From 44cfdff334586bf280d62433cf69e6e8d8b81a9a Mon Sep 17 00:00:00 2001 From: github-actions Date: Mon, 23 Sep 2024 08:16:15 +0000 Subject: [PATCH] Deploy: 7678fadecac124ecf09db5dc0129e29ad4736775 --- spoiler.xml | 10240 +++++++++++++++++++++++++------------------------- 1 file changed, 5120 insertions(+), 5120 deletions(-) diff --git a/spoiler.xml b/spoiler.xml index 90eddc62..71f758d1 100644 --- a/spoiler.xml +++ b/spoiler.xml @@ -1,13 +1,13 @@ Cockatrice/Magic-Spoiler - 2024-09-23 00:57:33 (UTC) + 2024-09-23 08:16:15 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/spoiler.xml @@ -18,18 +18,18 @@ Core 2024-11-15 - - DSC~ - Duskmourn: House of Horror Commander (Spoiler) - Commander - 2024-09-27 - DSK~ Duskmourn: House of Horror (Spoiler) Expansion 2024-09-27 + + DSC~ + Duskmourn: House of Horror Commander (Spoiler) + Commander + 2024-09-27 + @@ -539,5118 +539,6 @@ Vampire Interloper can't block. FDN~ 2 - - A Premonition of Your Demise - When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target. - - Scheme - 0 - - DSC~ - 1 - - - Adarkar Wastes - {T}: Add {C}. -{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you. - - Land - Land - 0 - - DSC~ - 0 - - - Aesi, Tyrant of Gyre Strait - You may play an additional land on each of your turns. -Landfall — Whenever a land you control enters, you may draw a card. - - GU - Legendary Creature — Serpent - Creature - 6 - 4GU - 5/5 - - DSC~ - 2 - - - Aether Gale - Return six target nonland permanents to their owners' hands. - - U - Sorcery - Sorcery - 5 - 3UU - - DSC~ - 3 - - - Aminatou's Augury - Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost. - - U - Sorcery - Sorcery - 8 - 6UU - - DSC~ - 3 - - - Aminatou, Veil Piercer - At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) -Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by {4}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) - - BUW - Legendary Creature — Human Wizard - Creature - 4 - 1WUB - 2/4 - - DSC~ - 2 - - - Ancient Cellarspawn - Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. -Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. - - B - Enchantment Creature — Horror - Creature - 3 - 1BB - 3/3 - - DSC~ - 2 - - - Ancient Cellarspawn - Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. -Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. - - B - Enchantment Creature — Horror - Creature - 3 - 1BB - 3/3 - - DSC~ - 2 - - - Arachnogenesis - Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures. - - G - Instant - Instant - 3 - 2G - - DSC~ - 3 - - - Arcane Denial - Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. -You draw a card at the beginning of the next turn's upkeep. - - U - Instant - Instant - 2 - 1U - - DSC~ - 3 - - - Arcane Sanctum - Arcane Sanctum enters tapped. -{T}: Add {W}, {U}, or {B}. - - Land - Land - 0 - - DSC~ - 0 - - - Arcane Signet - {T}: Add one mana of any color in your commander's color identity. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Archetype of Imagination - Creatures you control have flying. -Creatures your opponents control lose flying and can't have or gain flying. - - U - Enchantment Creature — Human Wizard - Creature - 6 - 4UU - 3/2 - - DSC~ - 2 - - - Archon of Cruelty - Flying -Whenever Archon of Cruelty enters or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life. - - B - Creature — Archon - Creature - 8 - 6BB - 6/6 - - DSC~ - 2 - - - Arixmethes, Slumbering Isle - Arixmethes, Slumbering Isle enters tapped with five slumber counters on it. -As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) -Whenever you cast a spell, you may remove a slumber counter from Arixmethes. -{T}: Add {G}{U}. - - GU - Legendary Creature — Kraken - Creature - 4 - 2GU - 12/12 - - DSC~ - 2 - - - Arvinox, the Mind Flail - Arvinox, the Mind Flail isn't a creature unless you control three or more permanents you don't own. -At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells. - - B - Legendary Enchantment Creature — Horror - Creature - 7 - 4BBB - 9/9 - - DSC~ - 2 - - - Ash Barrens - {T}: Add {C}. -Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) - - Land - Land - 0 - - DSC~ - 0 - - - Ashaya, Soul of the Wild - Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control. -Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.) - - G - Legendary Creature — Elemental - Creature - 5 - 3GG - */* - - DSC~ - 2 - - - Athreos, Shroud-Veiled - Indestructible -As long as your devotion to white and black is less than seven, Athreos isn't a creature. -At the beginning of your end step, put a coin counter on another target creature. -Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control. - - BW - Legendary Enchantment Creature — God - Creature - 6 - 4WB - 4/7 - - DSC~ - 2 - - - Augur of Autumn - You may look at the top card of your library any time. -You may play lands from the top of your library. -Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library. - - G - Creature — Human Druid - Creature - 3 - 1GG - 2/3 - - DSC~ - 2 - - - Auramancer - When Auramancer enters, you may return target enchantment card from your graveyard to your hand. - - W - Creature — Human Wizard - Creature - 3 - 2W - 2/2 - - DSC~ - 2 - - - Azorius Chancery - Azorius Chancery enters tapped. -When Azorius Chancery enters, return a land you control to its owner's hand. -{T}: Add {W}{U}. - - Land - Land - 0 - - DSC~ - 0 - - - Azorius Signet - {1}, {T}: Add {W}{U}. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Barbflare Gremlin - First strike, haste -Whenever a player taps a land for mana, if Barbflare Gremlin is tapped, that player adds one mana of any type that land produced. Then that land deals 1 damage to that player. - - R - Creature — Gremlin - Creature - 4 - 3R - 3/2 - - DSC~ - 2 - - - Barbflare Gremlin - First strike, haste -Whenever a player taps a land for mana, if Barbflare Gremlin is tapped, that player adds one mana of any type that land produced. Then that land deals 1 damage to that player. - - R - Creature — Gremlin - Creature - 4 - 3R - 3/2 - - DSC~ - 2 - - - Barren Moor - Barren Moor enters tapped. -{T}: Add {B}. -Cycling {B} ({B}, Discard this card: Draw a card.) - - Land - Land - 0 - - DSC~ - 0 - - - Basilisk Collar - Equipped creature has deathtouch and lifelink. -Equip {2} - - Artifact — Equipment - Artifact - 1 - 1 - - DSC~ - 1 - - - Bastion of Remembrance - When Bastion of Remembrance enters, create a 1/1 white Human Soldier creature token. -Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. - - B - Enchantment - Enchantment - 3 - 2B - - DSC~ - 1 - - - Beanstalk Giant // Fertile Footsteps - - - G - Creature — Giant // Sorcery — Adventure - Creature - 7 - 6G // 2G - */* - - DSC~ - 3 - - - Beast Within - Destroy target permanent. Its controller creates a 3/3 green Beast creature token. - - G - Instant - Instant - 3 - 2G - - DSC~ - 3 - - - Bedevil - Destroy target artifact, creature, or planeswalker. - - BR - Instant - Instant - 3 - BBR - - DSC~ - 3 - - - Behold the Power of Destruction - When you set this scheme in motion, destroy all nonland permanents target opponent controls. - - Scheme - 0 - - DSC~ - 1 - - - Binding the Old Gods - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Destroy target nonland permanent an opponent controls. -II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle. -III — Creatures you control gain deathtouch until end of turn. - - BG - Enchantment — Saga - Enchantment - 4 - 2BG - - DSC~ - 1 - - - Biomass Mutation - Creatures you control have base power and toughness X/X until end of turn. - - GU - Instant - Instant - 2 - XG/UG/U - - DSC~ - 3 - - - Blackcleave Cliffs - Blackcleave Cliffs enters tapped unless you control two or fewer other lands. -{T}: Add {B} or {R}. - - Land - Land - 0 - - DSC~ - 0 - - - Blasphemous Act - This spell costs {1} less to cast for each creature on the battlefield. -Blasphemous Act deals 13 damage to each creature. - - R - Sorcery - Sorcery - 9 - 8R - - DSC~ - 3 - - - Blood Artist - Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life. - - B - Creature — Vampire - Creature - 2 - 1B - 0/1 - - DSC~ - 2 - - - Blood Pact - Target player draws two cards and loses 2 life. - - B - Instant - Instant - 3 - 2B - - DSC~ - 3 - - - Blood Seeker - Whenever a creature an opponent controls enters, you may have that player lose 1 life. - - B - Creature — Vampire Shaman - Creature - 2 - 1B - 1/1 - - DSC~ - 2 - - - Bloodfell Caves - Bloodfell Caves enters tapped. -When Bloodfell Caves enters, you gain 1 life. -{T}: Add {B} or {R}. - - Land - Land - 0 - - DSC~ - 0 - - - Body of Knowledge - Body of Knowledge's power and toughness are each equal to the number of cards in your hand. -You have no maximum hand size. -Whenever Body of Knowledge is dealt damage, draw that many cards. - - U - Creature — Avatar - Creature - 5 - 3UU - */* - - DSC~ - 2 - - - Bojuka Bog - Bojuka Bog enters tapped. -When Bojuka Bog enters, exile target player's graveyard. -{T}: Add {B}. - - Land - Land - 0 - - DSC~ - 0 - - - Braids, Arisen Nightmare - At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card. - - B - Legendary Creature — Nightmare - Creature - 3 - 1BB - 3/3 - - DSC~ - 2 - - - Brainstone - {2}, {T}, Sacrifice Brainstone: Draw three cards, then put two cards from your hand on top of your library in any order. - - Artifact - Artifact - 1 - 1 - - DSC~ - 1 - - - Brainstorm - Draw three cards, then put two cards from your hand on top of your library in any order. - - U - Instant - Instant - 1 - U - - DSC~ - 3 - - - Brash Taunter - Indestructible -Whenever Brash Taunter is dealt damage, it deals that much damage to target opponent. -{2}{R}, {T}: Brash Taunter fights another target creature. - - R - Creature — Goblin - Creature - 5 - 4R - 1/1 - - DSC~ - 2 - - - Burnished Hart - {3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. - - Artifact Creature — Elk - Creature - 3 - 3 - 2/2 - - DSC~ - 2 - - - Cackling Counterpart - Create a token that's a copy of target creature you control. -Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - U - Instant - Instant - 3 - 1UU - - DSC~ - 3 - - - Canyon Slough - ({T}: Add {B} or {R}.) -Canyon Slough enters tapped. -Cycling {2} ({2}, Discard this card: Draw a card.) - - Land — Swamp Mountain - Land - 0 - - DSC~ - 0 - - - Carrion Grub - Carrion Grub gets +X/+0, where X is the greatest power among creature cards in your graveyard. -When Carrion Grub enters, mill four cards. (Put the top four cards of your library into your graveyard.) - - B - Creature — Insect - Creature - 4 - 3B - 0/5 - - DSC~ - 2 - - - Cast Out - Flash -When Cast Out enters, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield. -Cycling {W} ({W}, Discard this card: Draw a card.) - - W - Enchantment - Enchantment - 4 - 3W - - DSC~ - 1 - - - Castle Vantress - Castle Vantress enters tapped unless you control an Island. -{T}: Add {U}. -{2}{U}{U}, {T}: Scry 2. - - Land - Land - 0 - - DSC~ - 0 - - - Caves of Koilos - {T}: Add {C}. -{T}: Add {W} or {B}. Caves of Koilos deals 1 damage to you. - - Land - Land - 0 - - DSC~ - 0 - - - Cemetery Tampering - Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) -At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost. - - B - Enchantment - Enchantment - 3 - 2B - - DSC~ - 1 - - - Chaos Is My Plaything - When you set this scheme in motion, for each opponent, exile target permanent that player controls. Then each player reveals cards from the top of their library until they reveal a permanent card, puts it onto the battlefield, and puts the rest on the bottom of their library in a random order. - - Scheme - 0 - - DSC~ - 1 - - - Chaos Warp - The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. - - R - Instant - Instant - 3 - 2R - - DSC~ - 3 - - - Choose Your Champion - When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures. - - Scheme - 0 - - DSC~ - 1 - - - Choose Your Demise - When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order. - - Scheme - 0 - - DSC~ - 1 - - - Citanul Hierophants - Creatures you control have "{T}: Add {G}." - - G - Creature — Human Druid - Creature - 4 - 3G - 3/2 - - DSC~ - 2 - - - Combustible Gearhulk - First strike -When Combustible Gearhulk enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then Combustible Gearhulk deals damage to that player equal to the total mana value of those cards. - - R - Artifact Creature — Construct - Creature - 6 - 4RR - 6/6 - - DSC~ - 2 - - - Command Tower - {T}: Add one mana of any color in your commander's color identity. - - Land - Land - 0 - - DSC~ - 0 - - - Commander's Sphere - {T}: Add one mana of any color in your commander's color identity. -Sacrifice Commander's Sphere: Draw a card. - - Artifact - Artifact - 3 - 3 - - DSC~ - 1 - - - Convert to Slime - Destroy up to one target artifact, up to one target creature, and up to one target enchantment. -Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way. - - BG - Sorcery - Sorcery - 5 - 3BG - - DSC~ - 3 - - - Convert to Slime - Destroy up to one target artifact, up to one target creature, and up to one target enchantment. -Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way. - - BG - Sorcery - Sorcery - 5 - 3BG - - DSC~ - 3 - - - Counterspell - Counter target spell. - - U - Instant - Instant - 2 - UU - - DSC~ - 3 - - - Cramped Vents - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. - - B - Enchantment — Room - Enchantment - 11 - 3B - - DSC~ - 1 - - - Access Maze - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost. - - B - Enchantment — Room - Enchantment - 11 - 5BB - - DSC~ - 1 - - - Crawling Sensation - At the beginning of your upkeep, you may mill two cards. -Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token. - - G - Enchantment - Enchantment - 3 - 2G - - DSC~ - 1 - - - Crypt Ghast - Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) -Whenever you tap a Swamp for mana, add an additional {B}. - - B - Creature — Spirit - Creature - 4 - 3B - 2/2 - - DSC~ - 2 - - - Culling Ritual - Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way. - - BG - Sorcery - Sorcery - 4 - 2BG - - DSC~ - 3 - - - Cultivate - Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. - - G - Sorcery - Sorcery - 3 - 2G - - DSC~ - 3 - - - Curator Beastie - Reach -Colorless creatures you control enter with two additional +1/+1 counters on them. -Whenever Curator Beastie enters or attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) - - G - Creature — Beast - Creature - 6 - 4GG - 6/6 - - DSC~ - 2 - - - Curator Beastie - Reach -Colorless creatures you control enter with two additional +1/+1 counters on them. -Whenever Curator Beastie enters or attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) - - G - Creature — Beast - Creature - 6 - 4GG - 6/6 - - DSC~ - 2 - - - Damn - Destroy target creature. A creature destroyed this way can't be regenerated. -Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") - - B - Sorcery - Sorcery - 2 - BB - - DSC~ - 3 - - - Dark Wings Bring Your Downfall - (An ongoing scheme remains face up until it's abandoned.) -Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking. -At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - Darkmoss Bridge - Darkmoss Bridge enters tapped. -Indestructible -{T}: Add {B} or {G}. - - Artifact Land - Land - 0 - - DSC~ - 0 - - - Deadbridge Chant - When Deadbridge Chant enters, mill ten cards. -At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, return it to the battlefield. Otherwise, return it to your hand. - - BG - Enchantment - Enchantment - 6 - 4BG - - DSC~ - 1 - - - Deathcap Cultivator - {T}: Add {B} or {G}. -Delirium — Deathcap Cultivator has deathtouch as long as there are four or more card types among cards in your graveyard. - - G - Creature — Human Druid - Creature - 2 - 1G - 2/1 - - DSC~ - 2 - - - Deathmist Raptor - Deathtouch -Whenever a permanent you control is turned face up, you may return Deathmist Raptor from your graveyard to the battlefield face up or face down. -Megamorph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) - - G - Creature — Dinosaur Beast - Creature - 3 - 1GG - 3/3 - - DSC~ - 2 - - - Deathreap Ritual - Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card. - - BG - Enchantment - Enchantment - 4 - 2BG - - DSC~ - 1 - - - Decree of Pain - Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. -Cycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.) -When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. - - B - Sorcery - Sorcery - 8 - 6BB - - DSC~ - 3 - - - Deluge of Doom - All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard. - - B - Sorcery - Sorcery - 3 - 2B - - DSC~ - 3 - - - Deluge of Doom - All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard. - - B - Sorcery - Sorcery - 3 - 2B - - DSC~ - 3 - - - Demolisher Spawn - Trample, haste -Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn. - - G - Enchantment Creature — Horror - Creature - 7 - 5GG - 7/7 - - DSC~ - 2 - - - Demolisher Spawn - Trample, haste -Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn. - - G - Enchantment Creature — Horror - Creature - 7 - 5GG - 7/7 - - DSC~ - 2 - - - Demon of Fate's Design - Flying, trample -Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost. -{2}{B}, Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value. - - B - Enchantment Creature — Demon - Creature - 6 - 4BB - 6/6 - - DSC~ - 2 - - - Demonic Covenant - Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. -At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant. - - B - Kindred Enchantment — Demon - Enchantment - 6 - 4BB - - DSC~ - 1 - - - Demonic Covenant - Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. -At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant. - - B - Kindred Enchantment — Demon - Enchantment - 6 - 4BB - - DSC~ - 1 - - - Diabolic Vision - Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order. - - BU - Sorcery - Sorcery - 2 - UB - - DSC~ - 3 - - - Dig Through Time - Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) -Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. - - U - Instant - Instant - 8 - 6UU - - DSC~ - 3 - - - Dimir Aqueduct - Dimir Aqueduct enters tapped. -When Dimir Aqueduct enters, return a land you control to its owner's hand. -{T}: Add {U}{B}. - - Land - Land - 0 - - DSC~ - 0 - - - Disorienting Choice - For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 4 - 3G - - DSC~ - 3 - - - Disorienting Choice - For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 4 - 3G - - DSC~ - 3 - - - Doomwake Giant - Constellation — Whenever Doomwake Giant or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn. - - B - Enchantment Creature — Giant - Creature - 5 - 4B - 4/6 - - DSC~ - 2 - - - Dragonskull Summit - Dragonskull Summit enters tapped unless you control a Swamp or a Mountain. -{T}: Add {B} or {R}. - - Land - Land - 0 - - DSC~ - 0 - - - Dream Eater - Flash -Flying -When Dream Eater enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) - - U - Creature — Nightmare Sphinx - Creature - 6 - 4UU - 4/3 - - DSC~ - 2 - - - Drownyard Temple - {T}: Add {C}. -{3}: Return Drownyard Temple from your graveyard to the battlefield tapped. - - Land - Land - 0 - - DSC~ - 0 - - - Dryad Arbor - (Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.") - - G - Land Creature — Forest Dryad - Creature - 0 - 1/1 - - DSC~ - 0 - - - Enchanter's Bane - At the beginning of your end step, target enchantment deals damage equal to its mana value to its controller unless that player sacrifices it. - - R - Enchantment - Enchantment - 2 - 1R - - DSC~ - 1 - - - Entreat the Angels - Create X 4/4 white Angel creature tokens with flying. -Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) - - W - Sorcery - Sorcery - 3 - XXWWW - - DSC~ - 3 - - - Eureka Moment - Draw two cards. You may put a land card from your hand onto the battlefield. - - GU - Instant - Instant - 4 - 2GU - - DSC~ - 3 - - - Evolving Wilds - {T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. - - Land - Land - 0 - - DSC~ - 0 - - - Exhume - Each player puts a creature card from their graveyard onto the battlefield. - - B - Sorcery - Sorcery - 2 - 1B - - DSC~ - 3 - - - Exotic Orchard - {T}: Add one mana of any color that a land an opponent controls could produce. - - Land - Land - 0 - - DSC~ - 0 - - - Experimental Lab - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature. - - G - Enchantment — Room - Enchantment - 7 - 3G - - DSC~ - 1 - - - Staff Room - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it. - - G - Enchantment — Room - Enchantment - 7 - 2G - - DSC~ - 1 - - - Explosive Vegetation - Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 4 - 3G - - DSC~ - 3 - - - Extravagant Replication - At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control. - - U - Enchantment - Enchantment - 6 - 4UU - - DSC~ - 1 - - - Ezuri's Predation - For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures. - - G - Sorcery - Sorcery - 8 - 5GGG - - DSC~ - 3 - - - Falkenrath Noble - Flying -Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life. - - B - Creature — Vampire Noble - Creature - 4 - 3B - 2/2 - - DSC~ - 2 - - - Fate Unraveler - Whenever an opponent draws a card, Fate Unraveler deals 1 damage to that player. - - B - Enchantment Creature — Hag - Creature - 4 - 3B - 3/4 - - DSC~ - 2 - - - Fear My Authority - (An ongoing scheme remains face up until it's abandoned.) -Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.) -At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - Fear of Sleep Paralysis - Flying -Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. -Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) - - U - Enchantment Creature — Nightmare - Creature - 6 - 5U - 6/6 - - DSC~ - 2 - - - Fear of Sleep Paralysis - Flying -Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. -Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) - - U - Enchantment Creature — Nightmare - Creature - 6 - 5U - 6/6 - - DSC~ - 2 - - - Feed the Swarm - Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value. - - B - Sorcery - Sorcery - 2 - 1B - - DSC~ - 3 - - - Fellwar Stone - {T}: Add one mana of any color that a land an opponent controls could produce. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Flooded Grove - {T}: Add {C}. -{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}. - - Land - Land - 0 - - DSC~ - 0 - - - Florian, Voldaren Scion - First strike -At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn. - - BR - Legendary Creature — Vampire Noble - Creature - 3 - 1BR - 3/3 - - DSC~ - 2 - - - Foreboding Ruins - As Foreboding Ruins enters, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters tapped. -{T}: Add {B} or {R}. - - Land - Land - 0 - - DSC~ - 0 - - - Formless Genesis - Changeling (This card is every creature type.) -Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard. -Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) - - G - Kindred Sorcery — Shapeshifter - Sorcery - 3 - 2G - - DSC~ - 3 - - - Formless Genesis - Changeling (This card is every creature type.) -Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard. -Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) - - G - Kindred Sorcery — Shapeshifter - Sorcery - 3 - 2G - - DSC~ - 3 - - - Geothermal Bog - ({T}: Add {B} or {R}.) -Geothermal Bog enters tapped. - - Land — Swamp Mountain - Land - 0 - - DSC~ - 0 - - - Giant Adephage - Trample -Whenever Giant Adephage deals combat damage to a player, create a token that's a copy of Giant Adephage. - - G - Creature — Insect - Creature - 7 - 5GG - 7/7 - - DSC~ - 2 - - - Giggling Skitterspike - Indestructible -Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. -{5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) - - Artifact Creature — Toy - Creature - 4 - 4 - 1/1 - - DSC~ - 2 - - - Giggling Skitterspike - Indestructible -Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. -{5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) - - Artifact Creature — Toy - Creature - 4 - 4 - 1/1 - - DSC~ - 2 - - - Gleeful Arsonist - Whenever an opponent casts a noncreature spell, Gleeful Arsonist deals damage equal to its power to that player. -Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) - - R - Creature — Human Wizard - Creature - 3 - 2R - 1/2 - - DSC~ - 2 - - - Gleeful Arsonist - Whenever an opponent casts a noncreature spell, Gleeful Arsonist deals damage equal to its power to that player. -Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) - - R - Creature — Human Wizard - Creature - 3 - 2R - 1/2 - - DSC~ - 2 - - - Glitch Interpreter - When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread. -Whenever one or more colorless creatures you control deal combat damage to a player, draw a card. - - U - Creature — Human Wizard - Creature - 3 - 2U - 2/3 - - DSC~ - 2 - - - Glitch Interpreter - When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread. -Whenever one or more colorless creatures you control deal combat damage to a player, draw a card. - - U - Creature — Human Wizard - Creature - 3 - 2U - 2/3 - - DSC~ - 2 - - - Gnarlwood Dryad - Deathtouch -Delirium — Gnarlwood Dryad gets +2/+2 as long as there are four or more card types among cards in your graveyard. - - G - Creature — Dryad Horror - Creature - 1 - G - 1/1 - - DSC~ - 2 - - - Golgari Rot Farm - Golgari Rot Farm enters tapped. -When Golgari Rot Farm enters, return a land you control to its owner's hand. -{T}: Add {B}{G}. - - Land - Land - 0 - - DSC~ - 0 - - - Golgari Signet - {1}, {T}: Add {B}{G}. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Goryo's Vengeance - Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. -Splice onto Arcane {2}{B} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) - - B - Instant — Arcane - Instant - 2 - 1B - - DSC~ - 3 - - - Grapple with the Past - Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.) - - G - Instant - Instant - 2 - 1G - - DSC~ - 3 - - - Graven Cairns - {T}: Add {C}. -{B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}. - - Land - Land - 0 - - DSC~ - 0 - - - Gray Merchant of Asphodel - When Gray Merchant of Asphodel enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) - - B - Creature — Zombie - Creature - 5 - 3BB - 2/4 - - DSC~ - 2 - - - Greater Tanuki - Trample -Channel — {2}{G}, Discard Greater Tanuki: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. - - G - Enchantment Creature — Dog - Creature - 6 - 4GG - 6/5 - - DSC~ - 2 - - - Grim Backwoods - {T}: Add {C}. -{2}{B}{G}, {T}, Sacrifice a creature: Draw a card. - - Land - Land - 0 - - DSC~ - 0 - - - Grim Flayer - Trample -Whenever Grim Flayer deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) -Delirium — Grim Flayer gets +2/+2 as long as there are four or more card types among cards in your graveyard. - - BG - Creature — Human Warrior - Creature - 2 - BG - 2/2 - - DSC~ - 2 - - - Grisly Salvage - Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard. - - BG - Instant - Instant - 2 - BG - - DSC~ - 3 - - - Grist, the Hunger Tide - As long as Grist, the Hunger Tide isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types. -+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process. -−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker. -−5: Each opponent loses life equal to the number of creature cards in your graveyard. - - BG - Legendary Planeswalker — Grist - Planeswalker - 3 - 1BG - 3 - - DSC~ - 1 - - - Growth Spiral - Draw a card. You may put a land card from your hand onto the battlefield. - - GU - Instant - Instant - 2 - GU - - DSC~ - 3 - - - Halimar Depths - Halimar Depths enters tapped. -When Halimar Depths enters, look at the top three cards of your library, then put them back in any order. -{T}: Add {U}. - - Land - Land - 0 - - DSC~ - 0 - - - Hall of Heliod's Generosity - {T}: Add {C}. -{1}{W}, {T}: Put target enchantment card from your graveyard on top of your library. - - Legendary Land - Land - 0 - - DSC~ - 0 - - - Harmonize - Draw three cards. - - G - Sorcery - Sorcery - 4 - 2GG - - DSC~ - 3 - - - Harrow - As an additional cost to cast this spell, sacrifice a land. -Search your library for up to two basic land cards, put them onto the battlefield, then shuffle. - - G - Instant - Instant - 3 - 2G - - DSC~ - 3 - - - Harsh Mentor - Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, Harsh Mentor deals 2 damage to that player. - - R - Creature — Human Cleric - Creature - 2 - 1R - 2/2 - - DSC~ - 2 - - - Haywire Mite - When Haywire Mite dies, you gain 2 life. -{G}, Sacrifice Haywire Mite: Exile target noncreature artifact or noncreature enchantment. - - Artifact Creature — Insect - Creature - 1 - 1 - 1/1 - - DSC~ - 2 - - - Hinterland Harbor - Hinterland Harbor enters tapped unless you control a Forest or an Island. -{T}: Add {G} or {U}. - - Land - Land - 0 - - DSC~ - 0 - - - Hornet Queen - Flying, deathtouch -When Hornet Queen enters, create four 1/1 green Insect creature tokens with flying and deathtouch. - - G - Creature — Insect - Creature - 7 - 4GGG - 2/2 - - DSC~ - 2 - - - Hydra Omnivore - Whenever Hydra Omnivore deals combat damage to an opponent, it deals that much damage to each other opponent. - - G - Creature — Hydra - Creature - 6 - 4GG - 8/8 - - DSC~ - 2 - - - I Am Duskmourn - (An ongoing scheme remains face up until it's abandoned.) -At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - I Am Never Alone - When you set this scheme in motion, create a token that's a copy of your commander, except it's not legendary. - - Scheme - 0 - - DSC~ - 1 - - - I Am Untouchable - (An ongoing scheme remains face up until it's abandoned.) -You and permanents you control have hexproof. -When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - I Call for Slaughter - When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead. - - Scheme - 0 - - DSC~ - 1 - - - I Will Savor Your Agony - When you set this scheme in motion, choose three. You may choose the same mode more than once. -• Destroy target creature. -• Target player draws a card. -• Target player gains 5 life. - - Scheme - 0 - - DSC~ - 1 - - - Infernal Grasp - Destroy target creature. You lose 2 life. - - B - Instant - Instant - 2 - 1B - - DSC~ - 3 - - - Inkshield - Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying. - - BW - Instant - Instant - 5 - 3WB - - DSC~ - 3 - - - Inscription of Abundance - Kicker {2}{G} -Choose one. If this spell was kicked, choose any number instead. -• Put two +1/+1 counters on target creature. -• Target player gains X life, where X is the greatest power among creatures they control. -• Target creature you control fights target creature you don't control. - - G - Instant - Instant - 2 - 1G - - DSC~ - 3 - - - Into the Pit - You may look at the top card of your library any time. -You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs. - - B - Enchantment - Enchantment - 3 - 2B - - DSC~ - 1 - - - Into the Pit - You may look at the top card of your library any time. -You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs. - - B - Enchantment - Enchantment - 3 - 2B - - DSC~ - 1 - - - Ishkanah, Grafwidow - Reach -Delirium — When Ishkanah, Grafwidow enters, if there are four or more card types among cards in your graveyard, create three 1/2 green Spider creature tokens with reach. -{6}{B}: Target opponent loses 1 life for each Spider you control. - - G - Legendary Creature — Spider - Creature - 5 - 4G - 3/5 - - DSC~ - 2 - - - Jungle Hollow - Jungle Hollow enters tapped. -When Jungle Hollow enters, you gain 1 life. -{T}: Add {B} or {G}. - - Land - Land - 0 - - DSC~ - 0 - - - Kaervek the Merciless - Whenever an opponent casts a spell, Kaervek the Merciless deals damage equal to that spell's mana value to any target. - - BR - Legendary Creature — Human Shaman - Creature - 7 - 5BR - 5/4 - - DSC~ - 2 - - - Kardur, Doomscourge - When Kardur, Doomscourge enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able. -Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life. - - BR - Legendary Creature — Demon Berserker - Creature - 4 - 2BR - 4/3 - - DSC~ - 2 - - - Kederekt Parasite - Whenever an opponent draws a card, if you control a red permanent, you may have Kederekt Parasite deal 1 damage to that player. - - B - Creature — Horror - Creature - 1 - B - 1/1 - - DSC~ - 2 - - - Kefnet the Mindful - Flying, indestructible -Kefnet the Mindful can't attack or block unless you have seven or more cards in hand. -{3}{U}: Draw a card, then you may return a land you control to its owner's hand. - - U - Legendary Creature — God - Creature - 3 - 2U - 5/5 - - DSC~ - 2 - - - Kheru Spellsnatcher - Morph {4}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -When Kheru Spellsnatcher is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled. - - U - Creature — Snake Wizard - Creature - 4 - 3U - 3/3 - - DSC~ - 2 - - - Kianne, Corrupted Memory - As long as Kianne's power is even, you may cast noncreature spells as though they had flash. -As long as Kianne's power is odd, you may cast creature spells as though they had flash. -Whenever you draw a card, put a +1/+1 counter on Kianne. - - GU - Legendary Creature — Illusion - Creature - 4 - 2GU - 2/2 - - DSC~ - 2 - - - Kneel Before My Legions - When you set this scheme in motion, choose one — -• Create a 4/4 colorless Scarecrow artifact creature token with vigilance. -• Creatures you control get +3/+3 and gain vigilance and trample until end of turn. - - Scheme - 0 - - DSC~ - 1 - - - Leechridden Swamp - ({T}: Add {B}.) -Leechridden Swamp enters tapped. -{B}, {T}: Each opponent loses 1 life. Activate only if you control two or more black permanents. - - Land — Swamp - Land - 0 - - DSC~ - 0 - - - Life Insurance - Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) -Whenever a nontoken creature dies, you lose 1 life and create a Treasure token. - - BW - Enchantment - Enchantment - 5 - 3WB - - DSC~ - 1 - - - Light Up the Stage - Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) -Exile the top two cards of your library. Until the end of your next turn, you may play those cards. - - R - Sorcery - Sorcery - 3 - 2R - - DSC~ - 3 - - - Lightning Greaves - Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) -Equip {0} - - Artifact — Equipment - Artifact - 2 - 2 - - DSC~ - 1 - - - Living Death - Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield. - - B - Sorcery - Sorcery - 5 - 3BB - - DSC~ - 3 - - - Llanowar Wastes - {T}: Add {C}. -{T}: Add {B} or {G}. Llanowar Wastes deals 1 damage to you. - - Land - Land - 0 - - DSC~ - 0 - - - Mask of Griselbrand - Equipped creature has flying and lifelink. -Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. -Equip {3} - - B - Legendary Artifact — Equipment - Artifact - 3 - 1BB - - DSC~ - 1 - - - Massacre Girl - Menace -When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn. - - B - Legendary Creature — Human Assassin - Creature - 5 - 3BB - 4/4 - - DSC~ - 2 - - - Massacre Wurm - When Massacre Wurm enters, creatures your opponents control get -2/-2 until end of turn. -Whenever a creature an opponent controls dies, that player loses 2 life. - - B - Creature — Phyrexian Wurm - Creature - 6 - 3BBB - 6/5 - - DSC~ - 2 - - - Mayhem Devil - Whenever a player sacrifices a permanent, Mayhem Devil deals 1 damage to any target. - - BR - Creature — Devil - Creature - 3 - 1BR - 3/3 - - DSC~ - 2 - - - Mesa Enchantress - Whenever you cast an enchantment spell, you may draw a card. - - W - Creature — Human Druid - Creature - 3 - 1WW - 0/2 - - DSC~ - 2 - - - Metamorphosis Fanatic - Lifelink -When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. -Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) - - B - Creature — Human Cleric - Creature - 6 - 4BB - 4/4 - - DSC~ - 2 - - - Metamorphosis Fanatic - Lifelink -When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. -Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) - - B - Creature — Human Cleric - Creature - 6 - 4BB - 4/4 - - DSC~ - 2 - - - Mind Stone - {T}: Add {C}. -{1}, {T}, Sacrifice Mind Stone: Draw a card. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Mine Is the Only Truth - (An ongoing scheme remains face up until it's abandoned.) -Whenever a player casts a spell, you draw a card. -At the beginning of your upkeep, if you drew a card last turn, abandon this scheme. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - Mirrormade - You may have Mirrormade enter as a copy of any artifact or enchantment on the battlefield. - - U - Enchantment - Enchantment - 3 - 1UU - - DSC~ - 1 - - - Mogis, God of Slaughter - Indestructible -As long as your devotion to black and red is less than seven, Mogis isn't a creature. -At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature. - - BR - Legendary Enchantment Creature — God - Creature - 4 - 2BR - 7/5 - - DSC~ - 2 - - - Moldgraf Millipede - When Moldgraf Millipede enters, mill three cards, then put a +1/+1 counter on Moldgraf Millipede for each creature card in your graveyard. (To mill a card, put the top card of your library into your graveyard.) - - G - Creature — Insect Horror - Creature - 5 - 4G - 2/2 - - DSC~ - 2 - - - Moldgraf Monstrosity - Trample -When Moldgraf Monstrosity dies, exile it, then return two creature cards at random from your graveyard to the battlefield. - - G - Creature — Insect - Creature - 7 - 4GGG - 8/8 - - DSC~ - 2 - - - Monologue Tax - Whenever an opponent casts their second spell each turn, you create a Treasure token. - - W - Enchantment - Enchantment - 3 - 2W - - DSC~ - 1 - - - Moon-Blessed Cleric - Divine Intervention — When Moon-Blessed Cleric enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top. - - W - Creature — Human Elf Cleric - Creature - 3 - 2W - 3/2 - - DSC~ - 2 - - - Morbid Opportunist - Whenever one or more other creatures die, draw a card. This ability triggers only once each turn. - - B - Creature — Human Rogue - Creature - 3 - 2B - 1/3 - - DSC~ - 2 - - - Mosswort Bridge - 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.) -Mosswort Bridge enters tapped. -{T}: Add {G}. -{G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater. - - Land - Land - 0 - - DSC~ - 0 - - - Mulch - Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. - - G - Sorcery - Sorcery - 2 - 1G - - DSC~ - 3 - - - Multani, Yavimaya's Avatar - Reach, trample -Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard. -{1}{G}, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand. - - G - Legendary Creature — Elemental Avatar - Creature - 6 - 4GG - 0/0 - - DSC~ - 2 - - - My Champion Stands Supreme - (An ongoing scheme remains face up until it's abandoned.) -Your commander has ward {2}. -Whenever your commander attacks, put two +1/+1 counters on it. -When your commander leaves the battlefield, abandon this scheme. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - My Crushing Masterstroke - When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able. - - Scheme - 0 - - DSC~ - 1 - - - My Followers Ascend - When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance. - - Scheme - 0 - - DSC~ - 1 - - - My Laughter Echoes - (An ongoing scheme remains face up until it's abandoned.) -Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - My Tendrils Run Deep - (An ongoing scheme remains face up until it's abandoned.) -You may play an additional land on each of your turns. -At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - My Wealth Will Bury You - When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.") - - Scheme - 0 - - DSC~ - 1 - - - My Will Is Irresistible - When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest. - - Scheme - 0 - - DSC~ - 1 - - - My Wings Enfold All - When you set this scheme in motion, choose one — -• Draw two cards. -• Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy. - - Scheme - 0 - - DSC~ - 1 - - - Myriad Landscape - Myriad Landscape enters tapped. -{T}: Add {C}. -{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle. - - Land - Land - 0 - - DSC~ - 0 - - - Necroblossom Snarl - As Necroblossom Snarl enters, you may reveal a Swamp or Forest card from your hand. If you don't, Necroblossom Snarl enters tapped. -{T}: Add {B} or {G}. - - Land - Land - 0 - - DSC~ - 0 - - - Night's Whisper - You draw two cards and you lose 2 life. - - B - Sorcery - Sorcery - 2 - 1B - - DSC~ - 3 - - - Nightmare Shepherd - Flying -Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types. - - B - Enchantment Creature — Demon - Creature - 4 - 2BB - 4/4 - - DSC~ - 2 - - - Nightshade Harvester - Whenever a land an opponent controls enters, that player loses 1 life. Put a +1/+1 counter on Nightshade Harvester. - - B - Creature — Elf Shaman - Creature - 4 - 3B - 2/2 - - DSC~ - 2 - - - No Secret Is Hidden from Me - When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once. - - Scheme - 0 - - DSC~ - 1 - - - Noxious Gearhulk - Menace -When Noxious Gearhulk enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness. - - B - Artifact Creature — Construct - Creature - 6 - 4BB - 5/4 - - DSC~ - 2 - - - Nyx Weaver - Reach -At the beginning of your upkeep, mill two cards. -{1}{B}{G}, Exile Nyx Weaver: Return target card from your graveyard to your hand. - - BG - Enchantment Creature — Spider - Creature - 3 - 1BG - 2/3 - - DSC~ - 2 - - - Ob Nixilis Reignited - +1: You draw a card and you lose 1 life. -−3: Destroy target creature. -−8: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life." - - B - Legendary Planeswalker — Nixilis - Planeswalker - 5 - 3BB - 5 - - DSC~ - 1 - - - Obscura Storefront - When Obscura Storefront enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life. - - Land - Land - 0 - - DSC~ - 0 - - - Obsessive Skinner - When Obsessive Skinner enters, put a +1/+1 counter on target creature. -Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, put a +1/+1 counter on target creature. - - G - Creature — Human Rogue - Creature - 2 - 1G - 1/1 - - DSC~ - 2 - - - Old Stickfingers - When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. -Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard. - - BG - Legendary Creature — Horror - Creature - 2 - XBG - */* - - DSC~ - 2 - - - Ondu Spiritdancer - Whenever an enchantment you control enters, you may create a token that's a copy of it. Do this only once each turn. - - W - Creature — Kor Cleric - Creature - 5 - 4W - 3/3 - - DSC~ - 2 - - - One with the Multiverse - You may look at the top card of your library any time. -You may play lands and cast spells from the top of your library. -Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost. - - U - Enchantment - Enchantment - 8 - 6UU - - DSC~ - 1 - - - Only I Know What Awaits - When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield. - - Scheme - 0 - - DSC~ - 1 - - - Orzhov Basilica - Orzhov Basilica enters tapped. -When Orzhov Basilica enters, return a land you control to its owner's hand. -{T}: Add {W}{B}. - - Land - Land - 0 - - DSC~ - 0 - - - Orzhov Signet - {1}, {T}: Add {W}{B}. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Otherworldly Gaze - Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) -Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) - - U - Instant - Instant - 1 - U - - DSC~ - 3 - - - Overflowing Basin - {1}, {T}: Add {G}{U}. - - Land - Land - 0 - - DSC~ - 0 - - - Oversimplify - Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way. - - GU - Sorcery - Sorcery - 5 - 3GU - - DSC~ - 3 - - - Overwhelming Stampede - Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. - - G - Sorcery - Sorcery - 5 - 3GG - - DSC~ - 3 - - - Persistent Constrictor - At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control. -Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) - - B - Creature — Zombie Snake - Creature - 5 - 4B - 5/3 - - DSC~ - 2 - - - Persistent Constrictor - At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control. -Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) - - B - Creature — Zombie Snake - Creature - 5 - 4B - 5/3 - - DSC~ - 2 - - - Phenomenon Investigators - As Phenomenon Investigators enters, choose Believe or Doubt. -• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. -• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. - - BU - Creature — Human Detective - Creature - 4 - 2UB - 3/4 - - DSC~ - 2 - - - Phenomenon Investigators - As Phenomenon Investigators enters, choose Believe or Doubt. -• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. -• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. - - BU - Creature — Human Detective - Creature - 4 - 2UB - 3/4 - - DSC~ - 2 - - - Plots That Span Centuries - When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead. - - Scheme - 0 - - DSC~ - 1 - - - Polluted Cistern - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -Whenever one or more cards are put into your graveyard from your library, each opponent loses 1 life for each card type among those cards. - - B - Enchantment — Room - Enchantment - 7 - 1B - - DSC~ - 1 - - - Dim Oubliette - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -When you unlock this door, mill three cards, then return a creature card from your graveyard to the battlefield. - - B - Enchantment — Room - Enchantment - 7 - 4B - - DSC~ - 1 - - - Ponder - Look at the top three cards of your library, then put them back in any order. You may shuffle. -Draw a card. - - U - Sorcery - Sorcery - 1 - U - - DSC~ - 3 - - - Portent - Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. -Draw a card at the beginning of the next turn's upkeep. - - U - Sorcery - Sorcery - 1 - U - - DSC~ - 3 - - - Power Without Equal - When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs. - - Scheme - 0 - - DSC~ - 1 - - - Primordial Mist - At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) -Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.) - - U - Enchantment - Enchantment - 5 - 4U - - DSC~ - 1 - - - Professor Onyx - Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life. -+1: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. -−3: Each opponent sacrifices a creature with the greatest power among creatures that player controls. -−8: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times. - - B - Legendary Planeswalker — Liliana - Planeswalker - 6 - 4BB - 5 - - DSC~ - 1 - - - Prognostic Sphinx - Flying -Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. -Whenever Prognostic Sphinx attacks, scry 3. - - U - Creature — Sphinx - Creature - 5 - 3UU - 3/5 - - DSC~ - 2 - - - Putrefy - Destroy target artifact or creature. It can't be regenerated. - - BG - Instant - Instant - 3 - 1BG - - DSC~ - 3 - - - Quandrix Campus - Quandrix Campus enters tapped. -{T}: Add {G} or {U}. -{4}, {T}: Scry 1. - - Land - Land - 0 - - DSC~ - 0 - - - Rakdos Charm - Choose one — -• Exile target player's graveyard. -• Destroy target artifact. -• Each creature deals 1 damage to its controller. - - BR - Instant - Instant - 2 - BR - - DSC~ - 3 - - - Rakdos Signet - {1}, {T}: Add {B}{R}. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Rakdos, Lord of Riots - You can't cast this spell unless an opponent lost life this turn. -Flying, trample -Creature spells you cast cost {1} less to cast for each 1 life your opponents have lost this turn. - - BR - Legendary Creature — Demon - Creature - 4 - BBRR - 6/6 - - DSC~ - 2 - - - Rampaging Ferocidon - Menace -Players can't gain life. -Whenever another creature enters, Rampaging Ferocidon deals 1 damage to that creature's controller. - - R - Creature — Dinosaur - Creature - 3 - 2R - 3/3 - - DSC~ - 2 - - - Rampant Growth - Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - G - Sorcery - Sorcery - 2 - 1G - - DSC~ - 3 - - - Rashmi, Eternities Crafter - Whenever you cast your first spell each turn, reveal the top card of your library. You may cast it without paying its mana cost if it's a spell with lesser mana value. If you don't cast it, put it into your hand. - - GU - Legendary Creature — Elf Druid - Creature - 4 - 2GU - 2/3 - - DSC~ - 2 - - - Read the Bones - Scry 2, then draw two cards. You lose 2 life. - - B - Sorcery - Sorcery - 3 - 2B - - DSC~ - 3 - - - Reality Is Mine to Control - (An ongoing scheme remains face up until it's abandoned.) -Whenever you cast a spell, you may abandon this scheme. If you do, copy that spell, and you may choose new targets for the copy. (A copy of a permanent spell becomes a token.) - - Ongoing Scheme - 0 - - DSC~ - 1 - - - Reality Shift - Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.) - - U - Instant - Instant - 2 - 1U - - DSC~ - 3 - - - Reanimate - Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value. - - B - Sorcery - Sorcery - 1 - B - - DSC~ - 3 - - - Redress Fate - Return all artifact and enchantment cards from your graveyard to the battlefield. -Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) - - W - Sorcery - Sorcery - 8 - 6WW - - DSC~ - 3 - - - Redress Fate - Return all artifact and enchantment cards from your graveyard to the battlefield. -Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) - - W - Sorcery - Sorcery - 8 - 6WW - - DSC~ - 3 - - - Reliquary Tower - You have no maximum hand size. -{T}: Add {C}. - - Land - Land - 0 - - DSC~ - 0 - - - Rendmaw, Creaking Nest - Menace, reach -When Rendmaw, Creaking Nest enters and whenever you play a card with two or more card types, each player creates a tapped 2/2 black Bird creature token with flying. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.) - - BG - Legendary Artifact Creature — Scarecrow - Creature - 5 - 3BG - 5/5 - - DSC~ - 2 - - - Retreat to Coralhelm - Landfall — Whenever a land you control enters, choose one — -• You may tap or untap target creature. -• Scry 1. (Look at the top card of your library. You may put that card on the bottom.) - - U - Enchantment - Enchantment - 3 - 2U - - DSC~ - 1 - - - Return to Dust - Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment. - - W - Instant - Instant - 4 - 2WW - - DSC~ - 3 - - - Rot Like the Scum You Are - When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control. - - Scheme - 0 - - DSC~ - 1 - - - Running Is Useless - When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures. - - Scheme - 0 - - DSC~ - 1 - - - Sadistic Shell Game - Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures. - - B - Sorcery - Sorcery - 5 - 4B - - DSC~ - 3 - - - Sadistic Shell Game - Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures. - - B - Sorcery - Sorcery - 5 - 4B - - DSC~ - 3 - - - Sakura-Tribe Elder - Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. - - G - Creature — Snake Shaman - Creature - 2 - 1G - 1/1 - - DSC~ - 2 - - - Sandwurm Convergence - Creatures with flying can't attack you or planeswalkers you control. -At the beginning of your end step, create a 5/5 green Wurm creature token. - - G - Enchantment - Enchantment - 8 - 6GG - - DSC~ - 1 - - - Scavenging Ooze - {G}: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Ooze and you gain 1 life. - - G - Creature — Ooze - Creature - 2 - 1G - 2/2 - - DSC~ - 2 - - - Scroll of Fate - {T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) - - Artifact - Artifact - 3 - 3 - - DSC~ - 1 - - - Scute Swarm - Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead. - - G - Creature — Insect - Creature - 3 - 2G - 1/1 - - DSC~ - 2 - - - Secret Arcade - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. - - W - Enchantment — Room - Enchantment - 8 - 4W - - DSC~ - 1 - - - Dusty Parlor - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature. - - W - Enchantment — Room - Enchantment - 8 - 2W - - DSC~ - 1 - - - Shadowblood Ridge - {1}, {T}: Add {B}{R}. - - Land - Land - 0 - - DSC~ - 0 - - - Shark Typhoon - Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value. -Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.) -When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying. - - U - Enchantment - Enchantment - 6 - 5U - - DSC~ - 1 - - - Shigeki, Jukai Visionary - {1}{G}, {T}, Return Shigeki, Jukai Visionary to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard. -Channel — {X}{X}{G}{G}, Discard Shigeki: Return X target nonlegendary cards from your graveyard to your hand. - - G - Legendary Enchantment Creature — Snake Druid - Creature - 2 - 1G - 1/3 - - DSC~ - 2 - - - Shivan Gorge - {T}: Add {C}. -{2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent. - - Legendary Land - Land - 0 - - DSC~ - 0 - - - Shriekwood Devourer - Trample -Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures. - - G - Creature — Treefolk - Creature - 7 - 5GG - 7/5 - - DSC~ - 2 - - - Shriekwood Devourer - Trample -Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures. - - G - Creature — Treefolk - Creature - 7 - 5GG - 7/5 - - DSC~ - 2 - - - Sigil of the Empty Throne - Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying. - - W - Enchantment - Enchantment - 5 - 3WW - - DSC~ - 1 - - - Sign in Blood - Target player draws two cards and loses 2 life. - - B - Sorcery - Sorcery - 2 - BB - - DSC~ - 3 - - - Simic Growth Chamber - Simic Growth Chamber enters tapped. -When Simic Growth Chamber enters, return a land you control to its owner's hand. -{T}: Add {G}{U}. - - Land - Land - 0 - - DSC~ - 0 - - - Simic Signet - {1}, {T}: Add {G}{U}. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Skaab Ruinator - As an additional cost to cast this spell, exile three creature cards from your graveyard. -Flying -You may cast Skaab Ruinator from your graveyard. - - U - Creature — Zombie Horror - Creature - 3 - 1UU - 5/6 - - DSC~ - 2 - - - Skola Grovedancer - Whenever a land card is put into your graveyard from anywhere, you gain 1 life. -{2}{G}: Mill a card. - - G - Enchantment Creature — Satyr Druid - Creature - 2 - 1G - 2/2 - - DSC~ - 2 - - - Smoldering Marsh - ({T}: Add {B} or {R}.) -Smoldering Marsh enters tapped unless you control two or more basic lands. - - Land — Swamp Mountain - Land - 0 - - DSC~ - 0 - - - Soaring Lightbringer - Flying -Other enchantment creatures you control have flying. -Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. - - W - Enchantment Creature — Bird Glimmer - Creature - 5 - 4W - 4/5 - - DSC~ - 2 - - - Soaring Lightbringer - Flying -Other enchantment creatures you control have flying. -Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. - - W - Enchantment Creature — Bird Glimmer - Creature - 5 - 4W - 4/5 - - DSC~ - 2 - - - Sol Ring - {T}: Add {C}{C}. - - Artifact - Artifact - 1 - 1 - - DSC~ - 1 - - - Solemn Simulacrum - When Solemn Simulacrum enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. -When Solemn Simulacrum dies, you may draw a card. - - Artifact Creature — Golem - Creature - 4 - 4 - 2/2 - - DSC~ - 2 - - - Sphere of Safety - Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control. - - W - Enchantment - Enchantment - 5 - 4W - - DSC~ - 1 - - - Spiked Corridor - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -When you unlock this door, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." - - R - Enchantment — Room - Enchantment - 8 - 3R - - DSC~ - 1 - - - Torture Pit - (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) -If a source you control would deal noncombat damage to an opponent, it deals that much damage plus 2 instead. - - R - Enchantment — Room - Enchantment - 8 - 3R - - DSC~ - 1 - - - Spinerock Knoll - 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.) -Spinerock Knoll enters tapped. -{T}: Add {R}. -{R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn. - - Land - Land - 0 - - DSC~ - 0 - - - Spirit-Sister's Call - At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." - - BW - Enchantment - Enchantment - 5 - 3WB - - DSC~ - 1 - - - Spiteful Visions - At the beginning of each player's draw step, that player draws an additional card. -Whenever a player draws a card, Spiteful Visions deals 1 damage to that player. - - BR - Enchantment - Enchantment - 4 - 2B/RB/R - - DSC~ - 1 - - - Star Athlete - Menace -Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player. -Blitz {3}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) - - R - Creature — Human Warrior - Creature - 3 - 1RR - 3/2 - - DSC~ - 2 - - - Star Athlete - Menace -Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player. -Blitz {3}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) - - R - Creature — Human Warrior - Creature - 3 - 1RR - 3/2 - - DSC~ - 2 - - - Starfield Mystic - Enchantment spells you cast cost {1} less to cast. -Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic. - - W - Creature — Human Cleric - Creature - 2 - 1W - 2/2 - - DSC~ - 2 - - - Stitcher's Supplier - When Stitcher's Supplier enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.) - - B - Creature — Zombie - Creature - 1 - B - 1/1 - - DSC~ - 2 - - - Stormfist Crusader - Menace -At the beginning of your upkeep, each player draws a card and loses 1 life. - - BR - Creature — Human Knight - Creature - 2 - BR - 2/2 - - DSC~ - 2 - - - Sulfurous Springs - {T}: Add {C}. -{T}: Add {B} or {R}. Sulfurous Springs deals 1 damage to you. - - Land - Land - 0 - - DSC~ - 0 - - - Suspended Sentence - Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it. -Suspend 3—{1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) - - B - Instant - Instant - 4 - 3B - - DSC~ - 3 - - - Suspended Sentence - Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it. -Suspend 3—{1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) - - B - Instant - Instant - 4 - 3B - - DSC~ - 3 - - - Suspicious Bookcase - Defender -{3}, {T}: Target creature can't be blocked this turn. - - Artifact Creature — Wall - Creature - 2 - 2 - 0/4 - - DSC~ - 2 - - - Swords to Plowshares - Exile target creature. Its controller gains life equal to its power. - - W - Instant - Instant - 1 - W - - DSC~ - 3 - - - Syr Konrad, the Grim - Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent. -{1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.) - - B - Legendary Creature — Human Knight - Creature - 5 - 3BB - 5/4 - - DSC~ - 2 - - - Séance Board - Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board. -{T}: Add X mana of any one color, where X is the number of soul counters on Séance Board. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Séance Board - Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board. -{T}: Add X mana of any one color, where X is the number of soul counters on Séance Board. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Tainted Field - {T}: Add {C}. -{T}: Add {W} or {B}. Activate only if you control a Swamp. - - Land - Land - 0 - - DSC~ - 0 - - - Tainted Isle - {T}: Add {C}. -{T}: Add {U} or {B}. Activate only if you control a Swamp. - - Land - Land - 0 - - DSC~ - 0 - - - Tainted Peak - {T}: Add {C}. -{T}: Add {B} or {R}. Activate only if you control a Swamp. - - Land - Land - 0 - - DSC~ - 0 - - - Tainted Wood - {T}: Add {C}. -{T}: Add {B} or {G}. Activate only if you control a Swamp. - - Land - Land - 0 - - DSC~ - 0 - - - Talisman of Indulgence - {T}: Add {C}. -{T}: Add {B} or {R}. Talisman of Indulgence deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Talisman of Resilience - {T}: Add {C}. -{T}: Add {B} or {G}. Talisman of Resilience deals 1 damage to you. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Tangled Islet - ({T}: Add {G} or {U}.) -Tangled Islet enters tapped. - - Land — Forest Island - Land - 0 - - DSC~ - 0 - - - Tatyova, Benthic Druid - Landfall — Whenever a land you control enters, you gain 1 life and draw a card. - - GU - Legendary Creature — Merfolk Druid - Creature - 5 - 3GU - 3/3 - - DSC~ - 2 - - - Tectonic Giant - Whenever Tectonic Giant attacks or becomes the target of a spell an opponent controls, choose one — -• Tectonic Giant deals 3 damage to each opponent. -• Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card. - - R - Creature — Elemental Giant - Creature - 4 - 2RR - 3/4 - - DSC~ - 2 - - - Telling Time - Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library. - - U - Instant - Instant - 2 - 1U - - DSC~ - 3 - - - Temple of Deceit - Temple of Deceit enters tapped. -When Temple of Deceit enters, scry 1. -{T}: Add {U} or {B}. - - Land - Land - 0 - - DSC~ - 0 - - - Temple of Enlightenment - Temple of Enlightenment enters tapped. -When Temple of Enlightenment enters, scry 1. -{T}: Add {W} or {U}. - - Land - Land - 0 - - DSC~ - 0 - - - Temple of Malady - Temple of Malady enters tapped. -When Temple of Malady enters, scry 1. -{T}: Add {B} or {G}. - - Land - Land - 0 - - DSC~ - 0 - - - Temple of Malice - Temple of Malice enters tapped. -When Temple of Malice enters, scry 1. -{T}: Add {B} or {R}. - - Land - Land - 0 - - DSC~ - 0 - - - Temple of Mystery - Temple of Mystery enters tapped. -When Temple of Mystery enters, scry 1. -{T}: Add {G} or {U}. - - Land - Land - 0 - - DSC~ - 0 - - - Temple of Silence - Temple of Silence enters tapped. -When Temple of Silence enters, scry 1. -{T}: Add {W} or {B}. - - Land - Land - 0 - - DSC~ - 0 - - - Temple of the False God - {T}: Add {C}{C}. Activate only if you control five or more lands. - - Land - Land - 0 - - DSC~ - 0 - - - Temur War Shaman - When Temur War Shaman enters, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) -Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control. - - G - Creature — Human Shaman - Creature - 6 - 4GG - 4/5 - - DSC~ - 2 - - - Terminus - Put all creatures on the bottom of their owners' libraries. -Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) - - W - Sorcery - Sorcery - 6 - 4WW - - DSC~ - 3 - - - The Eldest Reborn - (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) -I — Each opponent sacrifices a creature or planeswalker. -II — Each opponent discards a card. -III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control. - - B - Enchantment — Saga - Enchantment - 5 - 4B - - DSC~ - 1 - - - The Lord of Pain - Menace -Your opponents can't gain life. -Whenever a player casts their first spell each turn, choose another target player. The Lord of Pain deals damage equal to that spell's mana value to the chosen player. - - BR - Legendary Creature — Human Assassin - Creature - 5 - 3BR - 5/5 - - DSC~ - 2 - - - The Master of Keys - Flying -When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. -Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) - - BUW - Legendary Enchantment Creature — Horror - Creature - 3 - XWUB - 3/3 - - DSC~ - 2 - - - Theater of Horrors - At the beginning of your upkeep, exile the top card of your library. -During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with Theater of Horrors. -{3}{R}: Theater of Horrors deals 1 damage to target opponent or planeswalker. - - BR - Enchantment - Enchantment - 3 - 1BR - - DSC~ - 1 - - - They Came from the Pipes - When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) -Whenever a face-down creature you control enters, draw a card. - - U - Enchantment - Enchantment - 5 - 4U - - DSC~ - 1 - - - They Came from the Pipes - When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) -Whenever a face-down creature you control enters, draw a card. - - U - Enchantment - Enchantment - 5 - 4U - - DSC~ - 1 - - - Thirst for Meaning - Draw three cards. Then discard two cards unless you discard an enchantment card. - - U - Instant - Instant - 3 - 2U - - DSC~ - 3 - - - Thornwood Falls - Thornwood Falls enters tapped. -When Thornwood Falls enters, you gain 1 life. -{T}: Add {G} or {U}. - - Land - Land - 0 - - DSC~ - 0 - - - Thought Vessel - You have no maximum hand size. -{T}: Add {C}. - - Artifact - Artifact - 2 - 2 - - DSC~ - 1 - - - Thriving Heath - Thriving Heath enters tapped. As it enters, choose a color other than white. -{T}: Add {W} or one mana of the chosen color. - - Land - Land - 0 - - DSC~ - 0 - - - Thriving Isle - Thriving Isle enters tapped. As it enters, choose a color other than blue. -{T}: Add {U} or one mana of the chosen color. - - Land - Land - 0 - - DSC~ - 0 - - - Thriving Moor - Thriving Moor enters tapped. As it enters, choose a color other than black. -{T}: Add {B} or one mana of the chosen color. - - Land - Land - 0 - - DSC~ - 0 - - - Thunderfoot Baloth - Trample -Lieutenant — As long as you control your commander, Thunderfoot Baloth gets +2/+2 and other creatures you control get +2/+2 and have trample. - - G - Creature — Beast - Creature - 6 - 4GG - 5/5 - - DSC~ - 2 - - - Time Bends to My Will - When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn. - - Scheme - 0 - - DSC~ - 1 - - - Time Wipe - Return a creature you control to its owner's hand, then destroy all creatures. - - UW - Sorcery - Sorcery - 5 - 2WWU - - DSC~ - 3 - - - Timely Ward - You may cast Timely Ward as though it had flash if it targets a commander. -Enchant creature -Enchanted creature has indestructible. - - W - Enchantment — Aura - Enchantment - 3 - 2W - - DSC~ - 1 - - - Titania, Nature's Force - You may play Forests from your graveyard. -Whenever a Forest you control enters, create a 5/3 green Elemental creature token. -Whenever an Elemental you control dies, you may mill three cards. - - G - Legendary Creature — Elemental - Creature - 6 - 4GG - 6/6 - - DSC~ - 2 - - - Trail of Mystery - Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. -Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn. - - G - Enchantment - Enchantment - 2 - 1G - - DSC~ - 1 - - - Tranquil Thicket - Tranquil Thicket enters tapped. -{T}: Add {G}. -Cycling {G} ({G}, Discard this card: Draw a card.) - - Land - Land - 0 - - DSC~ - 0 - - - Tree of Tales - {T}: Add {G}. - - Artifact Land - Land - 0 - - DSC~ - 0 - - - Trygon Predator - Flying -Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls. - - GU - Creature — Beast - Creature - 3 - 1GU - 2/3 - - DSC~ - 2 - - - Twilight Mire - {T}: Add {C}. -{B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}. - - Land - Land - 0 - - DSC~ - 0 - - - Underground River - {T}: Add {C}. -{T}: Add {U} or {B}. Underground River deals 1 damage to you. - - Land - Land - 0 - - DSC~ - 0 - - - Ursine Monstrosity - Trample -At the beginning of combat on your turn, mill a card and choose an opponent at random. Ursine Monstrosity attacks that player this combat if able. Until end of turn, Ursine Monstrosity gains indestructible and gets +1/+1 for each card type among cards in your graveyard. - - G - Creature — Bear Mutant - Creature - 3 - 2G - 3/3 - - DSC~ - 2 - - - Ursine Monstrosity - Trample -At the beginning of combat on your turn, mill a card and choose an opponent at random. Ursine Monstrosity attacks that player this combat if able. Until end of turn, Ursine Monstrosity gains indestructible and gets +1/+1 for each card type among cards in your graveyard. - - G - Creature — Bear Mutant - Creature - 3 - 2G - 3/3 - - DSC~ - 2 - - - Utter End - Exile target nonland permanent. - - BW - Instant - Instant - 4 - 2WB - - DSC~ - 3 - - - Valgavoth, Harrower of Souls - Flying -Ward—Pay 2 life. -Whenever an opponent loses life for the first time during each of their turns, put a +1/+1 counter on Valgavoth, Harrower of Souls and draw a card. - - BR - Legendary Creature — Elder Demon - Creature - 4 - 2BR - 4/4 - - DSC~ - 2 - - - Vault of Whispers - {T}: Add {B}. - - Artifact Land - Land - 0 - - DSC~ - 0 - - - Verge Rangers - First strike -You may look at the top card of your library any time. -As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.) - - W - Creature — Human Scout Ranger - Creature - 3 - 2W - 3/3 - - DSC~ - 2 - - - Vial Smasher the Fierce - Whenever you cast your first spell each turn, choose an opponent at random. Vial Smasher the Fierce deals damage equal to that spell's mana value to that player or a planeswalker that player controls. -Partner (You can have two commanders if both have partner.) - - BR - Legendary Creature — Goblin Berserker - Creature - 3 - 1BR - 2/3 - - DSC~ - 2 - - - Vineglimmer Snarl - As Vineglimmer Snarl enters, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters tapped. -{T}: Add {G} or {U}. - - Land - Land - 0 - - DSC~ - 0 - - - Viridescent Bog - {1}, {T}: Add {B}{G}. - - Land - Land - 0 - - DSC~ - 0 - - - When Will You Learn? - When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs. - - Scheme - 0 - - DSC~ - 1 - - - Whip of Erebos - Creatures you control have lifelink. -{2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery. - - B - Legendary Enchantment Artifact - Artifact - 4 - 2BB - - DSC~ - 1 - - - Whispersilk Cloak - Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) -Equip {2} - - Artifact — Equipment - Artifact - 3 - 3 - - DSC~ - 1 - - - Whisperwood Elemental - At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) -Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library." - - G - Creature — Elemental - Creature - 5 - 3GG - 4/4 - - DSC~ - 2 - - - Wilderness Reclamation - At the beginning of your end step, untap all lands you control. - - G - Enchantment - Enchantment - 4 - 3G - - DSC~ - 1 - - - Winter, Cynical Opportunist - Deathtouch -Whenever Winter attacks, mill three cards. -Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it. - - BG - Legendary Creature — Human Warlock - Creature - 4 - 2BG - 2/5 - - DSC~ - 2 - - - Witch's Clinic - {T}: Add {C}. -{2}, {T}: Target commander gains lifelink until end of turn. - - Land - Land - 0 - - DSC~ - 0 - - - Woodland Cemetery - Woodland Cemetery enters tapped unless you control a Swamp or a Forest. -{T}: Add {B} or {G}. - - Land - Land - 0 - - DSC~ - 0 - - - Worldspine Wurm - Trample -When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with trample. -When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library. - - G - Creature — Wurm - Creature - 11 - 8GGG - 15/15 - - DSC~ - 2 - - - Wrenn and Seven - +1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. -0: Put any number of land cards from your hand onto the battlefield tapped. -−3: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control." -−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size." - - G - Legendary Planeswalker — Wrenn - Planeswalker - 5 - 3GG - 5 - - DSC~ - 1 - - - Yavimaya Coast - {T}: Add {C}. -{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you. - - Land - Land - 0 - - DSC~ - 0 - - - Yavimaya Elder - When Yavimaya Elder dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. -{2}, Sacrifice Yavimaya Elder: Draw a card. - - G - Creature — Human Druid - Creature - 3 - 1GG - 2/1 - - DSC~ - 2 - - - Yedora, Grave Gardener - Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.) - - G - Legendary Creature — Treefolk Druid - Creature - 5 - 4G - 5/5 - - DSC~ - 2 - - - You Are Unworthy of Mercy - When you set this scheme in motion, each opponent sacrifices a nonland permanent. If you control six or more lands, each opponent sacrifices three nonland permanents instead. - - Scheme - 0 - - DSC~ - 1 - - - You Cannot Hide from Me - (An ongoing scheme remains face up until it's abandoned.) -At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. -At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme. - - Ongoing Scheme - 0 - - DSC~ - 1 - - - You Exist Only to Amuse - When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. -• Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." -• Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities. - - Scheme - 0 - - DSC~ - 1 - - - You Live Only Because I Will It - When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team gets one of those life totals back.) - - Scheme - 0 - - DSC~ - 1 - - - You Will Know True Suffering - When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control. - - Scheme - 0 - - DSC~ - 1 - - - Your Mistake Is My Triumph - When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control. - - Scheme - 0 - - DSC~ - 1 - - - Your Nightmares Are Delicious - When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the difference. Then if fewer than three cards were discarded this way, you draw three cards. - - Scheme - 0 - - DSC~ - 1 - - - Your Own Face Mocks You - When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference. - - Scheme - 0 - - DSC~ - 1 - - - Your Plans Mean Nothing - When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards. - - Scheme - 0 - - DSC~ - 1 - - - Zimone's Hypothesis - You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.) - - U - Instant - Instant - 5 - 3UU - - DSC~ - 3 - - - Zimone's Hypothesis - You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.) - - U - Instant - Instant - 5 - 3UU - - DSC~ - 3 - - - Zimone, Mystery Unraveler - Landfall — Whenever a land you control enters, manifest dread if this is the first time this ability has resolved this turn. Otherwise, you may turn a permanent you control face up. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) - - GU - Legendary Creature — Human Wizard - Creature - 4 - 2GU - 3/3 - - DSC~ - 2 - Abandoned Campground Abandoned Campground enters tapped unless a player has 13 or less life. @@ -12129,5 +7017,5117 @@ Delirium — As long as there are four or more card types among cards in your gr DSK~ 2 + + A Premonition of Your Demise + When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target. + + Scheme + 0 + + DSC~ + 1 + + + Adarkar Wastes + {T}: Add {C}. +{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you. + + Land + Land + 0 + + DSC~ + 0 + + + Aesi, Tyrant of Gyre Strait + You may play an additional land on each of your turns. +Landfall — Whenever a land you control enters, you may draw a card. + + GU + Legendary Creature — Serpent + Creature + 6 + 4GU + 5/5 + + DSC~ + 2 + + + Aether Gale + Return six target nonland permanents to their owners' hands. + + U + Sorcery + Sorcery + 5 + 3UU + + DSC~ + 3 + + + Aminatou's Augury + Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost. + + U + Sorcery + Sorcery + 8 + 6UU + + DSC~ + 3 + + + Aminatou, Veil Piercer + At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) +Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by {4}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) + + BUW + Legendary Creature — Human Wizard + Creature + 4 + 1WUB + 2/4 + + DSC~ + 2 + + + Ancient Cellarspawn + Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. +Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. + + B + Enchantment Creature — Horror + Creature + 3 + 1BB + 3/3 + + DSC~ + 2 + + + Ancient Cellarspawn + Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. +Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. + + B + Enchantment Creature — Horror + Creature + 3 + 1BB + 3/3 + + DSC~ + 2 + + + Arachnogenesis + Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures. + + G + Instant + Instant + 3 + 2G + + DSC~ + 3 + + + Arcane Denial + Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. +You draw a card at the beginning of the next turn's upkeep. + + U + Instant + Instant + 2 + 1U + + DSC~ + 3 + + + Arcane Sanctum + Arcane Sanctum enters tapped. +{T}: Add {W}, {U}, or {B}. + + Land + Land + 0 + + DSC~ + 0 + + + Arcane Signet + {T}: Add one mana of any color in your commander's color identity. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Archetype of Imagination + Creatures you control have flying. +Creatures your opponents control lose flying and can't have or gain flying. + + U + Enchantment Creature — Human Wizard + Creature + 6 + 4UU + 3/2 + + DSC~ + 2 + + + Archon of Cruelty + Flying +Whenever Archon of Cruelty enters or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life. + + B + Creature — Archon + Creature + 8 + 6BB + 6/6 + + DSC~ + 2 + + + Arixmethes, Slumbering Isle + Arixmethes, Slumbering Isle enters tapped with five slumber counters on it. +As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) +Whenever you cast a spell, you may remove a slumber counter from Arixmethes. +{T}: Add {G}{U}. + + GU + Legendary Creature — Kraken + Creature + 4 + 2GU + 12/12 + + DSC~ + 2 + + + Arvinox, the Mind Flail + Arvinox, the Mind Flail isn't a creature unless you control three or more permanents you don't own. +At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells. + + B + Legendary Enchantment Creature — Horror + Creature + 7 + 4BBB + 9/9 + + DSC~ + 2 + + + Ash Barrens + {T}: Add {C}. +Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) + + Land + Land + 0 + + DSC~ + 0 + + + Ashaya, Soul of the Wild + Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control. +Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.) + + G + Legendary Creature — Elemental + Creature + 5 + 3GG + */* + + DSC~ + 2 + + + Athreos, Shroud-Veiled + Indestructible +As long as your devotion to white and black is less than seven, Athreos isn't a creature. +At the beginning of your end step, put a coin counter on another target creature. +Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control. + + BW + Legendary Enchantment Creature — God + Creature + 6 + 4WB + 4/7 + + DSC~ + 2 + + + Augur of Autumn + You may look at the top card of your library any time. +You may play lands from the top of your library. +Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library. + + G + Creature — Human Druid + Creature + 3 + 1GG + 2/3 + + DSC~ + 2 + + + Auramancer + When Auramancer enters, you may return target enchantment card from your graveyard to your hand. + + W + Creature — Human Wizard + Creature + 3 + 2W + 2/2 + + DSC~ + 2 + + + Azorius Chancery + Azorius Chancery enters tapped. +When Azorius Chancery enters, return a land you control to its owner's hand. +{T}: Add {W}{U}. + + Land + Land + 0 + + DSC~ + 0 + + + Azorius Signet + {1}, {T}: Add {W}{U}. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Barbflare Gremlin + First strike, haste +Whenever a player taps a land for mana, if Barbflare Gremlin is tapped, that player adds one mana of any type that land produced. Then that land deals 1 damage to that player. + + R + Creature — Gremlin + Creature + 4 + 3R + 3/2 + + DSC~ + 2 + + + Barbflare Gremlin + First strike, haste +Whenever a player taps a land for mana, if Barbflare Gremlin is tapped, that player adds one mana of any type that land produced. Then that land deals 1 damage to that player. + + R + Creature — Gremlin + Creature + 4 + 3R + 3/2 + + DSC~ + 2 + + + Barren Moor + Barren Moor enters tapped. +{T}: Add {B}. +Cycling {B} ({B}, Discard this card: Draw a card.) + + Land + Land + 0 + + DSC~ + 0 + + + Basilisk Collar + Equipped creature has deathtouch and lifelink. +Equip {2} + + Artifact — Equipment + Artifact + 1 + 1 + + DSC~ + 1 + + + Bastion of Remembrance + When Bastion of Remembrance enters, create a 1/1 white Human Soldier creature token. +Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. + + B + Enchantment + Enchantment + 3 + 2B + + DSC~ + 1 + + + Beanstalk Giant // Fertile Footsteps + + + G + Creature — Giant // Sorcery — Adventure + Creature + 7 + 6G // 2G + */* + + DSC~ + 3 + + + Beast Within + Destroy target permanent. Its controller creates a 3/3 green Beast creature token. + + G + Instant + Instant + 3 + 2G + + DSC~ + 3 + + + Bedevil + Destroy target artifact, creature, or planeswalker. + + BR + Instant + Instant + 3 + BBR + + DSC~ + 3 + + + Behold the Power of Destruction + When you set this scheme in motion, destroy all nonland permanents target opponent controls. + + Scheme + 0 + + DSC~ + 1 + + + Binding the Old Gods + (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) +I — Destroy target nonland permanent an opponent controls. +II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle. +III — Creatures you control gain deathtouch until end of turn. + + BG + Enchantment — Saga + Enchantment + 4 + 2BG + + DSC~ + 1 + + + Biomass Mutation + Creatures you control have base power and toughness X/X until end of turn. + + GU + Instant + Instant + 2 + XG/UG/U + + DSC~ + 3 + + + Blackcleave Cliffs + Blackcleave Cliffs enters tapped unless you control two or fewer other lands. +{T}: Add {B} or {R}. + + Land + Land + 0 + + DSC~ + 0 + + + Blasphemous Act + This spell costs {1} less to cast for each creature on the battlefield. +Blasphemous Act deals 13 damage to each creature. + + R + Sorcery + Sorcery + 9 + 8R + + DSC~ + 3 + + + Blood Artist + Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life. + + B + Creature — Vampire + Creature + 2 + 1B + 0/1 + + DSC~ + 2 + + + Blood Pact + Target player draws two cards and loses 2 life. + + B + Instant + Instant + 3 + 2B + + DSC~ + 3 + + + Blood Seeker + Whenever a creature an opponent controls enters, you may have that player lose 1 life. + + B + Creature — Vampire Shaman + Creature + 2 + 1B + 1/1 + + DSC~ + 2 + + + Bloodfell Caves + Bloodfell Caves enters tapped. +When Bloodfell Caves enters, you gain 1 life. +{T}: Add {B} or {R}. + + Land + Land + 0 + + DSC~ + 0 + + + Body of Knowledge + Body of Knowledge's power and toughness are each equal to the number of cards in your hand. +You have no maximum hand size. +Whenever Body of Knowledge is dealt damage, draw that many cards. + + U + Creature — Avatar + Creature + 5 + 3UU + */* + + DSC~ + 2 + + + Bojuka Bog + Bojuka Bog enters tapped. +When Bojuka Bog enters, exile target player's graveyard. +{T}: Add {B}. + + Land + Land + 0 + + DSC~ + 0 + + + Braids, Arisen Nightmare + At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card. + + B + Legendary Creature — Nightmare + Creature + 3 + 1BB + 3/3 + + DSC~ + 2 + + + Brainstone + {2}, {T}, Sacrifice Brainstone: Draw three cards, then put two cards from your hand on top of your library in any order. + + Artifact + Artifact + 1 + 1 + + DSC~ + 1 + + + Brainstorm + Draw three cards, then put two cards from your hand on top of your library in any order. + + U + Instant + Instant + 1 + U + + DSC~ + 3 + + + Brash Taunter + Indestructible +Whenever Brash Taunter is dealt damage, it deals that much damage to target opponent. +{2}{R}, {T}: Brash Taunter fights another target creature. + + R + Creature — Goblin + Creature + 5 + 4R + 1/1 + + DSC~ + 2 + + + Burnished Hart + {3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. + + Artifact Creature — Elk + Creature + 3 + 3 + 2/2 + + DSC~ + 2 + + + Cackling Counterpart + Create a token that's a copy of target creature you control. +Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) + + U + Instant + Instant + 3 + 1UU + + DSC~ + 3 + + + Canyon Slough + ({T}: Add {B} or {R}.) +Canyon Slough enters tapped. +Cycling {2} ({2}, Discard this card: Draw a card.) + + Land — Swamp Mountain + Land + 0 + + DSC~ + 0 + + + Carrion Grub + Carrion Grub gets +X/+0, where X is the greatest power among creature cards in your graveyard. +When Carrion Grub enters, mill four cards. (Put the top four cards of your library into your graveyard.) + + B + Creature — Insect + Creature + 4 + 3B + 0/5 + + DSC~ + 2 + + + Cast Out + Flash +When Cast Out enters, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield. +Cycling {W} ({W}, Discard this card: Draw a card.) + + W + Enchantment + Enchantment + 4 + 3W + + DSC~ + 1 + + + Castle Vantress + Castle Vantress enters tapped unless you control an Island. +{T}: Add {U}. +{2}{U}{U}, {T}: Scry 2. + + Land + Land + 0 + + DSC~ + 0 + + + Caves of Koilos + {T}: Add {C}. +{T}: Add {W} or {B}. Caves of Koilos deals 1 damage to you. + + Land + Land + 0 + + DSC~ + 0 + + + Cemetery Tampering + Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) +At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost. + + B + Enchantment + Enchantment + 3 + 2B + + DSC~ + 1 + + + Chaos Is My Plaything + When you set this scheme in motion, for each opponent, exile target permanent that player controls. Then each player reveals cards from the top of their library until they reveal a permanent card, puts it onto the battlefield, and puts the rest on the bottom of their library in a random order. + + Scheme + 0 + + DSC~ + 1 + + + Chaos Warp + The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. + + R + Instant + Instant + 3 + 2R + + DSC~ + 3 + + + Choose Your Champion + When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures. + + Scheme + 0 + + DSC~ + 1 + + + Choose Your Demise + When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order. + + Scheme + 0 + + DSC~ + 1 + + + Citanul Hierophants + Creatures you control have "{T}: Add {G}." + + G + Creature — Human Druid + Creature + 4 + 3G + 3/2 + + DSC~ + 2 + + + Combustible Gearhulk + First strike +When Combustible Gearhulk enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then Combustible Gearhulk deals damage to that player equal to the total mana value of those cards. + + R + Artifact Creature — Construct + Creature + 6 + 4RR + 6/6 + + DSC~ + 2 + + + Command Tower + {T}: Add one mana of any color in your commander's color identity. + + Land + Land + 0 + + DSC~ + 0 + + + Commander's Sphere + {T}: Add one mana of any color in your commander's color identity. +Sacrifice Commander's Sphere: Draw a card. + + Artifact + Artifact + 3 + 3 + + DSC~ + 1 + + + Convert to Slime + Destroy up to one target artifact, up to one target creature, and up to one target enchantment. +Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way. + + BG + Sorcery + Sorcery + 5 + 3BG + + DSC~ + 3 + + + Convert to Slime + Destroy up to one target artifact, up to one target creature, and up to one target enchantment. +Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way. + + BG + Sorcery + Sorcery + 5 + 3BG + + DSC~ + 3 + + + Counterspell + Counter target spell. + + U + Instant + Instant + 2 + UU + + DSC~ + 3 + + + Cramped Vents + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. + + B + Enchantment — Room + Enchantment + 11 + 3B + + DSC~ + 1 + + + Access Maze + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost. + + B + Enchantment — Room + Enchantment + 11 + 5BB + + DSC~ + 1 + + + Crawling Sensation + At the beginning of your upkeep, you may mill two cards. +Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token. + + G + Enchantment + Enchantment + 3 + 2G + + DSC~ + 1 + + + Crypt Ghast + Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) +Whenever you tap a Swamp for mana, add an additional {B}. + + B + Creature — Spirit + Creature + 4 + 3B + 2/2 + + DSC~ + 2 + + + Culling Ritual + Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way. + + BG + Sorcery + Sorcery + 4 + 2BG + + DSC~ + 3 + + + Cultivate + Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. + + G + Sorcery + Sorcery + 3 + 2G + + DSC~ + 3 + + + Curator Beastie + Reach +Colorless creatures you control enter with two additional +1/+1 counters on them. +Whenever Curator Beastie enters or attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) + + G + Creature — Beast + Creature + 6 + 4GG + 6/6 + + DSC~ + 2 + + + Curator Beastie + Reach +Colorless creatures you control enter with two additional +1/+1 counters on them. +Whenever Curator Beastie enters or attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) + + G + Creature — Beast + Creature + 6 + 4GG + 6/6 + + DSC~ + 2 + + + Damn + Destroy target creature. A creature destroyed this way can't be regenerated. +Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") + + B + Sorcery + Sorcery + 2 + BB + + DSC~ + 3 + + + Dark Wings Bring Your Downfall + (An ongoing scheme remains face up until it's abandoned.) +Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking. +At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + Darkmoss Bridge + Darkmoss Bridge enters tapped. +Indestructible +{T}: Add {B} or {G}. + + Artifact Land + Land + 0 + + DSC~ + 0 + + + Deadbridge Chant + When Deadbridge Chant enters, mill ten cards. +At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, return it to the battlefield. Otherwise, return it to your hand. + + BG + Enchantment + Enchantment + 6 + 4BG + + DSC~ + 1 + + + Deathcap Cultivator + {T}: Add {B} or {G}. +Delirium — Deathcap Cultivator has deathtouch as long as there are four or more card types among cards in your graveyard. + + G + Creature — Human Druid + Creature + 2 + 1G + 2/1 + + DSC~ + 2 + + + Deathmist Raptor + Deathtouch +Whenever a permanent you control is turned face up, you may return Deathmist Raptor from your graveyard to the battlefield face up or face down. +Megamorph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) + + G + Creature — Dinosaur Beast + Creature + 3 + 1GG + 3/3 + + DSC~ + 2 + + + Deathreap Ritual + Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card. + + BG + Enchantment + Enchantment + 4 + 2BG + + DSC~ + 1 + + + Decree of Pain + Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. +Cycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.) +When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. + + B + Sorcery + Sorcery + 8 + 6BB + + DSC~ + 3 + + + Deluge of Doom + All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard. + + B + Sorcery + Sorcery + 3 + 2B + + DSC~ + 3 + + + Deluge of Doom + All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard. + + B + Sorcery + Sorcery + 3 + 2B + + DSC~ + 3 + + + Demolisher Spawn + Trample, haste +Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn. + + G + Enchantment Creature — Horror + Creature + 7 + 5GG + 7/7 + + DSC~ + 2 + + + Demolisher Spawn + Trample, haste +Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn. + + G + Enchantment Creature — Horror + Creature + 7 + 5GG + 7/7 + + DSC~ + 2 + + + Demon of Fate's Design + Flying, trample +Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost. +{2}{B}, Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value. + + B + Enchantment Creature — Demon + Creature + 6 + 4BB + 6/6 + + DSC~ + 2 + + + Demonic Covenant + Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. +At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant. + + B + Kindred Enchantment — Demon + Enchantment + 6 + 4BB + + DSC~ + 1 + + + Demonic Covenant + Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. +At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant. + + B + Kindred Enchantment — Demon + Enchantment + 6 + 4BB + + DSC~ + 1 + + + Diabolic Vision + Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order. + + BU + Sorcery + Sorcery + 2 + UB + + DSC~ + 3 + + + Dig Through Time + Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) +Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. + + U + Instant + Instant + 8 + 6UU + + DSC~ + 3 + + + Dimir Aqueduct + Dimir Aqueduct enters tapped. +When Dimir Aqueduct enters, return a land you control to its owner's hand. +{T}: Add {U}{B}. + + Land + Land + 0 + + DSC~ + 0 + + + Disorienting Choice + For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. + + G + Sorcery + Sorcery + 4 + 3G + + DSC~ + 3 + + + Disorienting Choice + For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. + + G + Sorcery + Sorcery + 4 + 3G + + DSC~ + 3 + + + Doomwake Giant + Constellation — Whenever Doomwake Giant or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn. + + B + Enchantment Creature — Giant + Creature + 5 + 4B + 4/6 + + DSC~ + 2 + + + Dragonskull Summit + Dragonskull Summit enters tapped unless you control a Swamp or a Mountain. +{T}: Add {B} or {R}. + + Land + Land + 0 + + DSC~ + 0 + + + Dream Eater + Flash +Flying +When Dream Eater enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) + + U + Creature — Nightmare Sphinx + Creature + 6 + 4UU + 4/3 + + DSC~ + 2 + + + Drownyard Temple + {T}: Add {C}. +{3}: Return Drownyard Temple from your graveyard to the battlefield tapped. + + Land + Land + 0 + + DSC~ + 0 + + + Dryad Arbor + (Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.") + + G + Land Creature — Forest Dryad + Creature + 0 + 1/1 + + DSC~ + 0 + + + Enchanter's Bane + At the beginning of your end step, target enchantment deals damage equal to its mana value to its controller unless that player sacrifices it. + + R + Enchantment + Enchantment + 2 + 1R + + DSC~ + 1 + + + Entreat the Angels + Create X 4/4 white Angel creature tokens with flying. +Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) + + W + Sorcery + Sorcery + 3 + XXWWW + + DSC~ + 3 + + + Eureka Moment + Draw two cards. You may put a land card from your hand onto the battlefield. + + GU + Instant + Instant + 4 + 2GU + + DSC~ + 3 + + + Evolving Wilds + {T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. + + Land + Land + 0 + + DSC~ + 0 + + + Exhume + Each player puts a creature card from their graveyard onto the battlefield. + + B + Sorcery + Sorcery + 2 + 1B + + DSC~ + 3 + + + Exotic Orchard + {T}: Add one mana of any color that a land an opponent controls could produce. + + Land + Land + 0 + + DSC~ + 0 + + + Experimental Lab + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature. + + G + Enchantment — Room + Enchantment + 7 + 3G + + DSC~ + 1 + + + Staff Room + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it. + + G + Enchantment — Room + Enchantment + 7 + 2G + + DSC~ + 1 + + + Explosive Vegetation + Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. + + G + Sorcery + Sorcery + 4 + 3G + + DSC~ + 3 + + + Extravagant Replication + At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control. + + U + Enchantment + Enchantment + 6 + 4UU + + DSC~ + 1 + + + Ezuri's Predation + For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures. + + G + Sorcery + Sorcery + 8 + 5GGG + + DSC~ + 3 + + + Falkenrath Noble + Flying +Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life. + + B + Creature — Vampire Noble + Creature + 4 + 3B + 2/2 + + DSC~ + 2 + + + Fate Unraveler + Whenever an opponent draws a card, Fate Unraveler deals 1 damage to that player. + + B + Enchantment Creature — Hag + Creature + 4 + 3B + 3/4 + + DSC~ + 2 + + + Fear My Authority + (An ongoing scheme remains face up until it's abandoned.) +Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.) +At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + Fear of Sleep Paralysis + Flying +Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. +Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) + + U + Enchantment Creature — Nightmare + Creature + 6 + 5U + 6/6 + + DSC~ + 2 + + + Fear of Sleep Paralysis + Flying +Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. +Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) + + U + Enchantment Creature — Nightmare + Creature + 6 + 5U + 6/6 + + DSC~ + 2 + + + Feed the Swarm + Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value. + + B + Sorcery + Sorcery + 2 + 1B + + DSC~ + 3 + + + Fellwar Stone + {T}: Add one mana of any color that a land an opponent controls could produce. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Flooded Grove + {T}: Add {C}. +{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}. + + Land + Land + 0 + + DSC~ + 0 + + + Florian, Voldaren Scion + First strike +At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn. + + BR + Legendary Creature — Vampire Noble + Creature + 3 + 1BR + 3/3 + + DSC~ + 2 + + + Foreboding Ruins + As Foreboding Ruins enters, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters tapped. +{T}: Add {B} or {R}. + + Land + Land + 0 + + DSC~ + 0 + + + Formless Genesis + Changeling (This card is every creature type.) +Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard. +Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) + + G + Kindred Sorcery — Shapeshifter + Sorcery + 3 + 2G + + DSC~ + 3 + + + Formless Genesis + Changeling (This card is every creature type.) +Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard. +Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) + + G + Kindred Sorcery — Shapeshifter + Sorcery + 3 + 2G + + DSC~ + 3 + + + Geothermal Bog + ({T}: Add {B} or {R}.) +Geothermal Bog enters tapped. + + Land — Swamp Mountain + Land + 0 + + DSC~ + 0 + + + Giant Adephage + Trample +Whenever Giant Adephage deals combat damage to a player, create a token that's a copy of Giant Adephage. + + G + Creature — Insect + Creature + 7 + 5GG + 7/7 + + DSC~ + 2 + + + Giggling Skitterspike + Indestructible +Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. +{5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) + + Artifact Creature — Toy + Creature + 4 + 4 + 1/1 + + DSC~ + 2 + + + Giggling Skitterspike + Indestructible +Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. +{5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) + + Artifact Creature — Toy + Creature + 4 + 4 + 1/1 + + DSC~ + 2 + + + Gleeful Arsonist + Whenever an opponent casts a noncreature spell, Gleeful Arsonist deals damage equal to its power to that player. +Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) + + R + Creature — Human Wizard + Creature + 3 + 2R + 1/2 + + DSC~ + 2 + + + Gleeful Arsonist + Whenever an opponent casts a noncreature spell, Gleeful Arsonist deals damage equal to its power to that player. +Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) + + R + Creature — Human Wizard + Creature + 3 + 2R + 1/2 + + DSC~ + 2 + + + Glitch Interpreter + When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread. +Whenever one or more colorless creatures you control deal combat damage to a player, draw a card. + + U + Creature — Human Wizard + Creature + 3 + 2U + 2/3 + + DSC~ + 2 + + + Glitch Interpreter + When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread. +Whenever one or more colorless creatures you control deal combat damage to a player, draw a card. + + U + Creature — Human Wizard + Creature + 3 + 2U + 2/3 + + DSC~ + 2 + + + Gnarlwood Dryad + Deathtouch +Delirium — Gnarlwood Dryad gets +2/+2 as long as there are four or more card types among cards in your graveyard. + + G + Creature — Dryad Horror + Creature + 1 + G + 1/1 + + DSC~ + 2 + + + Golgari Rot Farm + Golgari Rot Farm enters tapped. +When Golgari Rot Farm enters, return a land you control to its owner's hand. +{T}: Add {B}{G}. + + Land + Land + 0 + + DSC~ + 0 + + + Golgari Signet + {1}, {T}: Add {B}{G}. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Goryo's Vengeance + Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. +Splice onto Arcane {2}{B} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) + + B + Instant — Arcane + Instant + 2 + 1B + + DSC~ + 3 + + + Grapple with the Past + Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.) + + G + Instant + Instant + 2 + 1G + + DSC~ + 3 + + + Graven Cairns + {T}: Add {C}. +{B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}. + + Land + Land + 0 + + DSC~ + 0 + + + Gray Merchant of Asphodel + When Gray Merchant of Asphodel enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) + + B + Creature — Zombie + Creature + 5 + 3BB + 2/4 + + DSC~ + 2 + + + Greater Tanuki + Trample +Channel — {2}{G}, Discard Greater Tanuki: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. + + G + Enchantment Creature — Dog + Creature + 6 + 4GG + 6/5 + + DSC~ + 2 + + + Grim Backwoods + {T}: Add {C}. +{2}{B}{G}, {T}, Sacrifice a creature: Draw a card. + + Land + Land + 0 + + DSC~ + 0 + + + Grim Flayer + Trample +Whenever Grim Flayer deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) +Delirium — Grim Flayer gets +2/+2 as long as there are four or more card types among cards in your graveyard. + + BG + Creature — Human Warrior + Creature + 2 + BG + 2/2 + + DSC~ + 2 + + + Grisly Salvage + Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard. + + BG + Instant + Instant + 2 + BG + + DSC~ + 3 + + + Grist, the Hunger Tide + As long as Grist, the Hunger Tide isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types. ++1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process. +−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker. +−5: Each opponent loses life equal to the number of creature cards in your graveyard. + + BG + Legendary Planeswalker — Grist + Planeswalker + 3 + 1BG + 3 + + DSC~ + 1 + + + Growth Spiral + Draw a card. You may put a land card from your hand onto the battlefield. + + GU + Instant + Instant + 2 + GU + + DSC~ + 3 + + + Halimar Depths + Halimar Depths enters tapped. +When Halimar Depths enters, look at the top three cards of your library, then put them back in any order. +{T}: Add {U}. + + Land + Land + 0 + + DSC~ + 0 + + + Hall of Heliod's Generosity + {T}: Add {C}. +{1}{W}, {T}: Put target enchantment card from your graveyard on top of your library. + + Legendary Land + Land + 0 + + DSC~ + 0 + + + Harmonize + Draw three cards. + + G + Sorcery + Sorcery + 4 + 2GG + + DSC~ + 3 + + + Harrow + As an additional cost to cast this spell, sacrifice a land. +Search your library for up to two basic land cards, put them onto the battlefield, then shuffle. + + G + Instant + Instant + 3 + 2G + + DSC~ + 3 + + + Harsh Mentor + Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, Harsh Mentor deals 2 damage to that player. + + R + Creature — Human Cleric + Creature + 2 + 1R + 2/2 + + DSC~ + 2 + + + Haywire Mite + When Haywire Mite dies, you gain 2 life. +{G}, Sacrifice Haywire Mite: Exile target noncreature artifact or noncreature enchantment. + + Artifact Creature — Insect + Creature + 1 + 1 + 1/1 + + DSC~ + 2 + + + Hinterland Harbor + Hinterland Harbor enters tapped unless you control a Forest or an Island. +{T}: Add {G} or {U}. + + Land + Land + 0 + + DSC~ + 0 + + + Hornet Queen + Flying, deathtouch +When Hornet Queen enters, create four 1/1 green Insect creature tokens with flying and deathtouch. + + G + Creature — Insect + Creature + 7 + 4GGG + 2/2 + + DSC~ + 2 + + + Hydra Omnivore + Whenever Hydra Omnivore deals combat damage to an opponent, it deals that much damage to each other opponent. + + G + Creature — Hydra + Creature + 6 + 4GG + 8/8 + + DSC~ + 2 + + + I Am Duskmourn + (An ongoing scheme remains face up until it's abandoned.) +At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + I Am Never Alone + When you set this scheme in motion, create a token that's a copy of your commander, except it's not legendary. + + Scheme + 0 + + DSC~ + 1 + + + I Am Untouchable + (An ongoing scheme remains face up until it's abandoned.) +You and permanents you control have hexproof. +When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + I Call for Slaughter + When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead. + + Scheme + 0 + + DSC~ + 1 + + + I Will Savor Your Agony + When you set this scheme in motion, choose three. You may choose the same mode more than once. +• Destroy target creature. +• Target player draws a card. +• Target player gains 5 life. + + Scheme + 0 + + DSC~ + 1 + + + Infernal Grasp + Destroy target creature. You lose 2 life. + + B + Instant + Instant + 2 + 1B + + DSC~ + 3 + + + Inkshield + Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying. + + BW + Instant + Instant + 5 + 3WB + + DSC~ + 3 + + + Inscription of Abundance + Kicker {2}{G} +Choose one. If this spell was kicked, choose any number instead. +• Put two +1/+1 counters on target creature. +• Target player gains X life, where X is the greatest power among creatures they control. +• Target creature you control fights target creature you don't control. + + G + Instant + Instant + 2 + 1G + + DSC~ + 3 + + + Into the Pit + You may look at the top card of your library any time. +You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs. + + B + Enchantment + Enchantment + 3 + 2B + + DSC~ + 1 + + + Into the Pit + You may look at the top card of your library any time. +You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs. + + B + Enchantment + Enchantment + 3 + 2B + + DSC~ + 1 + + + Ishkanah, Grafwidow + Reach +Delirium — When Ishkanah, Grafwidow enters, if there are four or more card types among cards in your graveyard, create three 1/2 green Spider creature tokens with reach. +{6}{B}: Target opponent loses 1 life for each Spider you control. + + G + Legendary Creature — Spider + Creature + 5 + 4G + 3/5 + + DSC~ + 2 + + + Jungle Hollow + Jungle Hollow enters tapped. +When Jungle Hollow enters, you gain 1 life. +{T}: Add {B} or {G}. + + Land + Land + 0 + + DSC~ + 0 + + + Kaervek the Merciless + Whenever an opponent casts a spell, Kaervek the Merciless deals damage equal to that spell's mana value to any target. + + BR + Legendary Creature — Human Shaman + Creature + 7 + 5BR + 5/4 + + DSC~ + 2 + + + Kardur, Doomscourge + When Kardur, Doomscourge enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able. +Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life. + + BR + Legendary Creature — Demon Berserker + Creature + 4 + 2BR + 4/3 + + DSC~ + 2 + + + Kederekt Parasite + Whenever an opponent draws a card, if you control a red permanent, you may have Kederekt Parasite deal 1 damage to that player. + + B + Creature — Horror + Creature + 1 + B + 1/1 + + DSC~ + 2 + + + Kefnet the Mindful + Flying, indestructible +Kefnet the Mindful can't attack or block unless you have seven or more cards in hand. +{3}{U}: Draw a card, then you may return a land you control to its owner's hand. + + U + Legendary Creature — God + Creature + 3 + 2U + 5/5 + + DSC~ + 2 + + + Kheru Spellsnatcher + Morph {4}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) +When Kheru Spellsnatcher is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled. + + U + Creature — Snake Wizard + Creature + 4 + 3U + 3/3 + + DSC~ + 2 + + + Kianne, Corrupted Memory + As long as Kianne's power is even, you may cast noncreature spells as though they had flash. +As long as Kianne's power is odd, you may cast creature spells as though they had flash. +Whenever you draw a card, put a +1/+1 counter on Kianne. + + GU + Legendary Creature — Illusion + Creature + 4 + 2GU + 2/2 + + DSC~ + 2 + + + Kneel Before My Legions + When you set this scheme in motion, choose one — +• Create a 4/4 colorless Scarecrow artifact creature token with vigilance. +• Creatures you control get +3/+3 and gain vigilance and trample until end of turn. + + Scheme + 0 + + DSC~ + 1 + + + Leechridden Swamp + ({T}: Add {B}.) +Leechridden Swamp enters tapped. +{B}, {T}: Each opponent loses 1 life. Activate only if you control two or more black permanents. + + Land — Swamp + Land + 0 + + DSC~ + 0 + + + Life Insurance + Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) +Whenever a nontoken creature dies, you lose 1 life and create a Treasure token. + + BW + Enchantment + Enchantment + 5 + 3WB + + DSC~ + 1 + + + Light Up the Stage + Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) +Exile the top two cards of your library. Until the end of your next turn, you may play those cards. + + R + Sorcery + Sorcery + 3 + 2R + + DSC~ + 3 + + + Lightning Greaves + Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) +Equip {0} + + Artifact — Equipment + Artifact + 2 + 2 + + DSC~ + 1 + + + Living Death + Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield. + + B + Sorcery + Sorcery + 5 + 3BB + + DSC~ + 3 + + + Llanowar Wastes + {T}: Add {C}. +{T}: Add {B} or {G}. Llanowar Wastes deals 1 damage to you. + + Land + Land + 0 + + DSC~ + 0 + + + Mask of Griselbrand + Equipped creature has flying and lifelink. +Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. +Equip {3} + + B + Legendary Artifact — Equipment + Artifact + 3 + 1BB + + DSC~ + 1 + + + Massacre Girl + Menace +When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn. + + B + Legendary Creature — Human Assassin + Creature + 5 + 3BB + 4/4 + + DSC~ + 2 + + + Massacre Wurm + When Massacre Wurm enters, creatures your opponents control get -2/-2 until end of turn. +Whenever a creature an opponent controls dies, that player loses 2 life. + + B + Creature — Phyrexian Wurm + Creature + 6 + 3BBB + 6/5 + + DSC~ + 2 + + + Mayhem Devil + Whenever a player sacrifices a permanent, Mayhem Devil deals 1 damage to any target. + + BR + Creature — Devil + Creature + 3 + 1BR + 3/3 + + DSC~ + 2 + + + Mesa Enchantress + Whenever you cast an enchantment spell, you may draw a card. + + W + Creature — Human Druid + Creature + 3 + 1WW + 0/2 + + DSC~ + 2 + + + Metamorphosis Fanatic + Lifelink +When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. +Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) + + B + Creature — Human Cleric + Creature + 6 + 4BB + 4/4 + + DSC~ + 2 + + + Metamorphosis Fanatic + Lifelink +When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. +Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) + + B + Creature — Human Cleric + Creature + 6 + 4BB + 4/4 + + DSC~ + 2 + + + Mind Stone + {T}: Add {C}. +{1}, {T}, Sacrifice Mind Stone: Draw a card. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Mine Is the Only Truth + (An ongoing scheme remains face up until it's abandoned.) +Whenever a player casts a spell, you draw a card. +At the beginning of your upkeep, if you drew a card last turn, abandon this scheme. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + Mirrormade + You may have Mirrormade enter as a copy of any artifact or enchantment on the battlefield. + + U + Enchantment + Enchantment + 3 + 1UU + + DSC~ + 1 + + + Mogis, God of Slaughter + Indestructible +As long as your devotion to black and red is less than seven, Mogis isn't a creature. +At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature. + + BR + Legendary Enchantment Creature — God + Creature + 4 + 2BR + 7/5 + + DSC~ + 2 + + + Moldgraf Millipede + When Moldgraf Millipede enters, mill three cards, then put a +1/+1 counter on Moldgraf Millipede for each creature card in your graveyard. (To mill a card, put the top card of your library into your graveyard.) + + G + Creature — Insect Horror + Creature + 5 + 4G + 2/2 + + DSC~ + 2 + + + Moldgraf Monstrosity + Trample +When Moldgraf Monstrosity dies, exile it, then return two creature cards at random from your graveyard to the battlefield. + + G + Creature — Insect + Creature + 7 + 4GGG + 8/8 + + DSC~ + 2 + + + Monologue Tax + Whenever an opponent casts their second spell each turn, you create a Treasure token. + + W + Enchantment + Enchantment + 3 + 2W + + DSC~ + 1 + + + Moon-Blessed Cleric + Divine Intervention — When Moon-Blessed Cleric enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top. + + W + Creature — Human Elf Cleric + Creature + 3 + 2W + 3/2 + + DSC~ + 2 + + + Morbid Opportunist + Whenever one or more other creatures die, draw a card. This ability triggers only once each turn. + + B + Creature — Human Rogue + Creature + 3 + 2B + 1/3 + + DSC~ + 2 + + + Mosswort Bridge + 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.) +Mosswort Bridge enters tapped. +{T}: Add {G}. +{G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater. + + Land + Land + 0 + + DSC~ + 0 + + + Mulch + Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. + + G + Sorcery + Sorcery + 2 + 1G + + DSC~ + 3 + + + Multani, Yavimaya's Avatar + Reach, trample +Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard. +{1}{G}, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand. + + G + Legendary Creature — Elemental Avatar + Creature + 6 + 4GG + 0/0 + + DSC~ + 2 + + + My Champion Stands Supreme + (An ongoing scheme remains face up until it's abandoned.) +Your commander has ward {2}. +Whenever your commander attacks, put two +1/+1 counters on it. +When your commander leaves the battlefield, abandon this scheme. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + My Crushing Masterstroke + When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able. + + Scheme + 0 + + DSC~ + 1 + + + My Followers Ascend + When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance. + + Scheme + 0 + + DSC~ + 1 + + + My Laughter Echoes + (An ongoing scheme remains face up until it's abandoned.) +Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + My Tendrils Run Deep + (An ongoing scheme remains face up until it's abandoned.) +You may play an additional land on each of your turns. +At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + My Wealth Will Bury You + When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.") + + Scheme + 0 + + DSC~ + 1 + + + My Will Is Irresistible + When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest. + + Scheme + 0 + + DSC~ + 1 + + + My Wings Enfold All + When you set this scheme in motion, choose one — +• Draw two cards. +• Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy. + + Scheme + 0 + + DSC~ + 1 + + + Myriad Landscape + Myriad Landscape enters tapped. +{T}: Add {C}. +{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle. + + Land + Land + 0 + + DSC~ + 0 + + + Necroblossom Snarl + As Necroblossom Snarl enters, you may reveal a Swamp or Forest card from your hand. If you don't, Necroblossom Snarl enters tapped. +{T}: Add {B} or {G}. + + Land + Land + 0 + + DSC~ + 0 + + + Night's Whisper + You draw two cards and you lose 2 life. + + B + Sorcery + Sorcery + 2 + 1B + + DSC~ + 3 + + + Nightmare Shepherd + Flying +Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types. + + B + Enchantment Creature — Demon + Creature + 4 + 2BB + 4/4 + + DSC~ + 2 + + + Nightshade Harvester + Whenever a land an opponent controls enters, that player loses 1 life. Put a +1/+1 counter on Nightshade Harvester. + + B + Creature — Elf Shaman + Creature + 4 + 3B + 2/2 + + DSC~ + 2 + + + No Secret Is Hidden from Me + When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once. + + Scheme + 0 + + DSC~ + 1 + + + Noxious Gearhulk + Menace +When Noxious Gearhulk enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness. + + B + Artifact Creature — Construct + Creature + 6 + 4BB + 5/4 + + DSC~ + 2 + + + Nyx Weaver + Reach +At the beginning of your upkeep, mill two cards. +{1}{B}{G}, Exile Nyx Weaver: Return target card from your graveyard to your hand. + + BG + Enchantment Creature — Spider + Creature + 3 + 1BG + 2/3 + + DSC~ + 2 + + + Ob Nixilis Reignited + +1: You draw a card and you lose 1 life. +−3: Destroy target creature. +−8: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life." + + B + Legendary Planeswalker — Nixilis + Planeswalker + 5 + 3BB + 5 + + DSC~ + 1 + + + Obscura Storefront + When Obscura Storefront enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life. + + Land + Land + 0 + + DSC~ + 0 + + + Obsessive Skinner + When Obsessive Skinner enters, put a +1/+1 counter on target creature. +Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, put a +1/+1 counter on target creature. + + G + Creature — Human Rogue + Creature + 2 + 1G + 1/1 + + DSC~ + 2 + + + Old Stickfingers + When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. +Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard. + + BG + Legendary Creature — Horror + Creature + 2 + XBG + */* + + DSC~ + 2 + + + Ondu Spiritdancer + Whenever an enchantment you control enters, you may create a token that's a copy of it. Do this only once each turn. + + W + Creature — Kor Cleric + Creature + 5 + 4W + 3/3 + + DSC~ + 2 + + + One with the Multiverse + You may look at the top card of your library any time. +You may play lands and cast spells from the top of your library. +Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost. + + U + Enchantment + Enchantment + 8 + 6UU + + DSC~ + 1 + + + Only I Know What Awaits + When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield. + + Scheme + 0 + + DSC~ + 1 + + + Orzhov Basilica + Orzhov Basilica enters tapped. +When Orzhov Basilica enters, return a land you control to its owner's hand. +{T}: Add {W}{B}. + + Land + Land + 0 + + DSC~ + 0 + + + Orzhov Signet + {1}, {T}: Add {W}{B}. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Otherworldly Gaze + Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) +Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) + + U + Instant + Instant + 1 + U + + DSC~ + 3 + + + Overflowing Basin + {1}, {T}: Add {G}{U}. + + Land + Land + 0 + + DSC~ + 0 + + + Oversimplify + Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way. + + GU + Sorcery + Sorcery + 5 + 3GU + + DSC~ + 3 + + + Overwhelming Stampede + Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. + + G + Sorcery + Sorcery + 5 + 3GG + + DSC~ + 3 + + + Persistent Constrictor + At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control. +Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) + + B + Creature — Zombie Snake + Creature + 5 + 4B + 5/3 + + DSC~ + 2 + + + Persistent Constrictor + At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control. +Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) + + B + Creature — Zombie Snake + Creature + 5 + 4B + 5/3 + + DSC~ + 2 + + + Phenomenon Investigators + As Phenomenon Investigators enters, choose Believe or Doubt. +• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. +• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. + + BU + Creature — Human Detective + Creature + 4 + 2UB + 3/4 + + DSC~ + 2 + + + Phenomenon Investigators + As Phenomenon Investigators enters, choose Believe or Doubt. +• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. +• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. + + BU + Creature — Human Detective + Creature + 4 + 2UB + 3/4 + + DSC~ + 2 + + + Plots That Span Centuries + When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead. + + Scheme + 0 + + DSC~ + 1 + + + Polluted Cistern + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +Whenever one or more cards are put into your graveyard from your library, each opponent loses 1 life for each card type among those cards. + + B + Enchantment — Room + Enchantment + 7 + 1B + + DSC~ + 1 + + + Dim Oubliette + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +When you unlock this door, mill three cards, then return a creature card from your graveyard to the battlefield. + + B + Enchantment — Room + Enchantment + 7 + 4B + + DSC~ + 1 + + + Ponder + Look at the top three cards of your library, then put them back in any order. You may shuffle. +Draw a card. + + U + Sorcery + Sorcery + 1 + U + + DSC~ + 3 + + + Portent + Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. +Draw a card at the beginning of the next turn's upkeep. + + U + Sorcery + Sorcery + 1 + U + + DSC~ + 3 + + + Power Without Equal + When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs. + + Scheme + 0 + + DSC~ + 1 + + + Primordial Mist + At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) +Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.) + + U + Enchantment + Enchantment + 5 + 4U + + DSC~ + 1 + + + Professor Onyx + Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life. ++1: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. +−3: Each opponent sacrifices a creature with the greatest power among creatures that player controls. +−8: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times. + + B + Legendary Planeswalker — Liliana + Planeswalker + 6 + 4BB + 5 + + DSC~ + 1 + + + Prognostic Sphinx + Flying +Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. +Whenever Prognostic Sphinx attacks, scry 3. + + U + Creature — Sphinx + Creature + 5 + 3UU + 3/5 + + DSC~ + 2 + + + Putrefy + Destroy target artifact or creature. It can't be regenerated. + + BG + Instant + Instant + 3 + 1BG + + DSC~ + 3 + + + Quandrix Campus + Quandrix Campus enters tapped. +{T}: Add {G} or {U}. +{4}, {T}: Scry 1. + + Land + Land + 0 + + DSC~ + 0 + + + Rakdos Charm + Choose one — +• Exile target player's graveyard. +• Destroy target artifact. +• Each creature deals 1 damage to its controller. + + BR + Instant + Instant + 2 + BR + + DSC~ + 3 + + + Rakdos Signet + {1}, {T}: Add {B}{R}. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Rakdos, Lord of Riots + You can't cast this spell unless an opponent lost life this turn. +Flying, trample +Creature spells you cast cost {1} less to cast for each 1 life your opponents have lost this turn. + + BR + Legendary Creature — Demon + Creature + 4 + BBRR + 6/6 + + DSC~ + 2 + + + Rampaging Ferocidon + Menace +Players can't gain life. +Whenever another creature enters, Rampaging Ferocidon deals 1 damage to that creature's controller. + + R + Creature — Dinosaur + Creature + 3 + 2R + 3/3 + + DSC~ + 2 + + + Rampant Growth + Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. + + G + Sorcery + Sorcery + 2 + 1G + + DSC~ + 3 + + + Rashmi, Eternities Crafter + Whenever you cast your first spell each turn, reveal the top card of your library. You may cast it without paying its mana cost if it's a spell with lesser mana value. If you don't cast it, put it into your hand. + + GU + Legendary Creature — Elf Druid + Creature + 4 + 2GU + 2/3 + + DSC~ + 2 + + + Read the Bones + Scry 2, then draw two cards. You lose 2 life. + + B + Sorcery + Sorcery + 3 + 2B + + DSC~ + 3 + + + Reality Is Mine to Control + (An ongoing scheme remains face up until it's abandoned.) +Whenever you cast a spell, you may abandon this scheme. If you do, copy that spell, and you may choose new targets for the copy. (A copy of a permanent spell becomes a token.) + + Ongoing Scheme + 0 + + DSC~ + 1 + + + Reality Shift + Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.) + + U + Instant + Instant + 2 + 1U + + DSC~ + 3 + + + Reanimate + Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value. + + B + Sorcery + Sorcery + 1 + B + + DSC~ + 3 + + + Redress Fate + Return all artifact and enchantment cards from your graveyard to the battlefield. +Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) + + W + Sorcery + Sorcery + 8 + 6WW + + DSC~ + 3 + + + Redress Fate + Return all artifact and enchantment cards from your graveyard to the battlefield. +Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) + + W + Sorcery + Sorcery + 8 + 6WW + + DSC~ + 3 + + + Reliquary Tower + You have no maximum hand size. +{T}: Add {C}. + + Land + Land + 0 + + DSC~ + 0 + + + Rendmaw, Creaking Nest + Menace, reach +When Rendmaw, Creaking Nest enters and whenever you play a card with two or more card types, each player creates a tapped 2/2 black Bird creature token with flying. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.) + + BG + Legendary Artifact Creature — Scarecrow + Creature + 5 + 3BG + 5/5 + + DSC~ + 2 + + + Retreat to Coralhelm + Landfall — Whenever a land you control enters, choose one — +• You may tap or untap target creature. +• Scry 1. (Look at the top card of your library. You may put that card on the bottom.) + + U + Enchantment + Enchantment + 3 + 2U + + DSC~ + 1 + + + Return to Dust + Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment. + + W + Instant + Instant + 4 + 2WW + + DSC~ + 3 + + + Rot Like the Scum You Are + When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control. + + Scheme + 0 + + DSC~ + 1 + + + Running Is Useless + When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures. + + Scheme + 0 + + DSC~ + 1 + + + Sadistic Shell Game + Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures. + + B + Sorcery + Sorcery + 5 + 4B + + DSC~ + 3 + + + Sadistic Shell Game + Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures. + + B + Sorcery + Sorcery + 5 + 4B + + DSC~ + 3 + + + Sakura-Tribe Elder + Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. + + G + Creature — Snake Shaman + Creature + 2 + 1G + 1/1 + + DSC~ + 2 + + + Sandwurm Convergence + Creatures with flying can't attack you or planeswalkers you control. +At the beginning of your end step, create a 5/5 green Wurm creature token. + + G + Enchantment + Enchantment + 8 + 6GG + + DSC~ + 1 + + + Scavenging Ooze + {G}: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Ooze and you gain 1 life. + + G + Creature — Ooze + Creature + 2 + 1G + 2/2 + + DSC~ + 2 + + + Scroll of Fate + {T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) + + Artifact + Artifact + 3 + 3 + + DSC~ + 1 + + + Scute Swarm + Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead. + + G + Creature — Insect + Creature + 3 + 2G + 1/1 + + DSC~ + 2 + + + Secret Arcade + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. + + W + Enchantment — Room + Enchantment + 8 + 4W + + DSC~ + 1 + + + Dusty Parlor + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature. + + W + Enchantment — Room + Enchantment + 8 + 2W + + DSC~ + 1 + + + Shadowblood Ridge + {1}, {T}: Add {B}{R}. + + Land + Land + 0 + + DSC~ + 0 + + + Shark Typhoon + Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value. +Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.) +When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying. + + U + Enchantment + Enchantment + 6 + 5U + + DSC~ + 1 + + + Shigeki, Jukai Visionary + {1}{G}, {T}, Return Shigeki, Jukai Visionary to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard. +Channel — {X}{X}{G}{G}, Discard Shigeki: Return X target nonlegendary cards from your graveyard to your hand. + + G + Legendary Enchantment Creature — Snake Druid + Creature + 2 + 1G + 1/3 + + DSC~ + 2 + + + Shivan Gorge + {T}: Add {C}. +{2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent. + + Legendary Land + Land + 0 + + DSC~ + 0 + + + Shriekwood Devourer + Trample +Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures. + + G + Creature — Treefolk + Creature + 7 + 5GG + 7/5 + + DSC~ + 2 + + + Shriekwood Devourer + Trample +Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures. + + G + Creature — Treefolk + Creature + 7 + 5GG + 7/5 + + DSC~ + 2 + + + Sigil of the Empty Throne + Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying. + + W + Enchantment + Enchantment + 5 + 3WW + + DSC~ + 1 + + + Sign in Blood + Target player draws two cards and loses 2 life. + + B + Sorcery + Sorcery + 2 + BB + + DSC~ + 3 + + + Simic Growth Chamber + Simic Growth Chamber enters tapped. +When Simic Growth Chamber enters, return a land you control to its owner's hand. +{T}: Add {G}{U}. + + Land + Land + 0 + + DSC~ + 0 + + + Simic Signet + {1}, {T}: Add {G}{U}. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Skaab Ruinator + As an additional cost to cast this spell, exile three creature cards from your graveyard. +Flying +You may cast Skaab Ruinator from your graveyard. + + U + Creature — Zombie Horror + Creature + 3 + 1UU + 5/6 + + DSC~ + 2 + + + Skola Grovedancer + Whenever a land card is put into your graveyard from anywhere, you gain 1 life. +{2}{G}: Mill a card. + + G + Enchantment Creature — Satyr Druid + Creature + 2 + 1G + 2/2 + + DSC~ + 2 + + + Smoldering Marsh + ({T}: Add {B} or {R}.) +Smoldering Marsh enters tapped unless you control two or more basic lands. + + Land — Swamp Mountain + Land + 0 + + DSC~ + 0 + + + Soaring Lightbringer + Flying +Other enchantment creatures you control have flying. +Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. + + W + Enchantment Creature — Bird Glimmer + Creature + 5 + 4W + 4/5 + + DSC~ + 2 + + + Soaring Lightbringer + Flying +Other enchantment creatures you control have flying. +Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. + + W + Enchantment Creature — Bird Glimmer + Creature + 5 + 4W + 4/5 + + DSC~ + 2 + + + Sol Ring + {T}: Add {C}{C}. + + Artifact + Artifact + 1 + 1 + + DSC~ + 1 + + + Solemn Simulacrum + When Solemn Simulacrum enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. +When Solemn Simulacrum dies, you may draw a card. + + Artifact Creature — Golem + Creature + 4 + 4 + 2/2 + + DSC~ + 2 + + + Sphere of Safety + Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control. + + W + Enchantment + Enchantment + 5 + 4W + + DSC~ + 1 + + + Spiked Corridor + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +When you unlock this door, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." + + R + Enchantment — Room + Enchantment + 8 + 3R + + DSC~ + 1 + + + Torture Pit + (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) +If a source you control would deal noncombat damage to an opponent, it deals that much damage plus 2 instead. + + R + Enchantment — Room + Enchantment + 8 + 3R + + DSC~ + 1 + + + Spinerock Knoll + 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.) +Spinerock Knoll enters tapped. +{T}: Add {R}. +{R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn. + + Land + Land + 0 + + DSC~ + 0 + + + Spirit-Sister's Call + At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." + + BW + Enchantment + Enchantment + 5 + 3WB + + DSC~ + 1 + + + Spiteful Visions + At the beginning of each player's draw step, that player draws an additional card. +Whenever a player draws a card, Spiteful Visions deals 1 damage to that player. + + BR + Enchantment + Enchantment + 4 + 2B/RB/R + + DSC~ + 1 + + + Star Athlete + Menace +Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player. +Blitz {3}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) + + R + Creature — Human Warrior + Creature + 3 + 1RR + 3/2 + + DSC~ + 2 + + + Star Athlete + Menace +Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player. +Blitz {3}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) + + R + Creature — Human Warrior + Creature + 3 + 1RR + 3/2 + + DSC~ + 2 + + + Starfield Mystic + Enchantment spells you cast cost {1} less to cast. +Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic. + + W + Creature — Human Cleric + Creature + 2 + 1W + 2/2 + + DSC~ + 2 + + + Stitcher's Supplier + When Stitcher's Supplier enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.) + + B + Creature — Zombie + Creature + 1 + B + 1/1 + + DSC~ + 2 + + + Stormfist Crusader + Menace +At the beginning of your upkeep, each player draws a card and loses 1 life. + + BR + Creature — Human Knight + Creature + 2 + BR + 2/2 + + DSC~ + 2 + + + Sulfurous Springs + {T}: Add {C}. +{T}: Add {B} or {R}. Sulfurous Springs deals 1 damage to you. + + Land + Land + 0 + + DSC~ + 0 + + + Suspended Sentence + Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it. +Suspend 3—{1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) + + B + Instant + Instant + 4 + 3B + + DSC~ + 3 + + + Suspended Sentence + Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it. +Suspend 3—{1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) + + B + Instant + Instant + 4 + 3B + + DSC~ + 3 + + + Suspicious Bookcase + Defender +{3}, {T}: Target creature can't be blocked this turn. + + Artifact Creature — Wall + Creature + 2 + 2 + 0/4 + + DSC~ + 2 + + + Swords to Plowshares + Exile target creature. Its controller gains life equal to its power. + + W + Instant + Instant + 1 + W + + DSC~ + 3 + + + Syr Konrad, the Grim + Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent. +{1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.) + + B + Legendary Creature — Human Knight + Creature + 5 + 3BB + 5/4 + + DSC~ + 2 + + + Séance Board + Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board. +{T}: Add X mana of any one color, where X is the number of soul counters on Séance Board. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Séance Board + Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board. +{T}: Add X mana of any one color, where X is the number of soul counters on Séance Board. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Tainted Field + {T}: Add {C}. +{T}: Add {W} or {B}. Activate only if you control a Swamp. + + Land + Land + 0 + + DSC~ + 0 + + + Tainted Isle + {T}: Add {C}. +{T}: Add {U} or {B}. Activate only if you control a Swamp. + + Land + Land + 0 + + DSC~ + 0 + + + Tainted Peak + {T}: Add {C}. +{T}: Add {B} or {R}. Activate only if you control a Swamp. + + Land + Land + 0 + + DSC~ + 0 + + + Tainted Wood + {T}: Add {C}. +{T}: Add {B} or {G}. Activate only if you control a Swamp. + + Land + Land + 0 + + DSC~ + 0 + + + Talisman of Indulgence + {T}: Add {C}. +{T}: Add {B} or {R}. Talisman of Indulgence deals 1 damage to you. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Talisman of Resilience + {T}: Add {C}. +{T}: Add {B} or {G}. Talisman of Resilience deals 1 damage to you. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Tangled Islet + ({T}: Add {G} or {U}.) +Tangled Islet enters tapped. + + Land — Forest Island + Land + 0 + + DSC~ + 0 + + + Tatyova, Benthic Druid + Landfall — Whenever a land you control enters, you gain 1 life and draw a card. + + GU + Legendary Creature — Merfolk Druid + Creature + 5 + 3GU + 3/3 + + DSC~ + 2 + + + Tectonic Giant + Whenever Tectonic Giant attacks or becomes the target of a spell an opponent controls, choose one — +• Tectonic Giant deals 3 damage to each opponent. +• Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card. + + R + Creature — Elemental Giant + Creature + 4 + 2RR + 3/4 + + DSC~ + 2 + + + Telling Time + Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library. + + U + Instant + Instant + 2 + 1U + + DSC~ + 3 + + + Temple of Deceit + Temple of Deceit enters tapped. +When Temple of Deceit enters, scry 1. +{T}: Add {U} or {B}. + + Land + Land + 0 + + DSC~ + 0 + + + Temple of Enlightenment + Temple of Enlightenment enters tapped. +When Temple of Enlightenment enters, scry 1. +{T}: Add {W} or {U}. + + Land + Land + 0 + + DSC~ + 0 + + + Temple of Malady + Temple of Malady enters tapped. +When Temple of Malady enters, scry 1. +{T}: Add {B} or {G}. + + Land + Land + 0 + + DSC~ + 0 + + + Temple of Malice + Temple of Malice enters tapped. +When Temple of Malice enters, scry 1. +{T}: Add {B} or {R}. + + Land + Land + 0 + + DSC~ + 0 + + + Temple of Mystery + Temple of Mystery enters tapped. +When Temple of Mystery enters, scry 1. +{T}: Add {G} or {U}. + + Land + Land + 0 + + DSC~ + 0 + + + Temple of Silence + Temple of Silence enters tapped. +When Temple of Silence enters, scry 1. +{T}: Add {W} or {B}. + + Land + Land + 0 + + DSC~ + 0 + + + Temple of the False God + {T}: Add {C}{C}. Activate only if you control five or more lands. + + Land + Land + 0 + + DSC~ + 0 + + + Temur War Shaman + When Temur War Shaman enters, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) +Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control. + + G + Creature — Human Shaman + Creature + 6 + 4GG + 4/5 + + DSC~ + 2 + + + Terminus + Put all creatures on the bottom of their owners' libraries. +Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) + + W + Sorcery + Sorcery + 6 + 4WW + + DSC~ + 3 + + + The Eldest Reborn + (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) +I — Each opponent sacrifices a creature or planeswalker. +II — Each opponent discards a card. +III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control. + + B + Enchantment — Saga + Enchantment + 5 + 4B + + DSC~ + 1 + + + The Lord of Pain + Menace +Your opponents can't gain life. +Whenever a player casts their first spell each turn, choose another target player. The Lord of Pain deals damage equal to that spell's mana value to the chosen player. + + BR + Legendary Creature — Human Assassin + Creature + 5 + 3BR + 5/5 + + DSC~ + 2 + + + The Master of Keys + Flying +When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. +Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) + + BUW + Legendary Enchantment Creature — Horror + Creature + 3 + XWUB + 3/3 + + DSC~ + 2 + + + Theater of Horrors + At the beginning of your upkeep, exile the top card of your library. +During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with Theater of Horrors. +{3}{R}: Theater of Horrors deals 1 damage to target opponent or planeswalker. + + BR + Enchantment + Enchantment + 3 + 1BR + + DSC~ + 1 + + + They Came from the Pipes + When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) +Whenever a face-down creature you control enters, draw a card. + + U + Enchantment + Enchantment + 5 + 4U + + DSC~ + 1 + + + They Came from the Pipes + When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) +Whenever a face-down creature you control enters, draw a card. + + U + Enchantment + Enchantment + 5 + 4U + + DSC~ + 1 + + + Thirst for Meaning + Draw three cards. Then discard two cards unless you discard an enchantment card. + + U + Instant + Instant + 3 + 2U + + DSC~ + 3 + + + Thornwood Falls + Thornwood Falls enters tapped. +When Thornwood Falls enters, you gain 1 life. +{T}: Add {G} or {U}. + + Land + Land + 0 + + DSC~ + 0 + + + Thought Vessel + You have no maximum hand size. +{T}: Add {C}. + + Artifact + Artifact + 2 + 2 + + DSC~ + 1 + + + Thriving Heath + Thriving Heath enters tapped. As it enters, choose a color other than white. +{T}: Add {W} or one mana of the chosen color. + + Land + Land + 0 + + DSC~ + 0 + + + Thriving Isle + Thriving Isle enters tapped. As it enters, choose a color other than blue. +{T}: Add {U} or one mana of the chosen color. + + Land + Land + 0 + + DSC~ + 0 + + + Thriving Moor + Thriving Moor enters tapped. As it enters, choose a color other than black. +{T}: Add {B} or one mana of the chosen color. + + Land + Land + 0 + + DSC~ + 0 + + + Thunderfoot Baloth + Trample +Lieutenant — As long as you control your commander, Thunderfoot Baloth gets +2/+2 and other creatures you control get +2/+2 and have trample. + + G + Creature — Beast + Creature + 6 + 4GG + 5/5 + + DSC~ + 2 + + + Time Bends to My Will + When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn. + + Scheme + 0 + + DSC~ + 1 + + + Time Wipe + Return a creature you control to its owner's hand, then destroy all creatures. + + UW + Sorcery + Sorcery + 5 + 2WWU + + DSC~ + 3 + + + Timely Ward + You may cast Timely Ward as though it had flash if it targets a commander. +Enchant creature +Enchanted creature has indestructible. + + W + Enchantment — Aura + Enchantment + 3 + 2W + + DSC~ + 1 + + + Titania, Nature's Force + You may play Forests from your graveyard. +Whenever a Forest you control enters, create a 5/3 green Elemental creature token. +Whenever an Elemental you control dies, you may mill three cards. + + G + Legendary Creature — Elemental + Creature + 6 + 4GG + 6/6 + + DSC~ + 2 + + + Trail of Mystery + Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. +Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn. + + G + Enchantment + Enchantment + 2 + 1G + + DSC~ + 1 + + + Tranquil Thicket + Tranquil Thicket enters tapped. +{T}: Add {G}. +Cycling {G} ({G}, Discard this card: Draw a card.) + + Land + Land + 0 + + DSC~ + 0 + + + Tree of Tales + {T}: Add {G}. + + Artifact Land + Land + 0 + + DSC~ + 0 + + + Trygon Predator + Flying +Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls. + + GU + Creature — Beast + Creature + 3 + 1GU + 2/3 + + DSC~ + 2 + + + Twilight Mire + {T}: Add {C}. +{B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}. + + Land + Land + 0 + + DSC~ + 0 + + + Underground River + {T}: Add {C}. +{T}: Add {U} or {B}. Underground River deals 1 damage to you. + + Land + Land + 0 + + DSC~ + 0 + + + Ursine Monstrosity + Trample +At the beginning of combat on your turn, mill a card and choose an opponent at random. Ursine Monstrosity attacks that player this combat if able. Until end of turn, Ursine Monstrosity gains indestructible and gets +1/+1 for each card type among cards in your graveyard. + + G + Creature — Bear Mutant + Creature + 3 + 2G + 3/3 + + DSC~ + 2 + + + Ursine Monstrosity + Trample +At the beginning of combat on your turn, mill a card and choose an opponent at random. Ursine Monstrosity attacks that player this combat if able. Until end of turn, Ursine Monstrosity gains indestructible and gets +1/+1 for each card type among cards in your graveyard. + + G + Creature — Bear Mutant + Creature + 3 + 2G + 3/3 + + DSC~ + 2 + + + Utter End + Exile target nonland permanent. + + BW + Instant + Instant + 4 + 2WB + + DSC~ + 3 + + + Valgavoth, Harrower of Souls + Flying +Ward—Pay 2 life. +Whenever an opponent loses life for the first time during each of their turns, put a +1/+1 counter on Valgavoth, Harrower of Souls and draw a card. + + BR + Legendary Creature — Elder Demon + Creature + 4 + 2BR + 4/4 + + DSC~ + 2 + + + Vault of Whispers + {T}: Add {B}. + + Artifact Land + Land + 0 + + DSC~ + 0 + + + Verge Rangers + First strike +You may look at the top card of your library any time. +As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.) + + W + Creature — Human Scout Ranger + Creature + 3 + 2W + 3/3 + + DSC~ + 2 + + + Vial Smasher the Fierce + Whenever you cast your first spell each turn, choose an opponent at random. Vial Smasher the Fierce deals damage equal to that spell's mana value to that player or a planeswalker that player controls. +Partner (You can have two commanders if both have partner.) + + BR + Legendary Creature — Goblin Berserker + Creature + 3 + 1BR + 2/3 + + DSC~ + 2 + + + Vineglimmer Snarl + As Vineglimmer Snarl enters, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters tapped. +{T}: Add {G} or {U}. + + Land + Land + 0 + + DSC~ + 0 + + + Viridescent Bog + {1}, {T}: Add {B}{G}. + + Land + Land + 0 + + DSC~ + 0 + + + When Will You Learn? + When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs. + + Scheme + 0 + + DSC~ + 1 + + + Whip of Erebos + Creatures you control have lifelink. +{2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery. + + B + Legendary Enchantment Artifact + Artifact + 4 + 2BB + + DSC~ + 1 + + + Whispersilk Cloak + Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) +Equip {2} + + Artifact — Equipment + Artifact + 3 + 3 + + DSC~ + 1 + + + Whisperwood Elemental + At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) +Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library." + + G + Creature — Elemental + Creature + 5 + 3GG + 4/4 + + DSC~ + 2 + + + Wilderness Reclamation + At the beginning of your end step, untap all lands you control. + + G + Enchantment + Enchantment + 4 + 3G + + DSC~ + 1 + + + Winter, Cynical Opportunist + Deathtouch +Whenever Winter attacks, mill three cards. +Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it. + + BG + Legendary Creature — Human Warlock + Creature + 4 + 2BG + 2/5 + + DSC~ + 2 + + + Witch's Clinic + {T}: Add {C}. +{2}, {T}: Target commander gains lifelink until end of turn. + + Land + Land + 0 + + DSC~ + 0 + + + Woodland Cemetery + Woodland Cemetery enters tapped unless you control a Swamp or a Forest. +{T}: Add {B} or {G}. + + Land + Land + 0 + + DSC~ + 0 + + + Worldspine Wurm + Trample +When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with trample. +When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library. + + G + Creature — Wurm + Creature + 11 + 8GGG + 15/15 + + DSC~ + 2 + + + Wrenn and Seven + +1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. +0: Put any number of land cards from your hand onto the battlefield tapped. +−3: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control." +−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size." + + G + Legendary Planeswalker — Wrenn + Planeswalker + 5 + 3GG + 5 + + DSC~ + 1 + + + Yavimaya Coast + {T}: Add {C}. +{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you. + + Land + Land + 0 + + DSC~ + 0 + + + Yavimaya Elder + When Yavimaya Elder dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. +{2}, Sacrifice Yavimaya Elder: Draw a card. + + G + Creature — Human Druid + Creature + 3 + 1GG + 2/1 + + DSC~ + 2 + + + Yedora, Grave Gardener + Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.) + + G + Legendary Creature — Treefolk Druid + Creature + 5 + 4G + 5/5 + + DSC~ + 2 + + + You Are Unworthy of Mercy + When you set this scheme in motion, each opponent sacrifices a nonland permanent. If you control six or more lands, each opponent sacrifices three nonland permanents instead. + + Scheme + 0 + + DSC~ + 1 + + + You Cannot Hide from Me + (An ongoing scheme remains face up until it's abandoned.) +At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. +At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme. + + Ongoing Scheme + 0 + + DSC~ + 1 + + + You Exist Only to Amuse + When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. +• Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." +• Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities. + + Scheme + 0 + + DSC~ + 1 + + + You Live Only Because I Will It + When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team gets one of those life totals back.) + + Scheme + 0 + + DSC~ + 1 + + + You Will Know True Suffering + When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control. + + Scheme + 0 + + DSC~ + 1 + + + Your Mistake Is My Triumph + When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control. + + Scheme + 0 + + DSC~ + 1 + + + Your Nightmares Are Delicious + When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the difference. Then if fewer than three cards were discarded this way, you draw three cards. + + Scheme + 0 + + DSC~ + 1 + + + Your Own Face Mocks You + When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference. + + Scheme + 0 + + DSC~ + 1 + + + Your Plans Mean Nothing + When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards. + + Scheme + 0 + + DSC~ + 1 + + + Zimone's Hypothesis + You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.) + + U + Instant + Instant + 5 + 3UU + + DSC~ + 3 + + + Zimone's Hypothesis + You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.) + + U + Instant + Instant + 5 + 3UU + + DSC~ + 3 + + + Zimone, Mystery Unraveler + Landfall — Whenever a land you control enters, manifest dread if this is the first time this ability has resolved this turn. Otherwise, you may turn a permanent you control face up. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) + + GU + Legendary Creature — Human Wizard + Creature + 4 + 2GU + 3/3 + + DSC~ + 2 +