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Size: 452Est cost: $418.30
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0 viewsNaN secs ago
Custom
Size: 452Est cost: $418.30
No deck tags
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1.1 - W Creature

Qty: 19 Price: $9.07
Custodi Peacekeeper
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card.
,
: Tap target creature with power less than or equal to the highest number you noted for cards named Custodi Peacekeeper.
Creature - Human Cleric
Custodi Peacekeeper (cn2) 14
Defender of the Queue
Positioning (As this creature enters, lock your creatures in order from left to right for as long as you control a creature with positioning. Each time a creature enters or comes under your control, position it to the left or right of another creature you control.)
Adjacent creatures to the left and right of Defender of the Queue get +1/+1 and have vigilance.
Creature - Soldier Centaur
Defender of the Queue (mb2) 512
Do-It-Yourself Seraph
Flying
Whenever this creature attacks, you may search your library for an artifact card, exile it, then shuffle.
This creature has the text box of each card exiled with this creature in addition to its own.
Creature Artifact - Angel Cyborg
Do-It-Yourself Seraph (ust) 6
Five Kids in a Trenchcoat
Five Kids in a Trenchcoat counts as five creatures for spells and effects that count the number of creatures you control.
Creature - Human Citizen
Five Kids in a Trenchcoat (cmb2) 5
Flavor Judge
: Choose target spell or ability that targets a permanent you control. Then ask a person outside the game if the story of what will happen makes sense. If they say no, sacrifice this creature and counter that spell or ability.
Creature - Bird Advisor
Flavor Judge (ulst) 3
Frankie Peanuts
At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn.
Legendary Creature - Rogue Elephant
Frankie Peanuts (und) 5
Frontier Explorer
,
: Until end of turn, you may play one basic Plains card from outside the game.
Creature - Scout Cat
Frontier Explorer (cmb2) 6
Jeskai Baller
When you cast this spell, create a 1/1 white Athlete creature token.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Creature - Human Athlete
Jeskai Baller (mb2) 517
Knight of Lost Causes
Vigilance
As long as you are way behind, Knight of Lost Causes gets +3/+3 and has indestructible. (You are way behind if, at any point during this turn, an opponent had 10 or more life than you, controlled at least three more creatures than you, or had at least three more cards in hand than you.)
Creature - Human Knight
Knight of Lost Causes (mb2) 518
Muraganda Eldrazi
Devoid (This card has no color.)
Deworded (This creature counts as having no abilities.)
When you cast this spell, put a primeval counter on target creature. (A creature with a primeval counter loses all abilities and can't gain abilities.)
Creature - Dinosaur Eldrazi
Muraganda Eldrazi (mb2) 519
New Master of Arms
First strike
Prevent all combat damage that would be dealt by blocking creatures that are tapped.
: Tap target creature blocking New Master of Arms.
Creature - Human Soldier
New Master of Arms (mb2) 520
Noble Banneret
Draft this card face up.
As you draft a creature card, you may reveal it, note its name, then turn this card face down.
As long as you control one or more creatures with a name you noted for cards named Noble Banneret, this creature and those creatures get +1/+1 and have lifelink.
Creature - Human Knight
Noble Banneret (cn2) 17
Noble Ox
Flash
When Noble Ox enters the battlefield, all unblocked creatures attacking you become blocked by Noble Ox.
Noble Ox can block any number of creatures.
Creature - Ox Noble
Noble Ox (mb2) 521
Paliano Vanguard
Draft this card face up.
As you draft a creature card, you may reveal it, note its creature types, then turn this card face down.
Other creatures you control of a type you noted for cards named Paliano Vanguard get +1/+1.
Creature - Human Soldier
Paliano Vanguard (cn2) 20
Plain Walker
Plainswalk
Planeswalkerwalk (This creature can't be blocked as long as defending player controls a planeswalker.)
Whenever Plain Walker deals combat damage to a player or planeswalker, planeswalk. (If you're playing Planechase, proceed to the next plane.)
Creature - Rogue Kithkin
Plain Walker (mb2) 522
Priority Avenger
Flying
Players can't cast instant spells unless a spell or ability is on the stack.
Creature - Wizard Bird
Priority Avenger (cmb2) 9
Rules Lawyer
State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.)
Creature Artifact - Advisor Cyborg
Rules Lawyer (ust) 20
Solaflora, Intergalactic Icon
Auras and Equipment you control attached to Solaflora, Intergalactic Icon affect other creatures you control as though those Auras and Equipment were attached to them.
Counters and stickers on Solaflora affect other creatures you control as though those counters and stickers were on them.
Legendary Creature - Human Guest
Solaflora, Intergalactic Icon (unf) 246
Wizened Arbiter
When Wizened Arbiter enters, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
Creature - Human Wizard Soldier
Wizened Arbiter (cmb2) 14

1.1 - W Creature

(CTRL to add secondary)

1.2 - W Noncreature

Qty: 20 Price: $9.04
Avacyn's Collar, the Symbol of Her Church
Equipped creature can't attack, block, or transform, and its activated abilities can't be activated.
Shackle
(
: Attach to target creature you don't control. Shackle only as a sorcery.)
Artifact - Equipment
Avacyn's Collar, the Symbol of Her Church (mb2) 509
Bar Entry
Choose one —
• Destroy target creature with power 4 or greater.
• Destroy target creature with any part of its head higher than the bar. (Align the tops of both cards to check.)
Instant
Bar Entry (unf) 4
Enroll in the Coalition
You are a Flagbearer.
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer if able.
Enchantment
Enroll in the Coalition (cmb2) 4
Essence of Ajani
(As this spell resolves, put it into the command zone.)
Whenever you cast a spell, you gain 1 life.
Emblem
Essence of Ajani (mb2) 513
Far Out
Rather than choose the indicated number of modes for spells and abilities you control, you may choose one or more modes. You can't choose any mode more than once.
Enchantment
Far Out (unf) 8
Form of the Approach of the Second Sun
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head.
When you draw yourself, you win the game.
When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
Enchantment
Form of the Approach of the Second Sun (unf) 9
Friarball
Create a 2/2 white Monk creature token.
Coststorm (When you cast this spell, copy it for each different mana value among other spells and lands you've played this turn.)
Sorcery
Friarball (mb2) 514
GO TO JAIL
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice this enchantment.
Enchantment
GO TO JAIL (und) 6
Head to Head
You and target opponent play Seven Questions with the top card of that player's library. If you win, prevent all damage that would be dealt this turn by a source of your choice. (To play Seven Questions, that player looks at the card, then you ask up to six yes-or-no questions about the card that they answer truthfully. You guess the card's name—that's question seven—then the player reveals the card.)
Instant
Head to Head (unh) 14
Imaginary Friends
Create three 0/0 white Spirit creature tokens with flying.
Sorcery - Arcane
Imaginary Friends (cmb2) 7
Intangible Vibes
All creatures are tokens. (They're considered tokens for spells and abilities. After a creature leaves the battlefield, it ceases to exist.)
Enchantment
Intangible Vibes (mb2) 516
Look at Me, I'm R&D
As this enchantment enters, choose a number and a second number one higher or one lower than the first number.
All instances of the first chosen number in the full text of each permanent, spell, and card in any zone are changed to the second chosen number.
Enchantment
Look at Me, I'm R&D (und) 9
Main Event Horizon
As an additional cost to cast this spell, choose A through M or N through Z.
Destroy each creature whose name begins with a letter in the chosen range.
Sorcery
Main Event Horizon (unf) 19
Murmuration
Birds you control get +1/+1 and have vigilance.
At the beginning of your end step, for each spell you've cast this turn, create a 1/2 blue Bird creature token with flying named Storm Crow.
Enchantment
Murmuration (blc) 10
Sarah's Wings
Target creature or player gains flying until end of turn. (Players with flying can't be dealt damage by creatures without flying.)
Instant Tribal - Angel
Sarah's Wings (cmb2) 11
Scaled Destruction
Choose one or more —
• Destroy all small creatures.
• Destroy all medium creatures.
• Destroy all large creatures.
(A small creature has total power and toughness 4 or less, medium is 5—8, and large is 9 or more.)
Sorcery
Scaled Destruction (cmb2) 12
Stack of Paperwork
When Stack of Paperwork enters, draw a card.
Combat damage uses the stack. (Combat damage assignment can be responded to before damage is dealt. You know, like it used to.)
Enchantment
Stack of Paperwork (cmb2) 13
Staying Power
"Until end of turn" and "this turn" effects don't end.
Enchantment
Staying Power (und) 13
Surprise Party
When this enchantment enters, yell "Surprise!" and put onto the battlefield any number of printed Clown Robot tokens that aren't touching each other, that you hid on the battlefield before you cast this enchantment, and that weren't spotted by an opponent before you cast this enchantment.
Robots you control get +1/+0 and have vigilance.
Enchantment
Surprise Party (unf) 29
You're in Command
Choose target creature you own and control. That creature becomes your commander. Any other commanders you have are no longer your commander. (That creature starts with a commander tax of
.)
Sorcery
You're in Command (cmb2) 15

1.2 - W Noncreature

(CTRL to add secondary)

2.1 - Blue Creature

Qty: 20 Price: $10.08
_____
: This card's name becomes the card name of your choice. Activate anywhere, anytime.
Creature - Shapeshifter
_____ (unh) 23
Animate Library
Enchant your library
Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library.
If enchanted library would leave the battlefield, exile this Aura instead.
Enchantment - Aura
Animate Library (ust) 26
Arcane Savant
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck.
When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
Creature - Human Wizard
Arcane Savant (cn2) 27
Biting Remark
Scrycast
(If you see this card while scrying, you may reveal it and cast it by paying
.)
Flying
Creature - Elemental
Biting Remark (cmb2) 17
Blufferfish
: An opponent tells you a statement about themselves and secretly notes whether it's true or false. You guess which it is. If you guessed correctly, this creature gets +2/+0 and can't be blocked this turn.
Creature - Fish
Blufferfish (unf) 39
Blurry Visionary
When Blurry Visionary enters the battlefield, look at the top two cards of your library and put them back-to-back in the same sleeve with either card in front. They become a modal double-faced card for the rest of the game. Then put that card into your hand. (You can play either face of that double-faced card. Make sure to reset it when the game ends.)
Creature - Human Wizard
Blurry Visionary (mb2) 526
Cheatyface
If Cheatyface is in your hand, you may sneak Cheatyface onto the battlefield. If an opponent catches you right away, that player may exile Cheatyface.
Flying
Creature - Efreet
Cheatyface (und) 20
Clocknapper
When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
Creature - Human Spy
Clocknapper (ust) 29
Control Win Condition
This spell can't be countered.
Shroud
Control Win Condition's power and toughness are each equal to the number of turns you've taken this game. (If this is in your deck, please keep track of your turns. This means you, Mark.)
Creature - Whale
Control Win Condition (cmb2) 19
Filigree Sages
: Untap target artifact.
Creature Artifact - Wizard Vedalken
Filigree Sages (ala) 44
Fluros of Myra's Marvels
As Fluros of Myra's Marvels enters, choose a number greater than 0.
Whenever you cast a spell with power, toughness, or loyalty equal to the chosen number, target artifact or creature becomes an artifact creature with base power and toughness X/X until end of turn, where X is the chosen number.
Partner
Legendary Creature - Merfolk Performer
Fluros of Myra's Marvels (unf) 247
Illusionary Informant
Draft this card face up.
During the draft, you may turn this card face down. If you do, look at the next card drafted by a player of your choice.
Flying
Creature - Bird Illusion
Illusionary Informant (cn2) 32
Innocuous Insect
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Flash
Flying
When you cast this spell, draw a card.
Creature - Insect Eldrazi
Innocuous Insect (cmb2) 23
Magical Hacker
: Change the text of target spell or permanent by replacing all instances of + with -, and vice versa, until end of turn.
Creature - Human Gamer
Magical Hacker (unh) 37
No-Regrets Egret
Flying
Any time you could mulligan and No-Regrets Egret is in your hand, you may reveal No-Regrets Egret. If you do, look at the top two cards of your library. (Put those cards back in the same order. You can still mulligan.)
Creature - Bird Scout
No-Regrets Egret (mb2) 533
Panglacial Shinobi
Library ninjutsu
(
, Shuffle an unblocked attacker you control into its owner's library: Put this card onto the battlefield from your library tapped and attacking. Activate only while searching your library.)
Whenever Panglacial Shinobi deals combat damage to a player, draw a card.
Creature - Ninja Wurm
Panglacial Shinobi (mb2) 534
Richard Garfield, Ph.D.
You may play cards as though they were other cards of your choice with the same mana cost. You can't choose the same card twice. (Mana cost includes color.)
Legendary Creature - Human Designer
Richard Garfield, Ph.D. (und) 26
Spire Phantasm
Reveal this card as you draft it. The next time a player drafts a card from this booster pack, guess that card's name. Then that player reveals the drafted card.
Flying
When this creature enters, if you guessed correctly for a card named Spire Phantasm, draw a card.
Creature - Illusion Gargoyle
Spire Phantasm (cn2) 37
Spy Eye
Flying
Whenever this creature deals combat damage to a player, you may draw a card from that player's library.
Creature - Spy Eye
Spy Eye (ust) 46
Visitor from Planet Q
All creature cards you own with flash are instants in addition to their other types.
Whenever you cast another spell with two or more card types, you may draw a card, then discard a card.
Instant Creature - Alien
Visitor from Planet Q (cmb2) 33

2.1 - Blue Creature

(CTRL to add secondary)

2.2 - U Noncreature

Qty: 23 Price: $11.53
Alberix, the Trade Planet
Planet (When this permanent enters, exile the top five cards of your library as its resources.)
Trade Routes — At the beginning of your precombat main phase, choose one —
• Discard a card. If you do, put two of Alberix's resources into its owner's hand.
• Exile the top card of your library as a resource.
World Enchantment
Alberix, the Trade Planet (mb2) 525
Backslide
Turn target creature with a morph ability face down.
Cycling
(
, Discard this card: Draw a card.)
Instant
Backslide (ons) 70
Can't Quite Recall
Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.)
Target player draws three cards.
Instant
Can't Quite Recall (mb2) 527
Candlekeep Sage
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
Legendary Enchantment - Background
Candlekeep Sage (clb) 60
Command the Chaff
Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost.
Exile Command the Chaff.
Instant
Command the Chaff (cmb2) 18
Common Courtesy
Whenever a player casts a spell without asking your permission while casting it, counter that spell.
When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice this enchantment.
Enchantment
Common Courtesy (und) 22
Crow Storm
Create a 1/2 blue Bird creature token with flying named Storm Crow.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Crow Storm (ust) 31
Do-Over
Restart the turn, except with Do-Over in exile. (First, return all cards to where they were as the turn began. For information from hidden zones like the hand, reconstruct as best you can, and do the rest at random.)
Instant
Do-Over (cmb2) 20
Duelists' Convocation International
When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down.
Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out, you win the game.
Enchantment
Duelists' Convocation International (mb2) 529
Exchange of Words
When this enchantment enters, choose two target creatures. For as long as this enchantment remains on the battlefield, exchange the text boxes of those creatures.
Enchantment
Exchange of Words (unf) 45
Five-Finger Discount
Put target nonland permanent into your hand. You may spend mana as though it were mana of any color the next time you cast that card.
Sorcery
Five-Finger Discount (ust) 33
Form of the Mulldrifter
When Form of the Mulldrifter enters, draw two cards.
You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)
Enchantment Tribal - Elemental
Form of the Mulldrifter (cmb2) 22
Heart of a Duelist
You may draw cards from anywhere in your library. (You don't get to look at them or reorder them while doing so.)
When Heart of a Duelist enters the battlefield, draw a card.
Enchantment
Heart of a Duelist (mb2) 530
Memory Bank
Draw a card.
Bank (If you cast Memory Bank from your hand, exile it until the end of the match. You may cast it from exile during another game this match. It still counts toward your deck minimum.)
Sorcery
Memory Bank (cmb2) 27
Mobile Clone
Using a mobile device, take a picture of target creature. That device enters as a token that's a photocopy of the pictured creature. (Photocopies include Auras, Equipment, counters, and stickers in the shot. Don't touch other people's phones without permission and be careful if you do.)
Sorcery
Mobile Clone (unf) 51
More or Less
Add or subtract 1 or one from a number or number word on target spell or permanent until end of turn.
Instant
More or Less (ust) 40
Mouth to Mouth
Choose target opponent and target creature they control. You and that player have a breath-holding contest. If you win, you gain control of that creature.
Sorcery
Mouth to Mouth (unh) 40
Now I Know My ABC's
At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.
Enchantment
Now I Know My ABC's (unh) 41
Red Herring
: Exchange Red Herring from your hand with a permanent you control on the battlefield or a spell you control on the stack. If that permanent or spell was the target of a spell or ability, change that target to Red Herring.
Creature - Fish
Red Herring (cmb2) 62
The Grand Tour
Exile target permanent, then put it into its owner's hand. That player discards that card, then puts it on top of their library. Then they put it onto the battlefield.
Instant
The Grand Tour (cmb2) 30
Truth or Dare
Target opponent chooses one —
• Truth — That player plays with their hand revealed for the rest of the game.
• Dare — Mill all but the bottom ten cards of that player's library. (To mill, put the top card of that library into its owner's graveyard.)
Sorcery
Truth or Dare (cmb2) 32
Wisedrafter's Will
Your opponents play with their hands revealed.
, Sacrifice Wisedrafter's Will: Draw a card.
, Sacrifice Wisedrafter's Will: Counter target spell.
Enchantment
Wisedrafter's Will (mb2) 539
Your Wish Is My Command
You may cast an instant or sorcery spell from your sideboard. If you cast a modal spell this way, you may choose an additional mode. (A modal spell lets you choose one or more modes from a bulleted list.)
Sorcery
Your Wish Is My Command (mb2) 540

2.2 - U Noncreature

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3.1 - Black Creature

Qty: 19 Price: $8.11
Archdemon of Paliano
Draft this card face up.
As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down. (You may look at cards as you draft them.)
Flying
Creature - Demon
Archdemon of Paliano (cn2) 39
Bog Raiders
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature - Zombie
Bog Raiders (m11) 86
Dusk Imp
Flying
Creature - Imp
Dusk Imp (8ed) 130
Everlasting Lich
Everlasting Lich can't block.
Everlasting Lich can't die. (This creature has indestructible, can't be sacrificed, and doesn't go to the graveyard for having 0 toughness.)
Creature - Zombie
Everlasting Lich (cmb2) 41
Graf Rats
At the beginning of combat on your turn, if you both own and control this creature and a creature named Midnight Scavengers, exile them, then meld them into Chittering Host.
Creature - Rat
Graf Rats (inr) 113
Gunk Slug
When Gunk Slug enters, create three Gunk token cards and shuffle them into target opponent's library. (Gunk is a colorless sorcery card with no mana cost that has cycling
.)
Creature - Slug
Gunk Slug (cmb2) 43
Hangman
As this creature enters, secretly note a word with six to eight letters.
: Target player who doesn't control this creature guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on this creature. Any player may activate this ability.
When a player guesses the noted word or all of its letters, sacrifice this creature.
Creature - Human Villain
Hangman (ust) 56
Infernal Spawn of Evil
Flying, first strike
, Reveal this card from your hand, Say "It's coming": This card deals 1 damage to target opponent or planeswalker. Activate only during your upkeep and only once each turn.
Creature - Beast
Infernal Spawn of Evil (und) 38
Infernal Spawn of Infernal Spawn of Evil
Flying, first strike, trample
Once each turn, while you're searching your library, you may pay
, reveal this card from your library and say "I'm coming, too" If you do, this card deals 2 damage to a player of your choice.
Creature - Demon Child
Infernal Spawn of Infernal Spawn of Evil (ulst) 20
Infernius Spawnington III, Esq.
Flying, first strike, trample, haste
This spell costs
less to cast for each card you've revealed this turn.
When this creature enters, you may say "I'm here." If you do, it deals 3 damage to target player.
Creature - Beast Demon Grandchild
Infernius Spawnington III, Esq. (ulst) 21
Lifening Elemental
Lifelink
Splice onto instant or sorcery
(As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's abilities to that spell. It's still an instant or sorcery spell.)
Creature - Vampire Elemental
Lifening Elemental (mb2) 547
Magus of the Chains
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
Creature - Human Wizard
Magus of the Chains (mb2) 549
Masterful Ninja
Haste
Reveal this card from your hand: Masterful Ninja is on the battlefield and in your hand until end of turn.
: This creature gets +1/+1 until end of turn.
Creature - Troll Ninja
Masterful Ninja (ust) 60
Restless Bones
,
: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
: Regenerate this creature.
Creature - Skeleton
Restless Bones (gpt) 58
Scavenging Harpy
Flying
When this creature enters, exile target card from an opponent's graveyard.
Creature - Harpy
Scavenging Harpy (thb) 114
Smuggler Captain
Draft this card face up.
As you draft a card, you may reveal it, note its name, then turn this card face down.
When this creature enters, you may search your library for a card with a name you noted for cards named Smuggler Captain, reveal it, put it into your hand, then shuffle.
Creature - Human Pirate
Smuggler Captain (cn2) 47
Spike, Tournament Grinder
(
can be paid with either
or 2 life.)
: Reveal a card you own from outside the game that has been banned or restricted in a Constructed format and put it into your hand.
Legendary Creature - Human Gamer
Spike, Tournament Grinder (ust) 69
Witty Demon
Flying
When Witty Demon enters, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, Witty Demon deals 4 damage to you.
Creature - Demon
Witty Demon (cmb2) 50
Xyru Specter
Flying
Whenever Xyru Specter deals damage to an opponent, that player discards a card unless they challenge you. If challenged, and you show them two black cards in your hand, they must discard two cards.
Summon - Specter
Xyru Specter (cmb2) 51

3.1 - Black Creature

(CTRL to add secondary)

3.2 - B Noncreature

Qty: 23 Price: $20.09
Animate Graveyard
Enchant your graveyard
Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard.
If enchanted graveyard would leave the battlefield, instead exile this Aura.
Enchantment - Aura
Animate Graveyard (unf) 65
Attempted Murder
Choose target creature. Roll X six-sided dice. For each even result, put two -1/-1 counters on that creature. For each odd result, create a 1/2 blue Bird creature token with flying named Storm Crow.
Sorcery
Attempted Murder (plst) UNF-66
Booster Tutor
Open a sealed Magic booster pack, reveal the cards, and put one of them into your hand. (Remove that card from your deck before beginning a new game.)
Instant
Booster Tutor (und) 33
Call from the Grave
Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost.
Sorcery
Call from the Grave (mb2) 541
Cleaver Blow
Multicleave
(You may pay an additional
any number of times as you cast this spell. For each time you do, choose a paired set of square brackets and remove the words in between.)
Destroy target [nonblack] creature [with mana value 3 or less] [an opponent controls]. You [and its controller each] draw a card [and lose 2 life]. Create a [tapped] 1/1 white Spirit creature token with flying.
Instant
Cleaver Blow (mb2) 542
Corrupted Key
As long as Corrupted Key is tapped, creatures you control have menace and deathtouch.
Artifact - Key
Corrupted Key (cmb2) 39
Duh
Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.)
Instant
Duh (und) 35
Enter the Dungeon
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
Sorcery
Enter the Dungeon (und) 36
Exit Through the Grift Shop
Yell "Who wants a souvenir?" and announce the name of a nonland card in your graveyard. Each player in an Un-game who can hear you may bid life. You start the bidding at 0. The high bidder loses life equal to the high bid. They copy the card and may cast the copy without paying its mana cost. If you didn't win the bid, you gain life equal to the high bid and create that many Treasure tokens.
Sorcery
Exit Through the Grift Shop (unf) 74
Eye to Eye
You and target creature's controller have a staring contest. If you win, destroy that creature.
Instant
Eye to Eye (unh) 54
Ghouls' Night Out
For each player, choose a creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're black Zombies in addition to their other colors and types and they gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Sorcery
Ghouls' Night Out (mic) 19
Hazmat Suit (Used)
Enchant creature
Enchanted creature gets +2/+1 and has menace.
Whenever a player's skin or fingernail touches enchanted creature, that player loses 2 life.
Enchantment - Aura
Hazmat Suit (Used) (ust) 57
Largepox
Each player discards a card, then loses 1 life, then sacrifices an artifact, a creature, an enchantment, a land, a planeswalker, and a tribal permanent, then exiles a card from their graveyard, then puts the top card of their library into their graveyard, then removes a counter from a permanent they control, then gets a poison counter.
Sorcery
Largepox (cmb2) 44
Lich's Duel Mastery
Hexproof
When Lich's Duel Mastery enters the battlefield, exile the top five cards of your library face down as shields.
If you would lose life, instead put one of your shields into your hand. If you can't, sacrifice Lich's Duel Mastery.
When Lich's Duel Mastery leaves the battlefield, you lose the game.
Legendary Enchantment
Lich's Duel Mastery (mb2) 546
Liliana's Other Contract
When Liliana's Other Contract enters the battlefield, you draw three cards and you lose 3 life.
If you would lose the game, instead exile Liliana's Other Contract, then return it to the battlefield transformed under your control.
Enchantment
Liliana's Other Contract // Liliana's Undead Minion (mb2) 548Liliana's Other Contract // Liliana's Undead Minion (mb2) 548
Over My Dead Bodies
Creature cards in graveyards can attack and block as though they were on the battlefield, can block or be blocked only by creature cards in graveyards, are Zombies in addition to their other types, and have undeathtouch. (If they would deal damage to a creature card, exile that creature card instead.)
Creature cards in your graveyard have haste.
Enchantment
Over My Dead Bodies (ust) 63
Regicide
Reveal this card as you draft it. The player to your right chooses a color, you choose another color, then the player to your left chooses a third color.
Destroy target creature that's one or more of the colors chosen as you drafted cards named Regicide.
Instant
Regicide (cn2) 45
Six-Sided Die
Choose target creature. Roll a six-sided die.
1 — It has base toughness 1 until end of turn.
2 — Put two -1/-1 counters on it.
3 — Six-Sided Die deals 3 damage to it and you gain 3 life.
4 — It gets -4/-4 until end of turn.
5 — Destroy it.
6 — Exile it.
Instant
Six-Sided Die (unf) 92
Spellmorph Raise Dead
Return target creature card from your graveyard to your hand.
Spellmorph
(You may cast this card face down as a 2/2 creature for
. Cast it any time for its spellmorph cost.)
Instant
Spellmorph Raise Dead (cmb2) 46
Summon the Pack
Open a sealed Magic booster pack, reveal the cards, and put all creature cards revealed this way onto the battlefield under your control. They're Zombies in addition to their other types. (Remove those cards from your deck before beginning a new game.)
Sorcery
Summon the Pack (ust) 74
Sunimret
Reverse miracle
(If this card is on the bottom of your library as you begin searching it, you may cast it by paying its reverse miracle cost.)
Exile all creatures.
Sorcery
Sunimret (cmb2) 47
TL;DR
Exile target creature if it has any abilities other than keywords. (Flying, protection, and partner are all keywords. See rule 702 for details. Landfall and scry aren't keywords; they're an ability word and a keyword action respectively. Yes, there's a difference.)
Instant
TL;DR (mb2) 553
Zzzyxas's Abyss
At the beginning of your upkeep, destroy all nonland permanents with the first name alphabetically among nonland permanents.
Enchantment
Zzzyxas's Abyss (unh) 70

3.2 - B Noncreature

(CTRL to add secondary)

4.1 - Red Creature

Qty: 22 Price: $11.10
Boomstacker
As this creature enters and whenever it attacks, stack two dice on top of it. (All dice must be stacked vertically, one on top of another.)
This creature gets +1/+1 for each die in its stack.
This creature attacks each combat if able.
When the stack falls, sacrifice this creature.
Creature - Goblin Artificer
Boomstacker (und) 49
Boulder Jockey
(
is a land drop. You may give up one potential land drop this turn to pay for
.)
Whenever Boulder Jockey attacks, you may pay
. If you do, create a 3/3 colorless Construct artifact creature token named Boulder that's tapped and attacking. Sacrifice that token at the beginning of the next end step.
Creature - Goblin
Boulder Jockey (mb2) 560
Butcher Orgg
You may assign this creature's combat damage divided as you choose among defending player and/or any number of creatures they control.
Creature - Orgg
Butcher Orgg (ons) 192
Dwarven Confluencer
: Destroy target nontoken land. Its controller creates a Mana Confluence token. (It's a land with "
, Pay 1 life: Add one mana of any color.")
Creature - Dwarf
Dwarven Confluencer (mb2) 561
Frazzled Editor
Protection from wordy (Something is wordy if it has four or more lines of rules text.)
Creature - Human Bureaucrat
Frazzled Editor (unh) 77
Geometric Weird
At the beginning of each end step, you may have Geometric Weird's base power and toughness each become equal to the greatest number of spells and abilities from different sources that were on the stack simultaneously that turn.
Creature - Weird
Geometric Weird (cmb2) 69
High Troller
All targeted spells and abilities cost
less and have their targets chosen randomly.
Creature - Shaman Troll
High Troller (cmb2) 54
Impatient Iguana
If Impatient Iguana is in your opening hand and you're not the starting player, you may reveal it. If you do, you become the starting player.
Haste
Creature - Wizard Lizard
Impatient Iguana (cmb2) 55
Infinity Elemental
(This creature has INFINITE POWER.)
Creature - Elemental
Infinity Elemental (und) 54
Jalum Grifter
,
: Shuffle Jalum Grifter and two lands you control face down. Target opponent chooses one of those cards. Turn the cards face up. If they chose Jalum Grifter, sacrifice it. Otherwise, destroy target permanent.
Legendary Creature - Devil
Jalum Grifter (ugl) 47
Lightning Colt
When Lightning Colt enters, it deals 3 damage to any target.
Instant Creature - Horse
Lightning Colt (cmb2) 57
Party Crasher
Haste
You can attack with this creature once each combat during each opponent's turn.
Creature - Goblin Berserker
Party Crasher (ust) 92
Problematic Volcano
When Problematic Volcano enters, it deals 4 damage to any target. Then, starting with you, each player assigns their creatures to the left or right of the volcano. Creatures enter to the left or right of the volcano.
Creatures can't block creatures on the other side of the volcano.
World Enchantment
Problematic Volcano (cmb2) 60
Pyretic Hunter
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card.
Menace (This creature can't be blocked except by two or more creatures.)
This creature enters with X +1/+1 counters on it, where X is the highest number you noted for cards named Pyretic Hunter.
Creature - Elemental Cat
Pyretic Hunter (cn2) 56
Queue of Beetles
Haste
The stack is now first in, first out instead of last in, first out. (The first spell or ability on the stack is the first one to resolve.)
Creature - Insect
Queue of Beetles (cmb2) 61
Rocket-Powered Turbo Slug
Super haste (This may attack the turn before you cast it. (You may put this card from your hand onto the battlefield tapped and attacking during your declare attackers step. If you do, you lose the game at the beginning of your next turn's end step unless you pay this card's mana cost during that turn.))
Creature - Slug
Rocket-Powered Turbo Slug (unh) 87
Siege Elemental
Trample
Untapped creatures can't block.
Tapped creatures can block.
Creature - Elemental
Siege Elemental (cmb2) 64
Six-y Beast
As this creature enters, you secretly put six or fewer +1/+1 counters on it, then an opponent guesses the number of counters. If that player guesses right, sacrifice this creature after it enters.
Creature - Beast
Six-y Beast (und) 56
Spark Fiend
When this creature enters, roll two six-sided dice. If you rolled 2, 3, or 12, sacrifice this creature. If you rolled 7 or 11, don't roll dice for this creature during any of your following upkeeps. If you rolled any other total, note that total.
At the beginning of your upkeep, roll two six-sided dice. If you rolled 7, sacrifice this creature. If you roll the noted total, don't roll dice for this creature during any of your following upkeeps. Otherwise, do nothing.
Creature - Beast
Spark Fiend (ugl) 51
Three-Headed Goblin
Triple strike (This creature deals first-strike, regular, and last-strike combat damage.)
Creature - Goblin Mutant
Three-Headed Goblin (ust) 99
Throat Wolf
You may cast Throat Wolf during an opponent's combat phase.
Firstest strike (This creature deals combat damage to creatures before creatures with first strike.)
After each opponent's first combat phase of each turn, there is an additional combat phase. Only Throat Wolf can attack during that combat phase.
Summon Wolf
Throat Wolf (cmb2) 65
Volatile Chimera
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile three or more creature cards you drafted that aren't in your deck.
: Choose a card at random you exiled with cards named Volatile Chimera. This creature becomes a copy of that card, except it has this ability.
Creature - Elemental Chimera
Volatile Chimera (cn2) 59

4.1 - Red Creature

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4.2 - R Noncreature

Qty: 20 Price: $9.72
Blast from the Past
Madness
, cycling
, kicker
, flashback
, buyback

Blast from the Past deals 2 damage to any target. If this spell was kicked, create a 1/1 red Goblin creature token.
Instant
Blast from the Past (und) 48
Bombardment
Until end of turn, cards you own that aren't on the battlefield lose all card types, costs, names, and abilities and become red sorceries named Missile that cost
with "Missile deals 2 damage to any target."
Sorcery
Bombardment (cmb2) 53
Face to Face
You and target opponent play a best two-out-of-three Rock, Paper, Scissors match. If you win, Face to Face deals 5 damage to that player.
Sorcery
Face to Face (unh) 76
Garbage Fire
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card.
Garbage Fire deals damage to target creature equal to the highest number you noted for cards named Garbage Fire.
Instant
Garbage Fire (cn2) 52
Immersturm Battlefield
Hosted creatures get +2/+0 and have haste.
Host
(
: Host target creature at this Realm. A Realm can host any number of creatures. Host only as a sorcery.)
Enchantment - Realm
Immersturm Battlefield (mb2) 564
Inferno
Inferno deals 6 damage to each creature and each player.
Instant
Inferno (6ed) 191
Lightning Storm
Lightning Storm deals X damage to any target, where X is 3 plus the number of charge counters on Lightning Storm.
Discard a land card: Put two charge counters on Lightning Storm. You may choose a new target for it. Any player may activate this ability but only if Lightning Storm is on the stack.
Instant
Lightning Storm (plst) CSP-89
Mana Abundance
If a player would add mana, instead all players add that mana.
World Enchantment
Mana Abundance (cmb2) 58
Opening Ceremony
Add
. You may open a sealed Magic booster pack. Until end of turn, you may cast spells from among the cards in that booster pack.
Sorcery
Opening Ceremony (unf) 118
Planeswalkerificate
Enchant creature you control
Enchanted creature is a planeswalker in addition to its other types. Its toughness becomes its loyalty. (You change its toughness to activate loyalty abilities. Damage lowers toughness. Toughness doesn't heal at end of turn.) It can't block and gains the following abilities —
+1: Add
.
−1: Exile the top card of your library. You may play it this turn.
−X: This planeswalker deals X damage to any target.
Enchantment - Aura
Planeswalkerificate (mb2) 565
Pyromancy 101
Pyromancy 101 deals 1 damage to any target.
Teach
(Then exile this spell taught to a creature you control. For as long as this card remains exiled, that creature has "
: Copy the exiled card. You may cast the copy for its teach cost.")
Sorcery - Lesson
Pyromancy 101 (mb2) 566
Super-Duper Death Ray
Trample (This spell can deal excess damage to its target's controller.)
Super-Duper Death Ray deals 4 damage to target creature.
Instant
Super-Duper Death Ray (und) 59
The Countdown Is at One
Players play a Magic subgame, starting at 1 life and using their libraries as their decks. For the rest of the main game, if a source would deal damage to a player who didn't win the subgame, it deals double that damage to that player instead.
Sorcery
The Countdown Is at One (ust) 80
Transcantation
Target instant or sorcery spell becomes a copy of Lightning Bolt. Its controller may choose new targets for it.
Instant
Transcantation (cmb2) 67
Trial and Error
Whenever Trial and Error is countered or fizzles, you may copy it and choose new targets for the copy.
Trial and Error deals 3 damage to any target.
Instant Elemental - Fire
Trial and Error (cmb2) 68
Trigger Happy
Choose a triggered ability of target permanent. It triggers. You control that ability.
Instant
Trigger Happy (unf) 125
Whammy Burn
Shuffle your whammy deck, then reveal cards from the top of your whammy deck until you reveal an Island or choose to stop. Then, if no Islands were revealed this way, Whammy Burn deals X damage to any target, where X is the number of cards revealed. (A whammy deck consists of a Plains, Island, Swamp, Mountain, and Forest.)
Instant
Whammy Burn (cmb2) 70
Wormhole Warp
Exile target creature an opponent controls. That player reveals cards from their sideboard at random until they reveal a nonland card. They may cast that card without paying its mana cost.
Instant
Wormhole Warp (mb2) 570
Yet Another Aether Vortex
All creatures have haste.
Players play with the top card of their libraries revealed.
Noninstant, nonsorcery cards on top of a library are on the battlefield under their owner's control in addition to being in that library.
Enchantment
Yet Another Aether Vortex (und) 60
Zone of Flame
Enchant zone (Battlefield, command, exile, and stack are shared zones. Each player has their own graveyard, hand, and library zones.)
Whenever one or more cards enter or leave enchanted zone, Zone of Flame deals 1 damage to each opponent. (Tokens aren't cards.)
Enchantment - Aura
Zone of Flame (mb2) 571

4.2 - R Noncreature

(CTRL to add secondary)

5.1 - Green Creature

Qty: 29 Price: $27.55
Animus of Predation
Draft this card face up.
As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.)
If you removed a creature card with flying from the draft with cards named Animus of Predation, this creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
Creature - Avatar
Animus of Predation (cn2) 60
B-I-N-G-O
Trample
Whenever a player casts a spell, put a chip counter on its mana value.
This creature gets +9/+9 for each set of three numbers in a row with chip counters on them.
Creature - Dog
B-I-N-G-O (und) 61
Bear with Set's Mechanic
Vigilance
Aggressive (During your turn, there is an additional combat phase after the first, and only creatures with aggressive may attack during it.)
Creature - Bear
Bear with Set's Mechanic (cmb2) 71
Caller of the Untamed
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck.
,
: Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
Creature - Elf Shaman
Caller of the Untamed (cn2) 62
Centaur of Attention
When this creature enters, roll five six-sided dice and store those results on it.
At the beginning of combat on your turn, you may reroll any number of this creature's stored results.
This creature gets +X/+X, where X is the greatest number of stored results on it of the same value.
Creature - Centaur Performer
Centaur of Attention (unf) 132
Domesticated Mammoth
Domesticated Mammoth enters with a token copy of Pacifism attached to it.
Snow Creature - Mammoth
Domesticated Mammoth (cmb2) 72
Earl of Squirrel
Squirrellink (Damage dealt by this creature also causes you to create that many 1/1 green Squirrel creature tokens.)
Creature tokens you control are Squirrels in addition to their other creature types.
Other Squirrels you control get +1/+1.
Creature - Advisor Squirrel Noble
Earl of Squirrel (ust) 108
Grothama, All-Devouring
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
Legendary Creature - Wurm
Grothama, All-Devouring (blc) 224
Icing Manipulator
Each +1/+1 counter on a creature you control is also a Food token. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
,
: Roll two six-sided dice. For each odd result, put a +1/+1 counter on a creature of your choice. Activate only as a sorcery.
Creature - Human Employee
Icing Manipulator (unf) 142
Interplanar Brushwagg
Interplanar (This creature enters onto the interplanar battlefield. Players can't control creatures on the interplanar battlefield.)
Vigilance, haste
Whenever a player attacks with a creature with power 4 or greater, Interplanar Brushwagg also attacks the player or planeswalker that creature is attacking.
Creature - Brushwagg
Interplanar Brushwagg (cmb2) 79
Jumbo Cactuar
10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn.
Creature - Plant
Jumbo Cactuar (fin) 191
Keeper of the Crown
(
can be paid with one mana from a legendary source.)
Other legendary creatures you control get +1/+1 and have indestructible.
Creature - Human Noble
Keeper of the Crown // Coronation of the Wilds (mb2) 577
Leovold's Operative
Draft this card face up.
As you draft a card, you may draft an additional card from that booster pack. If you do, turn this card face down, then pass the next booster pack without drafting a card from it. (You may look at that booster pack.)
Creature - Elf Rogue
Leovold's Operative (cn2) 66
Panglacial Wurm
Trample
While you're searching your library, you may cast this card from your library.
Creature - Wurm
Panglacial Wurm (plst) CSP-116
Patient Turtle
Patient Turtle enters with two +1/+1 counters on it if you didn't go first this game.
Creature - Turtle
Patient Turtle (cmb2) 82
Phyrexian Seedling
Phyrexian Seedling enters the battlefield with a +1/+1 counter on it.
Proliferatelink (Damage dealt by this creature also causes you to proliferate that many times. You proliferate before checking for lethal damage on creatures.)
Creature - Plant Phyrexian
Phyrexian Seedling (mb2) 581
Questing Cosplayer
When Questing Cosplayer enters the battlefield, create a Questing Role token and attach it to target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature has all the abilities of Questing Beast.)
Creature - Human Bard
Questing Cosplayer (mb2) 583
River Bear
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Creature - Bear
River Bear (9ed) 266
Scurrid Colony
Reach
This creature gets +2/+2 as long as you control eight or more lands.
Creature - Squirrel
Scurrid Colony (stx) 142
Sharp-Eyed Rookie
Vigilance
Whenever a creature you control enters, if its power is greater than this creature's power or its toughness is greater than this creature's toughness, put a +1/+1 counter on this creature and investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Creature - Human Detective
Sharp-Eyed Rookie (mkm) 353
Shellephant
: Choose one. You may activate this ability while Shellephant is in any zone.
• Shellephant has base power and toughness 1/4.
• Shellephant has base power and toughness 3/3.
Creature - Elephant Turtle and/or
Shellephant (ust) 121
Sole Performer
: Add
. Activate only once each turn. (While activating an ability, use
rather than tapping the permanent to pay for
.)
Creature - Elf Performer
Sole Performer (unf) 154
Spelling Bee
Flying, deathtouch
Whenever this creature deals combat damage to a player, that player looks at the top card of your library and chooses a word on that card. You spell that word. If you spell it correctly, draw a card. Otherwise, scry 1.
Creature - Insect Alien
Spelling Bee (unf) 155
Spirit of the Season
When this creature enters, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature - Spirit Treefolk
Spirit of the Season (und) 70
Starting Town NPC
Each creature card in your hand has a
Adventure sorcery named Fetch Herbs with "You gain 2 life." (You may cast it as the Adventure for
. Then exile it, and you may cast the creature later from exile.)
Each creature card you cast from exile enters the battlefield with an additional +1/+1 counter on it.
Creature - Human Peasant
Starting Town NPC (mb2) 585
Tender Wildguide
: Add one mana of any color.
: Put a +1/+1 counter on this creature.
(This token's mana cost is
.)
Creature Token - Druid Possum
Tender Wildguide (tblb) 24
The Colossal Dreadmaw
Trample
You may cast creature cards from your hand as though they were the card Colossal Dreadmaw. (They become Colossal Dreadmaws.)
Legendary Creature - Dinosaur
The Colossal Dreadmaw (mb2) 573
Werewhat
Daybound
As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card.
Creature - Werewolf
Werewhat (mb2) 587
Yavimaya Dryad
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
When this creature enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.
Creature - Dryad
Yavimaya Dryad (tsr) 247

5.1 - Green Creature

(CTRL to add secondary)

5.2 - G Noncreature

Qty: 13 Price: $11.03
Camouflage
Cast this spell only during your declare attackers step.
This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)
Instant
Camouflage (30a) 183
Glade of the Pump Spells
(You have to pay
to play this land as your land drop. It's green.)
When Glade of the Pump Spells enters the battlefield, up to one target creature gets +2/+2 and gains trample until end of turn.
: Add
.
Land
Glade of the Pump Spells (mb2) 576
Growth Charm
Choose one —
• Rampant Growth
• Giant Growth
• Regrowth
Instant
Growth Charm (cmb2) 77
Incoming!
Each player searches their library for any number of artifact, creature, enchantment, and/or land cards, puts them onto the battlefield, then shuffles.
Sorcery
Incoming! (ugl) 64
Killer Cosplay
Whenever this Equipment becomes attached to a creature, choose a creature card name with an identical mana cost. That creature becomes a copy of the card with the chosen name until this Equipment becomes unattached from it.
Equip
Artifact - Equipment
Killer Cosplay (unf) 145
Krosan Adaptation
Enchant creature
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. The copies enter as tokens.)
Enchanted creature gets +1/+0 and has vigilance.
Enchantment - Aura
Krosan Adaptation (cmb2) 80
Meandered Towershell
Enchant creature
Enchanted creature has islandwalk and "Whenever this creature attacks, exile it and Meandered Towershell. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn, then return Meandered Towershell to the battlefield under its owner's control attached to that creature."
Enchantment - Aura
Meandered Towershell (mb2) 578
Naturalize 2
Destroy target artifact, enchantment, emblem, or gameplay tracker. (Trackers include play aids such as dungeons, city's blessing, and monarch. When you destroy it, the associated object or designation is removed from the game.)
Instant
Naturalize 2 (mb2) 579
Penumbra Umbra
Enchant creature you control
When Penumbra Umbra is put into a graveyard from the battlefield, create a token that's a copy of enchanted creature, except the token is black.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Penumbra Umbra (mb2) 580
Plant a Sapling
Search your library for a basic land card, reveal it, put it into your hand, then shuffle this spell into its owner's library transformed. (For playtesting purposes, put it into its sleeve upside down.)
Sorcery
Plant a Sapling // Fully-Grown Treefolk (mb2) 582Plant a Sapling // Fully-Grown Treefolk (mb2) 582
Soulmates
Enchant two creatures
Enchanted creatures each get +1/+1 and have hexproof.
When one of the enchanted creatures dies, destroy the other.
Enchantment - Aura
Soulmates (cmb2) 84
Squirrel Farm
: Reveal a card in your hand, covering the artist credit. Target opponent guesses the artist. If they guess wrong, create a 1/1 green Squirrel creature token.
Enchantment
Squirrel Farm (ugl) 66
Tug of War
Players play a subgame starting at 5 life and with up to three permanent cards with different names from their main-game library on the battlefield. As the subgame ends, the winner chooses one of the cards they put onto the battlefield as the subgame began and puts it onto the battlefield rather than shuffling it into their library.
Sorcery
Tug of War (unf) 159

5.2 - G Noncreature

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5.5 - Any Color

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Smelt
Destroy target artifact.
Instant
Smelt // Herd // Saw (cmb2) 100
Who
Target player gains X life.
Instant
Who // What // When // Where // Why (und) 75

5.5 - Any Color

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6 - Azorius

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Claire D'Loon, Joy Sculptor
When Claire D'Loon, Joy Sculptor enters, for the rest of the game, tokens you own become cards that are still tokens. (They continue to exist after they leave the battlefield.)
,
: You may put a token from your graveyard or hand onto the battlefield.
Legendary Creature - Human Performer
Claire D'Loon, Joy Sculptor (unf) 258
Hot Fix
You have ten seconds to look at and rearrange the cards in your library. At the end of those ten seconds, if you're touching one or more of those cards, shuffle.
Sorcery
Hot Fix (ust) 133
Personal Decoy
Personal Decoy enters with a number of loyalty counters on it equal to your life total. If it would leave the battlefield, exile it instead of putting it anywhere else. You can't be attacked.
+1: You gain 1 life.
−4: Draw a card.
Planeswalker - Duck
Personal Decoy (cmb2) 96
Space Beleren
Space sculptor (Space Beleren divides the battlefield into alpha, beta, and gamma sectors. If a creature isn't assigned to a sector, its controller assigns it to one. Opponents assign first.)
+1: Creatures in each sector can be blocked this turn only by creatures in the same sector.
−1: Put a +1/+1 counter on each creature in the sector of your choice.
−5: Destroy all creatures in the sector of your choice.
Legendary Planeswalker - Jace
Space Beleren (unf) 276
Stormcaller's Boon
Sacrifice this enchantment: Creatures you control gain flying until end of turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Enchantment
Stormcaller's Boon (arb) 13
The Grand Calcutron
When The Grand Calcutron enters, each player's hand becomes a program (an ordered row of revealed cards).
Players can play only the first card of their program.
If a card would be put into a player's hand from anywhere, that player reveals it and places it anywhere within their program instead.
At the beginning of each player's end step, if that player's program has fewer than five cards, they draw cards equal to the difference.
The Grand Calcutron can be your commander.
Legendary Artifact
The Grand Calcutron (ust) 131

6 - Azorius

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7 - Dimir

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Glimpse, the Unthinkable
Shroud (This creature can't be the target of spells or abilities.)
Glimpse, the Unthinkable can't be chosen.
The name Glimpse, the Unthinkable can't be chosen.
Legendary Creature - Rogue Illusion
Glimpse, the Unthinkable (mb2) 594
Phoebe, Head of S.N.E.A.K.
Phoebe can't be blocked by creatures with flavor text.
: Phoebe permanently steals target creature's text box. (That creature loses all rules text, flavor text, and watermarks. This creature gains them.)
Legendary Creature - Human Spy
Phoebe, Head of S.N.E.A.K. (ust) 135
Truss, Chief Engineer
Whenever Truss, Chief Engineer enters or another creature dies, put a hack counter on Truss.
,
, Remove X hack counters from Truss: Add or subtract X from a number or number word on target spell or permanent until end of turn. This effect can't reduce a number below 1 or a number word below one.
Legendary Creature - Rogue Vedalken Employee
Truss, Chief Engineer (unf) 272
X
As long as X is in X's owner's opponent's hand, X's owner may cast X and activate X's abilities. That opponent can't cast X and plays with their hand revealed.
,
: Put X into target opponent's hand.
: You may play a land or cast a spell from the hand X is in. If you cast a spell this way, you cast it without paying its mana cost.
Legendary Creature - Human Spy
X (ust) 137
Zyym, Mesmeric Lord
Flying, deathtouch
When Zyym, Mesmeric Lord enters the battlefield, target opponent chooses an order for the cards in their hand, then reveals them one by one until you say stop. That player then discards the most recently revealed card.
Legendary Creature - Wizard Vampire
Zyym, Mesmeric Lord (cmb2) 104

7 - Dimir

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8 - Rakdos

Qty: 5 Price: $23.75
Baron Von Count
Baron Von Count enters with a doom counter on "5."
Whenever you cast a spell with the indicated numeral in its mana cost, text box, power, or toughness, move the doom counter one numeral to the left.
When the doom counter moves from "1," destroy target player and put that doom counter on "5."
Legendary Creature - Human Villain
Baron Von Count (ust) 127
Deadpool, Trading Card
As Deadpool enters, you may exchange his text box and another creature's.
At the beginning of your upkeep, you lose 3 life.
, Sacrifice this creature: Each other player draws a card.
Legendary Creature - Mutant Mercenary Hero
Deadpool, Trading Card (sld) 1753
Grusilda, Monster Masher
Combined, enchanted, and equipped creatures you control have menace.
,
: Put two target creature cards from graveyards onto the battlefield combined into one creature under your control. (Its power is equal to their total power, its toughness is equal to their total toughness, and it has their names, mana costs, types, text boxes, etc.)
Legendary Creature - Zombie Villain
Grusilda, Monster Masher (ust) 132
Magar of the Magic Strings
: Note the name of target instant or sorcery card in your graveyard and put it onto the battlefield face down. It's a 3/3 creature with "Whenever this creature deals combat damage to a player, you may create a copy of the card with the noted name. You may cast the copy without paying its mana cost" and "If this creature would leave the battlefield, exile it instead of putting it anywhere else."
Legendary Creature - Minotaur Performer
Magar of the Magic Strings (unf) 263
Rare-B-Gone
Each player sacrifices all permanents that are rare or mythic rare, then each player reveals their hand and discards all cards that are rare or mythic rare.
Sorcery
Rare-B-Gone (unh) 119

8 - Rakdos

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9 - Gruul

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"Ach! Hans, Run!"
At the beginning of your upkeep, you may say "Ach! Hans, run! It's the . . ." and the name of a creature card. If you do, search your library for a card with that name, put it onto the battlefield, then shuffle. That creature gains haste. Exile it at the beginning of the next end step.
Enchantment
"Ach! Hans, Run!" (unh) 116
Bumi, Unleashed
Trample
When Bumi enters, earthbend 4.
Whenever Bumi deals combat damage to a player, untap all lands you control. After this phase, there is an additional combat phase. Only land creatures can attack during that combat phase.
Legendary Creature - Human Ally Noble
Bumi, Unleashed (tla) 211
Cramped Bunker
At the beginning of each opponent's upkeep, that player moves a permanent they control to touch this enchantment and no other permanents. If the player can't, destroy each permanent they control that isn't touching this enchantment, then sacrifice it.
Enchantment
Cramped Bunker (ust) 129
Ol' Buzzbark
When Ol' Buzzbark enters, roll X six-sided dice onto the battlefield from a height of at least X inches. For each die, put a number of +1/+1 counters equal to the result on each creature you control that die is touching. For each die, Ol' Buzzbark deals damage equal to the result to each creature an opponent controls that die is touching.
Legendary Creature - Goblin Warrior
Ol' Buzzbark (ust) 134
Thromok the Insatiable
Devour X, where X is the number of creatures devoured this way (As this creature enters, you may sacrifice any number of creatures. It enters with X +1/+1 counters on it for each of those creatures.)
Legendary Creature - Hellion
Thromok the Insatiable (pca) 106

9 - Gruul

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10 - Selesnya

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Ghalta and Mavren
Trample
Whenever you attack, choose one —
• Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures.
• Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.
Legendary Creature - Vampire Dinosaur
Ghalta and Mavren (mom) 307
Gylwain, Casting Director
Whenever Gylwain or another nontoken creature you control enters, choose one —
• Create a Royal Role token attached to that creature.
• Create a Sorcerer Role token attached to that creature.
• Create a Monster Role token attached to that creature.
Legendary Creature - Human Bard
Gylwain, Casting Director (woc) 4
Kudo, King Among Bears
Other creatures have base power and toughness 2/2 and are Bears in addition to their other types.
Legendary Creature - Bear
Kudo, King Among Bears (mh3) 376
Siegehorn Ceratops
Enrage — Whenever this creature is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
Creature - Dinosaur
Siegehorn Ceratops (rix) 171
Wrath of Sod
Put a manabond counter on all creatures. (They lose all other abilities and become lands with "
: Add one mana of this card's color.")
Sorcery
Wrath of Sod (cmb2) 103

10 - Selesnya

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11 - Orzhov

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A Good Thing
Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice A Good Thing.
At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
Enchantment
A Good Thing (cmb2) 86
Deathpact Angel
Flying
When this creature dies, create a 1/1 white and black Cleric creature token. It has "
,
, Sacrifice this token: Return a card named Deathpact Angel from your graveyard to the battlefield."
Creature - Angel
Deathpact Angel (gtc) 153
Grand Marshal Macie
You may choose not to untap Grand Marshal Macie during your untap step. If you do, put a pause counter on it, then you lose 1 life for each pause counter on it.
Whenever Macie becomes untapped, remove all pause counters from it.
,
: Choose an "until end of turn" or "this turn" effect. As long as Macie remains tapped, that effect doesn't end.
Legendary Creature - Human Performer
Grand Marshal Macie (unf) 260
Mischievous Lookout
Once during each of your turns, you may cast a noncreature, non-Aura permanent spell from your graveyard. If you do, it perpetually becomes a 2/1 Rat creature in addition to its other types.
Creature Enchantment - Rat Glimmer
Mischievous Lookout (ydsk) 25
Mister Negative
Vigilance, lifelink
Darkforce Inversion — When Mister Negative enters, you may exchange life totals with target opponent. If you lost life this way, draw that many cards.
Legendary Creature - Human Villain
Mister Negative (spm) 135

11 - Orzhov

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12 - Izzet

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Alexander Clamilton
Whenever you cast a wordy spell, scry 2. (A spell is wordy if it has four or more lines of rules text.)
,
: Choose target creature you don't control. Reveal the top card of your library. Alexander Clamilton gets +X/+0 until end of turn, where X is the number of lines of rules text of the revealed card. Alexander Clamilton fights that creature.
Legendary Creature - Advisor Rebel Clamfolk
Alexander Clamilton (ulst) 10
Bucket List
Whenever you cast a spell of a type showing on Bucket List, put a counter over that type and draw a card. If all five types on Bucket List have counters over them, sacrifice it and draw one more card.
☐ artifact ☐ creature ☐ enchantment ☐ instant ☐ sorcery
Enchantment
Bucket List (cmb2) 89
How to Keep an Izzet Mage Busy
Return How to Keep an Izzet Mage Busy to its owner's hand.
Sorcery
How to Keep an Izzet Mage Busy (cmb2) 93
Nerf War
Fire a Nerf® blaster until empty at target library from at least two meters away. For each card knocked off that library, put it into its owner's graveyard and Nerf War deals ½ damage to that player. (Foam darts only.)
Sorcery
Nerf War (h17) 2
Terry Pin, Turboturtle
Flash
Haste
You may ignore the words "Activate only as a sorcery" while activating abilities.
Legendary Creature - Turtle Athlete
Terry Pin, Turboturtle (mb2) 603
Zara, Renegade Recruiter
Flying
Whenever Zara attacks, look at defending player's hand. You may put a creature card from it onto the battlefield under your control tapped and attacking that player or a planeswalker they control. Return that creature to its owner's hand at the beginning of the next end step.
Legendary Creature - Human Pirate
Zara, Renegade Recruiter (cmr) 614

12 - Izzet

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13 - Golgari

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Fludge, Gunk Guardian
Whenever Fludge, Gunk Guardian or another Slug, Ooze, Fungus, or Mutant enters the battlefield under your control, each opponent shuffles three Gunk cards into their library. (Gunk is a colorless sorcery card with no mana cost that has cycling
.)
Legendary Creature - Ooze Slug
Fludge, Gunk Guardian (mb2) 593
Golgari Death Swarm
Flying, vigilance
Creature - Fungus Bat Horror
Golgari Death Swarm (cmb2) 91
Hogaak, Arisen Necropolis
You can't spend mana to cast this spell.
Convoke, delve (Each creature you tap while casting this spell pays for
or one mana of that creature's color. Each card you exile from your graveyard pays for
.)
You may cast this card from your graveyard.
Trample
Legendary Creature - Avatar
Hogaak, Arisen Necropolis (mb2) 136
Shelob, Child of Ungoliant
Deathtouch, ward

Other Spiders you control have deathtouch and ward
.
Whenever another creature dealt damage this turn by a Spider you controlled dies, create a token that's a copy of that creature, except it's a Food artifact with "
,
, Sacrifice this token: You gain 3 life," and it loses all other card types.
Legendary Creature - Demon Spider
Shelob, Child of Ungoliant (ltr) 230
Vanille, Cheerful l'Cie
When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand.
At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay
. If you do, exile them, then meld them into Ragnarok, Divine Deliverance.
Legendary Creature - Human Cleric
Vanille, Cheerful l'Cie (fin) 211

13 - Golgari

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14 - Boros

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Captain Rex Nebula
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
Legendary Creature - Human Pilot Employee
Captain Rex Nebula (unf) 257
Chance for Glory
Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Instant
Chance for Glory (grn) 159
Comet, Stellar Pup
0: Roll a six-sided die.
1 or 2 — [+2], then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn.
3 — [−1], then return a card with mana value 2 or less from your graveyard to your hand.
4 or 5 — Comet deals damage equal to the number of loyalty counters on him to a creature or player, then [−2].
6 — [+1], and you may activate Comet's loyalty ability two more times this turn.
Legendary Planeswalker - Comet
Comet, Stellar Pup (mb2) 79
Dinosaurs on a Spaceship
Vigilance, trample
Other Dinosaurs you control get +1/+1 and have vigilance and trample.
Suspend 4—

Whenever a time counter is removed from this card while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.
Creature - Dinosaur
Dinosaurs on a Spaceship (who) 122
Moira Brown, Guide Author
When Moira Brown enters, create a colorless Book Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip
.
Whenever you attack, put a quest counter on target nonland permanent you control.
Legendary Creature - Human Citizen
Moira Brown, Guide Author (pip) 420

14 - Boros

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15 - Simic

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Círdan the Shipwright
Vigilance
Secret council — Whenever Círdan enters or attacks, each player secretly votes for a player, then those votes are revealed. Each player draws a card for each vote they received. Each player who received no votes may put a permanent card from their hand onto the battlefield.
Legendary Creature - Elf Noble
Círdan the Shipwright (ltc) 453
Don't Worry About It
Enchant card in your hand (This Aura remains on the battlefield. If you play enchanted card or it otherwise leaves your hand, put this Aura into the graveyard.)
Enchanted card costs
less to cast.
When you cast enchanted card, copy it.
Enchantment - Aura
Don't Worry About It (mb2) 592
It Came from Planet Glurg
You may have It Came from Planet Glurg enter as a copy of X different creatures on the battlefield. (It has their total power, total toughness, combined mana costs, all text boxes, names, art, and so on.)
Legendary Creature - Ooze Alien
It Came from Planet Glurg (unf) 261
Jolrael, Voice of Zhalfir
At the beginning of combat on your turn, up to one target land you control becomes an X/X green and blue Bird creature with flying and haste until end of turn, where X is the number of cards in your hand. It's still a land.
Whenever a land creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Druid
Jolrael, Voice of Zhalfir (mat) 83
Pippa, Duchess of Dice
,
: Roll a six-sided die. It becomes a green Die creature token with power and toughness each equal to its result.
,
: Reroll any die. (Activate only any time it makes sense.)
Legendary Creature - Human Noble
Pippa, Duchess of Dice (und) 68

15 - Simic

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16 - Three Color

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Brokkos, Apex of Forever
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
You may cast this card from your graveyard using its mutate ability.
Legendary Creature - Beast Elemental Nightmare
Brokkos, Apex of Forever (iko) 179
Doran, the Siege Tower
Each creature assigns combat damage equal to its toughness rather than its power.
Legendary Creature - Shaman Treefolk
Doran, the Siege Tower (ltc) 517
Jund 'Em Out
Retrace (Sorry, no room for reminder text.)
Choose one at random. Create a copy of the chosen card. You may cast the copy without paying its mana cost.
• Abrupt Decay
• Blightning
• Bloodbraid Elf
• Lightning Bolt
• Liliana of the Veil
• Tarmogoyf
Sorcery
Jund 'Em Out (mb2) 596
Mardu Siegebreaker
Deathtouch, haste
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
Creature - Human Warrior
Mardu Siegebreaker (tdm) 364
Me, the Immortal
At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me.
Counters remain on Me as it moves to any zone other than a player's hand or library.
You may cast this card from your graveyard by discarding two cards in addition to paying its other costs.
Legendary Creature - Human Rogue
Me, the Immortal (who) 430
Narod, the Beige Flower
Each creature assigns combat damage equal to its mana value rather than its power.
Legendary Creature - Rogue Plant
Narod, the Beige Flower (mb2) 599
Pramikon, Sky Rampart
Flying, defender
As Pramikon enters, choose left or right.
Each player may attack only the nearest opponent in the chosen direction and planeswalkers controlled by that opponent.
Legendary Creature - Wall
Pramikon, Sky Rampart (c19) 47
Realm Razer
When this creature enters, exile all lands.
When this creature leaves the battlefield, return the exiled cards to the battlefield tapped under their owners' control.
Creature - Beast
Realm Razer (ala) 187
Seek Bolas's Counsel
Choose one at random —
• You get an emblem with "At the beginning of your upkeep, pay
. If you don't, you lose the game."
• Each player discards their hand.
• Planeswalk to Pools of Becoming. (Once there, you can roll the planar die only if you're playing Planechase.)
• For each opponent, exile cards from the top of their library until you exile a nonland card. You may cast those cards without paying their mana costs.
• Destroy all creatures and non-Bolas planeswalkers.
• You get an emblem with "You can cast nonland cards from your sideboard."
Sorcery
Seek Bolas's Counsel (cmb2) 98
Storvald, Frost Giant Jarl
Ward

Other creatures you control have ward
.
Whenever Storvald enters or attacks, choose one or both —
• Target creature has base power and toughness 7/7 until end of turn.
• Target creature has base power and toughness 1/1 until end of turn.
Legendary Creature - Giant
Storvald, Frost Giant Jarl (afc) 327

16 - Three Color

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17 - Five Color

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Garth One-Eye
: Choose a card name that hasn't been chosen from among Disenchant, Braingeyser, Terror, Shivan Dragon, Regrowth, and Black Lotus. Create a copy of the card with the chosen name. You may cast the copy. (You still pay its costs.)
Legendary Creature - Human Wizard
Garth One-Eye (mh2) 420
Urza, Academy Headmaster
+1: Head to AskUrza.com and click +1.
−1: Head to AskUrza.com and click -1.
−6: Head to AskUrza.com and click -6.
Legendary Planeswalker - Urza
Urza, Academy Headmaster (ust) 136

17 - Five Color

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19.1 - Colorless Creature

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Aether Searcher
Reveal this card as you draft it. Reveal the next card you draft and note its name.
When this creature enters, you may search your hand and/or library for a card with a name noted as you drafted cards named Aether Searcher. You may cast it without paying its mana cost. If you searched your library this way, shuffle.
Creature Artifact - Construct
Aether Searcher (cns) 53
Agent of Acquisitions
Draft this card face up.
Instead of drafting a card from a booster pack, you may draft each card in that booster pack, one at a time. If you do, turn this card face down and you can't draft cards for the rest of this draft round. (You may look at booster packs passed to you.)
Creature Artifact - Construct
Agent of Acquisitions (cns) 54
Border Guardian
Whenever you cast a silver-bordered spell, put a +1/+1 counter on this creature.
Whenever you cast a black-bordered spell, this creature can't be blocked this turn.
Whenever you cast a white-bordered spell, this creature gains double strike until end of turn.
Creature Artifact - Knight
Border Guardian (ust) 140
Canal Dredger
Draft this card face up.
Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger.
: Put target card from your graveyard on the bottom of your library.
Creature Artifact - Construct
Canal Dredger (cns) 55
Chronobot
When Chronobot enters, switch upkeep steps with target opponent for as long as it remains on the battlefield. (You take your upkeep on their turn, and they take their upkeep on your turn.)
Creature Artifact - Construct
Chronobot (cmb2) 105
Cogwork Grinder
Draft this card face up.
As you draft a card, you may remove it from the draft face down. (Those cards aren't in your card pool.)
This creature enters with X +1/+1 counters on it, where X is the number of cards you removed from the draft with cards named Cogwork Grinder.
Creature Artifact - Construct
Cogwork Grinder (cns) 57
Cogwork Librarian
Draft this card face up.
As you draft a card, you may draft an additional card from that booster pack. If you do, put this card into that booster pack.
Creature Artifact - Construct
Cogwork Librarian (cns) 58
Cogwork Spy
Reveal this card as you draft it. You may look at the next card drafted from this booster pack.
Flying
Creature Artifact - Bird Construct
Cogwork Spy (cns) 59
Cogwork Tracker
Reveal this card as you draft it and note the player who passed it to you.
This creature attacks each combat if able.
This creature attacks a player you noted for cards named Cogwork Tracker each combat if able.
Creature Artifact - Construct Dog
Cogwork Tracker (cns) 60
D00-DL, Caricaturist
When D00-DL, Caricaturist enters, create a 4/4 colorless Sketch creature token, which you have fifteen seconds to draw. The token has flying if it has wings in its art. The same is true for first strike and a sword, vigilance and a shield, menace and mean eyes, trample and horns, deathtouch and claws, lifelink and fangs, and haste and footwear.
Legendary Creature Artifact - Robot
D00-DL, Caricaturist (unf) 187
Deal Broker
Draft this card face up.
Immediately after the draft, you may reveal a card in your card pool. Each other player may offer you one card in their card pool in exchange. You may accept any one offer.
: Draw a card, then discard a card.
Creature Artifact - Construct
Deal Broker (cns) 61
Eldrazi
Creature Token - Eldrazi
Eldrazi (tm3c) 1
Kozilek, Compleated
(
can be paid with either
or 2 life.)
When you cast this spell, each opponent gets two poison counters, then each opponent with more than two cards in hand discards cards equal to the difference.
Annihinfect (Whenever this creature attacks, defending player sacrifices a permanent for each poison counter they have.)
Legendary Creature - Eldrazi Phyrexian
Kozilek, Compleated (mb2) 502
Lore Seeker
Reveal this card as you draft it. After you draft this card, you may add a booster pack to the draft. (Your next pick is from that booster pack. Pass it to the next player and it's drafted this draft round.)
Creature Artifact - Construct
Lore Seeker (cns) 62
Lurking Automaton
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card.
This creature enters with X +1/+1 counters on it, where X is the highest number you noted for cards named Lurking Automaton.
Creature Artifact - Construct
Lurking Automaton (cns) 63
Modular Monstrosity
Whenever an opponent casts a spell, you have five seconds to choose a keyword you haven't chosen for a card named Modular Monstrosity today that's been printed on a creature card. If you do, this creature gains that ability. Otherwise, this creature loses all keyword abilities.
Creature Artifact - Construct
Modular Monstrosity (ust) 155
Omnipresent Impostor
Changeling
Omnipresent Impostor has all card names.
As you search your library for one or more cards, you may choose Omnipresent Impostor as one of those cards. (For example, if you search for two land cards, you may find Omnipresent Impostor and a land card.)
Basic Creature - Shapeshifter
Omnipresent Impostor (mb2) 504
Puresteel Angel
Flying, indestructible
When Puresteel Angel enters, exile all artifacts that aren't colorless.
Whenever Puresteel Angel deals combat damage to a player, you get an emblem with "If you would lose the game, instead your life total becomes 20, shuffle your graveyard into your library, you lose all poison counters, and you lose this emblem."
Creature Artifact - Angel
Puresteel Angel (cmb2) 109
Runed Terror
Instead of taking turns as normal, players take their phases sequentially. (For example, you take your beginning phase as the active player, then the next player in turn order becomes the active player and takes their beginning phase. After each player had a beginning phase, do the same for first main, combat phase, second main, ending phase, and then beginning phase again. If this creature leaves the battlefield, the active player continues their turn as normal.)
Creature Artifact - Elemental Champion
Runed Terror (mb2) 610
Sojourner's Companion
Affinity for artifacts
Artifact landcycling
(
, Discard this card: Search your library for an artifact land card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Salamander
Sojourner's Companion (mh2) 235
Weaponized Scrap
Upgrade (This creature enters covering another artifact you control. If it can't, exile it. Ignore the artifact it's covering. Anywhere this card goes, cards underneath it also go. It has haste.)
Creature Artifact - Construct
Weaponized Scrap (cmb2) 111
Whispergear Sneak
Draft this card face up.
During the draft, you may turn this card face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
Creature Artifact - Construct
Whispergear Sneak (cns) 64

19.1 - Colorless Creature

(CTRL to add secondary)

19.2 - Colorless Noncreature

Qty: 23 Price: $21.51
Aeon Engine
This artifact enters tapped.
, Exile this artifact: Reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
Artifact
Aeon Engine (c19) 52
Decimator Web
,
: Target opponent loses 2 life, gets a poison counter, then mills six cards.
Artifact
Decimator Web (mbs) 105
Entirely Normal Armchair
During your turn, if this card is in your hand, you may hide it on the battlefield.
: Return this artifact to its owner's hand. Only your opponents may activate this ability and only if they see this artifact.
, Sacrifice this artifact: Destroy target attacking creature.
Artifact
Entirely Normal Armchair (und) 77
Expert-Level Safe
When this artifact enters, exile the top two cards of your library face down.
,
: You and target opponent each secretly choose 1, 2, or 3. Then those choices are revealed. If they match, sacrifice this artifact and put all cards exiled with it into their owners' hands. Otherwise, exile the top card of your library face down.
Artifact
Expert-Level Safe (pip) 133
Fractured Powerstone
: Add
.
: Roll the planar die. Activate only as a sorcery.
Artifact
Fractured Powerstone (moc) 357
Indicate
Target permanent.
Sorcery
Indicate (mb2) 501
Letter Bomb
When this artifact enters, sign it and shuffle it into target player's library. That player reveals each card they draw until they draw this card. When that player draws this card, it deals 19½ damage to them.
Artifact
Letter Bomb (unh) 122
Liar's Pendulum
,
: Choose a card name. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.
Artifact
Liar's Pendulum (mrd) 196
Luxior, Ignited
Equipped creature gets +1/+1 for each counter on Luxior, Ignited.
+1: Attach this Equipment to up to one target creature you control.
−2: Equipped creature gets +2/+2 and gains double strike until end of turn.
Legendary Artifact Planeswalker - Equipment Luxior
Luxior, Ignited (mb2) 606
Mana Screw
: Flip a coin. If you win the flip, add
. Activate only as an instant.
Artifact
Mana Screw (unh) 123
Microscope
: Surveil 1.
: Target permanent card in a graveyard becomes a 0/0 black Germ creature in addition to its other colors and types until end of turn. (This effect ends if it leaves the graveyard.)
Artifact
Microscope (mb2) 607
Mirror Mirror
This artifact enters tapped.
,
, Sacrifice this artifact: Choose target player. At the beginning of the next end step, exchange life totals with that player, exchange control of all permanents you and that player control, and exchange cards in your hands, cards in your libraries, and cards in your graveyards.
Artifact
Mirror Mirror (ugl) 77
Mirrored Lotus
Reflect
(As this enters, each opponent may pay
. When they do, they create a token copy of this except it lacks this ability.)
, Exile Mirrored Lotus: Add three mana of any one color.
Artifact
Mirrored Lotus (cmb2) 107
Mox Poison
: Add one mana of any color. You get two poison counters.
Artifact
Mox Poison (mb2) 608
My First Tome
,
: Say the flavor text on a card in your hand. Target opponent guesses that card's name. You may reveal that card. If you do and they guessed wrong, you draw a card.
Artifact - Book
My First Tome (unh) 125
Orb of Origin
: Add one mana of any color.
Other noncreature artifacts are mono and continuous. (Each activated ability of mono artifacts costs an additional
to activate if its cost doesn't already include
. As long as a continuous artifact is tapped, it loses all abilities.)
Artifact Poly
Orb of Origin (mb2) 609
Pithing Spyglass
As Pithing Spyglass enters, name a keyword ability or ability word.
All cards in all zones lose that keyword ability or ability word and all text tied to that ability.
Artifact
Pithing Spyglass (cmb2) 108
Pointy Finger of Doom
,
: Spin this artifact in the middle of the table so that it rotates completely at least once, then destroy the closest permanent the finger points to.
Artifact
Pointy Finger of Doom (und) 81
Split Screen
When this artifact enters, shuffle your library and deal it into four libraries. If anything refers to your library, choose one of your libraries for it.
Play with your libraries' top cards revealed.
When this artifact leaves the battlefield, shuffle your libraries together.
Artifact
Split Screen (ust) 158
Standard Procedure
, Reveal Standard Procedure from your hand: Choose an instant or sorcery card with mana value 3 or less currently legal in the Standard format. Standard Procedure becomes that card until end of turn.
Instant
Standard Procedure (unf) 1
Unicycle
First strike, haste
Equipped creature has first strike and haste.
Equip

Crew 1
Artifact - Equipment Vehicle
Unicycle (cmb2) 110
Water Gun Balloon Game
As this artifact enters, each player puts a pop! counter on "0."
Whenever a player casts a spell, move that player's pop! counter up one.
Whenever a player's pop! counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop! counters to "0."
Artifact
Water Gun Balloon Game (unf) 538
Who's That Praetor?
Choose one at random. Create a token that's a copy of the chosen card.
• Elesh Norn, Mother of Machines
• Jin-Gitaxias, Progress Tyrant
• Sheoldred, the Apocalypse
• Urabrask, Heretic Praetor
• Vorinclex, Monstrous Raider
• Ebon Praetor
Sorcery
Who's That Praetor? (mb2) 506

19.2 - Colorless Noncreature

(CTRL to add secondary)

20.1.1 - W Land

Qty: 3 Price: $3.33
Citadel Gate
This land enters tapped.
As this land enters, choose a color other than white.
: Add
or one mana of the chosen color.
Land - Gate
Citadel Gate (clb) 349
Thriving Heath
This land enters tapped. As it enters, choose a color other than white.
: Add
or one mana of the chosen color.
Land
Thriving Heath (tle) 262
Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land
Windbrisk Heights (tdc) 411

20.1.1 - W Land

(CTRL to add secondary)

20.1.2 - U Land

Qty: 3 Price: $3.69
Jasconian Isle
(Jasconian Isle isn't a spell, it's affected by summoning sickness, it's blue, and it has "
: Add
.")
Jasconian Isle enters tapped.
Jasconian Isle doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap Jasconian Isle.
Creature Land - Fish Island
Jasconian Isle (cmb2) 117
Sea Gate
This land enters tapped.
As this land enters, choose a color other than blue.
: Add
or one mana of the chosen color.
Land - Gate
Sea Gate (clb) 359
Thriving Isle
This land enters tapped. As it enters, choose a color other than blue.
: Add
or one mana of the chosen color.
Land
Thriving Isle (tle) 263

20.1.2 - U Land

(CTRL to add secondary)

20.1.3 - B Land

Qty: 2 Price: $1.34
Black Dragon Gate
This land enters tapped.
As this land enters, choose a color other than black.
: Add
or one mana of the chosen color.
Land - Gate
Black Dragon Gate (clb) 347
Thriving Moor
This land enters tapped. As it enters, choose a color other than black.
: Add
or one mana of the chosen color.
Land
Thriving Moor (tle) 264

20.1.3 - B Land

(CTRL to add secondary)

20.1.4 - R Land

Qty: 3 Price: $1.73
Cliffgate
This land enters tapped.
As this land enters, choose a color other than red.
: Add
or one mana of the chosen color.
Land - Gate
Cliffgate (clb) 350
Gobland
(Gobland isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Gobland can't block.
Creature Land - Goblin Mountain
Gobland (mb2) 563
Thriving Bluff
This land enters tapped. As it enters, choose a color other than red.
: Add
or one mana of the chosen color.
Land
Thriving Bluff (tle) 260

20.1.4 - R Land

(CTRL to add secondary)

20.1.5 - G Land

Qty: 3 Price: $2.63
Manor Gate
This land enters tapped.
As this land enters, choose a color other than green.
: Add
or one mana of the chosen color.
Land - Gate
Manor Gate (clb) 356
Thriving Grove
This land enters tapped. As it enters, choose a color other than green.
: Add
or one mana of the chosen color.
Land
Thriving Grove (tle) 261
Wrenn and One
+1: Wrenn and One gains "
: Add
" until your next turn.
−1: Create a 1/1 green Squirrel creature token.
−4: You get an emblem with "At the beginning of your precombat main phase, add
for each creature you control."
Planeswalker Land - Wrenn
Wrenn and One (mb2) 588

20.1.5 - G Land

(CTRL to add secondary)

20.2.1 - WU Lands

Qty: 3 Price: $2.33
Celestial Colonnade
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Land
Celestial Colonnade (who) 260
Enchanted Prairie
Enchanted Prairie enters tapped.
: Add
or
.
Land Enchantment
Enchanted Prairie (cmb2) 115
Restless Anchorage
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token.
Land
Restless Anchorage (lci) 280

20.2.1 - WU Lands

(CTRL to add secondary)

20.2.2 - UB Lands

Qty: 3 Price: $4.03
Creeping Tar Pit
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 3/2 blue and black Elemental creature. It's still a land. It can't be blocked this turn.
Land
Creeping Tar Pit (who) 267
Domesticated Watercourse
Domesticated Watercourse enters tapped.
: Add
or
.
: Until end of turn, Domesticated Watercourse becomes an Equipment artifact with equip
.
Whenever equipped creature deals combat damage to a player, draw a card.
Land
Domesticated Watercourse (cmb2) 114
Restless Reef
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 4/4 blue and black Shark creature with deathtouch. It's still a land.
Whenever this land attacks, target player mills four cards.
Land
Restless Reef (lci) 282

20.2.2 - UB Lands

(CTRL to add secondary)

20.2.3 - BR Lands

Qty: 3 Price: $1.67
Lavaclaw Reaches
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/2 black and red Elemental creature with "
: This creature gets +X/+0 until end of turn." It's still a land.
Land
Lavaclaw Reaches (who) 289
Madlands
Madlands enters the battlefield tapped.
: Add
or
.
Madness
(If you discard this card, discard it into exile. When you do, play it for its madness cost or put it into your graveyard. You can play a land only during your turn and only if you have an available land play remaining.)
Land
Madlands (mb2) 614
Restless Vents
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/3 black and red Insect creature with menace. It's still a land.
Whenever this land attacks, you may discard a card. If you do, draw a card.
Land
Restless Vents (lci) 284

20.2.3 - BR Lands

(CTRL to add secondary)

20.2.4 - RG Lands

Qty: 3 Price: $1.53
Raging Ravine
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
Land
Raging Ravine (blc) 324
Restless Ridgeline
This land enters tapped.
: Add
or
.
: This land becomes a 3/4 red and green Dinosaur creature until end of turn. It's still a land.
Whenever this land attacks, another target attacking creature gets +2/+0 until end of turn. Untap that creature.
Land
Restless Ridgeline (lci) 283
Taiga Stadium
Taiga Stadium enters tapped unless you control a white, blue, or black permanent.
: Add
or
.
Land
Taiga Stadium (cmb2) 120

20.2.4 - RG Lands

(CTRL to add secondary)

20.2.5 - GW Lands

Qty: 3 Price: $1.77
Fetching Garden
(
: Add
or
.)
Fetching Garden enters the battlefield tapped if it was played from your hand.
Land - Plains Forest
Fetching Garden (mb2) 611
Restless Prairie
This land enters tapped.
: Add
or
.
: This land becomes a 3/3 green and white Llama creature until end of turn. It's still a land.
Whenever this land attacks, other creatures you control get +1/+1 until end of turn.
Land
Restless Prairie (lci) 281
Stirring Wildwood
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 3/4 green and white Elemental creature with reach. It's still a land.
Land
Stirring Wildwood (uma) 251

20.2.5 - GW Lands

(CTRL to add secondary)

20.3.1 - WB Lands

Qty: 3 Price: $1.97
Lazotep Archway
Lazotep Archway enters the battlefield tapped.
: Add
or
.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie creature and loses all other card types. Eternalize only as a sorcery. And don't forget it still enters tapped!)
Land
Lazotep Archway (mb2) 613
Restless Fortress
This land enters tapped.
: Add
or
.
: This land becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land.
Whenever this land attacks, defending player loses 2 life and you gain 2 life.
Land
Restless Fortress (woe) 259
Shambling Vent
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/3 white and black Elemental creature with lifelink. It's still a land.
Land
Shambling Vent (clb) 914

20.3.1 - WB Lands

(CTRL to add secondary)

20.3.2 - UR Lands

Qty: 3 Price: $1.57
Restless Spire
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1.
Land
Restless Spire (woe) 260
Value Town
Value Town enters the battlefield tapped.
: Add
or
.
Land - Town
Value Town // Take a Trip to... (mb2) 621
Wandering Fumarole
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with "
: Switch this creature's power and toughness until end of turn." It's still a land.
Land
Wandering Fumarole (clb) 928

20.3.2 - UR Lands

(CTRL to add secondary)

20.3.3 - BG Lands

Qty: 3 Price: $3.37
Hissing Quagmire
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/2 black and green Elemental creature with deathtouch. It's still a land.
Land
Hissing Quagmire (ogw) 171
Noxious Bayou
: Add
or
. You get a poison counter.
Land
Noxious Bayou (cmb2) 118
Restless Cottage
This land enters tapped.
: Add
or
.
: This land becomes a 4/4 black and green Horror creature until end of turn. It's still a land.
Whenever this land attacks, create a Food token and exile up to one target card from a graveyard.
Land
Restless Cottage (woe) 258

20.3.3 - BG Lands

(CTRL to add secondary)

20.3.4 - RW Lands

Qty: 3 Price: $1.83
Aggressive Crag
At the beginning of your combat step, tap Aggressive Crag.
: Add
or
.
Land
Aggressive Crag (cmb2) 112
Needle Spires
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/1 red and white Elemental creature with double strike. It's still a land.
Land
Needle Spires (mkc) 278
Restless Bivouac
This land enters tapped.
: Add
or
.
: This land becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever this land attacks, put a +1/+1 counter on target creature you control.
Land
Restless Bivouac (woe) 257

20.3.4 - RW Lands

(CTRL to add secondary)

20.3.5 - GU Lands

Qty: 3 Price: $1.67
Lumbering Falls
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 3/3 green and blue Elemental creature with hexproof. It's still a land.
Land
Lumbering Falls (m3c) 355
Restless Vinestalk
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 5/5 green and blue Plant creature with trample. It's still a land.
Whenever this land attacks, up to one other target creature has base power and toughness 3/3 until end of turn.
Land
Restless Vinestalk (woe) 261
Slumbering Waterways
Slumbering Waterways enters the battlefield tapped.
: Add
or
.
Flying, vigilance, trample
Land
Slumbering Waterways (mb2) 618

20.3.5 - GU Lands

(CTRL to add secondary)

20.16 - Tri Lands

Qty: 10 Price: $6.26
Maestros' Totally Safe Hideout
Land casualty 2 (As this land enters, you may sacrifice a creature with power 2 or greater. If you do, create a token that's a copy of this land.)
Maestros' Totally Safe Hideout enters the battlefield tapped.
: Add
,
, or
.
Land
Maestros' Totally Safe Hideout (mb2) 615
Mystic Monastery
This land enters tapped.
: Add
,
, or
.
Land
Mystic Monastery (eoc) 170
Nomad Outpost
This land enters tapped.
: Add
,
, or
.
Land
Nomad Outpost (fic) 409
Omenpath to Naya
Vanishing 4 (This land enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
: Add
,
, or
.
Land - Omenpath
Omenpath to Naya (mb2) 616
Opulent Palace
This land enters tapped.
: Add
,
, or
.
Land
Opulent Palace (tdm) 264
Processing Plant
Processing Plant enters the battlefield tapped.
When Processing Plant enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, untap Processing Plant. Otherwise, exile the top card of each opponent's library.
: Add
,
,
, or
.
Land - Power-Plant Ulamog's
Processing Plant (mb2) 617
Savage Lands
This land enters tapped.
: Add
,
, or
.
Land
Savage Lands (m3c) 371
Temur Elevator
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
: Add
,
, or
. If you don't have the city's blessing, you lose 1 life.
Land
Temur Elevator (mb2) 619
Under-Construction Skyscraper
Level up
(
: Put a level counter on this. Level up only as a sorcery.)
: Add
.
LEVEL 1-7
: Add
,
,
, or
.
LEVEL 8+
: Add
,
,
, or
. Scry 1.
Land
Under-Construction Skyscraper (mb2) 620
Urban Retreat
This land enters tapped.
: Add
,
, or
.
, Return a tapped creature you control to its owner's hand: Put this card from your hand onto the battlefield. Activate only as a sorcery.
Land
Urban Retreat (spm) 187

20.16 - Tri Lands

(CTRL to add secondary)

20.17 - Multi Color Land

Qty: 19 Price: $10.69
Bountiful Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Bountiful Landscape (tdc) 342
Contaminated Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Contaminated Landscape (mh3) 218
Crystal Quarry
: Add
.
,
: Add
.
Land
Crystal Quarry (dmc) 206
Deceptive Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Plains, Swamp, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Deceptive Landscape (tdc) 356
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (eoc) 158
Foreboding Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Swamp, Forest, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Foreboding Landscape (tdc) 365
Nearby Planet
Rangeling (This card is every land type, including Plains, Island, Swamp, Mountain, Forest, Desert, Gate, Lair, Locus, and all those Urza's ones.)
This land enters tapped.
When this land enters, sacrifice it unless you pay
.
Land
Nearby Planet (unf) 198
Paliano, the High City
Reveal this card as you draft it. The player to your right chooses a color, you choose another color, then the player to your left chooses a third color.
: Add one mana of any color chosen as you drafted cards named Paliano, the High City.
Legendary Land
Paliano, the High City (cns) 65
Perilous Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Island, Mountain, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Perilous Landscape (tdc) 383
Seething Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Seething Landscape (mh3) 225
Shattered Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Shattered Landscape (tdc) 390
Sheltering Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Sheltering Landscape (mh3) 227
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (eoc) 62
The Big Top
: Add one mana of any color that appears on your top. (A top is an outerwear garment worn on the upper body.)
Land
The Big Top (unf) 197
Tranquil Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Landscape (mh3) 231
Twisted Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Twisted Landscape (mh3) 232
Uncharted Haven
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Land
Uncharted Haven (fdn) 564
Underdome
: Add
.
: Add one mana of any color. Spend this mana only to pay Un-costs.
Land
Underdome (und) 86
Vibrant Cityscape
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Vibrant Cityscape (spm) 188

20.17 - Multi Color Land

(CTRL to add secondary)

20.18 - Colorless Land

Qty: 13 Price: $12.81
Access Tunnel
: Add
.
,
: Target creature with power 3 or less can't be blocked this turn.
Land
Access Tunnel (tdc) 337
Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land
Dark Depths (m3c) 334
Encroaching Wastes
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land.
Land
Encroaching Wastes (cmr) 481
Haunted Fengraf
: Add
.
,
, Sacrifice this land: Return a creature card at random from your graveyard to your hand.
Land
Haunted Fengraf (c18) 254
R&D's Secret Lair
Play cards as written. Ignore all errata.
: Add
. (This mana is still added to your mana pool.)
Legendary Land
R&D's Secret Lair (unh) 135
Rift
Before drawing your hand, you may start the game with Rift in your opening hand. If you do, draw one fewer card. (Mulligans continue as normal.)
Rift enters tapped.
: Add
.
Legendary Land
Rift (cmb2) 119
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (fic) 415
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (fic) 419
Tectonic Edge
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land. Activate only if an opponent controls four or more lands.
Land
Tectonic Edge (m3c) 384
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (fic) 438
The Heron Moon
: Add
.
,
: Exile the bottom card of target opponent's library.
Whenever one or more cards an opponent owns are put into exile, put a release counter on The Heron Moon. Then if it has thirteen or more release counters on it, sacrifice it and create a copy of Emrakul, the Promised End. Cast it without paying its mana cost.
Legendary Land
The Heron Moon (mb2) 612
Thespian's Stage
: Add
.
,
: This land becomes a copy of target land, except it has this ability.
Land
Thespian's Stage (mb2) 113
Waste Land
: Add
.
, Sacrifice Waste Land: Destroy target nonbasic land. That land's controller creates a Wastes token. (It's a land with
: Add
.)
Land
Waste Land (cmb2) 121

20.18 - Colorless Land

(CTRL to add secondary)

21 - Conspiracy

Qty: 27 Price: $11.91
Adriana's Valor
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Whenever a creature you control with the chosen name attacks, you may pay
. If you do, that creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Conspiracy
Adriana's Valor (cn2) 1
Advantageous Proclamation
(Start the game with this conspiracy face up in the command zone.)
Your minimum deck size is reduced by five.
Conspiracy
Advantageous Proclamation (cns) 1
Assemble the Rank and Vile
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Creatures you control with the chosen name have "When this creature dies, you may pay
. If you do, create a tapped 2/2 black Zombie creature token."
Conspiracy
Assemble the Rank and Vile (cn2) 2
Backup Plan
(Start the game with this conspiracy face up in the command zone.)
Draw an additional hand of seven cards as the game begins. Before taking mulligans, shuffle all but one of your hands into your library.
Conspiracy
Backup Plan (cns) 2
Brago's Favor
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Spells with the chosen name you cast cost
less to cast.
Conspiracy
Brago's Favor (cns) 3
Double Stroke
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Whenever you cast an instant or sorcery spell with the chosen name, you may copy it. You may choose new targets for the copy.
Conspiracy
Double Stroke (cns) 4
Echoing Boon
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Whenever you cast an instant or sorcery spell, if it targets a creature you control with the chosen name, you may copy that spell and may choose new targets for the copy.
Conspiracy
Echoing Boon (cn2) 3
Emissary's Ploy
(Start the game with this conspiracy face up in the command zone.)
Before drawing your opening hand, choose 1, 2, or 3.
You may spend mana as though it were mana of any color to cast creature spells with mana value equal to the chosen number.
Conspiracy
Emissary's Ploy (cn2) 4
Hired Heist
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Whenever a creature you control with the chosen name deals combat damage to a player, you may pay
. If you do, draw a card.
Conspiracy
Hired Heist (cn2) 5
Hold the Perimeter
(Start the game with this conspiracy face up in the command zone.)
At the beginning of your first upkeep, create a 1/2 white Soldier creature token with defender.
At the beginning of each other player's first upkeep, that player creates a 1/1 red Goblin creature token with "This token can't block."
Conspiracy
Hold the Perimeter (cn2) 6
Hymn of the Wilds
(Start the game with this conspiracy face up in the command zone.)
The first creature spell you cast each turn costs
less to cast.
You can't cast instant or sorcery spells.
Conspiracy
Hymn of the Wilds (cn2) 7
Immediate Action
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Creatures you control with the chosen name have haste.
Conspiracy
Immediate Action (cns) 5
Incendiary Dissent
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Creatures you control with the chosen name have "
: This creature gets +1/+0 until end of turn."
Conspiracy
Incendiary Dissent (cn2) 8
Iterative Analysis
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Whenever you cast an instant or sorcery spell with the chosen name, you may draw a card.
Conspiracy
Iterative Analysis (cns) 6
Marchesa's Surprise Party
(Start the game with this conspiracy face up in the command zone. Before the game, secretly choose one of the following. During your end step, if you meet the condition, you may reveal your choice and turn this card face down. When you do, collect the reward.)
• You've cast three or more spells this turn.
• An opponent lost 6 or more life this turn.
• There are nine or more cards in your graveyard.
Reward — Draw a card.
Conspiracy - Secret Mission
Marchesa's Surprise Party (mb2) 503
Muzzio's Preparations
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Each creature you control with the chosen name enters with an additional +1/+1 counter on it.
Conspiracy
Muzzio's Preparations (cns) 7
Natural Unity
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Creatures you control with the chosen name have "At the beginning of combat on your turn, you may pay
. If you do, put a +1/+1 counter on this creature."
Conspiracy
Natural Unity (cn2) 9
Power Play
(Start the game with this conspiracy face up in the command zone.)
You are the starting player. If multiple players would be the starting player, one of those players is chosen at random.
Conspiracy
Power Play (cns) 8
Rule with an Even Hand
(Start the game with this conspiracy face up in the command zone.)
You can't attack with an odd number of creatures.
Whenever you attack, double target creature's power until end of turn.
Conspiracy
Rule with an Even Hand (mb2) 505
Secret Summoning
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Whenever a creature you control with the chosen name enters, you may search your library for any number of cards with that name, reveal them, put them into your hand, then shuffle.
Conspiracy
Secret Summoning (cns) 9
Secrets of Paradise
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
Creatures you control with the chosen name have "
: Add one mana of any color."
Conspiracy
Secrets of Paradise (cns) 10
Sentinel Dispatch
(Start the game with this conspiracy face up in the command zone.)
At the beginning of the first upkeep, create a 1/1 colorless Construct artifact creature token with defender.
Conspiracy
Sentinel Dispatch (cns) 11
Sovereign's Realm
(Start the game with this conspiracy face up in the command zone.)
Your starting deck can't have basic land cards and your starting hand size is five.
Exile a card from your hand: This turn, you may play basic lands from outside the game.
Basic lands you control have "
: Add one mana of any color."
Conspiracy
Sovereign's Realm (cn2) 10
Summoner's Bond
Double agenda (Start the game with this conspiracy face down in the command zone and secretly choose two different card names. You may turn this conspiracy face up any time and reveal those names.)
Whenever you cast a creature spell with one of the chosen names, you may search your library for a creature card with the other chosen name, reveal it, put it into your hand, then shuffle.
Conspiracy
Summoner's Bond (cn2) 11
Unexpected Potential
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)
You may spend mana as though it were mana of any color to cast spells with the chosen name.
Conspiracy
Unexpected Potential (cns) 12
Weight Advantage
(Start the game with this conspiracy face up in the command zone.)
Each creature you control assigns combat damage equal to its toughness rather than its power.
Conspiracy
Weight Advantage (cn2) 12
Worldknit
(Start the game with this conspiracy face up in the command zone.)
As long as every card in your card pool started the game in your library or in the command zone, lands you control have "
: Add one mana of any color."
Conspiracy
Worldknit (cns) 13

21 - Conspiracy

(CTRL to add secondary)

Artifact

Qty: 2 Price: $0.84
Arcanum Things
Equipped creature has flying.
Equip

Equipment swap
(
: Exchange this Equipment with an Equipment card in your hand. If this Equipment was attached to a creature, attach the new Equipment to that creature.)
Artifact - Equipment
Arcanum Things (mb2) 508
Lantern of Undersight
You draw cards from the bottom of your library instead of the top of your library.
Artifact
Lantern of Undersight (cmb2) 106

Artifact

(CTRL to add secondary)

Creature

Qty: 10 Price: $7.42
Baneslayer Aspirant
Baneslayer Aspirant gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.
Creature - Human Soldier
Baneslayer Aspirant (cmb2) 3
Blood Poet
Spark (Activate spark abilities by spending or giving yourself spark counters. Activate only one spark ability per turn, and only as a sorcery.)
+1: Blood Poet gains lifelink until end of turn.
−3: Target opponent discards a card. You gain life equal to its converted mana cost.
Creature - Vampire Cleric
Blood Poet (cmb2) 34
Bone Rattler
When Bone Rattler is put into your graveyard from anywhere, exile it. When you do, create four Reassembling Skeleton token cards and put them into your graveyard.
Creature - Skeleton
Bone Rattler (cmb2) 35
Buried Ogre
You may begin the game with Buried Ogre in your graveyard. If you do, you lose 1 life.
Creature - Zombie Ogre
Buried Ogre (cmb2) 36
Celestine Cave Witch
When Celestine Cave Witch enters, create two 1/1 black Insect creature tokens.
Whenever Celestine Cave Witch attacks, you may sacrifice an Insect. When you do, curse defending player. (Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")
Creature - Human Warlock
Celestine Cave Witch (cmb2) 37
Floral Spuzzem
Whenever this creature attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, this creature assigns no combat damage this turn.
Creature - Elemental
Floral Spuzzem (leg) 187
Lazier Goblin
Motivate
(This creature can't attack or block unless you have paid its motivate cost once. Motivate only as a sorcery.)
When Lazier Goblin enters, it deals 2 damage to any target.
Creature - Goblin
Lazier Goblin (cmb2) 56
Learned Learner
As long as you have a maximum hand size other than 7, Learned Learner has "
: Draw a card."
Creature - Wizard Cephalid
Learned Learner (cmb2) 25
Pinchy McStingbutt
Deathtouch
Whenever Pinchy McStingbutt deals combat damage to a player, conjure a card named Death of a Thousand Stings, Lethal Sting, or Stinging Shot at random into your hand and reveal it. (Treat conjured cards like cards.)
Creature - Scorpion
Pinchy McStingbutt (mb2) 552
Spuzzem Strategist
You make all choices for Spuzzems you control.
Creature - Advisor Spuzzem
Spuzzem Strategist (mb2) 584

Creature

(CTRL to add secondary)

Enchantment

Qty: 2 Price: $0.70
Enchantmentize
Enchant creature or enchantment
Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)
Enchantment - Aura
Enchantmentize (cmb2) 21
Viper's Kiss
Enchant creature
Enchanted creature gets -1/-1, and its activated abilities can't be activated.
Enchantment - Aura
Viper's Kiss (ths) 109

Enchantment

(CTRL to add secondary)

Instant

Qty: 3 Price: $1.05
Evil Boros Charm
Choose one —
• Evil Boros Charm deals 2 damage to any target and you gain 2 life.
• Unblocked attacking creatures get +1/+0 until end of turn.
• Create a 1/1 colorless Spirit creature token with lifelink and haste.
Instant
Evil Boros Charm (cmb2) 90
Humble
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
Instant
Humble (plst) EMA-14
Humble
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
Instant
Humble (plst) EMA-14

Instant

(CTRL to add secondary)

Planeswalker

Qty: 3 Price: $1.09
Abian, Luvion Usurper
As Abian, Luvion Usurper enters, you become Abian. (Your life total becomes equal to their loyalty. You can activate the loyalty abilities by spending or gaining life.)
+3: Discard your hand, then draw cards equal to the greatest power among creatures you control.
+1: Create a 3/2 red and green Spirit creature token.
−X: You deal X damage to any target.
Legendary Planeswalker - Abian
Abian, Luvion Usurper (cmb2) 87
Kaya, Ghost Haunter
0: Exile Kaya, Ghost Haunter haunting target creature for as long as that creature remains on the battlefield.
−1: You get an emblem with, "At the beginning of your upkeep, this emblem deals 3 damage to the owner of target haunted creature."
−2: You get an emblem with, "At the beginning of your upkeep, gain control of target haunted creature for as long as it remains haunted."
Legendary Planeswalker - Kaya
Kaya, Ghost Haunter (cmb2) 94
Tibalt the Chaotic
+1: Cast a copy of one of the following cards chosen at random—Ignorant Bliss, Crack the Earth, Blazing Volley.
−3: Cast a copy of one of the following cards chosen at random—Seething Song, Dance with Devils, Flamebreak.
−6: Cast a copy of one of the following cards chosen at random—Hellion Eruption, Insurrection, Warp World.
Legendary Planeswalker - Tibalt
Tibalt the Chaotic (cmb2) 66

Planeswalker

(CTRL to add secondary)

Sideboard

Qty: 29 Price: $1.57
Base Race
2 players | 3 packs | 10 minutes
OBJECTIVE:
Competition among treasure hunters on Zendikar is fierce. Find your opponent's base camp before they find yours!
GET READY:
Open three packs, give one basic land to each player, then remove any remaining land cards and any cards without Magic card backs. Shuffle the remaining cards together and deal 11 cards to each player.
Each player then looks at their cards and arranges them face down in a 4x3 grid opposite their opponent. The completed play area should be 4x6 with no extra spaces. The first player to finish their grid goes first.
LET'S PLAY:
On their turn, each player moves one of their cards one space either vertically or horizontally—not diagonally, and not onto a space occupied by another card they own.
You can use your turn to move a card safely onto an
Card
Base Race // Base Race (cont'd) (mkhm) 1Base Race // Base Race (cont'd) (mkhm) 1
Booster Blitz
2 players | 2 packs | 10 minutes
OBJECTIVE:
Best your opponent in a series of fast Magic games using only the cards in a single pack!
GET READY:
Each player opens a pack and makes four face-down piles of three cards each using the Magic cards inside. Players make their piles with the goal of winning a series of Magic games with these modified rules:
Players start at 5 life, have infinite mana, and cannot lose by drawing from an empty library.
LET'S PLAY:
Randomly determine who goes first. Each player chooses which pile their opponent will use for each round. Then both players draw all three of their cards and play a game of Magic. When a player loses a game, they get to go first in the next game.
TO WIN:
The first player to win two games wins the match.
Card
Booster Blitz (mone) 5
Booster Sleuth
2 players | 2 packs | 10 minutes
OBJECTIVE:
Unlike Jace, not all of us can rely on telepathy to solve a mystery. Using other cards as clues, discover all the facts about your opponent's mystery card.
GET READY:
Randomly determine who goes first—that player is the Secretkeeper, and their opponent is the Detective. First, the Secretkeeper opens a pack and removes any lands and cards without Magic card backs. Next, they shuffle the remaining cards and pick one at random. That card is the mystery card. Finally, the Secretkeeper gives the Detective the rest of the cards, and the game begins.
LET'S PLAY:
The Detective must correctly guess four facts
Card
Booster Sleuth // Booster Sleuth (cont'd) (mneo) 1Booster Sleuth // Booster Sleuth (cont'd) (mneo) 1
Careful Study (minigame)
2-6 players | 1 pack | 5 minutes
OBJECTIVE:
Take turns memorizing _Magic_ cards and trying to stump your opponent with questions!
GET READY:
Split up into two teams of one or more players. Randomly determine which team goes first, and then open a pack and remove any remaining land cards and any cards without _Magic_ card backs. Each team then picks a card and puts it face down on the table without looking at it.
LET'S PLAY:
On your turn, your team has 30 seconds to examine your card before handing it over to the opposing team. Then they ask your team five questions about your card. Once you've answered them all, note your score. Now it's your team's turn to ask the questions! Questions can be about anything on the card.
Card
Careful Study (minigame) // Careful Study (cont'd) (mstx) 3Careful Study (minigame) // Careful Study (cont'd) (mstx) 3
Cyber Simulacrum
2-6 Players | 1 Pack | 10 Minutes
OBJECTIVE:
Sometimes technology is useful, and sometimes it's downright confusing! Deduce the identity of your cards using only images from the internet.
GET READY:
Open a booster pack and remove all ad, token, and art cards. Deal one card face down to each player, setting the rest aside. Each player secretly looks at their card, then searches its card name using an internet search engine. Navigate to the first three image results that are not of a Magic card or Magic art, then choose one of those images. If you're unsure if something depicts Magic art, use your best judgment.
Card
Cyber Simulacrum // Cyber Simulacrum (cont'd) (mone) 3Cyber Simulacrum // Cyber Simulacrum (cont'd) (mone) 3
Day Vs. Night
2 players | 2 packs | 5 minutes
OBJECTIVE:
Become a defender of the day or a monster of the night in this rock-paper-scissors-style game.
GET READY:
Randomly determine who will use the power of **Day** and who will use the power of **Night**. Each player opens a booster and sets aside any cards without Magic card backs.
LET'S PLAY:
Players look at their hands, pick three cards, and then place their picked cards in a face down row in front of their opponent's row. Players reveal the pairs of cards from Day player's left to right simultaneously. Winning cards are decided as follows:
• Red beats green
• Green beats blue
• Blue beats red
• White is always a winning card for the Day player, but it's always a losing card for the Night player
• Black is always a winning card for the Night player, but it's always a losing card for the Day player.
Card
Day Vs. Night // Day vs. Night (cont'd) (mmid) 2Day Vs. Night // Day vs. Night (cont'd) (mmid) 2
Demon's Due (minigame)
2 or more players | 1 pack per player | 10 min
OBJECTIVE: As a member of a New Capenna crime family, you make a name for yourself by showing off your ill-gotten profits. But keep in mind—the most valuable trinkets go directly into the mob boss's pockets.
GET READY: First, each player declares allegiance to a crime family. The families are: The Obscura, The Maestros, The Riveteers, The Cabaretti, and The Brokers. (You can pick the same family as another player.)
Each player opens a booster, sets aside all cards without Magic card backs, then shuffles the remaining cards to form their face-down deck.
LET'S PLAY:
Each round, players draw until they have four cards. Players then place two cards from their hand face down in front of them as profit. When finished, all players simultaneously reveal their profit cards and
Card
Demon's Due (minigame) // Demon's Due (cont'd) (msnc) 2Demon's Due (minigame) // Demon's Due (cont'd) (msnc) 2
Dominarioes
1 player | 1 pack | 5 minutes
OBJECTIVE:
In ancient Dominaria, Urza and Serra would play *Dominarioes* to pass the time. Connect all cards in the *most condensed way possible.*
GET READY:
Open a pack, remove all basic lands, ads, and tokens.
LET'S PLAY:
Place a card face up to start the game. That card is now in play. Continue to place cards that connect to another card in play (see diagram on the back of this card).
TO WIN:
The game ends when all cards that can be connected have been placed. Determine how many cards long and wide the board is, then add whichever number is higher to the number of unplaced cards to get your rank. 5 or lower is Planeswalker (the best!), 6 is Wizard, and 7+ is Goblin!
Card
Dominarioes // Dominarioes (cont'd) (mone) 1Dominarioes // Dominarioes (cont'd) (mone) 1
Find the Assassin
2+ players | 2 packs | 5 minutes
OBJECTIVE:
Work together to score as many points as possible by deciphering your teammates' clues and correctly guessing the mystery card.
GET READY:
Open two boosters and remove cards without Magic backs. Separate into a pile of creatures and a pile of noncreatures.
LET'S PLAY:
• Each round, turn the two piles face down and shuffle them. Then determine which player was assassinated. That player is the clue-giving ghost for the round. The ghost is not allowed to communicate with the other players, except as directed.
• The ghost looks at the top card of the creature pile. That is the assassin who killed them. Shuffle the cards in the creature pile and reveal them. Then reveal three random cards from the noncreature pile. The ghost chooses one of the noncreatures as a clue. (Try picking a card with similar art or theme to the assassin!)
Card
Find the Assassin // Find the Assassin (cont'd) (macr) 3Find the Assassin // Find the Assassin (cont'd) (macr) 3
Foraging Squirrels
2-4 players | 2 packs | 5 min
OBJECTIVE:
You're a cute squirrel, which is great; however, you need to collect food for the winter along with the rest of the squirrels, and you're all competing for the same food strewn across the forest floor. Scramble to get the best stuff!
GET READY:
Open both packs and remove all cards without _Magic_ card backs. *Select one art card* and shuffle it in with the rest of the cards, which represent the food. Deal the cards face up in a 5x5 grid. Randomly determine who goes first.
LET'S PLAY:
On your turn, choose a *color* (including colorless). Then move the art card either vertically or horizontally on the grid, skipping empty spaces and collecting each card in your path that matches your chosen color. (Reminder: Lands are colorless.) The art card can move in only one direction per turn, and
Card
Foraging Squirrels // Foraging Squirrels (cont'd) (mmh2) 2Foraging Squirrels // Foraging Squirrels (cont'd) (mmh2) 2
Into the Story: Assassin Edition
OBJECTIVE:
Create your own Assassin's Creed storyline, using the cards in your boosters as inspiration.
GET READY:
Open two boosters for each player and remove any cards without magic card backs.Then sort the cards into separate piles for creature cards, land cards, and other noncreature cards. Shuffle the piles and place each of them face down.
LET'S PLAY:
Go through the beats of the other side of this card in order, revealing a card from the top of the specified pile or taking the specified action. Tell a story as you go. After a player tells a bit of the story for a beat, it's the next player's turn for the next story beat. If there are no cards of the requested type, players can make something up.
Card
Into the Story: Assassin Edition // Story Beats (macr) 1Into the Story: Assassin Edition // Story Beats (macr) 1
Into the Story: Horror Edition
1-6 players | 1+ packs | 10 minutes
OBJECTIVE:
Tell the best horror story you can, using the cards in your booster as inspiration.
GET READY:
Open a booster for each player and remove any ad, token, and art cards. Then sort the cards into separate piles for double-faced cards (DFCs), single-sided creature and planeswalker cards, land cards, and all other noncreature cards. Shuffle the piles and place each of them face down.
LET'S PLAY:
Go through the beats of the story below in order, revealing a card from the top of the specified pile or taking the specified action. Tell a story as you go. After a player tells a bit of the story for a beat, it's the next player's turn for the next story beat. If there are no cards of the requested type, players can make something up.
**Introduction**
• Setting: a land
• The characters: three creatures/planeswalkers
• Why the characters are at the location: a noncreature card
Card
Into the Story: Horror Edition // Into the Story (cont'd) (mmid) 3Into the Story: Horror Edition // Into the Story (cont'd) (mmid) 3
Look at Us, We're R&D
3+ players | 1 pack | 10 min | Pen & Paper
OBJECTIVE:
Magic _Magic_ takes a team!! Work together to design and illustrate a unique _Magic_ card.
GET READY:
Open a booster, remove all non-_Magic_ cards and shuffle the rest. Have one player be an artist and another be a writer, then the remaining players will be designers.
LET'S PLAY:
The designers take turns filling out the different parts of a card with pen and paper. To determine these, they draw a random card from the pack, pick one of the categories, and copy it from the card (if it's missing the category you want, draw another). The designers continue until these are all filled in:
Card
Look at Us, We're R&D // Look at Us, We're R&D (cont'd) (mbro) 3Look at Us, We're R&D // Look at Us, We're R&D (cont'd) (mbro) 3
Magic and Minions
4 players | 2 packs | 45 minutes | d6
OBJECTIVE:
Use the cards in a booster to inspire your own one-shot adventure!
GET READY:
Pick one player to be the *Dungeon Master* (DM). The DM opens a booster and selects a hand of 6 non-land _Magic_ cards to inspire the adventure. They then open a second booster and deal 4 non-land _Magic_ cards to each of the three other players. These cards represent *actions*. Discard all remaining cards.
*Actions:* Card color represents the *type* of action, and mana value represents its *power*.
• White = Charisma (coercion, leadership, etc.)
• Blue = Intelligence (investigation, knowledge, arcane lore, etc.)
• Black = Strength (melee attacks, climbing, moving large objects, etc.)
• Red = Dexterity (ranged attacks, dodging, sleight of hand, etc.)
• Green = Wisdom (common sense, intuition, empathy, etc.)
• Colorless = Constitution (running, swimming, resisting disease, etc.)
Card
Magic and Minions // Magic and Minions (cont'd) (mafr) 3Magic and Minions // Magic and Minions (cont'd) (mafr) 3
Mimic Match
2-4 players | 2+ packs | 10 minutes
OBJECTIVE: Match and collect the most treasure chests before someone uncovers the mimics hiding amongst the loot!
GET READY: Open one booster per player and remove any lands and cards without _Magic_ card backs, and then shuffle them together. Then put *two lands* back into the deck (to represent the mimics) and shuffle. Deal 16 cards face down in a *4x4 grid*. Randomly determine who goes first.
LET'S PLAY:
On your turn, secretly look at *two cards* from the grid. If they share a *color* or *mana value*, you may reveal them, announce what matches and take those cards, then take another turn.
Card
Mimic Match // Mimic Match (cont'd) (mclb) 2Mimic Match // Mimic Match (cont'd) (mclb) 2
Mini-Master
2 players | 2 packs. 10 minutes | Basic Lands
OBJECTIVE:
Play a quick game of Magic using only the cards in a single pack. You may also know this game as Pack Wars!
GET READY:
Each player opens a pack and sets aside any cards without Magic card backs, trying not to look at the rest of the cards. Then they add three of each basic land (Plains, Island, Swamp, Mountain, and Forest) to their pack and shuffle. This becomes the player's deck.
LET'S PLAY:
Randomly determine who goes first, then play a game of Magic! There are many variants of Mini-Master. The following are modified rules you can add to your game:
Card
Mini-Master // Mini-Master (cont'd) (mdmu) 2Mini-Master // Mini-Master (cont'd) (mdmu) 2
Mishra's Manufactory
2-4 players | 2-4 packs | 10 min
OBJECTIVE:
Take on the role of one of Mishra's assembly workers and assemble the best invention from the mishmash of parts streaming down the conveyor belt. Strategically collect cards based on their color to win.
GET READY:
Open one booster for each player, remove all cards without _Magic_ card backs, and shuffle the rest together. Reveal four cards in a row stretching from the deck. These form the *conveyor belt*. The two cards closest to the deck are at the *back of the line* and the other two cards are at the *front*. Randomly determine who goes first.
LET'S PLAY:
On their turn, each player drafts one card from the conveyor belt. The two cards at the front of the line are free, but a player must discard a card they've already collected to draft a card from the back of the
Card
Mishra's Manufactory // Mishra's Manufactory (cont'd) (mbro) 1Mishra's Manufactory // Mishra's Manufactory (cont'd) (mbro) 1
Monster of the Week
1 player | 1 pack | 5 minutes
OBJECTIVE:
Survive the night by defeating the monster in your booster!
GET READY:
Open a booster and pick a double-faced card (DFC), then set it aside. This is the monster you will face. Discard all ad, token, and art cards. Shuffle the remaining cards into a stack and place it face down to create your library.
LET'S PLAY:
Play a game of Magic against the monster with the following rule modifications:
• You start with zero cards in hand and 20 life.
• At the beginning of your upkeep, create a Treasure token. (It's an artifact with "
, Sacrifice this artifact: Add one mana of any color.")
The monster doesn't have a life total, mana, or library, and it can only be defeated by removing it from the battlefield twice: once on its front side and once on its transformed side.
Card
Monster of the Week // Monster of the Week (cont'd) (mvow) 1Monster of the Week // Monster of the Week (cont'd) (mvow) 1
Paper Tiger
Creatures named Rock Lobster can't attack or block.
Creature Artifact - Cat
Paper Tiger (und) 80
Rock Lobster
Creatures named Scissors Lizard can't attack or block.
Creature Artifact - Lobster
Rock Lobster (und) 82
Roil Royale
2-6 players | 1 pack | 5 minutes
OBJECTIVE:
Ancient Kor ruins are being discovered across Zendikar! Be the first player to locate the ruins while avoiding the wrath of the Roil!
GET READY:
Open a pack and remove any cards without Magic card backs, then place all the cards face down on the table and randomize them. Whoever went camping most recently goes first.
LET'S PLAY:
Players take turns revealing one of the cards on the table. Each card has unique properties that may help the player on their way to the ruins:
Commons are campsites. Once revealed, they are discarded.
Uncommons, rares, and mythics are guides.
Card
Roil Royale // Roil Royale (cont'd) (mznr) 4Roil Royale // Roil Royale (cont'd) (mznr) 4
Roll for Initiative
2+ players | 1+ packs | 5 minutes | d20
OBJECTIVE:
As you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody... roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative!
GET READY:
Open a booster and remove all cards without _Magic_ card backs. Use an additional booster for groups of five players or more. Shuffle, then deal the same number of cards to each player. If there are extra cards after dealing, set them aside. Each player then rolls a d20 to determine their *initiative*. In case of a tie, the tied players roll again. The player with the lowest starting initiative goes first.
LET'S PLAY:
On each player's turn, they play a card to modify a player's initiative (see reverse side for card effects). Cards with effects that will be counted at the end of the game should be placed in front of the target player. All other cards go into the discard pile.
Card
Roll for Initiative // Roll for Initiative (cont'd) (mclb) 1Roll for Initiative // Roll for Initiative (cont'd) (mclb) 1
Scissors Lizard
Creatures named Paper Tiger can't attack or block.
Creature Artifact - Lizard
Scissors Lizard (und) 83
Strictly Better
3-6 players | 3-6 packs | 15 minutes
OBJECTIVE:
Some cards are strong in Standard, others shine in Draft, but which card looks the tastiest? Take turns being the Judge and decide which Magic card is the best of the best in each wacky category.
GET READY:
Randomly determine who will be the first Judge. Each player then opens a pack, removes any cards without Magic backs, and looks at their cards.
LET'S PLAY:
The Judge chooses a category from the list on the back of this card (either their favorite or at random). The other players each secretly submit a card from their pack that they think fits the category.
When the Judge has collected all the cards, they reveal each card, read it aloud, then choose the winner.
The Judge role then passes to the next player, and they select a different category.
Card
Strictly Better // Strictly Better (cont'd) (mone) 4Strictly Better // Strictly Better (cont'd) (mone) 4
Telepathic Transmission
2-4 players | 2 packs | 5 minutes
OBJECTIVE:
Order your cards without communicating in this game that puts your telepathy to the test.
GET READY:
Open two booster packs and remove all cards without _Magic_ backs. Shuffle the rest of the cards together and deal them out as evenly as possible to each player. One player then discards a land to begin a central discard pile.
LET'S PLAY:
**Lands** ➧ **Other Colorless Cards** ➧

Within each category, order cards by numerically ascending mana value.
A card of the same color and cost can be played on another card of the same color and cost.
Card
Telepathic Transmission // Telepathic Transmission (cont'd) (mdmu) 3Telepathic Transmission // Telepathic Transmission (cont'd) (mdmu) 3
Totally Lost in Translation
2-6 players | 3 packs | 15 minutes | d20
OBJECTIVE:
Work together to score as many points as possible by deciphering your teammates' clues and correctly guessing the mystery card.
GET READY:
Open three boosters and remove any cards without _Magic_ card backs. Shuffle the remaining cards into a face down deck. Randomly determine who goes first—that player is the *Interpreter*.
LET'S PLAY:
The interpreter draws a *mystery card* from the top of the deck, rolls a d20, and then gives a clue determined by the result of their roll (see opposite side of card). The Interpreter then draws five more cards from the deck, shuffles them together with the mystery card, and then reveals them. The other players collectively guess which of the six cards is the mystery card. If they guess correctly, all players score 1 point as a team. After guessing, the round ends and the Interpreter puts the used cards in a discard pile. If the deck runs out of cards, shuffle the discard pile to create a new deck.
The Interpreter role then passes to the next player. The game ends after six rounds.
Card
Totally Lost in Translation // Totally Lost in Translation (cont'd) (mafr) 2Totally Lost in Translation // Totally Lost in Translation (cont'd) (mafr) 2
Urza's Blueprints (minigame)
2+ players | 2+ packs | 10 min
OBJECTIVE:
You've unearthed Urza's ancient blueprints for his Power Plant, Tower, and Mine! Race your fellow artificers to assemble all three iconic locations.
GET READY:
Open a booster for each player and remove any cards without _Magic_ card backs. Shuffle the remaining cards into a deck and deal five cards to each player. Randomly determine who goes first.
LET'S PLAY:
On each player's turn, they draw a card, then discard a card face up. Players may draw either the top card of the deck or the top card of the discard pile. If there are no cards left in the deck when a player tries to draw, shuffle the discard pile to form a new deck.
Card
Urza's Blueprints (minigame) // Urza's Blueprints (cont'd) (mbro) 2Urza's Blueprints (minigame) // Urza's Blueprints (cont'd) (mbro) 2
Vampire Wedding Planner
2+ players | 2+ packs | 10 minutes
OBJECTIVE:
Compete to be the best wedding planner for the bride Olivia Voldaren, by matching cards to her chosen theme.
GET READY:
Each player opens a booster and sets aside all cards without _Magic_ card backs. Then each player randomly selects a nonland, non-colorless _Magic_ card from their own cards without revealing it to the rest of the players. Shuffle all players' remaining cards together and place the stack face down in the center of all players. Each player's selected card is their wedding *theme*, and they may secretly look at their own card at any time. Each player is dealt 4 cards, then turn over the top card of the stack to create a discard pile. Randomly determine who goes first. Then take turns counterclockwise.
LET'S PLAY:
Players take turns drawing and discarding cards, trying to create a hand of cards with the highest point value. Players may draw the top card of the deck *OR* pick up *any* card from the discard pile. If a card is taken from the discard pile, they must *take every card discarded on top of that card* as well. Whenever a player picks up one or more cards, they must discard one.
Card
Vampire Wedding Planner // Vampire Wedding Planner (cont'd) (mvow) 2Vampire Wedding Planner // Vampire Wedding Planner (cont'd) (mvow) 2
Winchester Draft
2 players | 6 packs | 30 min | Basic Lands
OBJECTIVE:
Grab a friend and play some _Magic_ in this quick, casual 2-player Draft format.
GET READY:
Open six packs, remove all basic lands, ads, and tokens, and then shuffle the remaining cards together into a *stack* without looking at them. Place the stack face down, and then take the top four cards of the stack and place each one face up to create the beginnings of *four separate piles.*
Randomly determine who drafts first. The first player to draft chooses one of the four piles and adds it to their draft pool. Place a new card from the stack onto each pile, including the empty spot. Then it is the next player's turn to draft. They also draft an entire pile and
Card
Winchester Draft // Winchester Draft (cont'd) (mone) 2Winchester Draft // Winchester Draft (cont'd) (mone) 2

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Hanweir Battlements
: Add
.
,
: Target creature gains haste until end of turn.
,
: If you both own and control this land and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.
Land
Hanweir Battlements (inr) 279
Hanweir Garrison
Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking.
(Melds with Hanweir Battlements.)
Creature - Human Soldier
Hanweir Garrison (inr) 157

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Tokens & Extras

Qty: 2 Price: $0.70
Fang, Fearless l'Cie
Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn.
(Melds with Vanille, Cheerful l'Cie.)
Legendary Creature - Human Warrior
Fang, Fearless l'Cie (fin) 99
Midnight Scavengers
When this creature enters, you may return target creature card with mana value 3 or less from your graveyard to your hand.
(Melds with Graf Rats.)
Creature - Human Rogue
Midnight Scavengers (inr) 123

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Deck Info

Deck stats

85 pips - 75 cards
40 mana - 37 cards
94 pips - 74 cards
39 mana - 37 cards
107 pips - 78 cards
39 mana - 36 cards
98 pips - 77 cards
41 mana - 38 cards
93 pips - 74 cards
43 mana - 38 cards
2 pips - 1 card
34 mana - 29 cards
Card NameQtyOdds
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