Most Recent Printing (MRP)

 

The list below is a complilation of all cards that have had at least one of the of the following happen:

  1. The card was reprinted either in the Unlimited printing of the Base Set, as a Promotional card, or in another Expansion Set and was worded and/or functions differently than the original version (The newest print is considered the Current version of the card).

  2. The Design and/or Rules Team made either a functional change to a card (Errata) or a Clarification to how a card works for the Magi-Nation Duel CCG. This is usually presented as a MRP announcement or in a Rules Digest found on the MND Yahoogroup (www.groups.yahoo.com/group/MagiNation/).

  3. The card was printed as a preview card for a future Expansion Set or Preview Deck and the final version differs from the preview card (In which case, the final version would be considered the Current version of the card).

List Updates: 9/29/03

  • Adding the Clarification to Dark Furok
  • Adding the Clarification to Drought
  • Adding the Clarification to Furok
  • Adding the Clarification to Mowat
  • Adding the Clarification to Orok

General List Information:

  • Card changes are indicated in blue.
  • Change:  indicates what has been changed if there is no colored wording or further clarification is needed.
  • Source:  indicates where the current version can be referenced.
  • Affects:  indicates what Set(s) the MRP/Errata or Clarification affects.

References to any Rules Digest can be found on the Regular, Playtest, or Tournament Director MND Yahoogroups.

References to the old Magi-duel.com Rules Compendium, as well as links to the Rules Digests located on the Regular MND Yahoogroup, can be found on the MN Digest Links page at mndigest.shadowdragon.net.

Any card that is of multiple Regions will be listed in each Region's section.

Every listing, along with the Set id, will have a C (Clarification), E (Errata), or R (Reprint) to indicate what kind of ruling was made to the card. If a card had multiple rulings made, each ruling type will be indicated.

Any Magi listed that has cards in () on the STARTING line are cards that have STARTING: (Magi's Name) or (Any of that Region's Magi) printed on that actual card.

Any changes from the demo cards, GenCon 2000, are not included.




Arderial

Abwyn's Quill - Arderial Relic - Cost: 0 (AW)(E)
Effect - Overwrite: Once per turn, as a player plays a Spell or uses a Power that specifies one or more regions, before any choices are made, you may discard two energy from your Magi. If you do, change one of the specified regions to a region of your choice. Overwrite only affects this use of the Spell or Power.
Change: Overwrite can only be used once a turn. Clarified duration.
Source: 2i Design Team
Affects: Awakening

Alaban Gloves - Arderial Relic - Cost: 0 (AW)(E)
Power - Undream: (3) Choose a Creature in play. Return the chosen Creature to its owner's hand. Place that Creature's energy on its current Magi. If this is your Magi, you cannot add energy to your Magi beyond the Creature's printed starting energy.
Change: Undream's text has been adjusted to proper text templating rules.
Source: 2i Design Team, Rules Digest 08/30/02
Affects: Awakening

Bubble Xyx - Arderial/Orothe Creature - Starting Energy: 3 (ND)(E)
Power - Burst: (2) Discard two energy from your Magi to draw three cards. Burst may not be used the turn Bubble Xyx is played.
STARTING: Stradus
Change: A delay of one turn to use Burst, as well as making Burst unavailable to Sorreah's Dream.
Source: 2i Design Team
Affects: Nightmare's Dawn

Cloud Narth - Arderial Dream Creature - Starting Energy: 2 (BS)(E)
Power - Healing Rain: Choose any one Creature or Magi in play. Move up to two energy from Cloud Narth to the Chosen Creature or Magi. Discard Cloud Narth from play.
Power - Healing Storm: Choose any one Creature or Magi and one of your Pharans in play. Move up to the chosen Pharan's printed starting energy from the Pharan to the chosen Creature or Magi. Move up to two energy from Cloud Narth to the chosen Creature or Magi. Add three energy to the chosen Creature or Magi. Discard both the chosen Pharan and Cloud Narth from play.
Change: A maximum move limit of two energy from Cloud Narth has been made for Healing Rain and Healing Storm. A maximum of the chosen Pharan's printed starting energy has been added for Healing Storm.
Source: 2i Design Team
Affects: Unlimited, Limited

Cloud Sceptre - Arderial Relic - Cost: 0 (BS)(E)
Power - Mindwinds: (1) Discard up to five cards from your hand to draw the same number of cards.
Change: A maximum limit of 5 cards has been set for Mindwinds.
Source: 2i Design Team
Affects: Unlimited, Limited

Eclipse - Arderial Spell - Cost: 5 (BS)(R)
Choose any one Magi in play. The Chosen Magi's Creatures cannot attack during that Magi's next turn.
Change: Eclipse has been clarified that it's the chosen Magi's Creatures that can not attack.
Source: The Unlimited version is the MRP of Eclipse.
Affects: Limited

Eye of the Storm - Arderial Relic - Cost: 0 (BS)(E)
Power - Storm Seeker: Roll a die. You cannot use other cards to alter the die roll.
1 = Discard your hand.
2, 3, 4 or 5 = do nothing.
6 = Draw five cards.
Change: Removal of the discard/lock potential and restriction that the die roll may not be altered.
Source: 2i Design Team
Affects: Unlimited, Limited

Grand Epik - Arderial Dream Creature - Starting Energy: 5 (DE)(E)
Effect: Reduce your Magi's Energize by two.
Effect - Dream Binge: Whenever an Arderial Magi energizes, add an equal amount of energy to Grand Epik.
Change: Mind Feast's name has been removed and is now considered a nameless Effect.
Source: 2i Design Team
Affects: Dream's End

Hurricane Orish - Arderial/Orothe Dream Creature - Starting Energy: 5 (ND)(E)
Effect - Spell Drain: Once per turn, when an opponent plays a Relic or Spell, add three energy to your Magi. Only one Spell Drain may be used for each Spell or Relic played.
Change: An addition of only one Spell Drain can trigger per Spell or Relic played.
Source: 2i Design Team
Affects: Nightmare's Dawn

J'lith - Arderial Dream Creature – Starting Energy: 2 (AW, 2001 Demo)(E,R)
Effect - Collector: Whenever any player plays a Relic, once per turn, add two energy to J'lith.
Effect - Coveting: If you ever have no Relics in play, discard J'lith from play.
Change: Collector triggers once a turn.
Source: The 2001 Arderial Demo Pack version is the MRP of J'lith.
Affects: Awakening

Mask of Abwyn - Arderial Relic - Cost: 0 (BS)(R)
Power - Windsight: Choose any one opponent. The chosen opponent shows you his or her hand.
Change: Windsight has been changed from an Effect to a Power and worded appropriately.
Source: The Unlimited version is the MRP of Mask of Abwyn.
Affects: Limited

Pharan - Arderial Dream Creature - Starting Energy: 3 (BS)(E)
Power - Healing Rain: Choose any one Creature or Magi in play. Move up to three energy from Pharan to the chosen Creature or Magi. Discard Pharan from play.
Change: A maximum move limit of three energy from Pharan has been made for Healing Rain
Source: 2i Design Team
Affects: Unlimited, Limited

Sandswirl - Arderial/d'Resh Spell - Cost: X (ND)(E)
Choose any one opposing Creature or Magi in play. Attach Sandswirl to the chosen Creature or Magi. For X turns, beginning with the current turn, as long as Sandswirl remains attached, the chosen Creature or Magi cannot use any Powers or Effects and loses one additional energy in attacks. After X turns have passed, discard Sandswirl from play.
Change: Sandswirl only affects opposing Creatures. Sandswirl also now attaches to the target Creature or Magi. Duration of Sandswril has also been clarified.
Source: 2i Design Team
Affects: Nightmare's Dawn

Spray Narth - Arderial/Orothe Dream Creature - Starting Energy: 3 (ND)(E)
Effect - Congregate: As you play Spray Narth, if you have at least two Creatures in play, one of which is Arderial and another one of which is Orothe, ignore Spray Narth's cost. You can only play one Spray Narth in this way per turn.
Power - Healing Storm: Choose any one Creature or Magi and one of your Pharans in play. Move the chosen Pharan's printed starting energy to the chosen Creature or Magi. Move up to three energy from Spray Narth to the chosen Creature or Magi. Add three energy to the chosen Creature or Magi. Discard both the chosen Pharan and Spray Narth from play.
Change: Congregate now requires 2 separate Creatures (one Arderial, one Orothe) to be in play, as well as only being able to use Congregate once per turn. A maximum move limit of three energy from Spray Narth has been made for Healing Storm. A maximum of the chosen Pharan's printed starting energy has been added for Healing Storm. Discard both the chosen Pharan and Spray Narth from play.
Source: 2i Design Team
Affects: Nightmare's Dawn

Stradus – Arderial Magi – Starting Energy/Energize: 12/5 (BS)(R)
STARTING: Lightning Hyren, Lightning, Shooting Star (Bubble Xyx)
Effect - Backlash: Whenever one of your Creatures is attacked, you may discard one energy from the attacking Creature before energy is removed.
Change: Stradus' Effect name has been changed from Defense to Backlash.
Source: The Unlimited version is the MRP of Stradus.
Affects: Limited

Tranquility – Arderial Spell – Cost: 2 (AW, 2001 Promo)(R) Until the beginning of your next turn, all Spells, Powers, and Effects that discard energy instead discard no energy. Draw one additional card during your Draw Step this turn.
Change: Tranquility prevents just energy discard, not the playing of Spells or use of Powers or Effects.
Source: The 2001 Arderial Demo pack version is the MRP of Tranquility.
Affects: Awakening

Updraft - Arderial Spell - Cost: 1 (BS)(E)
Choose any one of your Creatures in play. Return the chosen Creature its owner's hand. Add energy to your Magi equal to the Creature's printed starting energy or current energy, whichever is less.
Change: Updraft's text has been adjusted to proper text templating rules.
Source: 2i Design Team, Rules Digest 08/30/02
Affects: Unlimited, Limited

Voice of the Storm - Arderial/Orothe Magi - Alternate Orthea - Starting Energy/Energize: 13/5 (ND)(C)
STARTING: Hurricane Orish, one Arderial or Orothe Relic
Effect - Diplomacy: When you play a Creature, if it is Arderial and you have an Orothe Creature in play, reduce the played Creature's cost by one. Or, if the Creature played is Orothe and you have an Arderial Creature in play, reduce the played Creature's cost by one. Diplomacy may not reduce a Creature's cost to less than one, and may not reduce its cost by more than one.
Change: Diplomacy has been clarified to allow only a cost reduction of one energy when a Creature is played and fulfills the requirements for Diplomacy.
Source: Rules Digest 11/11/02
Affects: Nightmare's Dawn

Warlum – Arderial Dream Creature – Starting Energy: 3 (AW, 2001 Promo)(R)
Power – Materialize: Choose any one player. Discard Warlum from play. Search the chosen player’s deck for any one Relic that you can normally play and play it without paying any costs. Shuffle the deck. Arderial and Orothe Shadow Magi may play Warlum.
Change: You can only play Relics of your Magi's Region or that are Universal with Materialize.
Source: The 2001 Arderial Demo pack version is the MRP of Warlum.
Affects: Awakening

Bograth

Blygt - Bograth Magi - Magnificent Remembering Guy - Starting Energy/Energize: 13/5 (ND)(E)
STARTING: Moob, Moss Quido, Swamp Weebo
Power - Waking Dreams: (3) Choose up to three different Bograth Creatures in your discard pile. An opposing player of your choice chooses one of the three Creatures. Shuffle the chosen Creature into your deck. Play each of the other two Creatures with one energy instead of their normal starting energy. Those Creatures cannot attack this turn.
Change: The Creature chosen by the opposing player is shuffled into the deck instead of placed back in the discard pile.
Source: 2i Design Team
Affects: Nightmare's Dawn

Bog Stench - Bograth Spell - Cost: 1 (ND)(C)
Until the end of your next turn, whenever one of your Spells, Powers, or Effects counts the number of Creatures or Bograth Creatures you have in play, increase the total by two.
Change: Bog Stench has been clarified for intent.
Source: Rules Digest 10/23/02
Affects: Nightmare's Dawn

Creeping Chill - Bograth/Kybar's Teeth Spell - Cost: 2 (ND)(E)
Until the end of your next turn, as one of your Kybar's Teeth Creatures is attacked, it gains three energy if you control at least one Bograth Creature and as one of your Bograth Creatures attacks, it gains three energy if you control at least one Kybar's Teeth Creature.
Change: A Kybar's Teeth Creature only gains three energy, regardless of the number of Bograth Creatures you have in play, when its attacked. A Bograth Creature only gains three energy, regardless of the number of Kybar's Teeth Creatures you have in play, when its attacked.
Source: 2i Design Team, Rules Digest 3/04/03
Affects: Nightmare's Dawn

Emlob - Bograth Magi - Obsessive Detailer - Starting Energy/Energize: 13/5 (ND)(C)
STARTING: Mist Hyren, Quido Swarm, Tar Hyren
Effect - Imaginary Friends: Whenever one of your Spells, Powers, or Effects counts the number of Creatures or Bograth Creatures you have in play, increase the total by three.
Change: Imaginary Friends has been clarified for intent.
Source: Rules Digest 10/23/02
Affects: Nightmare's Dawn

Furlosk - Bograth/Naroom Dream Creature - Starting Energy: 7 (Promo)(E)
Effect - Swamp Lore: Once per turn, when you play another Bograth Creature, draw a card.
Effect - Forest Power: Once per turn, when you play another Naroom Creature, add two energy to your Magi.
Effect - Companionship: If you do not have another Bograth or Naroom Creature in play, discard Furlosk from play.
Change: Companionship now requires either a Bograth or Naroom Creature to be in play instead of both.
Source: 2i Design Team
Affects: Furlosk Limited Card

Moob - Bograth Dream Creature - Starting Energy: 1 (ND)(E)
Power - Retrieve: (3) Discard Moob from play. Add one energy to your Magi for Each of your Bograth Creatures in play. Use this Power before your Attack Step.
Change: Retrieve's Cost has been increased to 3 and can only be used in the first P/R/S Step. Also the copy of Moob found in the Bograth Starter deck (ND) is printed on a Relic template with the art for Statement of Core Values.
Source: 2i Design Team
Affects: Nightmare's Dawn

Moss Quido - Bograth Dream Creature - Starting Energy: 3 (ND)(E)
Power - Dark Secrets: Discard Moss Quido from play. Draw cards equal the number of your Bograth or Core Creatures in play, whichever is greater, to a maximum of four. Use this Power only before the Attack Step.
Change: A maximum limit of four cards can be drawn through Dark Secrets.
Source: 2i Design Team
Affects: Nightmare's Dawn

Mydra Swarm - Bograth/Paradwyn Spell - Cost: 2 (ND)(E)
Choose a Magi. If you have four or more Bograth and/or Paradwyn Creatures in play, the chosen Magi's player cannot draw any cards outside of their Draw Step on their next turn.
Change: If you have a combination of four or more Bograth or Paradwyn Creatures, Mydra Swarm's requirement is met. There must be a Magi face up to be affected by Mydra Swarm. Mydra Swarm does not prevent that player from drawing cards in the Draw Step.
Source: 2i Design Team
Affects: Nightmare's Dawn

Obgren - Bograth Magi - Mistkeeper - Starting Energy/Energize: 12/6 (ND)(E)
STARTING: Swamp Hyren, Bog Stone, Staff of Keepers
Effect - Delusions: Once per turn, as you play a Spell or uses a Power that specifies Bograth or Core, before any choices are made, you may change one of the references to Bograth or Core to a region of your choice.
Change: Delusions can only be used once a turn.
Source: 2i Design Team
Affects: Nightmare's Dawn

Cald

Barak – Cald Magi – Starting Energy/Energize: 17/5 (BS)(R)
STARTING: Arbolit, Lava Balamant, Thermal Blast (Barak's Ring)
Power – Prophecy: Look at the top four cards of your deck. Replace them in any order you wish
Change: Barak's Energize was increased to five and the number of cards looked at with Prophecy is four.
Source: The Unlimited version is the MRP of Barak.
Affects: Limited

Diobor - Cald Dream Creature - Starting Energy: 6 (BS)(R,E)
Power - Fireball: Choose any one Creature in play. Discard Diobor from play. Remove two energy from the chosen Creature.
Power - Energy Transfer: Move up to six energy from Diobor to your Magi.
Change: A one energy cost for Fireball was removed (Unlimited Print). A maximum move limit of six energy from Diobor has been made for Energy Transfer (Errata).
Source: 2i Design Team
Affects: Unlimited, Limited

Diomant - Cald Dream Creature - Starting Energy: 6 (DE)(E)
Power - Flame Hunt: Choose any one Magi in play. Discard Diomant from play to discard four energy from the chosen Magi.
Power - Energy Transfer: Move up to six energy from Diomant to your Magi.
Change: A maximum move limit of six energy from Diomant has been added to Energy Transfer.
Source: 2i Design Team
Affects: Dream's End

Fire Chogo - Cald Dream Creature - Starting Energy: 2 (BS)(R)
Power - Heat Storm: Discard Fire Chogo from play to discard one energy from each non-Cald Creature in play.
Change: A one energy cost for Heat Storm was removed.
Source: The Unlimited version is the MRP of Fire Chogo.
Affects: Limited

Giant Arboll - Cald Dream Creature - Starting Energy: 4 (DE)(E)
Effect - Tinder: When one of your Spells or Powers discards energy from one or more opposing Creatures, add one energy to Giant Arboll.
Power - Healing Flame: Choose any one Creature or Magi in play. Move up to six energy from Giant Arboll to the chosen Creature or Magi.
Change: A maximum move limit of six energy from Giant Arboll has been added to Healing Flame.
Source: 2i Design Team
Affects: Dream's End

Greater Vaal - Clad Dream Creature - Starting Energy: 5 (BS)(R)
Power - Immolate: (5) Roll two dice. Choose any one Creature or Magi in play. Discard energy equal to the dice total from the chosen Creature or Magi.
Change: The order of how Immolate is resolved was changed from Limited to Unlimited. Limited had the Creature or Magi choice first, then the dice roll. Unlimited reversed that order.
Source: The Unlimited version is the MRP of Greater Vaal.
Affects: Limited

Kelthet - Cald Dream Creature - Starting Energy: 4 (BS)(R)
Power - Consume: (1) Choose any one of your Creatures in play. Move all of the chosen Creature's energy to Kelthet.
Change: The energy given to Kelthet from the chosen Creature is now from a Move statement.
Source: The Unlimited version is the MRP of Kelthet.
Affects: Limited

Scroll of Fire – Cald Relic – Cost: 0 (BS, 2001 Demo)(R)
Effect – Pyromancy: Whenever you play a Spell or use a Power on one of your Creatures that discards energy from an opposing Creature, remove one additional energy from each of those Creature.
Change: It has been ruled that if one of your Spells or one of your Creature's Powers affects multiple Creatures, all Creatures are affected by Pyromancy.
Source: The 2001 Cald Demo version pack is the MRP of Scroll of Fire.
Affects: Unlimited, Limited

Spirit of the Flame - Cald Spell - Cost: 1 (BS)(R)
Choose any one Creature in play. Discard X Cald Creatures from your hand. Add X energy to the chosen Creature.
Change: Spirit of the Flame's text was templated and clarified for intent in the Unlimited print.
Source: The Unlimited version is the MRP for Spirit of the Flame.
Affects:Limited

Syphon Vortex – Cald Spell – Cost: X+4 (BS, 2001 Demo)(R)
Choose any one Creature in play. Move X energy from the chosen Creature to your Magi.
Change: Clarification as to how Syphon Vortex is played.
Source: The 2001 Cald Demo pack version is the MRP of Syphon Vortex.
Affects: Unlimited, Limited

Core

Corathan - Core Dream Creature - Starting Energy: 5 (ND)(E)
Effect - Betrayal: Once per turn, whenever you gain control of an opposing card, choose any one Core or Orothe card in your discard pile and place it into your hand. Only one Betrayal may be used for each card you gain control of.
Orothe Magi can play Corathan.
Change: Only one Betrayal will trigger per card theft.
Source: 2i Design Team
Affects: Nightmare's Dawn

Dark Furok - Core Dream Creature - Alternate Furok - Starting Energy: 6 (DE Promo, DE)(C)
Effect - Revile: As Dark Furok attacks and loses energy, discard half that amount of energy, rounded down, from any one Creature in play. Naroom Magi may play Dark Furok.
Change: Revile has been reworded to the "As" trigger.
Source: Rules Digest 09/16/03
Affects: Naroom/Core GenCon 2001 Preview Deck, Dream's End

Dryte Fiend - Core Dream Creature – Starting Energy: 5 (AW)(C)
Effect - Condemn: At the beginning of each of your opponent's turns, you may choose any one Creature in play. Until the end of that opponent's turn, each time the chosen Creature loses energy as a result of Powers, Spells, or attacks, discard three energy from that Creature. Cald Magi may play Dryte Fiend.
Change: Clarification that energy costs to use Powers does not trigger Condemn.
Source: Rules Compendium – MN Digest Links
Affects: Awakening

Empress Gia - Core/Weave Magi - Alternate Nagsis - Starting Energy/Energize: 15/5 (Promo)(C)
STARTING: Drush, Gia Pet, Corrupt (Gia's Tome, Nagsis' Sigil, Weave Powder)
Empress Gia can only play Core, Weave, and Universal cards.
Effect - Act Like Gia: If Empress Gia has no Core cards in play, draw an additional card at the end of each of your turns and your Weave Creatures lose one less energy when attacked.
Effect - Fight like Nagsis: If Empress Gia has any Core cards in play, all of your Creatures may attack, even those that cannot normally attack.
Change: Act like Gia and Fight like Nagsis have been clarified to indicate that Empress Gia is not to be included when checking to see if either Effect triggers.
Source: Rules Digest 11/04/02
Affects: Empress Gia Limited Card

Entomb - Core Spell - Cost: 3 (AW)(E)
Name any one Spell. For the rest of this game, all cards of that name are Core instead of their original region. Entomb's text cannot be altered.
Change: style='color:black'> Entomb's text can not be affected by any other cards.
Source: 2i Design Team
Affects: Awakening

Evil Evu – Naroom Shadow Magi (Core) – Starting Energy/Energize: 15/5 (DE Preview, DE)(R)
STARTING: Furok, Plith, Dream Rift
You may play Naroom cards, ignoring regional restrictions and penalties.
Effect – Devour: Whenever an opposing Creature is discarded from play or reduced to zero energy by one of your cards, draw a card.
Change: Clarification as to when you can draw a card with Devour.
Source: The Dream's End version is the MRP of Evil Evu.
Affects: Naroom/Core GenCon 2001 Preview Deck

Gia Pet - Core Dream Creature - Starting Energy: 9 (Promo)(C)
Effect - Implede: All players draw one less card during their Draw Step. Only one copy of this Effect may prevent players from drawing cards.
Effect - Power Siphon: Choose any one opposing Spell in play. Gia Pet gains energy equal to the energy cost of the chosen Spell.
Weave Magi may play Gia Pet. Non-Core, non-Weave Magi may cannot play Gia Pet
Change: A limit as to how many copies of Implede can affect all players.
Source: Rules Digest 08/16/02
Affects: Gia Pet Limited Card

Morag – Core Magi - Starting Energy/Energize: 14/7 (AW)(E,C)
STARTING: Borgor, Shryque, Dream Rift
Power - Theft: (X) Choose any one opposing Relic in play. Gain control of the chosen Relic for X turns, beginning with the current turn. At the end of X turns, or if Morag is defeated, return the chosen Relic to its owner's hand.
Change: Theft only works on opposing Relics. Clarification as too the Relic's theft duration.
Source: 2i Design Team, Rules Digest 12/13/02
Affects: Awakening

Orok - Core Dream Creature - Starting Energy: 5 (AW)(C)
Effect - As Orok loses energy in an attack, choose any one Magi in play. Discard half as much energy as Orok loses from the chosen Magi, rounded down. Naroom Magi may play Orok.
Change: Undermine has been reworded to the "As" trigger.
Source: Rules Digest 09/16/03
Affects: Awakening

Secrets of the Book – Core Relic - Cost: 0 (DE Preview, DE)(E)
Power - Secrets: (3) Choose any one opposing player. The chosen player reveals his or her hand to all players. Draw one card for each Creature revealed, and one card for each non-Creature Naroom card revealed, to a maximum of four.
Change: A maximum limit of four cards can be drawn through Secrets.
Source: 2i Design Team
Affects: Dream's End, Naroom/Core GenCon 2001 Preview Deck

Shadow Cloak - Core Relic - Cost: 0 (AW)(C)
Power - Protection: (2) Each of your Core Creatures currently in play cannot be affected by non-Core Spells and Powers until the end of your next turn. You may not use Protection during your next turn.
Change: The Power Protection, and not the card Shadow Cloak, can not be used on the following turn.
Source: Rules Digest 1/20/03
Affects: Awakening

Shadow Rain - Core Spell - Cost: 2 (AW)(E)
Choose one of your Creatures in play. Move all of the energy from your Magi to the chosen Creature. At the end of your next Attack step, move energy from the chosen Creature to your Magi up to the chosen Creature's printed starting energy, then draw a card.
Naroom Magi may play Shadow Rain.
Change: Shadow Rain has been templated and a maximum limit of the chosen Creature's printed starting energy has been added.
Source: 2i Design Team
Affects: Awakening

Shadow Vinoc - Core Dream Creature - Starting Energy: 4 (AW)(E)
Effect - Dark Strength: When you play Shadow Vinoc, add one energy to it for each opposing Relic in play.
Change: Dark Strength only works with opposing Relics.
Source: 2i Design Team
Affects: Awakening

Togoth - Practitioner of Core Magics (Core Magi) - The General - Starting Energy/Energize: 15/6 (ND)(C)
STARTING: Koil, Shadow Vinoc, any one Shadow Geyser
Effect - Darkest Magics: The first time Togoth energizes after he is revealed, play one Shadow Geyser from your hand ignoring all costs and requirements. If Togoth is the first Magi in your stack, you may not choose to play first.
Change: Clarification of Darkest Magics to prevent Togoth from dropping multiple Shadow Geysers if he manages multiple energizes on his first revealed turn, as well as preventing opposing players from hosing Darkest Magics by choosing Togoth to go first.
Source: Rules Digest 02/25/03
Affects: Nightmare's Dawn

Tomes of the Great Library - Core/Naroom Relic - Cost: 2 (ND)(C)
Power - Research: (1) Search your deck or any opposing discard pile for any one Spell. Play the chosen Spell, ignoring regional restrictions. When that Spell leaves play, if that Spell came from your deck, discard it. If it came from an opposing discard pile, shuffle it into its owner's deck.
Effect: Tomes of the Great Library cannot be discarded from play by opposing cards specifically discard Relics from play. Discard Tomes of the Great Library if you Magi is not a Naroom Magi or Naroom Shadow Magi.
STARTING: Warrada
Change: Research has been clarified to deal with Spells that remain in play.
Source: Rules Digest 04/22/02
Affects: Nightmare's Dawn

d'Resh, Sands of

Habob - d'Resh Dream Creature - Recurring - Starting Energy: 5 (VotS)(E)
ENERGIZE: 2
Effect - Serve: At the end of your turn, if your Magi is d'Resh, you may move up to five energy from Habob to your Magi.
When you reveal a d'Resh Magi, if you have one or more Recurring cards in your discard pile, you may discard one energy from your Magi to choose one recurring card in your discard pile and add it to your hand.
Change: A maximum move limit of five energy from Habob has been added to Serve.
Source: 2i Design Team
Affects: Voice of the Storms

Lesser Darbok - d'Resh Dream Creature - Starting Energy: 2 (VotS)(C)
Effect - Defend: When you play Lesser Darbok, choose one of your other Creatures in play. While Lesser Darbok has energy, the chosen Creature cannot be attacked.
Effect - Tangle: If Lesser Darbok is defeated while defending, attach Lesser Darbok to the attacking Creature. While Lesser Darbok is attached, it cannot be involved in an attack, other cards cannot affect it and it cannot be discarded from play for having zero energy. The Creature it is attached to cannot attack.
d'Resh Shadow Magi can play Lesser Darbok.
Change: Defend has been clarified that it works as long as Lesser Darbok has energy. Tangle has been clarified to allow Lesser Darbok to act like other Creatures that attach themselves to other cards.
Source: Rules Digest 05/13/03(listed as 04/09/03)
Affects:Voice of the Storms

Mowat - d'Resh Dream Creature - Starting Energy: 7 (VotS)(C)
Effect - Prickly: As an opposing Creature removes energy from Mowat, remove one energy from that Creature.
Effect - Skewer: When Mowat attacks a Creature with three energy or less, Mowat loses no energy in the attack.
Change: Prickly has been reworded to the "As" trigger.
Source: Rules Digest 09/16/03
Affects:Voice of the Storms

Sand Hyren - d'Resh Dream Creature - Starting Energy: 7 (ND, VotS)(C,E)
d'Resh Shadow Magi may play Sand Hyren.
Effect - Light Side: Each of your starting cards cost two less energy to play, to a minimum of one. Only one Light Side may be used for each starting card played.
Effect - Dark Side: Your Magi may play Core cards as if they were d'Resh cards. d'Resh Shadow Magi may play Sand Hyren.
Change: 'to a minimum of one' in Light Side was left off when Sand Hyren was reprinted in Voice of the Storms. Light Side has been clarified to correct that oversight. Light Side has been Errataed so that multiple Light Sides can't stack.
Source: Rules Digest 08/08/03, Rules Digest 12/13/02, Nightmare's Dawn
Affects: Nightmare's Dawn, Voice of the Storms

Sand Strands - d'Resh/Weave Relic - Cost: 0 (ND)(E)
Power - Mirage: Discard Sand Strands from play. Choose any one of your non-Illusionary Creatures in play. Add energy to your Magi equal to half of the chosen Creature's current energy , rounded up. The amount added cannot exceed half of the chosen Creature's printed starting energy, rounded up. As long as the chosen Creature remains in play, it is Illusionary; Illusionary Creatures do not count as being in play when checking to see if your Magi is defeated. Illusionary Creatures cannot choose to attack Magi.
Change: The energy gain from Mirage can't be more than half of the chosen Creature's Printed Starting Energy, rounded up.
Source: 2i Design Team
Affects: Nightmare's Dawn

Sandswirl - Arderial/d'Resh Spell - Cost: X (ND)(E)
Choose any one opposing Creature or Magi in play. Attach Sandswirl to the chosen Creature or Magi. For X turns, beginning with the current turn, as long as Sandswirl remains attached, the chosen Creature or Magi cannot use any Powers or Effects and loses one additional energy in attacks. After X turns have passed, discard Sandswirl from play.
Change: Sandswirl only affects opposing Creatures. Sandswirl also now attaches to the target Creature or Magi. Duration of Sandswril has also been clarified.
Source: 2i Design Team
Affects: Nightmare's Dawn

Sikra - d'Resh/Underneath Dream Creature - Illusion - Starting Energy: 6 (ND)(C)
Effect: As you play Sikra, reduce its cost by three. Sikra is not considered to be in play when checking to see if your Magi is defeated, and it cannot attack Magi directly.
Effect - Insubstantial: Sikra loses no energy from opposing Spells or Powers.
Change: Sikra is templated the same as other Illusion Creatures.
Source: Rules Digest 02/25/03
Affects: Nightmare's Dawn

Kybar's Teeth

Cleansing - Kybar's Teeth/Underneath Spell - Cost: 1 (ND)(E)
Name any one non-Magi Core card. For the rest of this game, all cards of that name are Kybar's Teeth or Underneath, your choice, instead of Core. Cleansing's text may not be altered.
STARTING: Kazm, Ulk, Grej
Change: Cleansing's text can not be affected by any other cards.
Source: 2i Design Team
Affects: Nightmare's Dawn

Climbing Staff - Kybar's Teeth Relic - Cost: 0 (DE)(C)
Effect - Higher Ground: Whenever you play a Kybar's Teeth Creature, add one energy to your Magi.
Effect: You may discard Climbing Staff from your hand or from play when an opposing Spell, Power, or Effect would affect only your Magi or only your hand. The Spell, Power, or Effect does nothing.
Change: Clarification as to when you can use the nameless Effect on Climbing Staff.
Source: Rules Digest 11/20/02
Affects: Dream's End

Creeping Chill - Bograth/Kybar's Teeth Spell - Cost: 2 (ND)(E)
Until the end of your next turn, as one of your Kybar's Teeth Creatures is attacked, it gains three energy if you control at least one Bograth Creature and as one of your Bograth Creatures attacks, it gains three energy if you control at least one Kybar's Teeth Creature.
Change: A Kybar's Teeth Creature only gains three energy, regardless of the number of Bograth Creatures you have in play, when its attacked. A Bograth Creature only gains three energy, regardless of the number of Kybar's Teeth Creatures you have in play, when its attacked.
Source: 2i Design Team, Rules Digest 3/04/03
Affects: Nightmare's Dawn

Greater Gargagnor - Kybar's Teeth Dream Creature - Starting Energy: 10 (ND)(C)
Effect - Expect It: If Greater Gargagnor is discarded from your hand or deck by an opposing Spell, Power or Effect, play it instead, ignoring all costs.
Effect - Solid: Greater Gargagnor cannot be specifically discarded from play by opposing Spells.
Power - Unearth: Discard a card from your hand. Search your discard pile for any one Kybar's Teeth card and place it into your hand.
Effect - Invulnerability: Greater Gargagnor loses one less energy in attacks.
Change: Expect It's text has been adjusted to proper text templating rules.
Source: Rules Digest 08/30/02
Affects: Nightmare's Dawn

Kybar's Echo - Kybar's Teeth Spell - Cost: 1 (DE)(E)
Until the end of your next turn, whenever one of your Kybar's Teeth Creatures is discarded from play by an opposing card, return it to your hand instead.
Change: Only from an opponent's card will one of your Kybar's Teeth Creatures return to hand.
Source: 2i Design Team
Affects: Dream's End

Ullig - Kybar's Teeth Magi - Starting Energy/Energize: 20/3 (DE)(E)
STARTING: Darge, Ullig's Slingshot, Vertigo
Effect - Fearless: When Ullig's last Creature is discarded from play by an opposing card, add four energy to Ullig.
Change: Only an opponent's card will trigger Fearless.
Source: 2i Design Team
Affects: Dream's End

Nar

Blizzard Core - Nar Relic - Cost: 5 (VotS)(E)
Effect - Coriolis: At the beginning of your Energize step, before you energize, choose a Magi. If that Magi has no Creatures in play and your Magi has more energy than the chosen Magi's starting energy, discard Blizzard Core and defeat the chosen Magi.
Change: Coriolis' triggering is now at the Energize Step, before you energize, instead of the beginning of the turn so that Blizzard Core can't be abused with Gargagnor's Perpetual Motion Effect.
Source: 2i Design Team, Rules Digest 3/04/03
Affects: Voice of the Storms

Naroom

Arboll - Naroom Dream Creature - Starting Energy: 3 (BS)(R)
Power - Life Channel: Choose any one Magi in play. Discard Arboll from play. Add four energy to the chosen Magi.
Change: A one energy cost for Life Channel was removed.
Source: The Unlimited version is the MRP of Arboll.
Affects: Limited

Furlosk - Bograth/Naroom Dream Creature - Starting Energy: 7 (Promo)(E)
Effect - Swamp Lore: Once per turn, when you play another Bograth Creature, draw a card.
Effect - Forest Power: Once per turn, when you play another Naroom Creature, add two energy to your Magi.
Effect - Companionship: If you do not have another Bograth or Naroom Creature in play, discard Furlosk from play.
Change: Companionship now requires either a Bograth or Naroom Creature to be in play instead of both.
Source: 2i Design Team
Affects: Furlosk Limited Card

Furok - Naroom Dream Creature - Starting Energy: 4 (BS)(C)
Effect - Retrieve: As a defending Creature removes energy from Furok place half that energy, rounded up, back on your Magi.
Change: Retrieve has been reworded to the "As" trigger.
Source: Rules Digest 09/16/03
Affects: Unlimited, Limited

Hyren’s Call – Naroom Spell - Cost: 6 (BS)(E)
Search your deck for any one hyren of the same region as your Magi. Play the hyren with full energy, ignoring all costs. The hyren cannot attack this turn. Shuffle your deck.
Change: You can now only get a Hyren of your Magi's Region with Hyren Call.
Source: 2i Design Team
Affects: Unlimited, Limited

Tomes of the Great Library - Core/Naroom Relic - Cost: 2 (ND)(C)
Power - Research: (1) Search your deck or any opposing discard pile for any one Spell. Play the chosen Spell, ignoring regional restrictions. When that Spell leaves play, if that Spell came from your deck, discard it. If it came from an opposing discard pile, shuffle it into its owner's deck.
Effect: Tomes of the Great Library cannot be discarded from play by opposing cards specifically discard Relics from play. Discard Tomes of the Great Library if you Magi is not a Naroom Magi or Naroom Shadow Magi.
STARTING: Warrada
Change: Research has been clarified to deal with Spells that remain in play.
Source: Rules Digest 04/22/02
Affects: Nightmare's Dawn

Twee - Naroom Dream Creature - Starting Energy: 1 (BS)(E)
Effect - Regrow: If Twee is discarded from play, retrieve the first non-Twee Creature card under Twee from your discard pile and place it in your hand.
Change: If Twee is discarded, you have to get the first non-Twee Creature in your discard pile.
Source: 2i Design Team, Rules Digest 10/07/02 – Magi-Nation Yahoogroup
Affects: Unlimited, Limited

Vim and Vigor - Naroom Spell - Cost: 4 (DE)(E)
Choose an opposing Creature in play. Move all energy above the chosen Creature's starting energy to your Magi.
Naroom Shadow Magi may play Vim and Vigor.
Change: Vim &Vigor only affects Opposing Creatures.
Source: 2i Design Team
Affects: Dream's End

Zannah – Naroom Magi - Starting Energy/Energize: 14/5 (DE)(E)
STARTING: Baby Furok, Eebit, Tree Hinko
Effect - Charm: On each opposing turn, the first opposing card that removes energy from either only Zannah or only one of your Creatures removes no energy.
Change: Only on opposing turns does Charm trigger.
Source: 2i Design Team
Affects: Dream's End

Orothe

Abaquist – Orothe Dream Creature – Starting Energy: 1 (BS)(R)
Power - Possess: Choose any one Creature in play with less energy than Abaquist. Discard Abaquist from play. Gain control of the chosen Creature. That Creature may not attack this turn.
Change: An addition that the Creature stolen can not attack the turn it's stolen.
Source: The Unlimited version is the MRP of Abaquist.
Affects: Limited

Arosa - Orothe Magi - Stormkeeper - Starting Energy/Energize: 12/6 (ND)(E)
STARTING: Abaquist, Karak Band, Submerge
Effect - Shell Game: At the end of your turn, you may choose one of your Creatures in play and an opposing Creature in play. If you do, the two chosen Creatures switch controllers. At the beginning of your next turn, return any of the chosen Creatures that are still in play to their owner's control.
Change: When Shell Game is finished (from end of opponent's turn to beginning of your next turn).
Source: 2i Design Team
Affects: Nightmare's Dawn

Blu – Orothe Magi – Starting Energy/Energize: 14/5 (BS)(R,E)
STARTING: Orathan, Orpus, Submerge
Effect – Artifice: The first time each turn Blu plays a relic, draw one card.
Change: Orpus was added as a Starting card in the Unlimited Print. Artifice has been reworded net him one card with the first Relic he plays a turn.
Source: 2i Design Team
Affects: Unlimited, Limited

Borse – Orothe Magi – Starting Energy/Energize: 12/5 (AW)(E)
STARTING: Orathan, Hubdra’s Cube, Orothan Horn
Power – Tinker: Choose any one of your Relics in play. Discard the chosen Relic from play. Reveal the top five cards of your deck to all players. Play one of the revealed Relics, regardless of Region. Place all other revealed cards into your discard pile.
Change: You may only play one Relic revealed with Tinker.
Source: 2i Design Team
Affects: Awakening

Bubble Xyx - Arderial/Orothe Creature - Starting Energy: 3 (ND)(E)
Power - Burst: (2) Discard two energy from your Magi to draw three cards. Burst may not be used the turn Bubble Xyx is played.
STARTING: Stradus
Change: A delay of one turn to use Burst, as well as making Burst unavailable to Sorreah's Dream.
Source: 2i Design Team
Affects: Nightmare's Dawn

Cawh - Orothe Dream Creature - Starting Energy: 15 (VotS)(C)
Effect - Fearsome: Cawh looses three less energy in attacks. Other cards cannot prevent Cawh from loosing energy.
Effect: If Cawh is discarded or returned to your hand by an opposing card while it has energy, discard six energy from Cawh instead. Opposing cards cannot make Cawh change controllers.
Effect: Cawh can only be played during the Play Creatures step. You cannot play Creatures while Cawh is in play, and you cannot play Cawh if you have other Creatures in play.
Change: The first nameless Effect has been clarified to allow your cards to change Cawh's controller.
Source: Rules Digest 02/25/03
Affects: Voice of the Storms

Deep Wellisk - Orothe Dream Creature - Starting Energy: 4 (DE)(C)
Effect: Deep Wellisk may not be discarded from play by opposing cards while it has energy. Your cards cannot increase Deep Wellisk's energy total.
Effect - Sunken Treasure: Whenever another player plays a Relic from his or her hand, you may discard two energy from Deep Wellisk. If you do, discard the Relic from play.
Orothe Shadow Magi can play Deep Wellisk.
Change: style='color:black'> Deep Wellisk cannot gain energy from your cards. The Errata to the unnamed Effect has been clarified so that any kind of Rearrange action cannot add energy to Deep Wellisk.
Source: 2i Design Team, Rules Digest 3/28/03
Affects: Dream's End

Hurricane Orish - Arderial/Orothe Dream Creature - Starting Energy: 5 (ND)(E)
Effect - Spell Drain: Once per turn, when an opponent plays a Relic or Spell, add three energy to your Magi. Only one Spell Drain may be used for each Spell or Relic played.
Change: An addition of only one Spell Drain can trigger per Spell or Relic played.
Source: 2i Design Team
Affects: Nightmare's Dawn

Husp – Orothe Dream Creature - Starting Energy: 4 (AW)(E)
Power - Ensnare: Discard Husp from play. Search through any player’s deck and select up to three different cards. That player may place one of the chosen cards back into the deck. The other chosen cards are discarded. Shuffle the deck afterward.
Change: Two of the Three cards chosen by Ensnare are discarded, instead of all three.
Source: 2i Design Team
Affects: Awakening

Karak – Orothe Dream Creature – Starting Energy: 5 (BS)(C)
Power - Steal: (2) Choose any one opposing Relic in play. Gain control of the chosen Relic and place it under Karak. You may not use the stolen Relic, and it is unaffected by Spells, Effects, and other Powers. Your opponent may not play Relics with the same name. When Karak leaves play, return any Relics under Karak to their owners' hands.
Change: You can not use the Relic stolen by Karak.
Source: Rules Compendium – MN Digest Links
Affects: Unlimited, Limited

Karak Band - Orothe Relic - Cost: 0 (AW)(E)
Effect - Acquisition: Once per turn, whenever you gain control of an opposing player's card, add two energy to your Magi.
Change: Acquisition triggers once a turn.
Source: 2i Design Team
Affects: Awakening

Karak Necklace - Orothe Relic - Cost: 0 (DE)(E)
Effect - Two for Me: Once per turn, whenever you take control of another player’s card, draw two cards.
Power - None for You: Choose any one Creature in play that you own. Gain control of the chosen Creature.
Change: Two for Me triggers once per turn.
Source: 2i Design Team
Affects: Dream's End

O’Qua – Orothe Magi – Starting Energy/Energize: 11/4 (BS)(R)
STARTING: Orothean Belt, Submerge, Implosion
Power - Conjure: (4) Search your deck for any one Orothe Creature. Play the chosen Creature with four energy. The chosen Creature may not attack this turn.
Change: You may not attack with the Creature played that turn with Conjure. Only Orothe Creatures can be played with Conjure.
Source: The Unlimited version is the MRP of O'Qua.
Affects: Limited

Orothean Horn – Orothe Relic - Cost: 0 (AW)(E)
Power - Call of the Sea: Use this Power only after your Play Creatures Step, and only if you have no Creatures in play. Place the top card of your deck into your discard pile. If the card is a Creature, discard Orothean Horn from play. Play the Creature with its starting energy, ignoring all costs. While it remains in play, the Creature cannot attack.
Change: A Creature played through Call of the Sea can not attack.
Source: 2i Design Team
Affects: Awakening

Owinda's Gift - Orothe Spell - Cost: 3 (Promo)(E)
If you have a Creature in play, draw two cards. Return any one of your Creatures in play to its owner's hand and discard its energy.
Change: The number of cards drawn with Owinda's Gift from four to two.
Source: 2i Design Team, Rules Digest 11/04/02
Affects: Owinda's Gift Limited Card

Phrup - Orothe Dream Creature - Starting Energy: 1 (AW)(C)
Orothe Shadow Magi may play Phrup.
Effect-Time Lapse: As an opponent plays a card, you may discard Phrup from play. If you do so, return the card being played to its owner's hand. No energy costs for the card are paid (all other costs still apply). Cards with the same name as the card affected by Time Lapse cannot be played again this turn.
Change: style='color:black'> Phrup has been clarified with the 'As' wording. Costs expended for the card that was affected by Time Lapse are clarified.
Source: Rules Digest 12/13/02
Affects: Awakening

River Abaquist - Orothe/Paradwyn Dream Creature - Starting Energy: 3 (ND)(E)
Power - Possess: Discard River Abaquist from play. If your Magi is Orothe or Paradwyn, choose any one opposing Creature in play with less energy than the number of your Creatures or Relics in play, whichever is less. Gain control of the chosen Creature. The chosen Creature cannot attack this turn.
Effect - Dreamwarp: As you play River Abaquist, increase or decrease its starting energy by up to one, to a minimum starting energy of one, until the end of the turn.
Change: The Creature stolen with Possess can not attack the turn it's stolen. Possess also requires that the lower number of either your Creatures or Relics is the basis for the Creature theft.
Source: 2i Design Team
Affects: Nightmare's Dawn

Shell - Orothe Spell - Cost: 2 (DE)(E)
Choose an opposing Magi. Until the end of your next turn, your Orothe Creatures in play are unaffected by that Magi's Spells and Powers. You cannot play Shell on your next turn.
If an opponent's Spell, Power, or Effect discards one or more cards from your hand, you may discard Shell from your hand instead. If you do, discard all of that player's Relics from play and cancel all ongoing effects of those cards.
Change: Shell requires an opposing Magi to be in play and that Magi's Spells and Powers do not affect your Orothe Creatures. Shell can not be played two of your turns in a row.
Source: 2i Design Team
Affects: Dream's End

Spray Narth - Arderial/Orothe Dream Creature - Starting Energy: 3 (ND)(E)
Effect - Congregate: As you play Spray Narth, if you have at least two Creatures in play, one of which is Arderial and another one of which is Orothe, ignore Spray Narth's cost. You can only play one Spray Narth in this way per turn.
Power - Healing Storm: Choose any one Creature or Magi and one of your Pharans in play. Move the chosen Pharan's printed starting energy to the chosen Creature or Magi. Move up to three energy from Spray Narth to the chosen Creature or Magi. Add three energy to the chosen Creature or Magi. Discard both the chosen Pharan and Spray Narth from play.
Change: Congregate now requires 2 separate Creatures (one Arderial, one Orothe) to be in play, as well as only being able to use Congregate once per turn. A maximum move limit of three energy from Spray Narth has been made for Healing Storm. A maximum of the chosen Pharan's printed starting energy has been added for Healing Storm. Discard both the chosen Pharan and Spray Narth from play.
Source: 2i Design Team
Affects: Nightmare's Dawn

Undertow - Orothe Spell - Cost: 5 (BS)(C)
Choose an opposing Creature. Discard the chosen Creature from play, but shuffle it into its owner's deck instead of placing it in the discard pile.
Change: Undertow has been Clarified that if the chosen Creature can't be discarded, it doesn't get reshuffled into it's owner's deck.
Source: Rules Digest 1/10/03
Affects: Unlimited, Limited

Voice of the Storm - Arderial/Orothe Magi - Alternate Orthea - Starting Energy/Energize: 13/5 (ND)(C)
STARTING: Hurricane Orish, one Arderial or Orothe Relic
Effect - Diplomacy: When you play a Creature, if it is Arderial and you have an Orothe Creature in play, reduce the played Creature's cost by one. Or, if the Creature played is Orothe and you have an Arderial Creature in play, reduce the played Creature's cost by one. Diplomacy may not reduce a Creature's cost to less than one, and may not reduce its cost by more than one.
Change: Diplomacy has been clarified to allow only a cost reduction of one energy when a Creature is played and fulfills the requirements for Diplomacy.
Source: Rules Digest 11/11/02
Affects: Nightmare's Dawn

Whall – Orothe Magi – Starting Energy/Energize: 10/5 (BS)(R)
STARTING: Deep Hyren, Karak, Submerge
Power – Dream Twist: (5) Choose any one of your Creatures in play. Discard the chosen Creature. Play a Creature from your hand without paying its energy cost. Put energy onto the played Creature equal to its starting energy. That Creature may not attack this turn.
Change: You may not attack with the Creature played that turn with Dream Twist.
Source: The Unlimited version is the MRP of Whall.
Affects: Limited

Will of Orothe - Orothe Spell - Cost: 6 (BS)(E)
Attach Will of Orothe to an opposing Magi. While Will of Orothe is attached, that Magi's Creatures may not use Powers. During that Magi's Attack step, you choose whether or not that Magi's Creatures attack and what they attack. A Creature may not attack another Creature or Magi controlled by the same player. Discard Will of Orothe at the beginning of your next turn.
Change: Will of Orothe now attaches to the Magi and is reworded to affect the Magi, not the affected Magi's player.
Source: 2i Design Team, Rules Digest 3/04/03
Affects: Unlimited, Limited

Paradwyn

Bloom - Paradwyn Spell - Cost: 1 (ND)(E)
You can only play Bloom during an opponent's turn immediately after that opponent plays a Spell or Relic or uses a Power, and all actions related to that card have resolved. After playing this Spell, immediately use a Power on one of your Paradwyn cards in play.
Only Paradwyn and Paradwyn Shadow Magi can play Bloom.
Change: Clarified Bloom's timing. Removed Spells from the response options. Restricted use to Paradwyn & Paradwyn Shadow Magi only.
Source: 2i Design Team
Affects: Nightmare's Dawn

Liriel's Cape - Paradwyn Relic - Cost: 2 (ND -Foil, VotS)(E,R)
Effect - Dazzle: Each of your Creatures in play with the Effect "Dreamwarp" has an additional three starting energy.
Power - Mass Heal: Discard Liriel's Cape from play. If there is at least one opposing Creature, restore all Creatures with less than their starting energy to their starting energy.
Change: The discarding of Liriel's Cape now happens before the rest of Mass Heal happens, instead of after. The cost of Liriel's Cape has been increased to 2 and the 2 energy cost for Mass Heal has been removed. Dazzle has also been templated to how it is worded in VotS. Also, Liriel's Cape is still considered a Paradwyn Relic, even though the non-foil VotS version is printed on a Paradwyn Spell template.
Source: The VotS Version is the MRP for Liriel's Cape.
Affects: Liriel's Cape Foil Card - Nightmare's Dawn

Mydra Swarm - Bograth/Paradwyn Spell - Cost: 2 (ND)(E)
Choose a Magi. If you have four or more Bograth and/or Paradwyn Creatures in play, the chosen Magi's player cannot draw any cards outside of their Draw Step on their next turn.
Change: If you have a combination of four or more Bograth or Paradwyn Creatures, Mydra Swarm's requirement is met. There must be a Magi face up to be affected by Mydra Swarm. Mydra Swarm does not prevent that player from drawing cards in the Draw Step.
Source: 2i Design Team
Affects: Nightmare's Dawn

Rala - Paradwyn Dream Creature - Staring Energy: 4 (ND)(E)
Effect - Wild Blooming: Once per turn, one of your Paradwyn Creatures in play may use one of its Powers a second time. None of your other card effects may allow the Creature to use the Power again this turn, and Wild Blooming cannot be used on Powers that have been used more than once already this turn.
Effect - Dreamwarp: As you play Rala, increase or decrease its starting energy by one, to a minimum starting energy of one, until the end of the turn.
Change: Only one of your Paradwyn Creatures can use one of it's Powers only twice a turn with Wild Blooming. The Creature discard requirement has been removed.
Source: 2i Design Team
Affects: Nightmare's Dawn

Rala Tail - Paradwyn Relic - Cost: 0 (ND)(E)
Effect - Wild Blooming: Once per turn, one of your Paradwyn Creatures in play may use one of its Powers a second time. None of your other card effects may allow the Creature to use the Power again this turn, and Wild Blooming cannot be used on Powers that have been used more than once already this turn.
Change: Only one of your Paradwyn Creatures can use one of it's Powers only twice a turn with Wild Blooming.
Source: 2i Design Team
Affects: Nightmare's Dawn

River Abaquist - Orothe/Paradwyn Dream Creature - Starting Energy: 3 (ND)(E)
Power - Possess: Discard River Abaquist from play. If your Magi is Orothe or Paradwyn, choose any one opposing Creature in play with less energy than the number of your Creatures or Relics in play, whichever is less. Gain control of the chosen Creature. The chosen Creature cannot attack this turn.
Effect - Dreamwarp: As you play River Abaquist, increase or decrease its starting energy by up to one, to a minimum starting energy of one, until the end of the turn.
Change: The Creature stolen with Possess can not attack the turn it's stolen. Possess also requires that the lower number of either your Creatures or Relics is lower than the chosen Creature's energy.
Source: 2i Design Team
Affects: Nightmare's Dawn

Underneath

Amulet of Ombor - Underneath Relic - Cost: 0 (BS)(C)
Any time that you may play a Relic, as long as Amulet of Ombor is in play, you may search your hand or deck for a Gate to Ombor and play it, ignoring all costs. If you search your deck, shuffle it afterwards. You cannot use this ability if you do not have a Gate to Ombor in your hand or deck or if you cannot use Effects named Talisman.
Power - Energy Boost: Roll one die.
1, 2, or 3 = Your opponents add one energy to each of their Creatures in play.
4 or 5 - Choose any one Creature in play. Add two energy to the chosen Creature.
6 = Chose any one Creature in play. Add four energy to the chosen Creature.
Change: Adding reminder text on Amulet of Ombor to allow you to play one Gate to Ombor from your hand or deck (Gate to Ombor's Effect - Talisman).
Source: Rules Digest 10/7/02
Affects: Unlimited, Limited

Burrow – Underneath Spell – Cost: 1+X (BS)(R)
Choose any one of your Creatures in play. For X turns, the chosen Creature cannot attack or lose more than two energy per turn from attacks or your opponents’ Spells and Powers. The chosen creature is considered “burrowed.” X includes your own turns.
Change: The line of "X cannot be more than four." was removed.
Source: The Unlimited version is the MRP of Burrow.
Affects: Limited

Cleansing - Kybar's Teeth/Underneath Spell - Cost: 1 (ND)(E)
Name any one non-Magi Core card. For the rest of this game, all cards of that name are Kybar's Teeth or Underneath, your choice, instead of Core. Cleansing's text may not be altered.
STARTING: Kazm, Ulk, Grej
Change: Cleansing's text can not be affected by any other cards.
Source: 2i Design Team
Affects: Nightmare's Dawn

Crystal Arboll - Underneath Dream Creature - Starting Energy: 2 (BS)(R)
Power - Healing Light: Choose any one Creature in play. Discard Crystal Arboll from play. Add two energy to the chosen Creature. If the chosen Creature is Underneath, add two additional energy.
Change: A one energy cost for Healing Light was removed.
Source: The Unlimited Version is the MRP of Crystal Arboll.
Affects: Limited

Gruk - Underneath Magi - Starting Energy/Energize: 13/5 (BS)(E)
STARTING: Agovo, Crystal Arboll, Gloves of Crystal (Urhail)
Power - Undream: (1) Choose any one of your Creatures in play. Return the chosen Creature to its owner's hand. Add energy to Gruk equal to the Creature's printed starting energy or current energy, whichever is less.
Change: Undream's text has been adjusted to proper text templating rules.
Source: 2i Design Team, Rules Digest 08/30/02
Affects: Unlimited, Limited

Motash's Staff - Underneath Relic - Cost: 0 (BS)(E)
Effect - Dreamcatch: As one of your Creatures is being returned its owner's hand from play by an opposing card, instead add energy to your Magi equal to the Creature's printed starting energy or current energy, whichever is less.
Change: Dreamcatch's text has been adjusted to proper text templating rules.
Source: 2i Design Team, Rules Digest 08/30/02
Affects: Unlimited, Limited

Mushroom Hyren - Underneath Creature - Starting Energy: 7 (BS)(E)
Power - Sanctuary: (1) Choose any one of your Creatures in play. Return the chosen Creature its owner's hand. Add energy to your Magi equal to the Creature's printed starting energy or current energy, whichever is less.
Change: Sanctuary's text has been adjusted to proper text templating rules.
Source: 2i Design Team, Rules Digest 08/30/02
Affects: Unlimited, Limited

Vulbor – Underneath Dream Creature – Starting Energy: 3 (BS)(R)
Power - Mind Shock: (3) Choose any one player. The chosen player must discard two cards of his or her choice from his or her hand.
Change: Mind Shock's cost has been increased to 3 energy.
Source: The Unlimited version is the MRP of Vulbor.
Affects: Limited

Sikra - d'Resh/Underneath Dream Creature - Illusion - Starting Energy: 6 (ND)(C)
Effect: As you play Sikra, reduce its cost by three. Sikra is not considered to be in play when checking to see if your Magi is defeated, and it cannot attack Magi directly.
Effect - Insubstantial: Sikra loses no energy from opposing Spells or Powers.
Change: Sikra is templated the same as other Illusion Creatures.
Source: Rules Digest 02/25/03
Affects: Nightmare's Dawn

Universal

Book of Ages – Universal Relic – Cost: 0 (BS)(R)
Power – Lore: (2) Draw 1 card.
Change: The drawing of a card with Lore now occurs in either P/R/S Step rather than at the end of turn.
Source: The Unlimited Version is the MRP of Book of Ages.
Affects: Limited

Colossus – Universal Dream Creature – Starting Energy: 12 (BS, AW)(R)
Effect - Anti-Magic: Colossus may not be affected by opposing Spells, Powers or Effects that specifically discard Creatures from play. Your Spells, Powers, and Effects may not alter the amount of energy on Colossus, or prevent Colossus from losing energy.
Change: Only opposing Effects, Powers, or Spells do not discard Colossus from play. Your cards can not add or remove energy to Colossus or allow a Rearrange to include Colossus.
Source: The version included in the Warrada/Ogar/Quade Core Starter deck (AW) is the MRP of Colossus. That version was printed as if it was a Base Set, Unlimited card.
Affects: Unlimited, Limited

Dream Balm – Universal Relic – Cost: 0 (BS)(R)
Power - Vitalize: (2) Choose any one Creature in play with less than its starting energy. Discard Dream Balm from play. Restore the chosen Creature to its starting energy.
Change: Vitalize's cost has been reduced to two energy.
Source: The Unlimited version is the MRP of Dream Balm.
Affects: Limited

Dream Channel – Universal Spell - Cost: 2 (AW)(E)
Choose any one Creature in play. Attach Dream Channel to the chosen Creature. Increase your Magi’s energize rate by two while Dream Channel is in play. If the chosen Creature leaves play, discard Dream Channel from play. A Magi may only be affected by one Dream Channel at a time.
Change: Only one Dream Channel affects your Magi.
Source: 2i Design Team
Affects: Awakening

Elemental Shield - Universal Spell - Cost: 1 (Promo)(E)
Choose an opposing Magi. Until the end of your next turn, your cards in play are not affected by that Magi's Spells, Powers and Effects. You may not play Elemental Shield more than three times per game.
Change: Elemental Shield had been Errataed so that it can be only played three times per game.
Source: Rules Digest 08/08/03
Affects: Elemental Shield Limited Card

Inhibitor Band - Universal Relic - Cost: 0 (ND)(E)
Effect - Reprise: When you play Inhibitor Band, discard all other Universal Relics in play.
Effect - Universal Lock: Players cannot play Universal Relics.
Change: Reprise discards all Universal cards instead of returning then to hand. Universal Lock has been altered to not allow any Universal Relics from coming into play while Inhibitor Band is in play.
Source: 2i Design Team
Affects: Nightmare's Dawn

Maelstrom Flask - Universal Relic - Cost: 0 (DE)(C)
Power - Uncork: Discard Maelstrom Flask from play. Reveal the top four cards of your deck. You may choose any one revealed Spell. If you do, discard all other revealed cards and play the chosen Spell for half of its energy cost, rounded up. If the chosen Spell has an X in its cost, X must equal zero. If you do not choose a Spell, discard all revealed cards.
Change: Clarification that if you do not choose a spell to play with Uncork, all revealed cards are discarded.
Source: Rules Compendium – MN Digest Links
Affects: Dream's End

Mirror Pendant – Universal Relic – Cost: 0 (BS)(C)
Power – Aurareflection: Choose any one Power on your Magi. You may discard energy from your Magi equal to the chosen Power's cost, and discard an additional two energy. If you do, play all actions of the chosen Power.
Change: A clarification allowing you not to trigger Aurareflection.
Source: Rules Compendium – MN Digest Links
Affects: Unlimited, Limited

Monarch Hyren - Universal Dream Creature - Starting Energy: 9 (DE, Promo)(R)
Power - Command: (1) Add one energy to each of your hyren in play.
Power - Demand: (1) Search your deck for any one Hyren, show it to your opponent, and add the chosen card to your hand. Shuffle your deck.
Change: The word "other" has been removed from Command.
Source: The Promotional, Limited version is the MRP of Monarch Hyren.
Affects: Dream's End

Nightmare Channel – Universal Spell - Cost: 2 (AW)(E)
Choose any one Creature and any one Magi in play. Attach Nightmare Channel to the chosen Creature. Decrease the chosen Magi’s energize rate by two while Nightmare Channel is in play. If the chosen Creature leaves play, discard Nightmare Channel from play. A Magi may only be affected by one Nightmare Channel at a time.
Change: A Magi is only affected by one Nightmare Channel.
Source: 2i Design Team
Affects: Awakening

Nightmare's Dawn - Universal Spell - Cost: 2 (Promo)(C)
Add five energy to each Magi whose cards in play share all of their regions with their Magi.
Change: Clarification as to only allow Magi with cards in play that match their Region, or Regions if the Magi is a dual-Region, to gain the five energy given by Nightmare's Dawn.
Source: Rules Digest 10/28/02
Affects: Nightmare's Dawn Limited card

Rayje - Universal Magi - Starting Energy/Energize: 15/5 (ND)(C,E)
STARTING: Two different Universal cards (Rayje's Construct)
You can play with more than one copy of Rayje in you deck. When you reveal Rayje, he gains all Powers and Effects on all of your defeated Rayjes and any one of the following Powers or Effects until the end of the game: "Power - Aid: Move one energy from one Creature to another.", "Effect - Lore: During you draw step, draw an additional card.", "Effect - Defense: Whenever one of your Creatures is attacked, add one energy to it before energy is removed.", "Effect - Wily: Once per turn, instead of drawing a card, place any one Universal Spell from your discard pile into your hand.", "Effect - Charge: Whenever one of your Creatures attacks, add one energy to it before energy is removed." Each time Rayje is revealed, he may not gain more than one copy of any Power or Effect.
Change: Wily can only get Universal Spells. A clarification stating only one copy of any of Rayje's Powers or Effects may be gained.
Source: 2i Design Team, Rules Digest 05/03/02, pt.1
Affects: Nightmare's Dawn

Rayje’s Belt – Universal Relic – Cost: 0 (AW, Promo)(E,R)
Power – Lockdown: Name any one Power or Effect on a card in play. Until the end of your next turn, no player may use named Power or Effect while Rayje’s Belt is in play.
Change: Lockdown can only work on a named Power or Effect in play and if Rayje's Belt is discarded, the affected Power or Effect is useable again. This errata supersedes the Rayje's Belt Promotional card.
Source: 2i Design Team, Rules Digest 10/7/02
Affects: Awakening, Rayje's Belt Limited Card

Rayje's Construct - Universal Dream Creature - Starting Energy: 12 (Promo)(E)
Effect - Ancestral Favor: All your Spells cost one less Energy to play, to a minimum of one.
Power - Aurareflection: (2) Copy any one Power on your Magi, paying all costs.
Power - Channeling: Discard two cards from your hand to add two energy to your Magi.
Effect - Invigorate: Increase your Magi's energize rate by one.
Power - Lore: (2) Draw one card.
Power - Pound Pound Pound: (2) Discard one Relic in play.
Effect - Tinker: Whenever you play a Relic, choose any one Creature in play. Add one energy to the chosen Creature. You cannot chose any creature more than once per turn with Tinker.
STARTING: Rayje
Change: Each Creature can only be affected by Tinker once a turn.
Source: 2i Design Team
Affects: Rayje's Construct Limited Card

Relic Mirror - Universal Relic - Cost: 0 (BS)(C)
Effect - Trick Image: As an opposing Spell or Power that discards Relics from play would affect one of your other Relics in play, choose one of those Relics and discard Relic Mirror from play. The Spell or Power does not affect the chosen Relic.
Change: Trick Image has been clarified to act as intended.
Source: Rules Digest 08/30/02
Affects: Unlimited, Limited

Ring of Secrets - Universal Relic - Cost: 0 (BS)(E)
Effect - Tinker: Whenever you play a Relic, choose any one Creature in play. Add one energy to the chosen Creature. You cannot chose a Creature more than once per turn with Tinker.
Change: Each Creature is affected by Tinker once a turn.
Source: 2i Design Team
Affects: Unlimited, Limited

Spirit of Rayje - Universal Spell - Cost: 0 (VotS)(C)
You may only play this card as an opposing card discards all the energy from your Magi. Add three energy to your Magi. This card can prevent your Magi from being defeated.
You can only play Spirit of Rayje three times per game.
Change: Spirit of Rayje has been clarified as to when it can be played.
Source: Rules Digest 1/28/03
Affects: Voice of the Storms

Spectral Shield - Universal Spell - Cost: 1 (AW)(C)
Until the beginning of your next Turn, whenever an opposing Spell, Power or Effect forces you to discard a card from your hand, draw one card afterwards. At the beginning of your next turn, draw one card.
Change: Spectral Shield's text has been adjusted to proper text templating rules.
Source: Rules Digest 08/30/02
Affects: Awakening

Tomorrow's Jewel - Universal Relic - Cost: 1 (DE)(E)
If an opposing card forces you to discard Tomorrow's Jewel from your hand, you may play it instead. Opposing cards cannot discard or take control of Tomorrow's Jewel.
Effect: Whenever an opposing card forces you to discard one or more cards from your hand, you may discard one energy from your Magi. If you do, the opposing card does nothing.
Effect - Lore: Once during your Draw step, after you draw, you may discard one card from your hand. If you do, draw one card.
Change: Tomorrow's Jewel may no longer be discarded from play or stolen.
Source: 2i Design Team
Affects: Dream's End

Tony Jones – Universal Magi - Starting Energy/Energize: 10/5 (Promo)(E)
STARTING:Any one Creature card, Furok
Effect - Animite Affinity: Non-Universal Creatures Tony plays cost one less energy, to a minimum of one.
Power - Favors: (2) Play any one Relic from your hand, regardless of region.
Change: Any Relic, regardless of Region, can be played with Favors.
Source: 2i Design Team, Rules Compendium/Playing Cards Guide – MN Digest Links
Affects: Tony Jones Limited Card

Tuku - Universal Magi - Starting Energy/Energize: 12/6 (Promo)(E)
STARTING: Colossus, Warrior's Boots
Power - Restrain: (2) Until the end of your next turn, no Magi can play any non-Universal Relics or Spells. You cannot use Restrain on your next turn.
Change: Restrain can not be used two of your turns in a row.
Source: 2i Design Team
Affects: Tuku Limited Card

Ummm…NO! – Universal Spell – Cost: 4 (AW)(C)
Play Ummm…NO! when an opponent plays a Spell that would discard one or more of your Creatures from play. Choose one of your Creatures that would be discarded. The chosen Creature is not discarded by the opposing Spell. You may play Ummm…NO! on your opponent's turn.
Change: Ummm…NO! can be played when many of your Creatures are being discarded from play by an opposing Spell.
Source: Rules Compendium – MN Digest Links
Affects: Awakening

Warrior's Boots - Universal Relic - Cost: 0 (BS, Promo)(R)
Power - Warpath: Discard Warrior's Boots from play. Immediately play a Creature from you hand. You must still pay all costs for the Creature.
Change: Better clarification on paying all costs associated with the Creature played through Warpath.
Source: The Promotional, Limited version is the MRP of Warrior's Boots.
Affects: Unlimited, Limited

Weave

Drought - Weave Spell - Cost: 2 (DE)(C)
The next time each player energizes, none of that players cards gains energy from energizing.
Change: Drought has been clarified for intent.
Source: Rules Digest 09/16/03
Affects: Dream's End

Empress Gia - Core/Weave Magi - Alternate Nagsis - Starting Energy/Energize: 15/5 (Promo)(C)
STARTING: Drush, Gia Pet, Corrupt (Gia's Tome, Nagsis' Sigil, Weave Powder)
Empress Gia can only play Core, Weave, and Universal cards.
Effect - Act Like Gia: If Empress Gia has no Core cards in play, draw an additional card at the end of each of your turns and your Weave Creatures lose one less energy when attacked.
Effect - Fight like Nagsis: If Empress Gia has any Core cards in play, all of your Creatures may attack, even those that cannot normally attack.
Change: Act like Gia and Fight like Nagsis have been clarified to indicate that Empress Gia is not to be included when checking to see if either Effect triggers.
Source: Rules Digest 11/04/02
Affects: Empress Gia Limited Card

Grass Hyren – Weave Dream Creature – Starting Energy: 6 (DE Preview, DE)(R)
Effect – Evade: Whenever Grass Hyren is attacked, roll a die. Grass Hyren looses that much less energy in the attack.
Effect – Weave: Whenever Grass Hyren attacks or is attacked, before energy is removed, you may move one energy between Grass Hyren and any one of your other Weave Creatures in play.
Change: The first Effect was changed from Wily to Evade.
Source: The Dream's End version is the MRP of Grass Hyren.
Affects: Weave GenCon 2001 Preview Deck

Junjertug Horn – Weave Relic – Cost: 1 (DE Preview, DE)(R)
Power – Summon: Search you deck and/or discard pile for any one Junjertug. Place the chosen Creature into your hand. Shuffle your deck.
Change: Summon was completely reworked from the Weave 2001 Preview Deck to Dream's End.
Source: The Dream's End version is the MRP of Junjertug Horn.
Affects: The GenCon 2001 Weave Preview Deck

Sand Strands - d'Resh/Weave Relic - Cost: 0 (ND)(E)
Power - Mirage: Discard Sand Strands from play. Choose any one of your non-Illusionary Creatures in play. Add energy to your Magi equal to half of the chosen Creature's current energy , rounded up. The amount added cannot exceed half of the chosen Creature's printed starting energy, rounded up. As long as the chosen Creature remains in play, it is Illusionary; Illusionary Creatures do not count as being in play when checking to see if your Magi is defeated. Illusionary Creatures cannot choose to attack Magi.
Change: The energy gain from Mirage can't be more than half of the chosen Creature's Printed Starting Energy, rounded up.
Source: 2i Design Team
Affects: Nightmare's Dawn

Scyalla - Weave Magi - Weavekeeper - Starting Energy/Energize: 2/6 (ND)(C)
STARTING: Two different non-Hyren Creatures of the same type, i.e., two different Xyxes (Weave Powder) Power - Pet Project: Once per game, choose any non-Hyren Creature type. Until the end of the game, you may play Creatures of that type as if they were Weave, and all Creatures of the chosen type that you play are Weave Creatures instead of their original region.
Change: Clarification of Pet Project to allow you to play any Creature, regardless of original region, of the Creature type chosen with Pet Project.
Source: Rules Digest 06/03/03
Affects: Nightmare's Dawn

Thresh - Weave Dream Creature - Starting Energy: 4 (VotS)(C)
Effect - Rethresh: Whenever a Weave Card is discarded from play on an opponent's turn, add one energy to Thresh.
Effect - Weave: Whenever Thresh is in an attack, before energy is removed, you may move one energy between Thresh and one of your other Weave Creatures.
Change: Rethresh is supposed to be an Effect, not a Power. Thresh was misprinted.
Source: Rules Digest 3/04/03
Affects: Voice of the Storms

Weave Winds - Weave Spell - Cost: 6 (DE)(E)
Choose a Magi. On the chosen Magi's next turn, if that Magi has any Creatures in play, they may not play non-Weave Creatures.
Change: Weave Winds only affects a single Magi.
Source: 2i Design Team
Affects: Dream's End

Weggit – Weave Dream Creature - Starting Energy: 3 (DE)(E)
Power - Whispering Winds: Discard Weggit from play. Draw a card for each Weave Relic you have in play.
Effect - Weave: Whenever Weggit attacks or is attacked, before energy is removed, you may move one energy between Weggit and any one of your other Weave Creatures in play.
Change: Wispering Winds works with only Weave Relics.
Source: 2i Design Team
Affects: Dream's End

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