power - Conceal: 4: Your Magi can not be attacked until after your next turn. You may not use this Power two turns in a row. Rarity: UC Orwin's Staff, Naroom Relic Cost: 0 Power - Preordinance: Discard Orwin's Staff from play and discard two cards from your hand to search through your deck for any card. Place that card in your hand without showing it to your opponent. Shuffle your deck. Rarity: R Robe of Vines, Naroom Relic Cost: 0 Effect - Strengthen: Whenever you play a Naroom Creature, add one additional energy to it. Rarity: UC Flood of Energy, Naroom Spell Cost: 2 All cards immediately energize at their normal Energize rate. Rarity: R Grow, Naroom Spell Cost: 3 Roll one die. Add that much energy to any one Creature. Rarity: C Hyren's Call, Naroom Spell Cost: 6 Search through your deck for any Hyren. Put that Hyren into play with full energy. Shuffle your deck. The Hyren cannot attack this turn. Rarity: R Orwin's Gaze, Naroom Spell Cost: 3 Take any card from your discard pile and place it on top of your deck. Rarity: UC Sap of Life, Naroom Spell Cost: 3 Restore any Creature with less than its starting energy back to its starting energy. Rarity: R Tap Roots, Naroom Spell, Cost: 3 Remove up to two energy from any Creature. Add up to two energy to any other Creature. Rarity: C Vortex of Knowledge, Naroom Spell, Cost: 1 All players draw two cards. Rarity: UC OROTHE Abaquist, Orothe Dream Creature, Energy: 1 Power - Possess: Discard Abaquist from play to take control of any Creature that has less energy than Abaquist. Rarity: UC Bwill, Orothe Dream Creature, Energy: 1 Effect - Karma: If Bwill is attacked and defeated, discard the attacking Creature from play. -Korg to Zet Rarity: C Coral Hyren, Orothe Dream Creature, Energy: 4 Effect - Spelltap: Whenever you play an Orothe Spell, add one energy to Coral Hyren. Rarity: R Corf, Orothe Dream Creature, Energy: 3 Power - Final Blow: 3: Choose any one Creature that was attacked this turn. Discard that Creature from play. Rarity: C Deep Hyren, Orothe Dream Creature, Energy: 6 Power - Hurricane: 6: Discard any one of your Creatures from play to remove three energy from every non-Orothe Creature and Magi. Rarity: R Giant Parathin, Orothe Dream Creature, Energy: 10 Power - Interchange: Discard Giant Parathin from play to discard your current Magi and bring another Magi into play face up. Put the discarded Magi on the bottom of your Magi pile face down. You may keep your Relics in play. The new Magi gets energy equal to her/his starting energy. Rarity: R Karak, Orothe Dream Creature, Energy: 5 Power - Steal: 2: Take any one Relic from an opposing Magi and place it under Karak. That Relic connot be played or used by the Relic's owner while it is under Karak. When Karak leaves play, return all Relics under it to their owner's hand. Rarity: UC Megathan, Orothe Dream Creature, Energy: 8 Effect - Feed: Add one energy to Megathan at the end of any turn in which Megathan defeated a Creature. Rarity: R Orathan, Orothe Dream Creature, Energy: 5 Effect - Engulf: If Orathan attacks a Creature with less than three energy at the start of the attack, Orathan gains two energy before energy is removed. Rarity: R Orpus, Orothe Dream Creature, Energy: 3 Effect - Relic Guard: If your opponent discards one of your Relics from play, you may remove one energy from Orpus instead of discarding the Relic. Rarity: C Paralit, Orothe Dream Creature, Energy: 3 Power - Life Channel: 1: Discard Paralit from play. Add five energy to your Magi. Remove one energy from each of your Creatures as well. Rarity: UC Platheus, Orothe Dream Creature, Energy: 6 Power - Soporofoc: 2: Choose an opposing Creature. That Creature connot attack during its owner's next turn. Rarity: R Sea Barl, Orothe Dream Creature, Energy: 4 Power - Lore: 3: Draw two cards. Rarity: C Sphor, Orothe Dream Creature, Energy: 2 Effect - Scavenge: Every time one of your Creatures is discarded from play, add one energy to Sphor. Rarity: C Wellisk, Orothe Dream Creature, Energy: 3 Effect - Dream Barrier: When a Creature is being played, you may discard Wellisk from play. If you do so, also discard the Creature being played and all of the energy used to play that Creature. Rarity: C Wellisk Pup, Orothe Dream Creature, Energy: 2 Effect - Erratic Shield: If Wellisk Pup is attacked, roll one die before energy is removed. 1,2,3,4 = Add three energy to Wellisk Pup 5,6 = Discard Wellisk Pup from play Rarity: C Blu, Orothe Magi, Energy: 14 Energize: 5 Starting: Orathan, Submerge Effect - Artifice: Every time you play a Relic, you may pay one energy to draw a card. Rarity: R Ebylon, Orothe Magi, Energy: 13 Energize: 5 Starting: Orpus, Sea Barl, Submerge Power - Shatterwave: 1: Discard one of an opposing Magi's Relics from play. Rarity: UC Mobis, Orothe Magi, Energy: 16 Energize: 5 Starting: Bwill, Wellisk, Submerge Effect - Legacy: If Mobis is defeated, add three additional energy to your next Magi. Rarity: R O'Qua, Orothe Magi, Energy: 11 Energize: 4 Starting: Orothean Belt, Submerge, Implosion Power - Conjure: 4: Search through your deck for any one Creature to bring into play. Orothe Creatures get four energy. Non-Orothe Creatures get two energy. Rarity: R Orlon, Orothe Magi, Energy: 10 Energize: 6 Starting: Abaquist, Sea Barl, Submerge Effect - Anti-Magic: Any Barl or Wellisk controlled by Orlon cannot be affected by an opposing Magi's Spells. Rarity: UC Orthea, Orothe Magi, Energy: 15 Energize: 5 Starting: Sphor, Paralit, Corf Effect - Salvage: Whenever Orthea loses energy from an opposing Magi's Relic or Spell, you may add that energy to any Orothe Creature. Rarity: UC Whall, Orothe Magi, Energy: 10 Energize: 5 Starting: Deep Hyren, Karak, Submerge Power - Dream Twist: 5: Discard any one of your Creatures from play. Play a Creature from your hand without paying its energy cost. The new Creature has full energy. Rarity: UC Corf Pearl, Orothe Relic Cost: 0 Power - Weathercall: Roll one die. 1,2,3 = Remove three energy from your Magi 4,5 = Remove two energy from any one Creature 6 = Add three energy to any one Creature Rarity: UC Hubdra's Spear, Orothe Relic Cost: 0 Power - Stab: 4: If an opposing Magi has no Creatures in play, you may discard Hubdra's Spear from play to remove all but one energy from that Magi. Rarity: R Orothean Belt, Orothe Relic Cost: 0 Effect - Hydromancy: Every Spell of yours that adds energy to a Creature adds one additional energy. Rarity: UC Orothean Gloves, Orothe Relic Cost: 0 Effect - Empower: Each of the Powers on your Creatures cost one less energy to use, to a minimum of one. e Rarity: R Orothean Goggles, Orothe Relic Cost: 0 Power - Foresight: Look at the top two cards of your deck. You may discard either of these cards, or put them back on top of your deck in any order. Rarity: UC Entangle, Orothe Spell Cost: 3 Choose any Magi. That Magi cannot play any spells during his or her next turn. Rarity: R Implosion, Orothe Spell Cost: 1 Discard any number of Orothe cards from your hand. Remove one energy from any one Creature or Magi from play for every card that you discarded. Rarity: C Submerge, Orothe Spell Cost: 2 Add three energy to any one Orothe Creature in play. Rarity: C Tidal Wave, Orothe Spell Cost: 4 Discard any one Creature of your choice from play. For an additional four energy you may discard a second Creature from play. s" Rarity: UC Typhoon, Orothe Spell Cost: 8 Roll one die. remove that much energy from each non-Orothe Deep Creature in play. Rarity: R Undertow, Orothe Spell, Cost: 5 Discard any one Creature from play. That Creature's owner shuffles that Creature back into his or her deck. Rarity: UC Will of Orothe, Orothe Spell Cost: 6 During your opponent's next turn, your opponent's Creatures may not use Powers. You also choose whether or not they attack and which Creatures they attack (A Creature may not attack another creature controlled by the same Magi). Rarity: R THE UNDERNEATH Agovo, Underneath Dream Creature, Energy: 4 Power - Lore: 2: Draw a card. Rarity: UC Bisiwog, Underneath Dream Creature, Energy: 3 Effect - Tunneling Attack: Bisiwog can attack while it is Burrowed. Rarity: C Brub, Underneath Dream Creature, Energy: 2 Power - Scrub: Discard any Korrit from play. If you control the Korrit, add its energy to Brub. Rarity: C Cave Hyren, Underneath Dream Creature, Energy: 5 Power - Energy Transfer: X: Add X energy to any other Creature. ed. Rarity: R Cave Rudwot, Underneath Dream Creature, Energy: 3 Effect - Defense: If Cave Rudwot is attacked, add two energy to it before energy is removed. Rarity: C Crystal Arboll, Underneath Dream Creature, Energy: 2 Power - Healing Light: 1: Discard Crystal Arboll from play to add two energy to any Underneath Creature. Rarity: C Giant Korrit, Underneath Dream Creature, Energy: 5 Effect - Pack Hunt: Giant Korrit can join in an attack when one of your Creatures attacks. Giant Korrit removes energy from the defending Creature after the defending Creature removes energy from the attacking Creature, but loses no energy itself. This counts as Giant Korrit's attack for this turn. Rarity: R Giant Parmalag, Underneath Dream Creature, Energy: 5 Power - Withdraw: 3: Giant Parmalag cannot be attacked until your next turn is over. Rarity: R Giant Vulbor, Underneath Dream Creature Energy: 4 Power - Mind Shock: 2: Remove four energy from any one Creature. That Creature's Magi may discard up to two cards. For each card discarded, remove two less energy. Rarity: UC Gum-Gum, Underneath Dream Creature, Energy: 2 Effect - Slide: If Gum-Gum is attacked, you may switch it with any other Creature you control before energy is removed. Rarity: C Korrit, Underneath Dream Creature, Energy: 3 Effect - Pack Hunt: Korrit can join in an attack when another one of your Creatures attacks. Korrit removes energy from the defending creature after the defending Creature removes energy from the attacking Creature, but loses no energy itself. This counts as Korrit's attack. Rarity: UC Mushroom Hyren, Underneath Dream Creature, Energy: 7 Power - Sanctuary: 1: Return any one of your Creatures to your hand. Place that Creature's energy on your Magi. Rarity: UC Ormagon, Underneath Dream Creature, Energy: 10 Power - Devastate: 10: Discard all non-Underneath Creatures from play. Rarity: R Pack Korrit, Underneath Dream Creature, Energy: 1 Power - Morale: 1: Add one energy to all other Korrits. Rarity: C Parmalag, Underneath Dream Creature, Energy: 3 Power - Shield: 1: Parmalag is prevented from losing any energy from attacks until the end of your turn. Rarity: C Vulbor, Underneath Dream Creature, Energy: 3 Power - Mind Shock: 2: Force any Magi to discard two cards of her/his choice from her/his hand. Rarity: R Fossik, Underneath Magi, Energy: 10 Energize: 5 Starting: Crystal Arboll, Parmalag, Bottomless Pit Effect - Strengthen: At the end of your turn, you can choose to add three energy to any one Creature instead of drawing one of your two cards. Use this Effect only once per turn. Rarity: UC Gogor, Underneath Magi, Energy: 13 Energize: 5 Starting: Digging Goggles, Crystal Arboll, Cave Rudwot Power - Gravel Storm: 4: Roll one die. Remove that much energy from every Creature. This does not affect Creatures that are Burrowed. Rarity: UC Gruk, Underneath Magi, Energy: 13 Energize: 5 Starting: Agovo, Crystal Arboll, Gloves of Crystal Power - Undream: 1: return any one of your Creatures to your hand. Place that Creature's energy on Gruk. Rarity: UC Motash, Underneath Magi, Energy: 16 Energize: 4 Starting: Crystal Arboll, Mushroom Hyren, Digging Goggles Effect - Escape: All of your Creatures that are attacked and defeated are returned to your hand instead of your discard pile. Rarity: R Strag, Underneath Magi, Energy: 13 Energize: 5 Starting: Giant Parmalag, Gum-Gum, Bottomless Pit Effect - Defense: Whenever one of your Creatures is attacked, add one energy to that Creature before energy is removed. Rarity: UC Trug, Underneath Magi, Energy: 9 Energize: 5 Starting: Giant Parmalag, Crystal Arboll Power - Cataclysm: 15 Discard ALL cards in play, including Magi. Rarity: R Ulk, Underneath Magi, Energy: 12 Energize: 6 Starting: Korrit, Gum-Gum, Burrow Effect - Strengthen: At the start of your turn add one energy to each of your Korrits. Rarity: R Amulet of Ombor, Underneath Relic Cost: 0 Power - Energy Boost: Roll one die 1,2,3 = Add one energy to each of your opponent's Creatures 4,5 = Add two energy to any one Creature 6 = Add four energy to any one Creature Rarity: R Digging Goggles, Underneath Relic Cost: 0 Effect: Tunneling Attack: All of your Creatures can attack while they are Burrowed. Rarity: UC Gloves of Crystal, Underneath Relic Cost: 0 Effect - Strengthen: Every time you play an Underneath Creature, you may take one extra energy from your Magi and add it to that Creature. If the Creature is a Bisiwog, you can move two energy to it instead of one. Rarity: R Motash's Staff, Underneath Relic Cost: 0 Effect - Dreamcatch: If one of your Creatures is returned to your hand, place its energy back on your Magi instead of discarding it. Rarity: R Staff of Korrits, Underneath Relic Cost: 0 Effect - Korrit Charge: When any Korrit you control joins in an attack with another Creature, add one energy to that Korrit before energy is removed. Rarity: R Bottomless Pit, Underneath Spell Cost: 3 Discard from play any one Creature with less than five energy. Rarity: UC Burrow, Underneath Spell Cost: X+1 Choose any one of your Creatures. For X turns that Creature cannot lose more than two energy per turn from attacks or your opponent's Powers or Spells. X cannot be more than four. A Creature that is Burrowed cannot attack. Rarity: C Carnivorous Cave, Underneath Spell Cost: 3 Remove one energy from every Creature and Magi. Burrowed Creatures are not affected. Rarity: C Cave In, Underneath Spell Cost: 4 Remove one energy from all non-Underneath Creatures and Magi. Arderial Creatures and Magi lose one additional energy. Rarity: R Enrich, Underneath Spell Cost: 1 Add three energy to any Creature that is Burrowed. Rarity: UC Ground Breaker, Underneath Spell Cost: 3 Roll one die. Remove that much energy from any one Magi. Rarity: UC Thunderquake, Underneath Spell Cost: X Remove a total of X energy from any combination of Creatures. X cannot be more than 10. Rarity: R UNIVERSAL Colossus, Universal Dream Creature, Energy: 12 Effect - Anti-Magic: Powers and Spells that specifically remove Creatures from play do not affect Colossus. Your Effects, Powers, and Spells may not add energy to Colossus or prevent Colossus from losing energy. Rarity: UC Ancestral Flute, Universal Relic Cost: 0 Power - Song of the Family: 2: Discard Ancestral Flute from play to search your deck for up to two copies of any Creature that you have in play. Reveal them abd take them into your hand. Shuffle your deck afterward. Rarity: UC Baloo Root, Universal Relic Cost: 0 Power - Nourish: Discard Baloo Root from play to add one energy to any Creature. Rarity: C Book of Ages, Universal Relic Cost: 0 Power - Lore: 2: draw one additional card at the end of your turn. Rarity: UC Channeler's Gloves, Universal Relic Cost: 0 Power - Channeling: Discard two cards from your hand. Add two energy to your Magi. Rarity: UC Dream Balm, Universal Relic Cost: 0 Power - Vitalize: 4: Discard Dream Balm from play. Restore any Creature with less than its starting energy to its starting energy. Rarity: C Mirror Pendant, Universal Relic Cost: 0 Power - Auraflection: X: This Power is treated as an exact copy of any Power on your Magi. X is the cost of the Magi's Power plus two. Rarity: UC Relic Mirror, Universal Relic Cost: 0 Effect - Trick Image: If your opponent discards one of your Relics from play, you may have relic Mirror discarded in its place. Rarity: UC Relic Stalker, Universal Relic Cost: 0 Power - Pound Pound Pound: Discard Relic Stalker from play. Discard any one other Relic of your choice from play. Rarity: C Ring of Secrets, Universal Relic Cost: 0 Effect - Tinker: Whenever you play a Relic, add one energy to any one Creature in play. Rarity: UC Robe of the Ages, Universal Relic Cost: 0 Effect - Ancestral Favor: Each Spell you play costs one less energy, to a minimum of one. Rarity: UC Staff of Hyren, Universal Relic Cost: 0 Effect - Strengthen: Whenever you play a Hyren, add one additional energy to it. Rarity: C Syphon Stone, Universal Relic Cost: 0 Power - Syphon: Discard Syphon Stone from play to remove one energy from any one Creature in play. Rarity: C Warrior's Boots, Universal Relic Cost: 0 Power - Warpath: Discard Warrior's Boots from play to play a Creature at any point in your turn. You must still transfer the Creature's starting energy from your Magi to the Creature. Rarity: UC Water of Life, Universal Relic Cost: 0 Effect - Invigorate: Add one additional energy to your Magi when you Energize at the start of your turn. Rarity: UC