52
1/31/2025
Schemes - Full
Deck Size: 206
Commander
Est deck cost: $667.86
Salt sum: 0
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52
1/31/2025
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Scheme

Quantity: 206Price: $667.86
A Display of My Dark Power

When you set this scheme in motion, until your next turn, whenever a player taps a land for mana, that player adds one mana of any type that land produced.

Scheme
A Display of My Dark Power (oarc) 8★
A Premonition of Your Demise

When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target.

Scheme
A Premonition of Your Demise (dsc) 353
A Reckoning Approaches

When you set this scheme in motion, look at the top six cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.

Scheme
A Reckoning Approaches (oe01) 16★
All in Good Time

When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.

Scheme
All in Good Time (oarc) 1★
All Shall Smolder in My Wake

When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.

Scheme
All Shall Smolder in My Wake (oarc) 2★
Approach My Molten Realm

When you set this scheme in motion, until your next turn, if a source would deal damage, it deals double that damage instead.

Scheme
Approach My Molten Realm (oarc) 3★
Because I Have Willed It

(An ongoing scheme remains face up until it's abandoned.) Spells you cast cost {1} less to cast. At the beginning of your opponents' end step, if they cast four or more spells this turn, abandon this scheme.

Scheme
Because I Have Willed It (oe01) 1★
Behold My Grandeur

When you set this scheme in motion, add {U}{B}{R}. When you set this scheme in motion, if you control six or more lands, you may search your library for a card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.

Scheme
Behold My Grandeur (oe01) 2★
Behold the Power of Destruction

When you set this scheme in motion, destroy all nonland permanents target opponent controls.

Scheme
Behold the Power of Destruction (dsc) 328
Bow to My Command

(An ongoing scheme remains face up until it's abandoned.) As you set this scheme in motion, choose an opponent. Creatures the chosen player controls can't attack you or planeswalkers you control. At the beginning of your opponents' end step, they may tap any number of untapped creatures they control with total power 8 or greater. If they do, abandon this scheme.

Scheme
Bow to My Command (oe01) 3★
Chaos Is My Plaything

When you set this scheme in motion, for each opponent, exile target permanent that player controls. Then each player reveals cards from the top of their library until they reveal a permanent card, puts it onto the battlefield, and puts the rest on the bottom of their library in a random order.

Scheme
Chaos Is My Plaything (dsc) 329
Choose Your Champion

When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures.

Scheme
Choose Your Champion (dsc) 330
Choose Your Demise

When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.

Scheme
Choose Your Demise (oe01) 4★
Choose Your Demise

When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.

Scheme
Choose Your Demise (dsc) 331
Dance, Pathetic Marionette

When you set this scheme in motion, each opponent reveals cards from the top of their library until they reveal a creature card. Choose one of the revealed creature cards and put it onto the battlefield under your control. Put all other cards revealed this way into their owners' graveyards.

Scheme
Dance, Pathetic Marionette (oarc) 6★
Dark Wings Bring Your Downfall

(An ongoing scheme remains face up until it's abandoned.) Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking. At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme.

Scheme
Dark Wings Bring Your Downfall (dsc) 332
Delight in the Hunt

When you set this scheme in motion, create a 3/3 black Horror creature token and prevent all damage that would be dealt to creatures you control this turn.

Scheme
Delight in the Hunt (oe01) 5★
Drench the Soil in Their Blood

When you set this scheme in motion, after this main phase, there is an additional combat phase followed by an additional main phase. Creatures you control gain vigilance until end of turn.

Scheme
Drench the Soil in Their Blood (dci) 57
Embrace My Diabolical Vision

When you set this scheme in motion, each player shuffles their hand and graveyard into their library. You draw seven cards, then each other player draws four cards.

Scheme
Embrace My Diabolical Vision (oarc) 9★
Every Dream a Nightmare

When you set this scheme in motion, each opponent discards a card. You draw a card for each land card discarded this way.

Scheme
Every Dream a Nightmare (oe01) 6★
Every Hope Shall Vanish

When you set this scheme in motion, each opponent reveals their hand. Choose a nonland card from each of those hands. Those players discard those cards.

Scheme
Every Hope Shall Vanish (oarc) 10★
Every Last Vestige Shall Rot

When you set this scheme in motion, you may pay {X}. If you do, put each nonland permanent target player controls with mana value X or less on the bottom of its owner's library.

Scheme
Every Last Vestige Shall Rot (oarc) 11★
Evil Comes to Fruition

When you set this scheme in motion, create seven 0/1 green Plant creature tokens. If you control ten or more lands, create seven 3/3 green Elemental creature tokens instead.

Scheme
Evil Comes to Fruition (oarc) 12★
Fear My Authority

(An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life.

Scheme
Fear My Authority (dsc) 333
Feed the Machine

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, the player sacrifices two creatures of their choice. If the player chooses others, each of your other opponents sacrifices a creature of their choice.

Scheme
Feed the Machine (oarc) 14★
For Each of You, a Gift

When you set this scheme in motion, for each opponent, create a 3/3 black Horror creature token that attacks that player each combat if able.

Scheme
For Each of You, a Gift (oe01) 7★
I Am Duskmourn

(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme.

Scheme
I Am Duskmourn (dsc) 334
I Am Never Alone

When you set this scheme in motion, create a token that's a copy of your commander, except it's not legendary.

Scheme
I Am Never Alone (dsc) 335
I Am Untouchable

(An ongoing scheme remains face up until it's abandoned.) You and permanents you control have hexproof. When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme.

Scheme
I Am Untouchable (dsc) 336
I Bask in Your Silent Awe

(An ongoing scheme remains face up until it's abandoned.) Each opponent can't cast more than one spell each turn. At the beginning of your upkeep, if no opponent cast a spell since your last turn ended, abandon this scheme.

Scheme
I Bask in Your Silent Awe (oarc) 15★
I Call for Slaughter

When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead.

Scheme
I Call for Slaughter (dsc) 337
I Call on the Ancient Magics

When you set this scheme in motion, each other player searches their library for a card, reveals it, and puts it into their hand. Then you search your library for two cards and put them into your hand. Each player shuffles.

Scheme
I Call on the Ancient Magics (oarc) 16★
I Delight in Your Convulsions

When you set this scheme in motion, each opponent loses 3 life. You gain life equal to the life lost this way.

Scheme
I Delight in Your Convulsions (oarc) 17★
I Know All, I See All

(An ongoing scheme remains face up until it's abandoned.) Untap all permanents you control during each opponent's untap step. At the beginning of each end step, if three or more cards were put into your graveyard this turn from anywhere, abandon this scheme.

Scheme
I Know All, I See All (oarc) 18★
I Will Savor Your Agony

When you set this scheme in motion, choose three. You may choose the same mode more than once. • Destroy target creature. • Target player draws a card. • Target player gains 5 life.

Scheme
I Will Savor Your Agony (dsc) 338
Ignite the Cloneforge!

When you set this scheme in motion, create a token that's a copy of target permanent an opponent controls.

Scheme
Ignite the Cloneforge! (oarc) 19★
Imprison This Insolent Wretch

(An ongoing scheme remains face up until it's abandoned.) When you set this scheme in motion, choose an opponent. Permanents the chosen player controls don't untap during their untap step. When the chosen player is attacked or becomes the target of a spell or ability, abandon this scheme.

Scheme
Imprison This Insolent Wretch (dci) 58
Into the Earthen Maw

When you set this scheme in motion, exile up to one target creature with flying, up to one target creature without flying, and all cards from up to one target opponent's graveyard.

Scheme
Into the Earthen Maw (oarc) 20★
Introductions Are in Order

When you set this scheme in motion, choose one — • Search your library for a creature card, reveal it, put it into your hand, then shuffle. • You may put a creature card from your hand onto the battlefield.

Scheme
Introductions Are in Order (oarc) 21★
Kneel Before My Legions

When you set this scheme in motion, choose one — • Create a 4/4 colorless Scarecrow artifact creature token with vigilance. • Creatures you control get +3/+3 and gain vigilance and trample until end of turn.

Scheme
Kneel Before My Legions (dsc) 339
Know Evil

When you set this scheme in motion, until your next turn, up to one target opponent can't attack with creatures, up to one target opponent can't cast creature spells, and up to one target opponent can't cast noncreature spells. You can't choose any player as a target more than once.

Scheme
Know Evil (oe01) 8★
Know Naught but Fire

When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand.

Scheme
Know Naught but Fire (oarc) 23★
Look Skyward and Despair

When you set this scheme in motion, create a 5/5 red Dragon creature token with flying.

Scheme
Look Skyward and Despair (oarc) 24★
Make Yourself Useful

When you set this scheme in motion, destroy target creature an opponent controls. If a creature is destroyed this way, you gain life equal to its toughness.

Scheme
Make Yourself Useful (oe01) 9★
May Civilization Collapse

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, that player sacrifices two lands of their choice. If the player chooses others, each of your other opponents sacrifices a land of their choice.

Scheme
May Civilization Collapse (oarc) 25★
Mine Is the Only Truth

(An ongoing scheme remains face up until it's abandoned.) Whenever a player casts a spell, you draw a card. At the beginning of your upkeep, if you drew a card last turn, abandon this scheme.

Scheme
Mine Is the Only Truth (dsc) 340
Mortal Flesh Is Weak

When you set this scheme in motion, each opponent's life total becomes the lowest life total among your opponents.

Scheme
Mortal Flesh Is Weak (oarc) 26★
My Champion Stands Supreme

(An ongoing scheme remains face up until it's abandoned.) Your commander has ward {2}. Whenever your commander attacks, put two +1/+1 counters on it. When your commander leaves the battlefield, abandon this scheme.

Scheme
My Champion Stands Supreme (dsc) 341
My Crushing Masterstroke

When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.

Scheme
My Crushing Masterstroke (oarc) 27★
My Followers Ascend

When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance.

Scheme
My Followers Ascend (dsc) 343
My Forces Are Innumerable

(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, create a 3/3 black Horror creature token. At the beginning of your opponents' end step, they may sacrifice two creatures of their choice. If they do, abandon this scheme.

Scheme
My Forces Are Innumerable (oe01) 11★
My Genius Knows No Bounds

When you set this scheme in motion, you may pay {X}. If you do, you gain X life and draw X cards.

Scheme
My Genius Knows No Bounds (oarc) 28★
My Laughter Echoes

(An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.

Scheme
My Laughter Echoes (oe01) 12★
My Tendrils Run Deep

(An ongoing scheme remains face up until it's abandoned.) You may play an additional land on each of your turns. At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme.

Scheme
My Tendrils Run Deep (dsc) 345
My Undead Horde Awakens

(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may put target creature card from an opponent's graveyard onto the battlefield under your control. When a creature put onto the battlefield with this scheme dies, abandon this scheme.

Scheme
My Undead Horde Awakens (oarc) 29★
My Wealth Will Bury You

When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Scheme
My Wealth Will Bury You (dsc) 346
My Will Is Irresistible

When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest.

Scheme
My Will Is Irresistible (dsc) 347
My Wings Enfold All

When you set this scheme in motion, choose one — • Draw two cards. • Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.

Scheme
My Wings Enfold All (dsc) 348
My Wish Is Your Command

When you set this scheme in motion, each opponent reveals their hand. You may choose a noncreature, nonland card revealed this way and cast it without paying its mana cost.

Scheme
My Wish Is Your Command (oarc) 30★
Nature Demands an Offering

When you set this scheme in motion, target opponent chooses a creature you don't control and puts it on top of its owner's library, then repeats this process for an artifact, an enchantment, and a land. Then the owner of each permanent chosen this way shuffles.

Scheme
Nature Demands an Offering (oarc) 31★
Nature Shields Its Own

(An ongoing scheme remains face up until it's abandoned.) Whenever a creature attacks and isn't blocked, if you're the defending player, create a 0/1 green Plant creature token that's blocking that creature. When four or more creatures attack you, abandon this scheme at end of combat.

Scheme
Nature Shields Its Own (oarc) 32★
No One Will Hear Your Cries

When you set this scheme in motion, each opponent chooses a creature they control, then sacrifices the rest.

Scheme
No One Will Hear Your Cries (oe01) 13★
No Secret Is Hidden from Me

When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once.

Scheme
No Secret Is Hidden from Me (dsc) 349
Nothing Can Stop Me Now

(An ongoing scheme remains face up until it's abandoned.) If a source an opponent controls would deal damage to you, prevent 1 of that damage. At the beginning of each end step, if you've been dealt 5 or more damage this turn, abandon this scheme.

Scheme
Nothing Can Stop Me Now (oarc) 33★
Only Blood Ends Your Nightmares

When you set this scheme in motion, each opponent sacrifices a creature of their choice. Then each opponent who didn't sacrifice a creature discards two cards.

Scheme
Only Blood Ends Your Nightmares (oarc) 34★
Only I Know What Awaits

When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield.

Scheme
Only I Know What Awaits (dsc) 350
Pay Tribute to Me

When you set this scheme in motion, each opponent sacrifices a creature of their choice. If you control six or more lands, each opponent sacrifices another creature of their choice.

Scheme
Pay Tribute to Me (oe01) 14★
Perhaps You've Met My Cohort

When you set this scheme in motion, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library.

Scheme
Perhaps You've Met My Cohort (dci) 55
Plots That Span Centuries

When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead.

Scheme
Plots That Span Centuries (dci) 54
Power Without Equal

When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs.

Scheme
Power Without Equal (oe01) 15★
Reality Is Mine to Control

(An ongoing scheme remains face up until it's abandoned.) Whenever you cast a spell, you may abandon this scheme. If you do, copy that spell, and you may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Scheme
Reality Is Mine to Control (dsc) 354
Realms Befitting My Majesty

When you set this scheme in motion, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Scheme
Realms Befitting My Majesty (oarc) 36★
Roots of All Evil

When you set this scheme in motion, create five 1/1 green Saproling creature tokens.

Scheme
Roots of All Evil (oarc) 37★
Rot Like the Scum You Are

When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control.

Scheme
Rot Like the Scum You Are (dsc) 355
Rotted Ones, Lay Siege

When you set this scheme in motion, for each opponent, create a 2/2 black Zombie creature token that attacks that player each combat if able.

Scheme
Rotted Ones, Lay Siege (oarc) 38★
Running Is Useless

When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures.

Scheme
Running Is Useless (dsc) 356
Surrender Your Thoughts

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, that player discards four cards. If the player chooses others, each of your other opponents discards two cards.

Scheme
Surrender Your Thoughts (oarc) 39★
The Dead Shall Serve

When you set this scheme in motion, for each opponent, put up to one target creature card from that player's graveyard onto the battlefield under your control. Each of those creatures attacks its owner each combat if able.

Scheme
The Dead Shall Serve (oarc) 7★
The Fate of the Flammable

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, this scheme deals 6 damage to that player. If the player chooses others, this scheme deals 3 damage to each of your other opponents.

Scheme
The Fate of the Flammable (oarc) 13★
The Iron Guardian Stirs

When you set this scheme in motion, create a 4/6 colorless Golem artifact creature token.

Scheme
The Iron Guardian Stirs (oarc) 22★
The Mighty Will Fall

When you set this scheme in motion, choose an opponent with the highest life total among your opponents. That player loses 7 life.

Scheme
The Mighty Will Fall (oe01) 10★
The Pieces Are Coming Together

When you set this scheme in motion, draw two cards. Artifact spells you cast this turn cost {2} less to cast.

Scheme
The Pieces Are Coming Together (oarc) 35★
The Very Soil Shall Shake

(An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have trample. When a creature you control dies, abandon this scheme.

Scheme
The Very Soil Shall Shake (oarc) 41★
There Is No Refuge

When you set this scheme in motion, it deals 3 damage to up to one target creature. Create a 3/3 black Horror creature token.

Scheme
There Is No Refuge (oe01) 17★
This World Belongs to Me

When you set this scheme in motion, draw two cards. You may play an additional land this turn.

Scheme
This World Belongs to Me (oe01) 18★
Time Bends to My Will

When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn.

Scheme
Time Bends to My Will (dsc) 357
Tooth, Claw, and Tail

When you set this scheme in motion, destroy up to three target nonland permanents.

Scheme
Tooth, Claw, and Tail (oarc) 40★
What's Yours Is Now Mine

When you set this scheme in motion, gain control of target creature an opponent controls and untap it.

Scheme
What's Yours Is Now Mine (oe01) 19★
When Will You Learn?

When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs.

Scheme
When Will You Learn? (oe01) 20★
Which of You Burns Brightest?

When you set this scheme in motion, you may pay {X}. If you do, this scheme deals X damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls.

Scheme
Which of You Burns Brightest? (oarc) 42★
You Are Unworthy of Mercy

When you set this scheme in motion, each opponent sacrifices a nonland permanent of their choice. If you control six or more lands, each opponent sacrifices three nonland permanents of their choice instead.

Scheme
You Are Unworthy of Mercy (dsc) 359
You Cannot Hide from Me

(An ongoing scheme remains face up until it's abandoned.) At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme.

Scheme
You Cannot Hide from Me (dsc) 360
You Exist Only to Amuse

When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. • Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." • Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities.

Scheme
You Exist Only to Amuse (dsc) 361
You Live Only Because I Will It

When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team gets one of those life totals back.)

Scheme
You Live Only Because I Will It (dsc) 362
You Will Know True Suffering

When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control.

Scheme
You Will Know True Suffering (dsc) 363
Your Fate Is Thrice Sealed

When you set this scheme in motion, reveal the top three cards of your library. Put all land cards revealed this way onto the battlefield and the rest into your hand.

Scheme
Your Fate Is Thrice Sealed (oarc) 43★
Your Inescapable Doom

(An ongoing scheme remains face up.) At the beginning of your end step, put a doom counter on this scheme, then this scheme deals damage equal to the number of doom counters on it to the opponent with the highest life total among your opponents. If two or more players are tied for highest life total, you choose one.

Scheme
Your Inescapable Doom (dci) 56
Your Mistake Is My Triumph

When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control.

Scheme
Your Mistake Is My Triumph (dsc) 364
Your Nightmares Are Delicious

When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the difference. Then if fewer than three cards were discarded this way, you draw three cards.

Scheme
Your Nightmares Are Delicious (dsc) 365
Your Own Face Mocks You

When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference.

Scheme
Your Own Face Mocks You (dsc) 366
Your Plans Mean Nothing

When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards.

Scheme
Your Plans Mean Nothing (dsc) 367
Your Puny Minds Cannot Fathom

When you set this scheme in motion, draw four cards. You have no maximum hand size until your next turn.

Scheme
Your Puny Minds Cannot Fathom (oarc) 44★
Your Will Is Not Your Own

When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn.

Scheme
Your Will Is Not Your Own (oarc) 45★

Scheme

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4 mana - 4 cards
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4 mana - 4 cards
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4 mana - 4 cards
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