QUAKE II: OPERATION ALIEN OVERLORD A FAN-MADE MAGIC: THE GATHERING SET · 120 CARDS · SET CODE QAO · deck library

42 Common · 47 Uncommon · 24 Rare · 7 Mythic Rare
10 W · 14 U · 0 B · 26 R · 0 G · 8 Gold · 0 Hybrid · 45 Artifact · 17 Land
The Strogg are artifact creatures, so the whole set is artifacts-matter in Jeskai colours: blue for Strogg tech and drones, red for soldiers, Tanks and explosives, white for Medics (they really do resurrect Strogg), armour and force fields. Weapon ladder Blaster → BFG10K, Unit duals that enter untapped when you hold two artifacts, and the Jorg → Makron boss fight. Mission-pack cards are tagged [TR] The Reckoning / [GZ] Ground Zero. Unofficial fan content. Quake II © id Software; Magic © Wizards of the Coast. Art hotlinked from the Quake Wiki.
Bitterman, Lone Marine{U}{R}{W}
Bitterman, Lone Marine
Legendary Creature — Human Soldier

First strike

Artifact spells you cast cost {1} less to cast.

Whenever Bitterman deals combat damage to a player, you may put an artifact card with mana value 5 or less from your hand onto the battlefield.

Just overshot LZ Command. Command, you copy? Christ, this thing is a brick!
—Quake II intro
3/4
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Joker, Reckoning Marine{1}{R}{W}
Joker, Reckoning Marine
Legendary Creature — Human Soldier

Haste

Equip abilities you activate cost {1} less to activate.

Whenever Joker attacks, Equipment attached to it gain "Equipped creature has menace" until end of turn.

Moon base. Strogg fleet. One marine with a bad attitude.
3/2
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Stepchild, Ground Zero Marine{1}{W}{U}
Stepchild, Ground Zero Marine
Legendary Creature — Human Soldier

Vigilance

Whenever Stepchild attacks, tap target artifact an opponent controls. It doesn't untap during its controller's next untap step.

The gravity well is holding the fleet. Go turn it off.
2/3
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Light Guard{R}
Light Guard
Artifact Creature — Strogg Soldier

{T}: Light Guard deals 1 damage to target opponent or planeswalker.

Weakest of the three processed humans, armed solely with a simple blaster.
—Quake II manual
1/2
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Shotgun Guard{1}{R}
Shotgun Guard
Artifact Creature — Strogg Soldier

When Shotgun Guard enters, it deals 1 damage to any target.

These loyal troops have an automatic scatter gun prosthetic.
—Quake II manual
2/2
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Machinegun Guard{2}{R}
Machinegun Guard
Artifact Creature — Strogg Soldier

Whenever Machinegun Guard attacks, it deals 1 damage to defending player.

It fires until something stops moving. Usually you.
2/2
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Enforcer{3}{R}
Enforcer
Artifact Creature — Strogg Soldier

Menace

{R}: Enforcer gets +1/+0 until end of turn. (The chaingun spins up.)

Strong, muscle-bound warrior who dishes out chain gun speed damage.
—Quake II manual
3/3
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Gunner{3}{R}
Gunner
Artifact Creature — Strogg Soldier

Whenever Gunner attacks, it deals 2 damage to up to one target creature. (Grenades arc over cover.)

This cybernetic terror eats Mutants for breakfast before coming to work — on you.
—Quake II manual
3/2
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Gunner Commander{4}{R}
Gunner Commander
Artifact Creature — Strogg Soldier

Whenever Gunner Commander attacks, it deals 2 damage to target creature and 2 damage to target player or planeswalker.

If the Gunner is the fighting elite, the Gunner Commander is the elite of the elite.
—id Software
4/4
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Berserker{2}{R}{R}
Berserker
Artifact Creature — Strogg Berserker

Berserker attacks each combat if able.

Berserker gets +2/+0 as long as it's attacking.

He may hit the dirt easy, but he’ll get up and is relentless in his pursuits.
—Quake II manual
4/3
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Mutant{2}{R}{R}
Mutant
Artifact Creature — Strogg Beast

Trample, haste

Mutant attacks each combat if able.

The experiment that got out of the Processing Plant.
3/3
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Iron Maiden{3}{R}
Iron Maiden
Artifact Creature — Strogg

Whenever Iron Maiden attacks or blocks, it deals 2 damage to target creature an opponent controls.

The cyber-bitch from hell… not the kind of girl to take home to mom.
—Quake II manual
3/4
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Gladiator{3}{R}{R}
Gladiator
Artifact Creature — Strogg Warrior

Railgun — Whenever Gladiator attacks, it deals 3 damage to target creature. That damage can't be prevented.

Two massively mechanized legs and one shoulder-mounted railgun: the daddy of all the adapted humanoids.
—Quake II manual
4/4
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Beta-Class Gladiator{3}{R}{R}
Beta-Class Gladiator
Artifact Creature — Strogg Warrior

Phalanx — Whenever Beta-Class Gladiator attacks, it deals 2 damage to each of up to two targets.

Same chassis, louder gun.
4/4
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Tank{4}{R}{R}
Tank
Artifact Creature — Strogg Tank

Trample

Whenever Tank attacks, it deals 3 damage divided as you choose among up to three targets.

Get in, take your shot, and get out. Repeat as often as necessary.
—Quake II manual
6/6
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Tank Commander{5}{R}{R}
Tank Commander
Artifact Creature — Strogg Tank

Trample

Other artifact creatures you control get +1/+1.

Whenever Tank Commander attacks, it deals 3 damage to target creature.

A special class, designed to secure the Inner City from infiltrators.
—Quake II manual
7/7
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Super Tank{6}{R}
Super Tank
Artifact Creature — Strogg Tank

Trample

Prevent all damage that would be dealt to Super Tank by sources with power 2 or less.

Whenever Super Tank attacks, it deals 3 damage to target creature defending player controls.

The Big Gun's bodyguard.
7/7
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Jorg, the Makron's Mech{6}{R}{R}
Jorg, the Makron's Mech
Legendary Artifact Creature — Strogg Mech

Trample

Whenever Jorg attacks, it deals 1 damage to each creature defending player controls.

When Jorg dies, you may search your library and graveyard for a card named Makron, Leader of the Strogg, put it onto the battlefield, then shuffle.

Kill the mech. Then the fight starts.
8/8
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Gekk{1}{R}
Gekk
Artifact Creature — Strogg Lizard

Haste

Gekk gets +1/+1 as long as you control an Island. (It swims.)

A lightning-fast amphibious creature that lives and hunts in the planet’s proto-swamps.
—The Reckoning manual
2/1
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Ripper Guard{2}{R}
Ripper Guard
Artifact Creature — Strogg Soldier

Whenever Ripper Guard attacks, it deals 1 damage to each of up to two target creatures. (The shots ricochet.)

His arm-mounted weapon has been modified to accommodate a body-shredding Ion Ripper.
—The Reckoning manual
2/2
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Laser Guard{2}{R}
Laser Guard
Artifact Creature — Strogg Soldier

First strike

Afflict 1 (Whenever this creature becomes blocked, defending player loses 1 life.)

Advancing Strogg technology has given these guards the ability to mount a high-powered laser on their arm.
—The Reckoning manual
3/1
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Hyperblaster Guard{3}{R}
Hyperblaster Guard
Artifact Creature — Strogg Soldier

{T}: Hyperblaster Guard deals 1 damage to any target.

Someone gave the infantry the good gun.
3/2
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Flyer{1}{U}
Flyer
Artifact Creature — Strogg Drone

Flying

Flyer can't be blocked by creatures with power 3 or greater.

A small two-winged monster: a controlling brain and a cyborg body that allows it to levitate.
—Quake II manual
1/2
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Icarus{3}{U}
Icarus
Artifact Creature — Strogg Drone

Flying

Whenever Icarus deals combat damage to a player, you may draw a card. If you do, discard a card.

A huge jet pack attached to its back, with laser blasters mounted into his shoulders.
—Quake II manual
2/3
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Technician{2}{U}
Technician
Artifact Creature — Strogg Drone

Flying

When Technician enters, return target artifact card from your graveyard to your hand.

It fixes things. Mostly things that want you dead.
1/3
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Brains{3}{U}
Brains
Artifact Creature — Strogg Horror

Whenever Brains deals combat damage to a creature, you gain 2 life. (Life-stealing tentacles.)

Brains has hexproof as long as it's untapped.

A vicious cyborg abomination with life-stealing tentacles protruding from its chest.
—Quake II manual
2/4
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Barracuda Shark{1}{U}
Barracuda Shark
Artifact Creature — Strogg Fish

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

The only creatures indigenous to water on Stroggos.
—Quake II manual
2/1
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Stalker{3}{U}
Stalker
Artifact Creature — Strogg Spider

Vigilance

Stalker can't be blocked by creatures with power 2 or less. (It walks on the ceiling.)

They cling to ceilings, pounce down on top of you, then re-attach to evade your retaliation.
—Ground Zero manual
3/3
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Daedalus{4}{U}
Daedalus
Artifact Creature — Strogg Drone

Flying

Whenever Daedalus attacks, target creature can't block this turn.

A more powerful version of the Icarus. He utilises the Power Screen to blunt the force of your attacks.
—Ground Zero manual
3/4
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Carrier{5}{U}{R}
Carrier
Artifact Creature — Strogg Drone

Flying

Whenever Carrier attacks, create a 1/1 blue Strogg Drone artifact creature token with flying that's tapped and attacking.

They don’t call this guy the Carrier for nothing. Concentrate your fire on it first.
—Ground Zero manual
5/5
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Hornet{4}{U}{R}
Hornet
Artifact Creature — Strogg Drone

Flying

When Hornet enters and whenever it attacks, it deals 2 damage to each of up to two targets.

Missile pods on a frame the size of a hangar door.
5/5
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Makron, Leader of the Strogg{5}{U}{R}
Makron, Leader of the Strogg
Legendary Artifact Creature — Strogg

Menace

This spell can't be countered.

Makron has hexproof as long as you control another Strogg.

BFG10K — At the beginning of your end step, Makron deals 3 damage to any target.

The brain behind every gun on Stroggos.
6/6
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Medic{2}{W}
Medic
Artifact Creature — Strogg Medic

{2}{W}, {T}: Return target artifact creature card with mana value 3 or less from your graveyard to the battlefield.

This threatening organism has the ability to awaken dead Strogg from eternal sleep.
—Quake II manual
2/3
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Medic Commander{3}{W}{W}
Medic Commander
Artifact Creature — Strogg Medic

At the beginning of your end step, create a 1/1 red Strogg Soldier artifact creature token.

{3}{W}, {T}: Return target artifact creature card from your graveyard to the battlefield.

If re-animating dead comrades and creating new enemies were not enough, this guy also fires an upgraded Blaster.
—Ground Zero manual
3/4
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Black Widow Guardian{4}{U}{R}{W}
Black Widow Guardian
Legendary Artifact Creature — Strogg Spider

Vigilance, menace

At the beginning of your end step, create a 2/2 blue Strogg Spider artifact creature token.

When Black Widow Guardian dies, it deals 4 damage divided as you choose among any number of targets.

Keeper of the gravity well. Mother of every Stalker in the base.
6/6
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Parasite{3}
Parasite
Artifact Creature — Strogg Beast

Whenever Parasite deals combat damage to a creature, put a +1/+1 counter on Parasite. (It feeds.)

The Parasite makes Cujo look like Lassie on Prozac.
—Quake II manual
2/2
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Turret{3}
Turret
Artifact Creature — Strogg Wall

Defender, reach

{T}: Turret deals 2 damage to target attacking creature.

The walls of Stroggos shoot back.
0/4
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Fixbot{2}
Fixbot
Artifact Creature — Strogg Drone

Flying

{1}, {T}: Target artifact creature gains indestructible until end of turn.

A welder with wings and no sense of self-preservation.
1/1
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Blaster{1}
Blaster
Artifact — Equipment

Equipped creature gets +1/+0.

Whenever equipped creature attacks, it deals 1 damage to defending player. (Infinite ammo.)

Equip {1}

Standard issue rechargeable energy side-arm. It does not require ammunition.
—Quake II manual
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Shotgun{2}
Shotgun
Artifact — Equipment

Equipped creature gets +1/+0.

Whenever equipped creature attacks, it deals 1 damage to up to one target creature defending player controls.

Equip {1}

Perfect for the less than proficient marksman.
—Quake II manual
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Super Shotgun{3}
Super Shotgun
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 2 damage to up to one target creature defending player controls.

Equip {2}

The uncompromising big brother to the Shotgun. Choose your shots effectively.
—Quake II manual
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Machinegun{2}
Machinegun
Artifact — Equipment

Equipped creature gets +1/+0 and has "{T}: This creature deals 1 damage to any target."

Equip {2}

The recoil walks the barrel up. Aim low.
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Chaingun{3}
Chaingun
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature becomes blocked, it deals 1 damage to each creature blocking it. (It sprays.)

Equip {2}

Spin-up time is the only thing between you and everything in the room.
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Grenade Launcher{3}
Grenade Launcher
Artifact — Equipment

Equipped creature gets +1/+0.

Whenever equipped creature attacks, it deals 1 damage to each creature defending player controls. (Splash.)

Equip {2}

Useful for delivering firepower into hard to reach areas. We do not recommend using it in confined areas.
—Quake II manual
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Rocket Launcher{4}
Rocket Launcher
Artifact — Equipment

Equipped creature gets +3/+0 and has trample.

Whenever equipped creature attacks, it deals 2 damage to any target and 1 damage to you.

Equip {3}

Delivers heavy fire power to your target. Be careful not to use this weapon in close combat.
—Quake II manual
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Hyperblaster{3}
Hyperblaster
Artifact — Equipment

Equipped creature gets +2/+0 and has "{T}: This creature deals 2 damage to any target."

Equip {3}

An energy chain gun with no spin up delay.
—Quake II manual
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Railgun{4}
Railgun
Legendary Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 4 damage to target creature. That damage can't be prevented. (The slug goes through everything.)

Equip {3}

Fires depleted uranium slugs at super high velocities. Note the distinctive blue corkscrew trail.
—Quake II manual
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BFG10K{6}
BFG10K
Legendary Artifact — Equipment

Equipped creature gets +4/+0.

Whenever equipped creature attacks, it deals 3 damage to each creature defending player controls.

Equip {4}

Fifty cells. One green sun. Nothing left to argue with.
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Ion Ripper{3}
Ion Ripper
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it. (The discs bounce.)

Equip {2}

Glowing energy boomerangs capable of ricocheting off walls. Perfect for attacks around corners.
—The Reckoning manual
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Phalanx Particle Cannon{5}
Phalanx Particle Cannon
Artifact — Equipment

Equipped creature gets +3/+0.

Whenever equipped creature attacks, it deals 3 damage divided as you choose among one or two targets.

Equip {3}

Two quantum accelerated magnesium slugs. Use with extreme caution at close range.
—The Reckoning manual
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ETF Rifle{2}
ETF Rifle
Artifact — Equipment

Equipped creature gets +1/+1.

Equip {1}

Powerful, efficient, and able to pierce armor. What more could you ask for?
—Ground Zero manual
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Plasma Beam{4}
Plasma Beam
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 2 damage to each of up to two target creatures defending player controls.

Equip {2}

A high-tech beam of pure flaming death, guaranteed to give anyone in your path a hot time!
—Ground Zero manual
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Proximity Launcher{3}
Proximity Launcher
Artifact — Equipment

Whenever equipped creature becomes blocked by a creature, it deals 3 damage to that creature.

Equip {2}

Leave a present. Walk away.
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Chainfist{2}
Chainfist
Artifact — Equipment

Equipped creature gets +1/+0 and has deathtouch.

Equip {2}

An enormous arm-mounted chainsaw. Perfect when you need to “R.I.P.” a wide swath in a room full o’ baddies.
—Ground Zero manual
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Disruptor{4}
Disruptor
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 3 damage to target creature defending player controls. If that creature would die this turn, exile it instead.

Equip {3}

It locks on. Then there's nothing to lock on to.
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Armor Shard{1}
Armor Shard
Artifact — Equipment

Equipped creature gets +0/+1.

Equip {0}

Remnants of armor, which add a bit more durability to your existing protection.
—Quake II manual
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Jacket Armor{1}
Jacket Armor
Artifact — Equipment

Equipped creature gets +0/+2.

Equip {1}

Green. Thin. Present.
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Combat Armor{3}
Combat Armor
Artifact — Equipment

Equipped creature gets +1/+3.

Equip {2}

Yellow means most of it bounces.
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Body Armor{4}
Body Armor
Artifact — Equipment

Equipped creature gets +1/+4 and has ward {1}.

Equip {2}

Red means you can walk through a Gladiator's rail and keep walking.
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Power Shield{3}
Power Shield
Artifact — Equipment

Equipped creature gets +0/+3 and has ward {2}. (It burns cells to stop hits.)

Equip {2}

Improved protection against energy weapons. It drains energy from your cells when damaged.
—Quake II manual
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Silencer{2}
Silencer
Artifact — Equipment

Equipped creature has skulk. (It can't be blocked by creatures with greater power.)

Equip {1}

This silences the discharge of any weapon.
—Quake II manual
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Bandolier{2}
Bandolier
Artifact — Ammo

Equip abilities you activate cost {1} less to activate.

Increases your carrying capacity for all ammunition except grenades and rockets.
—Quake II manual
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Ammo Pack{2}
Ammo Pack
Artifact — Ammo

When Ammo Pack enters, draw a card.

{T}, Sacrifice Ammo Pack: Add {C}{C}.

This allows you to carry more ammo on your back.
—Quake II manual
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Power Cube{1}
Power Cube
Artifact — Ammo

{T}: Add {C}. Spend this mana only to cast artifact spells or activate abilities of artifacts.

Every door on Stroggos wants one. So does every gun.
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Data CD{1}
Data CD
Artifact — Ammo

{1}, {T}, Sacrifice Data CD: Draw a card.

Whatever was on it, the computer wanted it badly.
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Security Pass{1}
Security Pass
Artifact — Ammo

{T}, Sacrifice Security Pass: Target creature can't be blocked this turn.

Every locked door is a suggestion.
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Pyramid Key{2}
Pyramid Key
Artifact — Ammo

{T}, Sacrifice Pyramid Key: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

It opens the way to the Palace.
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Commander's Head{3}
Commander's Head
Legendary Artifact

{T}: Target artifact creature can't block this turn. (The scanners recognise him.)

{3}, {T}, Sacrifice Commander's Head: Gain control of target artifact creature.

The Strogg's own security only checks the face.
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IR Goggles{1}
IR Goggles
Artifact — Ammo

{T}: Look at target player's hand.

{2}, {T}: Scry 2.

Monsters, health packs, other players: they’re all the same with this baby.
—Ground Zero manual
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Trap{2}
Trap
Artifact — Ammo

{2}, {T}, Sacrifice Trap: Exile target creature with mana value 3 or less. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")

It pulls them in, and what comes out is lunch.
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Tesla Mine{2}
Tesla Mine
Artifact — Ammo

Whenever one or more creatures attack you, Tesla Mine deals 1 damage to each of them.

Once it activates, deadly tendrils of electricity lash out at your enemy.
—Ground Zero manual
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Defender Sphere{2}
Defender Sphere
Artifact — Ammo

Whenever a creature an opponent controls attacks, Defender Sphere deals 1 damage to it.

It hovers above your head and fires on any enemy who dares to attack you.
—Ground Zero manual
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Hunter Sphere{3}
Hunter Sphere
Artifact — Ammo

{T}, Sacrifice Hunter Sphere: It deals 4 damage to target creature that attacked or blocked this turn.

If you die while this sphere is active, it streaks off to kill your enemy. Ultimate retribution from beyond the grave.
—Ground Zero manual
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Invulnerability{2}{W}{W}
Invulnerability
Instant

Prevent all damage that would be dealt to you and permanents you control until your next turn.

Renders you temporarily indestructible.
—Quake II manual
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Medkit{1}{W}
Medkit
Instant

Target creature you control gets +2/+2 until end of turn. You gain 3 life.

Twenty-five points between you and the floor.
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Stimpack{W}
Stimpack
Instant

You gain 2 life. Draw a card.

These provide an additional boost to your health.
—Quake II manual
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Adrenaline{W}
Adrenaline
Instant

Put a +1/+1 counter on target creature. It gains vigilance until end of turn.

This slightly increases your health permanently.
—Quake II manual
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Megahealth{1}{W}
Megahealth
Enchantment — Aura

Enchant creature

Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Enchanted creature gets +3/+3.

When Megahealth enters, you gain 3 life.

A temporary but significant boost to your health. This will wear off after a minute or so.
—Quake II manual
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Enviro-Suit{1}{W}
Enviro-Suit
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1.

Prevent all noncombat damage that would be dealt to enchanted creature.

Protects you against damage from hazardous liquids, such as Slime.
—Quake II manual
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Force Field{2}{W}
Force Field
Enchantment

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Blue means closed. Find the Power Cube.
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Detained{2}{W}
Detained
Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

The Detention Center has room for one more.
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Strogg Teleporter{1}{U}
Strogg Teleporter
Instant

Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.

Step on the pad. Arrive somewhere worse.
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Mission Objective{2}{U}
Mission Objective
Instant

Draw two cards.

OBJECTIVE COMPLETE. New objective: keep breathing.
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Rebreather{1}{U}
Rebreather
Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2 and has islandwalk.

This provides oxygen when submerged in liquids.
—Quake II manual
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Doppelganger{2}{U}
Doppelganger
Sorcery

Create a token that's a copy of target creature you control, except it's an artifact in addition to its other types and has "When this creature is dealt damage, sacrifice it."

This “double” is meant to confuse your opponents and draw fire away from you… and it works!
—Ground Zero manual
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Stroggification{2}{U}{R}
Stroggification
Sorcery

Gain control of target creature. It becomes an artifact in addition to its other types, and it's a Strogg in addition to its other types.

They call this Stroggification? Looks more like mutilation to me.
—Marine medical team
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Quad Damage{2}{R}{R}
Quad Damage
Instant

Until end of turn, if a source you control would deal damage to a permanent or player, it deals four times that much damage instead.

The quad temporarily multiplies all your weapon’s strengths by four times. Let the gibbing begin!
—Quake II manual
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Double Damage{1}{R}
Double Damage
Instant

Until end of turn, if a source you control would deal damage to a permanent or player, it deals double that damage instead.

Like the Quad Damage, this item doubles the damage you inflict on your enemy.
—Ground Zero manual
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Hand Grenade{1}{R}
Hand Grenade
Instant

Hand Grenade deals 3 damage divided as you choose among one, two, or three targets.

The longer you hold an active grenade, the farther you’ll throw it. Just remember to throw at some point.
—Quake II manual
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Laser Grid{1}{R}
Laser Grid
Instant

Laser Grid deals 3 damage to target creature.

Walk into it and you arrive in pieces.
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Antimatter Bomb{4}{R}{R}
Antimatter Bomb
Sorcery

Antimatter Bomb deals 4 damage to each creature and each player.

You place it, activate it, and then… run for your freakin’ life!
—Ground Zero manual
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Vengeance Sphere{2}{R}
Vengeance Sphere
Enchantment

Whenever a creature you control dies, you may sacrifice Vengeance Sphere. If you do, it deals 4 damage to target creature an opponent controls.

It waits for you to fall. Then it makes a point.
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Big Gun Barrage{3}{R}{R}
Big Gun Barrage
Sorcery

Big Gun Barrage deals 6 damage divided as you choose among up to three target creatures with flying.

If no creature with flying was dealt damage this way, it deals 3 damage to any target instead.

One shell, and the fleet is a sky full of sparks.
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Drop Zone
Drop Zone
Land

{T}: Add one mana of any color in your commander's color identity.

Where the pod hit. Where the war starts.
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Outer Base
Outer Base
Land

Outer Base enters tapped unless you control two or more artifacts.

{T}: Add {R} or {W}.

Reporting 80% failing vital sign track.
—TCM radio transmission
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Installation
Installation
Land

Installation enters tapped unless you control two or more artifacts.

{T}: Add {W} or {U}.

Marines, we’re at 5% ground force operational status.
—TCM radio transmission
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Detention Center
Detention Center
Land

Detention Center enters tapped unless you control two or more artifacts.

{T}: Add {U} or {R}.

Unit 3 — Jail
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Mine Entrance
Mine Entrance
Land

Mine Entrance enters tapped unless you control two or more artifacts.

{T}: Add {R} or {W}.

Navigate mines. Find service entrance to factory.
—Mission briefing
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Processing Plant
Processing Plant
Land

Processing Plant enters tapped unless you control two or more artifacts.

{T}: Add {W} or {U}.

We have confirmed visual on troops being… being disassembled.
—TCM radio transmission
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Power Plant
Power Plant
Land

Power Plant enters tapped unless you control two or more artifacts.

{T}: Add {U} or {R}.

Proceed north to Big Gun area. Infiltrate and destroy Strogg main reactor.
—Mission briefing
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The Edge
The Edge
Land

The Edge enters tapped.

{T}: Add {U} or {R}.

Q2DM1
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Tokay's Towers
Tokay's Towers
Land

Tokay's Towers enters tapped.

{T}: Add {R} or {W}.

Q2DM2
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The Frag Pipe
The Frag Pipe
Land

The Frag Pipe enters tapped.

{T}: Add {W} or {U}.

Q2DM3
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Big Gun
Big Gun
Land

{T}: Add {C}.

{2}{R}, {T}, Sacrifice Big Gun: It deals 4 damage to target creature.

Unit 7 — Built to shoot ships out of orbit. Works fine on a Tank.
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Hangars
Hangars
Land

{T}: Add {C}.

{3}{U}, {T}: Create a 1/1 blue Strogg Drone artifact creature token with flying.

Unit 8
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Inner Chamber
Inner Chamber
Legendary Land

{T}: Add {C}.

{4}, {T}: Return target artifact card from your graveyard to your hand.

Follow me, human.
—the Makron
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Final Showdown
Final Showdown
Legendary Land

{T}: Add {C}.

{3}, {T}, Sacrifice Final Showdown: Destroy target creature with power 5 or greater.

Unit 10 — Boss fight.
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Plains
Plains
Basic Land — Plains
{W}
Upper Palace
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Island
Island
Basic Land — Island
{U}
Cooling Facility
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Mountain
Mountain
Basic Land — Mountain
{R}
Lower Mines
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Shells{2}
Shells
Artifact — Ammo

{T}: Add {C}.

{T}: Add {R} or {W}. Shells deals 1 damage to you.

Ten shells, and the Super Shotgun eats two at a time.
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Bullets{2}
Bullets
Artifact — Ammo

{T}: Add {C}.

{T}: Add {U} or {R}. Bullets deals 1 damage to you.

Fifty rounds. The Chaingun disagrees about how long that lasts.
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Cells{2}
Cells
Artifact — Ammo

{T}: Add {C}.

{T}: Add {W} or {U}. Cells deals 1 damage to you.

Power for the Hyperblaster, the BFG, and the shield. Pick one.
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Reactor Core{3}
Reactor Core
Artifact — Ammo

Reactor Core enters tapped.

{T}: Add {C}{C}.

The Power Plant feeds the whole complex. Tap it and the lights go out somewhere else.
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Data Spinner{3}
Data Spinner
Artifact — Ammo

{2}, {T}: Draw a card.

Every spin is another Strogg secret.
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Strogg Salvage{1}{U}
Strogg Salvage
Instant

Draw a card. If you control three or more artifacts, draw two cards instead.

Nothing on Stroggos is wasted. Not even the dead.
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Uplink{1}{U}
Uplink
Instant

Scry 2, then draw a card.

The satellite sees everything. You get the parts it chooses to share.
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Strogg Assembly Line{3}
Strogg Assembly Line
Artifact — Ammo

Artifact spells you cast cost {1} less to cast.

The Factory never stops. Neither do the things that walk out of it.
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Field Computer{2}
Field Computer
Artifact — Ammo

Whenever an artifact you control is put into a graveyard from the battlefield, draw a card.

Every dead Strogg is a data point.
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Scanner Sweep{U}
Scanner Sweep
Instant

Scry 1, then draw a card.

Motion on the tracker. Always motion on the tracker.
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No cards match.