Drain the Well {2}{B/G}{B/G}
Sorcery
Destroy target land. You gain 2 life.
Trows have learned that it’s not wise to eat cinders without a bucket or two of water nearby.
Illustrated by Warren Mahy
2008
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@menuthegathering
Drain the Well {2}{B/G}{B/G}
Sorcery
Destroy target land. You gain 2 life.
Trows have learned that it’s not wise to eat cinders without a bucket or two of water nearby.
Illustrated by Warren Mahy
2008

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Elsewhere Flask {2}
Artifact
When this artifact enters, draw a card.
Sacrifice this artifact: Choose a basic land type. Each land you control becomes that type until end of turn.
One night Oona bottled the sky. The next night she aligned the stars and released it.
Illustrated by Carl Frank
2008
Kitchen Finks {1}{G/W}{G/W}
Creature — Ouphe
When this creature enters, you gain 2 life.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.)
Accept one favor from an ouphe, and you’re doomed to accept another.
3/2
Illustrated by Kev Walker
2008
Dawnglow Infusion {X}{G/W}
Sorcery
You gain X life if {G} was spent to cast this spell and X life if {W} was spent to cast this spell. (Do both if {G}{W} was spent.)
Dawnglove bloom is a potent nostrum, but the dawnglow brewed from its sap is nothing less than life itself.
Illustrated by Rebecca Guay
2008
Poison the Well {2}{B/R}{B/R}
Sorcery
Destroy target land. Poison the Well deals 2 damage to that land’s controller.
Wells that provide clean, unhaunted water are rare enough to be worth building an entire town around.
Illustrated by Zoltan Boros & Gabor Szikszai
2008

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Deglamer {1}{G}
Instant
Choose target artifact or enchantment. Its owner shuffles it into their library.
The more pleasant an illusion’s garb, the more indecent its form laid bare.
Illustrated by Zoltan Boros & Gabor Szikszai
2008
Cream of the Crop {1}{G}
Enchantment
Whenever a creature you control enters, you may look at the top X cards of your library, where X is that creature’s power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
Illustrated by Howard Lyon
2008
Morsel Theft {2}{B}{B}
Kindred Sorcery — Rogue
Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player loses 3 life and you gain 3 life. If this spell’s prowl cost was paid, draw a card.
Illustrated by Darrell Riche
2008
Faerie Rogue
Token Creature — Faerie Rogue
Flying
1/1
Illustrated by Jim Nelson
2008
Tidings {3}{U}{U}
Sorcery
Draw four cards.
Illustrated by Michael Komarck
2008

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Incremental Growth {3}{G}{G}
Sorcery
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
“Tie a mouse under a bridge, and your cabbages will triple in size.” —Kithkin superstition
Illustrated by Chuck Lukacs
2007
Fertile Ground {1}{G}
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Pretty, valuable, and delicious—a boggart thief’s trifecta.
Illustrated by Mark Tedin
2007
Footbottom Feast {2}{B}
Instant
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.
The scent of rot and vinegar fills the marsh, inviting boggarts from every warren to reunite and feast.
Illustrated by Jim Nelson
2007
Entangling Trap {1}{W}
Enchantment
Whenever you clash, tap target creature an opponent controls. If you won, that creature doesn’t untap during its controller’s next untap step. (This ability triggers after the clash ends.)
Illustrated by Warren Mahy
2007
Fountain of Youth {0}
Artifact
{2}, {T}: You gain 1 life.
Some say the fountain’s waters are the first rains that fell over Dominaria.
Illustrated by Dan Murayama Scott
2007

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Bottle Gnomes {3}
Artifact Creature — Gnome
Sacrifice Bottle Gnomes: You gain 3 life.
Reinforcements … or refreshments?
1/3
Illustrated by Ben Thompson
2007
Skyshroud Ranger {G}
Creature — Elf Ranger
{T}: You may put a land card from your hand onto the battlefield. Activate only as a sorcery.
Not even the elves truly know the Skyshroud Forest. The rangers are merely the best equipped to handle its uncertainty.
1/1
Illustrated by Mark Tedin