

Diabolic Intent - A cheap tutor capable of fetching any card in your library for the low cost of and the sacrifice of a creature.Bog Down is strictly better than Mind Rot.Green Wizards with two allied-color costs abilities. Red Wizards with two allied-color costs abilities. White Wizards with two allied-color costs abilities.īlue Wizards with two allied-color costs abilities.īlack Wizards with two allied-color costs abilities. Įach of these uncommon modal instants requires three colors of mana to play and has a converted mana cost of 3, its colors corresponding to one of the legendary dragons from Invasion.Įach of these uncommon triple lands must be sacrificed when it comes into play unless you to return a non-Lair land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the legendary dragons from Invasion.Įach of these rare spells requires three colors of mana to cast. Įach of these uncommon wizard creatures has a mana cost of M and has one kicker cost for each of its allied colors. stands out by having a tribal enchantment instead of a creature.Įach of these rare noncreature spells have a mana cost comprising of two allied colors.Įach of these common creatures has a mana cost of M and reduces the casting costs of allied color spells you play by. The following creature types are used in this expansion but also appear in previous sets: Beast, Cat, Crocodile, Dragon, Drake, Dryad, Elemental, Elf, Goblin, Griffin, Hound, Imp, Insect, Kavu, Lord (later changed to Zombie), Merfolk, Minotaur, Shapeshifter, Soldier, Specter, Spider, Toad (later changed to Frog), Treefolk, Wall, Wizard, Wurm, Zombie.Įach of these spells has "Draw a card" as a secondary effect.Įach of these common spells has the kicker mechanic with the sacrifice of one or two lands as a cost.Įach of these rare enchantments has a mana cost of M, has an activated ability that forces your opponent to reveal a card at random from his or her hand and creates an effect based on that card's converted mana cost, and depicts one of the planeswalkers gathered by Urza to aid him in the Invasion storyline.Įach of these common spells has a mana cost that includes one mana each of two allied colors.Įach of these common allied-colored creatures has the Gating mechanic.Įach of these uncommon allied-colored creatures has the Gating mechanic.Įach of these rare creature spells have a mana cost comprising of two allied colors. The following creature types are introduced in this expansion: Phelddagrif. Planeshift expands upon the Kicker keyword introduced in Invasion by having other costs besides mana. It is generally attached to an undercosted creature, when that creature comes into play, gating requires the player to return a creature they control to their hand. Planeshift introduced the Gating mechanic. The set was accompanied by the novel of the same name.Ī 1/1 Spirit Token with Flying for March of Souls was released as a Magic Player Reward. This was a Questing Phelddagrif printed with ancient Greek text. The cards were sold in 15-card boosters which had artwork from Draco, in four preconstructed theme decks, and a fat pack. As the struggle rages, portions of the artificial plane Rath begin appearing in Dominaria, bringing hordes of Phyrexian reinforcements into the battle.
#Planeshift magic full
A creature so transported must find its own way back to your current plane of existence.The Phyrexian invasion is in full swing, and despite some early victories, Urza and the armies of Dominaria are losing. If the creature fails the save, it is transported to a random Location on the plane of existence you specify. On a hit, the creature must make a Charisma saving throw. Choose a creature within your reach and make a melee spell Attack against it. You can use this spell to banish an unwilling creature to another plane. If the Teleportation Circle is too small to hold all the Creatures you transported, they appear in the closest unoccupied spaces next to The Circle. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across The Sea of Fire, at the DM's discretion.Īlternatively, if you know the sigil sequence of a Teleportation Circle on another plane of existence, this spell can take you to that circle.

You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of The Nine Hells, and you appear in or near that destination. You and up to eight willing Creatures who link hands in a circle are transported to a different plane of existence.
