Summer Magic Cards

Index | Images 1 (Air) | Images 2 (Bay) | Images 3 (Cel) | Images 4 (Cop) | Images 5 (Dem) | Images 6 (Ear) | Images 7 (Fir) | Images 8 (Gla) | Images 9 (How) | Images 10 (Jad) | Images 11 (Lif) | Images 12 (Man) | Images 13 (Nev) | Images 14 (Pir) | Images 15 (Red) | Images 16 (Sav) | Images 17 (Sim) | Images 18 (Swa) | Images 19 (Tun) | Images 20 (Wal) | Images 21 (Wil)


001

002

003

Air Elemental

3UU

Aladdin's Lamp

10

Aladdin's Ring

8

Summon Elemental Artifact Artifact
Flying X,T: Instead of drawing a card from the top of your library, draw X cards but choose only one to put in your hand. You must shuffle the leftover cards and put them at the bottom of your library. 8,T: Aladdin's Ring does 4 damage to any target.
These spirits of the air are winsome and wild, and cannot be truly contained. Only marginally intelligent, they often substitute whimsy for strategy, delighting in mischief and mayhem. "After these words the magician drew a ring off his finger, and put it on one of Aladdin's, saying: 'It is a talisman against all evil, so long as you obey me.'"
— The Arabian Nights, Junior Classics trans.
Illus. © 1994 Richard Thomas

4/4

Illus. © 1994 Mark Tedin

Illus. © 1994 Dan Frazier


004

005

006

Animate Artifact

3U

Animate Dead

1B

Animate Wall

W

Enchant Artifact Enchant Dead Creature Enchant Wall
Target artifact is now an artifact creature with both power and toughness equal to its casting cost; target retains all its original abilities as well. Has no effect on artifact creatures. Any creature in any graveyard comes into play on your side with -1 to its original power. At end of game, or if this enchantment is discarded without removing target creature from play, target creature is returned to its owner's graveyard. Target creature may be killed as normal. Target wall can now attack. Target wall's power and toughness are unchanged by this enchantment, even if its power is 0.
Illus. © 1994 Douglas Shuler

Illus. © 1994 Anson Maddocks

Illus. © 1994 Dan Frazier


007

008

009

Ankh of Mishra

2

Armageddon

3W

Armageddon Clock

6

Artifact Sorcery Artifact
Ankh does 2 damage to anyone who puts a new land into play. All lands in play are destroyed. Put one counter on Armageddon Clock during each of your upkeeps. At the end of your upkeep, each player takes damage equal to the number of counters on the Clock. Any player may spend 4 during any upkeep to remove a counter.
Illus. © 1994 Amy Weber

Illus. © 1994 Jesper Myrfors

Illus. © 1994 Amy Weber


010

011

012

Aspect of Wolf

1G

Atog

1R

Badlands

Enchant Creature Summon Atog Land
Target creature's power and toughness are increased by half the number of forests you have in play, rounding down for power and up for toughness. 0: +2/+2. Each time you use this ability, you must sacrifice one of your artifacts in play. T: Add either R or B to your mana pool. Counts as both mountains and swamp and is affected by spells that affect either. If a spell destroys one of these land types, this card is destroyed; if a spell alters one of these land types, the other land type is unaffected.
The bane of all artificers, the legendary Atogs devoured intricate tools to further their own twisted growth.
Illus. © 1994 Jeff A. Menges

Illus. © 1994 Jesper Myrfors

1/2

Illus. © 1994 Rob Alexander


013

014

015

Bad Moon

1B

Balance

1W

Basalt Monolith

3

Enchantment Sorcery Artifact
All black creatures in play gain +1/+1. Whichever player has more lands in play must discard enough lands of his or her choice to equalize the number of lands both players have in play. Next, equalize the cards in hand and then creatures in play the same way. Creatures lost in this manner are considered buried. T: Add 3 colorless mana to your mana pool. Does not untap as normal during untap phase; you may spend 3 at any other time to untap. Drawing mana from this artifact is played as an interrupt.
Illus. © 1994 Jesper Myrfors

Illus. © 1994 Mark Poole

Illus. © 1994 Jesper Myrfors